public GraphicsPipelineCreateInfo ( StructureType sType = StructureType.GraphicsPipelineCreateInfo, void *pNext = default, PipelineCreateFlags flags = default, uint stageCount = default, PipelineShaderStageCreateInfo *pStages = default, PipelineVertexInputStateCreateInfo *pVertexInputState = default, PipelineInputAssemblyStateCreateInfo *pInputAssemblyState = default, PipelineTessellationStateCreateInfo *pTessellationState = default, PipelineViewportStateCreateInfo *pViewportState = default, PipelineRasterizationStateCreateInfo *pRasterizationState = default, PipelineMultisampleStateCreateInfo *pMultisampleState = default, PipelineDepthStencilStateCreateInfo *pDepthStencilState = default, PipelineColorBlendStateCreateInfo *pColorBlendState = default, PipelineDynamicStateCreateInfo *pDynamicState = default, PipelineLayout layout = default, RenderPass renderPass = default, uint subpass = default, Pipeline basePipelineHandle = default, int basePipelineIndex = default ) { SType = sType; PNext = pNext; Flags = flags; StageCount = stageCount; PStages = pStages; PVertexInputState = pVertexInputState; PInputAssemblyState = pInputAssemblyState; PTessellationState = pTessellationState; PViewportState = pViewportState; PRasterizationState = pRasterizationState; PMultisampleState = pMultisampleState; PDepthStencilState = pDepthStencilState; PColorBlendState = pColorBlendState; PDynamicState = pDynamicState; Layout = layout; RenderPass = renderPass; Subpass = subpass; BasePipelineHandle = basePipelineHandle; BasePipelineIndex = basePipelineIndex; }
public ComputePipelineCreateInfo ( StructureType sType = StructureType.ComputePipelineCreateInfo, void *pNext = default, PipelineCreateFlags flags = default, PipelineShaderStageCreateInfo stage = default, PipelineLayout layout = default, Pipeline basePipelineHandle = default, int basePipelineIndex = default ) { SType = sType; PNext = pNext; Flags = flags; Stage = stage; Layout = layout; BasePipelineHandle = basePipelineHandle; BasePipelineIndex = basePipelineIndex; }