/// <summary>
        /// 元となる画像ファイルからのリソースをセットする
        /// </summary>
        /// <param name="srv"></param>
        /// <param name="filePath">ファイルパス</param>
        /// <returns></returns>
        internal int SetSourcFileTexture(ShaderResourceView srv, string filePath)
        {
            SharpDX.Direct3D11.Resource r;

            if (0 != m_createdTxNum || m_aTxResourceView[0] != null)
            {
                Debug.Assert(false); throw new CreatedException();
            }
            m_aTxResourceView[0] = srv;
            r = srv.Resource;
            Debug.Assert(r != null);

            SetTextureResource(0, ref r);

            m_sourceLocation = MC_IMG_SOURCELOCATION.FILE;
            m_filePath       = filePath;
            ++m_createdTxNum;
            return(0);
        }
        /// <summary>
        /// 3Dテクスチャーを作成する。ただし、idxは順番(連番)にセットすること
        /// </summary>
        /// <param name="device"></param>
        /// <param name="idx">0~7</param>
        /// <param name="desc"></param>
        /// <returns></returns>
        internal int CreateTexture3D(int idx, Texture123DDesc desc = null)
        {
            if (idx > 7 || idx != m_createdTxNum)
            {
                Debug.Assert(false); throw new ArgumentException();
            }
            if (m_aResourceTx[idx] != null)
            {
                Debug.Assert(false); throw new CreatedException();
            }

            m_sourceLocation = MC_IMG_SOURCELOCATION.DEFAULT;

            m_aTexture[idx].d3           = new Texture3D(App.DXDevice, desc.D3);
            m_aTexture[idx].d3.DebugName = "Texture3D:" + m_name;

            m_descTx.D3        = m_aTexture[idx].d3.Description;
            m_type             = ResourceDimension.Texture3D;;
            m_aResourceTx[idx] = (SharpDX.Direct3D11.Resource)m_aTexture[idx].d3;


            ++m_createdTxNum;
            return(0);
        }