/// <summary> /// Open command buffer for updates. /// NOTE: Locks buffers on swap-chains active GPU. (In the case of AFR this will be next swap buffer device) /// </summary> /// <param name="swapChain">SwapChain to lock GPU node buffers on</param> /// <returns>True if successful</returns> public bool BeginUpdate(SwapChainBase swapChain) { activeNodeIndex = swapChain.activeNodeIndex; return(BeginUpdateInternal()); }
/// <summary> /// Open command buffer for updates. /// NOTE: Locks buffers on swap-chains active GPU. (In the case of AFR this will be next swap buffer device) /// </summary> /// <param name="swapChain">SwapChain to lock GPU node buffers on</param> /// <returns>True if successful</returns> public bool BeginUpdate(SwapChainBase swapChain) { currentNodeIndex = swapChain.currentNodeIndex; return(BeginUpdateInternal()); }
/// <summary> /// Start so we can record new commands (clears existing commands). /// NOTE: Runs commands on swap-chains active GPU. (In the case of AFR this will be next swap buffer device) /// </summary> /// <param name="swapChain">SwapChain to get active GPU node from</param> public void Start(SwapChainBase swapChain) { Start(swapChain.currentNodeIndex); }
/// <summary> /// Start so we can record new commands (clears existing commands). /// NOTE: Runs commands on swap-chains active GPU. (In the case of AFR this will be next swap buffer device) /// </summary> /// <param name="swapChain">SwapChain to get active GPU node from</param> public void Start(SwapChainBase swapChain) { Start(swapChain.activeNodeIndex); }
/// <summary> /// Clears current swap-chain render target /// </summary> public abstract void ClearRenderTarget(SwapChainBase swapChain, float r, float g, float b, float a);