/// <summary> /// Render Graph constructor. /// </summary> /// <param name="supportMSAA">Specify if this Render Graph should support MSAA.</param> /// <param name="initialSampleCount">Specify the initial sample count of MSAA render textures.</param> public RenderGraph(bool supportMSAA, MSAASamples initialSampleCount) { m_Resources = new RenderGraphResourceRegistry(supportMSAA, initialSampleCount, m_DebugParameters, m_Logger); for (int i = 0; i < (int)RenderGraphResourceType.Count; ++i) { m_CompiledResourcesInfos[i] = new DynamicArray <CompiledResourceInfo>(); } }
/// <summary> /// Render Graph constructor. /// </summary> /// <param name="name">Optional name used to identify the render graph instnace.</param> public RenderGraph(string name = "") { m_Name = name; m_Resources = new RenderGraphResourceRegistry(m_DebugParameters, m_Logger); for (int i = 0; i < (int)RenderGraphResourceType.Count; ++i) { m_CompiledResourcesInfos[i] = new DynamicArray <CompiledResourceInfo>(); } m_DebugParameters.RegisterDebug(m_Name); }
/// <summary> /// Render Graph constructor. /// </summary> /// <param name="supportMSAA">Specify if this Render Graph should support MSAA.</param> /// <param name="initialSampleCount">Specify the initial sample count of MSAA render textures.</param> public RenderGraph(bool supportMSAA, MSAASamples initialSampleCount) { m_Resources = new RenderGraphResourceRegistry(supportMSAA, initialSampleCount, m_DebugParameters, m_Logger); }
internal RenderGraphBuilder(RenderGraph.RenderPass renderPass, RenderGraphResourceRegistry resources) { m_RenderPass = renderPass; m_Resources = resources; m_Disposed = false; }