public OpenGLPipeline(OpenGLGraphicsDevice gd, ref ComputePipelineDescription description) { _gd = gd; IsComputePipeline = true; ComputeDescription = description; VertexStrides = Array.Empty <int>(); }
public OpenGLPipeline(OpenGLGraphicsDevice gd, ref ComputePipelineDescription description) : base(ref description) { _gd = gd; IsComputePipeline = true; ComputeShader = description.ComputeShader; VertexStrides = Array.Empty <int>(); ResourceLayouts = Util.ShallowClone(description.ResourceLayouts); }
public OpenGLPipeline(OpenGLGraphicsDevice gd, ref GraphicsPipelineDescription description) { _gd = gd; GraphicsDescription = description; int numVertexBuffers = description.ShaderSet.VertexLayouts.Length; VertexStrides = new int[numVertexBuffers]; for (int i = 0; i < numVertexBuffers; i++) { VertexStrides[i] = (int)description.ShaderSet.VertexLayouts[i].Stride; } }
public OpenGLPipeline(OpenGLGraphicsDevice gd, ref GraphicsPipelineDescription description) : base(ref description) { _gd = gd; GraphicsShaders = Util.ShallowClone(description.ShaderSet.Shaders); VertexLayouts = Util.ShallowClone(description.ShaderSet.VertexLayouts); BlendState = description.BlendState.ShallowClone(); DepthStencilState = description.DepthStencilState; RasterizerState = description.RasterizerState; PrimitiveTopology = description.PrimitiveTopology; int numVertexBuffers = description.ShaderSet.VertexLayouts.Length; VertexStrides = new int[numVertexBuffers]; for (int i = 0; i < numVertexBuffers; i++) { VertexStrides[i] = (int)description.ShaderSet.VertexLayouts[i].Stride; } ResourceLayouts = Util.ShallowClone(description.ResourceLayouts); }
public OpenGLCommandList(OpenGLGraphicsDevice gd, ref CommandListDescription description) : base(ref description, gd.Features, gd.UniformBufferMinOffsetAlignment, gd.StructuredBufferMinOffsetAlignment) { _gd = gd; }
public unsafe OpenGLResourceFactory(OpenGLGraphicsDevice gd) { _gd = gd; }
public OpenGLCommandList(OpenGLGraphicsDevice gd, ref CommandListDescription description) : base(ref description, gd.Features) { _gd = gd; }
public unsafe OpenGLResourceFactory(OpenGLGraphicsDevice gd) : base(gd.Features) { _gd = gd; _pool = gd.StagingMemoryPool; }
public unsafe OpenGLResourceFactory(OpenGLGraphicsDevice gd) : base(gd.Features) { _gd = gd; }