示例#1
0
        private static PipelineLayoutDescription CreatePipelineLayoutDescription()
        {
            return(new PipelineLayoutDescription
            {
                Entries = new[]
                {
                    // TextureCB
                    PipelineLayoutEntry.CreateResource(
                        ShaderStageVisibility.Pixel,
                        ResourceType.ConstantBuffer,
                        0),

                    // Texture
                    PipelineLayoutEntry.CreateResourceView(
                        ShaderStageVisibility.Pixel,
                        ResourceType.Texture,
                        0, 1)
                },

                StaticSamplerStates = new[]
                {
                    new StaticSamplerDescription(
                        ShaderStageVisibility.Pixel,
                        0,
                        new SamplerStateDescription(SamplerFilter.MinMagMipPoint))
                }
            });
        }
示例#2
0
        private static PipelineLayoutDescription CreatePipelineLayoutDescription(int numTextures)
        {
            return(new PipelineLayoutDescription
            {
                Entries = new[]
                {
                    // TransformCB
                    PipelineLayoutEntry.CreateResource(
                        ShaderStageVisibility.Vertex,
                        ResourceType.ConstantBuffer,
                        0),

                    // LightingCB
                    PipelineLayoutEntry.CreateResource(
                        ShaderStageVisibility.Pixel,
                        ResourceType.ConstantBuffer,
                        0),

                    // TileData
                    PipelineLayoutEntry.CreateResourceView(
                        ShaderStageVisibility.Pixel,
                        ResourceType.Texture,
                        0, 1),

                    // CliffDetails
                    PipelineLayoutEntry.CreateResourceView(
                        ShaderStageVisibility.Pixel,
                        ResourceType.StructuredBuffer,
                        1, 1),

                    // TextureDetails
                    PipelineLayoutEntry.CreateResourceView(
                        ShaderStageVisibility.Pixel,
                        ResourceType.StructuredBuffer,
                        2, 1),

                    // Textures
                    PipelineLayoutEntry.CreateResourceView(
                        ShaderStageVisibility.Pixel,
                        ResourceType.StructuredBuffer,
                        3, numTextures)
                },

                StaticSamplerStates = new[]
                {
                    new StaticSamplerDescription(
                        ShaderStageVisibility.Pixel,
                        0,
                        new SamplerStateDescription(SamplerFilter.Anisotropic))
                }
            });
        }
示例#3
0
        private static PipelineLayoutDescription CreatePipelineLayoutDescription()
        {
            return(new PipelineLayoutDescription
            {
                Entries = new[]
                {
                    // PerDrawCB
                    PipelineLayoutEntry.CreateResource(
                        ShaderStageVisibility.Pixel,
                        ResourceType.ConstantBuffer,
                        1),

                    // MeshTransformCB
                    PipelineLayoutEntry.CreateResource(
                        ShaderStageVisibility.Vertex,
                        ResourceType.ConstantBuffer,
                        0),

                    // SkinningBuffer
                    PipelineLayoutEntry.CreateResource(
                        ShaderStageVisibility.Vertex,
                        ResourceType.StructuredBuffer,
                        0),

                    // LightingCB
                    PipelineLayoutEntry.CreateResource(
                        ShaderStageVisibility.Pixel,
                        ResourceType.ConstantBuffer,
                        0),

                    // Sorted in descending frequency of updating

                    // MaterialIndices
                    PipelineLayoutEntry.CreateResourceView(
                        ShaderStageVisibility.Vertex,
                        ResourceType.StructuredBuffer,
                        1, 1),

                    // TextureIndices
                    PipelineLayoutEntry.CreateResourceView(
                        ShaderStageVisibility.Pixel,
                        ResourceType.StructuredBuffer,
                        1, 1),

                    // Materials
                    PipelineLayoutEntry.CreateResourceView(
                        ShaderStageVisibility.Pixel,
                        ResourceType.StructuredBuffer,
                        0, 1),

                    // Textures
                    PipelineLayoutEntry.CreateResourceView(
                        ShaderStageVisibility.Pixel,
                        ResourceType.Texture,
                        2, MaxTextures),
                },

                StaticSamplerStates = new[]
                {
                    new StaticSamplerDescription(
                        ShaderStageVisibility.Pixel,
                        0,
                        new SamplerStateDescription(SamplerFilter.Anisotropic))
                }
            });
        }