Ejemplo n.º 1
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 public D3D10_BUFFER_DESC(uint byteWidth, uint bindFlags, D3D10_USAGE usage = D3D10_USAGE_DEFAULT, uint cpuaccessFlags = 0, uint miscFlags = 0)
 {
     ByteWidth      = byteWidth;
     Usage          = usage;
     BindFlags      = bindFlags;
     CPUAccessFlags = cpuaccessFlags;
     MiscFlags      = miscFlags;
 }
 public D3D10_BUFFER_DESC([NativeTypeName("UINT")] uint byteWidth, [NativeTypeName("UINT")] uint bindFlags, D3D10_USAGE usage = D3D10_USAGE_DEFAULT, [NativeTypeName("UINT")] uint cpuaccessFlags = 0, [NativeTypeName("UINT")] uint miscFlags = 0)
 {
     ByteWidth      = byteWidth;
     Usage          = usage;
     BindFlags      = bindFlags;
     CPUAccessFlags = cpuaccessFlags;
     MiscFlags      = miscFlags;
 }
 public D3D10_TEXTURE1D_DESC(DXGI_FORMAT format, uint width, uint arraySize = 1, uint mipLevels = 0, uint bindFlags = (uint)D3D10_BIND_SHADER_RESOURCE, D3D10_USAGE usage = D3D10_USAGE_DEFAULT, uint cpuaccessFlags = 0, uint miscFlags = 0)
 {
     Width          = width;
     MipLevels      = mipLevels;
     ArraySize      = arraySize;
     Format         = format;
     Usage          = usage;
     BindFlags      = bindFlags;
     CPUAccessFlags = cpuaccessFlags;
     MiscFlags      = miscFlags;
 }
Ejemplo n.º 4
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 public D3D10_TEXTURE3D_DESC(DXGI_FORMAT format, [NativeTypeName("UINT")] uint width, [NativeTypeName("UINT")] uint height, [NativeTypeName("UINT")] uint depth, [NativeTypeName("UINT")] uint mipLevels = 0, uint bindFlags = (uint)D3D10_BIND_SHADER_RESOURCE, D3D10_USAGE usage = D3D10_USAGE_DEFAULT, [NativeTypeName("UINT")] uint cpuaccessFlags = 0, [NativeTypeName("UINT")] uint miscFlags = 0)
 {
     Width          = width;
     Height         = height;
     Depth          = depth;
     MipLevels      = mipLevels;
     Format         = format;
     Usage          = usage;
     BindFlags      = bindFlags;
     CPUAccessFlags = cpuaccessFlags;
     MiscFlags      = miscFlags;
 }
 public D3D10_TEXTURE2D_DESC(DXGI_FORMAT format, [NativeTypeName("UINT")] uint width, [NativeTypeName("UINT")] uint height, [NativeTypeName("UINT")] uint arraySize = 1, [NativeTypeName("UINT")] uint mipLevels = 0, uint bindFlags = (uint)D3D10_BIND_SHADER_RESOURCE, D3D10_USAGE usage = D3D10_USAGE_DEFAULT, [NativeTypeName("UINT")] uint cpuaccessFlags = 0, [NativeTypeName("UINT")] uint sampleCount = 1, [NativeTypeName("UINT")] uint sampleQuality = 0, [NativeTypeName("UINT")] uint miscFlags = 0)
 {
     Width              = width;
     Height             = height;
     MipLevels          = mipLevels;
     ArraySize          = arraySize;
     Format             = format;
     SampleDesc.Count   = sampleCount;
     SampleDesc.Quality = sampleQuality;
     Usage              = usage;
     BindFlags          = bindFlags;
     CPUAccessFlags     = cpuaccessFlags;
     MiscFlags          = miscFlags;
 }