/// <summary> /// Creates a new instance of the shader specialization state. /// </summary> /// <param name="state">Current 3D engine state</param> /// <param name="descriptors">Optional transform feedback buffers in use, if any</param> public ShaderSpecializationState(GpuChannelGraphicsState state, TransformFeedbackDescriptor[] descriptors) : this() { GraphicsState = state; _compute = false; if (descriptors != null) { TransformFeedbackDescriptors = descriptors; _queriedState |= QueriedStateFlags.TransformFeedback; } }
/// <summary> /// Indicates that the shader accesses the tessellation mode state. /// </summary> public void RecordTessellationMode() { _queriedState |= QueriedStateFlags.TessellationMode; }
/// <summary> /// Indicates that the shader accesses the primitive topology state. /// </summary> public void RecordPrimitiveTopology() { _queriedState |= QueriedStateFlags.PrimitiveTopology; }
/// <summary> /// Indicates that the shader accesses the early Z force state. /// </summary> public void RecordEarlyZForce() { _queriedState |= QueriedStateFlags.EarlyZForce; }