Computes statistics for every slice of a texture.
The fragment shader passed as an argument is executed once per slice. The shader is expected
to return computed statistics as a color. tex is bound to texture id 0.
Namespace: VideoDVRAssembly: VideoDVR (in VideoDVR.exe) Version: 1.0.0.0 (1.0.0.0)
Syntax
C# |
---|
public static Texture Compute(
Texture tex,
int numValues,
IEnumerable<Shader> fragmentShaders,
Action<ShaderProgram> configureCallback
) |
Visual Basic |
---|
Public Shared Function Compute ( _
tex As Texture, _
numValues As Integer, _
fragmentShaders As IEnumerable(Of Shader), _
configureCallback As Action(Of ShaderProgram) _
) As Texture |
Visual C++ |
---|
public:
static Texture^ Compute(
Texture^ tex,
int numValues,
IEnumerable<Shader^>^ fragmentShaders,
Action<ShaderProgram^>^ configureCallback
) |
Parameters
- tex
- Type: Texture
The texture to analyze.
- numValues
- Type: System..::..Int32
The number of statistics that are computed. Determines the number of channels of the resulting texture. Must be betwen 1 and 4.
- fragmentShaders
- Type: System.Collections.Generic..::..IEnumerable<(Of <(<'Shader>)>)>
A fragment shader that does the computation.
- configureCallback
- Type: System..::..Action<(Of <(<'ShaderProgram>)>)>
A callback method called after the shader program was set active. Must be used only for setting uniforms.
Return Value
A texture containing the results. The internal format is half-float with the number of channels based on numValues.
See Also