public unsafe ComputePipeline( GraphicsDevice device, ShaderStageState computeShaderState, uint bufferBindingCount, uint imageBindingCount ) : base(device) { var computePipelineLayoutCreateInfo = new Refresh.ComputePipelineLayoutCreateInfo { bufferBindingCount = bufferBindingCount, imageBindingCount = imageBindingCount }; var computePipelineCreateInfo = new Refresh.ComputePipelineCreateInfo { pipelineLayoutCreateInfo = computePipelineLayoutCreateInfo, computeShaderState = new Refresh.ShaderStageState { entryPointName = computeShaderState.EntryPointName, shaderModule = computeShaderState.ShaderModule.Handle, uniformBufferSize = computeShaderState.UniformBufferSize } }; Handle = Refresh.Refresh_CreateComputePipeline( device.Handle, ref computePipelineCreateInfo ); }