Material Clustering Benchmark
IDispatcher.cs
Go to the documentation of this file.
1using System;
2
4{
5 /// <summary>
6 /// Call <see cref="Dispose" /> after using.
7 /// </summary>
8 public interface IDispatcher : IDisposable
9 {
11 int numIterations { get; }
13
15
16 string name { get; }
17
18 bool usesStopCondition { get; }
19 bool doesReadback { get; }
20 bool useFullResTexRef { get; }
21 int warningCounter { get; }
22
23 void RunClustering(ClusteringTextures clusteringTextures);
24
25 void UpdateClusterCenters(ClusteringTextures textures, bool rejectOld);
26
28
29 /// <summary>
30 /// Computes variance for the current cluster centers. Depending on <see cref="this.useFullResTexRef"/> uses either working resolution (<see cref="this.clusteringRTsAndBuffers.texturesWorkRes"/>), or full resolution (<see cref="this.clusteringRTsAndBuffers.texturesFullRes"/>) input.<br/><br/>Sets incorrect attribution. Does not restore to save performance.
31 /// </summary>
32 float? GetVariance();
33 }
34}
Call Allocate before using and Dispose after using.
Call Dispose after using.
Call Dispose after using.
Definition: IDispatcher.cs:9
void RunClustering(ClusteringTextures clusteringTextures)
void UpdateClusterCenters(ClusteringTextures textures, bool rejectOld)
ClusteringRTsAndBuffers clusteringRTsAndBuffers
Definition: IDispatcher.cs:12
DispatcherParameters abstractParameters
Definition: IDispatcher.cs:14
float? GetVariance()
Computes variance for the current cluster centers. Depending on this.useFullResTexRef uses either wor...
void AttributeClustersKM(ClusteringTextures textures)