36 lines
1.2 KiB
C#
36 lines
1.2 KiB
C#
using RefreshCS;
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namespace MoonWorks.Graphics
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{
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/// <summary>
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/// Binding specification used for binding texture slices for compute shaders.
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/// </summary>
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/// <param name="TextureSlice">The TextureSlice to bind.</param>
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/// <param name="WriteOption">
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/// Specifies data dependency behavior when this texture is written to in the shader. <br/>
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///
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/// SafeDiscard:
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/// If this texture slice has been used in commands that have not finished,
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/// this option will prevent a dependency on those commands
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/// at the cost of increased memory usage.
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/// You may NOT assume that any of the previous texture (not slice!) data is retained.
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/// Otherwise this option is equivalent to SafeOverwrite. <br/>
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///
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/// SafeOverwrite:
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/// Overwrites the data safely using a GPU memory barrier.
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/// </param>
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public readonly record struct ComputeTextureBinding(
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TextureSlice TextureSlice,
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WriteOptions WriteOption
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) {
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public Refresh.ComputeTextureBinding ToRefresh()
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{
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return new Refresh.ComputeTextureBinding
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{
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textureSlice = TextureSlice.ToRefreshTextureSlice(),
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writeOption = (Refresh.WriteOptions) WriteOption
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};
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}
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}
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}
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