示例#1
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 public TiledResourcePool(DxDevice device, int initialPageCount = 16)
 {
     /*this.device = device;
      * this.pageCount = initialPageCount;
      * var memSize = initialPageCount * 65536;
      *
      * BufferDescription bdPool = new BufferDescription()
      * {
      *  BindFlags = BindFlags.None,
      *  CpuAccessFlags = CpuAccessFlags.None,
      *  OptionFlags = ResourceOptionFlags.TilePool,
      *  SizeInBytes = memSize,
      *  Usage = ResourceUsage.Default
      * };
      *
      * this.tilePoolBuffer = new SharpDX.Direct3D11.Buffer(device, bdPool);*/
 }
示例#2
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 public EffectInstance(DxDevice device, ShaderBytecode bytecode)
 {
     this.device           = device;
     this.effect           = new Effect(device.Device, bytecode);
     this.currenttechnique = this.effect.GetTechniqueByIndex(0);
 }
示例#3
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 public EffectInstance(DxDevice device, DX11Effect effect)
 {
     this.device           = device;
     this.effect           = new Effect(device.Device, effect.ByteCode);
     this.currenttechnique = this.effect.GetTechniqueByIndex(0);
 }
示例#4
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        public static T GetShaderInstance <T>(DxDevice device, Assembly assembly, string path) where T : class
        {
            ShaderBytecode sb = LoadFromResource(assembly, path);

            return(GetShaderInstance <T>(device, sb));
        }
示例#5
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 public static string GetShaderProfile <T>(DxDevice device) where T : class
 {
     return(GetProfileType <T>() + GetFeature(device));
 }
示例#6
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        public static T CompileFromResource <T>(DxDevice device, Assembly assembly, string path, string entrypoint) where T : class
        {
            ShaderBytecode sb = CompileFromResource(assembly, path, GetShaderProfile <T>(device), entrypoint);

            return(GetShaderInstance <T>(device, sb));
        }
示例#7
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 public SamplerStates(DxDevice device)
 {
     this.device = device;
     this.Initialize();
 }
示例#8
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 public RasterizerStates(DxDevice device)
 {
     this.device = device;
     this.Initialize();
 }
示例#9
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 public DefaultTextures(DxDevice device)
 {
     this.device = device;
 }
示例#10
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 public DepthStencilPool(DxDevice device)
     : base(device)
 {
 }
示例#11
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 public RenderTargetPool(DxDevice device)
     : base(device)
 {
 }
示例#12
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 public VolumeTexturePool(DxDevice device)
     : base(device)
 {
 }
示例#13
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 public StructuredBufferPool(DxDevice device)
     : base(device)
 {
 }
示例#14
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 public VertexBufferPool(DxDevice device)
     : base(device)
 {
 }
示例#15
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 public EffectInstance(DxDevice device, Effect effect)
 {
     this.device           = device;
     this.effect           = effect;
     this.currenttechnique = this.effect.GetTechniqueByIndex(0);
 }
示例#16
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 public DepthStencilStates(DxDevice device)
 {
     this.device = device;
     this.Initialize();
 }
示例#17
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        public static T CompileFromString <T>(DxDevice device, string code, string entrypoint) where T : class
        {
            ShaderBytecode sb = CompileFromString(code, GetShaderProfile <T>(device), entrypoint);

            return(GetShaderInstance <T>(device, sb));
        }
示例#18
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        public static T CompileFromFile <T>(DxDevice device, string path, string entrypoint) where T : class
        {
            ShaderBytecode sb = CompileFromFile(path, GetShaderProfile <T>(device), entrypoint, null);

            return(GetShaderInstance <T>(device, sb));
        }
示例#19
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 public ResourcePool(DxDevice device)
 {
     this.device = device;
 }