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#pragma once
#include "device.h"
namespace DirectCompute
{
class Binder
{
uint8_t maxSrv = 0;
uint8_t maxUav = 0;
public:
Binder() = default;
Binder( const Binder& ) = delete;
void bind( ID3D11ShaderResourceView* srv0, ID3D11UnorderedAccessView* uav0 );
void bind( ID3D11ShaderResourceView* srv0, ID3D11ShaderResourceView* srv1, ID3D11UnorderedAccessView* uav0 );
void bind( std::initializer_list<ID3D11ShaderResourceView*> srvs, std::initializer_list<ID3D11UnorderedAccessView*> uavs );
void bind( ID3D11UnorderedAccessView* uav0 );
~Binder();
};
}
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