public ComputeShaderHandle(IComputeShaderParameters parameters, IShaderDefinition <IShader11> definition) : base(parameters, definition) { ThreadGroupX = parameters.ThreadGroupX; ThreadGroupY = parameters.ThreadGroupY; ThreadGroupZ = parameters.ThreadGroupZ; }
public static TShader Compile <TShader>(this IShaderDefinition <TShader> definition) where TShader : IShaderBase { TShader shader; definition.Compile(out shader); return(shader); }
public NNedi3Kernel(IShaderDefinition <IKernel> definition, int[] localWorkSizes) : base(new CachedDefinition <IKernel>(definition), null, localWorkSizes) { NeuronCount = 16; ReloadWeights = true; Buffer = null; Horizontal = true; }
public NNediKernelHandle(NNedi3Kernel parameters, IShaderDefinition <IKernel> definition, bool horizontal) : base(parameters, definition) { m_NeuronCount = parameters.NeuronCount; m_ReloadWeights = parameters.ReloadWeights; m_Horizontal = horizontal; m_Buffer = parameters.Buffer; }
protected GenericShaderConfig(IShaderDefinition <TShader> definition) { Definition = definition; LinearSampling = false; PerTextureLinearSampling = new bool[0]; Transform = (s => s); Format = Renderer.RenderQuality.GetTextureFormat(); SizeIndex = 0; Arguments = new ArgumentList(); }
protected BaseShaderHandle(IShaderParameters parameters, IShaderDefinition <TShader> definition) { Transform = parameters.Transform; Format = parameters.Format; SizeIndex = parameters.SizeIndex; Arguments = new ArgumentList(parameters.Arguments); LinearSampling = parameters.LinearSampling; PerTextureLinearSampling = parameters.PerTextureLinearSampling; m_Definition = definition; }
public Shader(IShaderDefinition <IShader> definition) : base(definition) { }
public ClKernel(IShaderDefinition <IKernel> definition, int[] globalWorkSizes, int[] localWorkSizes = null) : base(definition) { GlobalWorkSizes = globalWorkSizes; LocalWorkSizes = localWorkSizes; }
public ComputeShader(IShaderDefinition <IShader11> definition, int threadGroupX = 32, int threadGroupY = 32, int threadGroupZ = 1) : base(definition) { ThreadGroupX = threadGroupX; ThreadGroupY = threadGroupY; ThreadGroupZ = threadGroupZ; }
public Shader11(IShaderDefinition <IShader11> definition) : base(definition) { }
protected GenericShaderHandle(IShaderParameters parameters, IShaderDefinition <TShader> definition) : base(parameters, definition) { }
public ClKernelHandle(IClKernelParameters parameters, IShaderDefinition <IKernel> definition) : base(parameters, definition) { GlobalWorkSizes = parameters.GlobalWorkSizes; LocalWorkSizes = parameters.LocalWorkSizes; }
public Shader11Handle(IShaderParameters parameters, IShaderDefinition <IShader11> definition) : base(parameters, definition) { }
public CachedDefinition(IShaderDefinition <TShader> definition) { m_Definition = definition; }
public LegacyHandle(IShaderParameters parameters, IShaderDefinition <IShader> definition) : base(parameters, definition) { }
public LegacyShader(IShaderDefinition <IShader> config) : base(config) { }