VoxelTerrain.RenderTarget.GetUnorderedAccessView C# (CSharp) Method

GetUnorderedAccessView() public method

Returns unordered access view object connected with the texture.
public GetUnorderedAccessView ( ) : UnorderedAccessView
return UnorderedAccessView
        public UnorderedAccessView GetUnorderedAccessView()
        {
            return unorderedAccessView;
        }

Usage Example

コード例 #1
0
        /// <summary>
        /// Sets specified shader program and performs computations.
        /// </summary>
        /// <param name="shader">Name of shader program.</param>
        /// <param name="outputScale">Screen space scale factor.</param>
        /// <param name="output">Output render target.</param>
        /// <param name="input">Input render targets.</param>
        private void Dispatch(string shader, int outputScale, RenderTarget output, params RenderTarget[] input)
        {
            Viewport viewport = graphicsDevice.ImmediateContext.Rasterizer.GetViewports()[0];

            graphicsDevice.ImmediateContext.ComputeShader.Set(effects[shader]);
            graphicsDevice.ImmediateContext.ComputeShader.SetConstantBuffer(constantBuffer, 0);

            for (int i = 0; i < input.Length; i++)
            {
                graphicsDevice.ImmediateContext.ComputeShader.SetShaderResource(input[i].GetShaderResourceView(), i);
            }
            graphicsDevice.ImmediateContext.ComputeShader.SetUnorderedAccessView(output.GetUnorderedAccessView(), 0);

            graphicsDevice.ImmediateContext.Dispatch((int)Math.Ceiling(viewport.Width / (32 * outputScale)), (int)Math.Ceiling(viewport.Height / (32 * outputScale)), 1);

            graphicsDevice.ImmediateContext.ComputeShader.SetUnorderedAccessView(null, 0);
        }
All Usage Examples Of VoxelTerrain.RenderTarget::GetUnorderedAccessView