Beispiel #1
0
        public override void Load(ChunkMeta meta, BinaryReader br)
        {
            base.Load(meta, br);

            uint Buffer = br.ReadUInt32();

            resourceId           = br.ReadUInt64(); // SwapbufferID
            BackbufferDescriptor = D3D11Reader.Read_D3D11_TEXTURE2D_DESC(br) as D3D11_TEXTURE2D_DESC;

            name = "Serialised Swap Chain Buffer"; // fakeBB
        }
Beispiel #2
0
        public override void Load(ChunkMeta meta, BinaryReader br)
        {
            base.Load(meta, br);
            Descriptor = D3D11Reader.Read_D3D11_TEXTURE2D_DESC(br) as D3D11_TEXTURE2D_DESC;

            // unused, just for the sake of the user
            {
                uint numSubresources = Descriptor.MipLevels != 0
                                           ? Descriptor.MipLevels
                                           : Common.CalcNumMips(Descriptor.Width, Descriptor.Height, 1);
                numSubresources *= Descriptor.ArraySize;

                pInitialDatas = D3D11Reader.Read_D3D11_Array <D3D11_SUBRESOURCE_DATA>(br); // 初始化第一步
                resourceId    = br.ReadUInt64();

                if (pInitialDatas != null)
                {
                    D3D11Reader.Read_CreateTextureData(br, pInitialDatas, Descriptor.Width, Descriptor.Height, 1, Descriptor.Format,
                                                       Descriptor.MipLevels, Descriptor.ArraySize, pInitialDatas != null); // 初始化第二步
                }
            }
        }