Ejemplo n.º 1
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 public abstract ID3D11ShaderResourceViewPtr CreateShaderResourceViewEx(
     ID3D11DevicePtr pDevice,
     D3D11_USAGE usage,
     D3D11_BIND_FLAG bindFlags,
     D3D11_CPU_ACCESS_FLAG cpuAccessFlags,
     D3D11_RESOURCE_MISC_FLAG miscFlags,
     bool forceSRGB);
Ejemplo n.º 2
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 public D3D11_BUFFER_DESC(uint byteWidth, uint bindFlags, D3D11_USAGE usage = D3D11_USAGE_DEFAULT, uint cpuaccessFlags = 0, uint miscFlags = 0, uint structureByteStride = 0)
 {
     ByteWidth           = byteWidth;
     Usage               = usage;
     BindFlags           = bindFlags;
     CPUAccessFlags      = cpuaccessFlags;
     MiscFlags           = miscFlags;
     StructureByteStride = structureByteStride;
 }
Ejemplo n.º 3
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 public D3D11_TEXTURE1D_DESC(DXGI_FORMAT format, uint width, uint arraySize = 1, uint mipLevels = 0, uint bindFlags = (uint)D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE usage = D3D11_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 D3D11_TEXTURE3D_DESC(DXGI_FORMAT format, uint width, uint height, uint depth, uint mipLevels = 0, uint bindFlags = (uint)D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE usage = D3D11_USAGE_DEFAULT, uint cpuaccessFlags = 0, uint miscFlags = 0)
 {
     Width          = width;
     Height         = height;
     Depth          = depth;
     MipLevels      = mipLevels;
     Format         = format;
     Usage          = usage;
     BindFlags      = bindFlags;
     CPUAccessFlags = cpuaccessFlags;
     MiscFlags      = miscFlags;
 }
Ejemplo n.º 5
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 public D3D11_TEXTURE2D_DESC(uint _Width, uint _Height, uint _MipLevels, uint _ArraySize, DXGI_FORMAT _Format, global::DXGI_SAMPLE_DESC _SampleDesc, D3D11_USAGE _Usage, uint _BindFlags, uint _CPUAccessFlags, uint _MiscFlags)
 {
     Width          = _Width;
     Height         = _Height;
     MipLevels      = _MipLevels;
     ArraySize      = _ArraySize;
     Format         = _Format;
     SampleDesc     = _SampleDesc;
     Usage          = _Usage;
     BindFlags      = _BindFlags;
     CPUAccessFlags = _CPUAccessFlags;
     MiscFlags      = _MiscFlags;
 }
 public D3D11_TEXTURE3D_DESC1(DXGI_FORMAT format, [NativeTypeName("UINT")] uint width, [NativeTypeName("UINT")] uint height, [NativeTypeName("UINT")] uint depth, [NativeTypeName("UINT")] uint mipLevels = 0, [NativeTypeName("UINT")] uint bindFlags = (uint)D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE usage = D3D11_USAGE_DEFAULT, [NativeTypeName("UINT")] uint cpuaccessFlags = 0, [NativeTypeName("UINT")] uint miscFlags = 0, D3D11_TEXTURE_LAYOUT textureLayout = D3D11_TEXTURE_LAYOUT_UNDEFINED)
 {
     Width          = width;
     Height         = height;
     Depth          = depth;
     MipLevels      = mipLevels;
     Format         = format;
     Usage          = usage;
     BindFlags      = bindFlags;
     CPUAccessFlags = cpuaccessFlags;
     MiscFlags      = miscFlags;
     TextureLayout  = textureLayout;
 }
 public D3D11_TEXTURE2D_DESC(DXGI_FORMAT format, [NativeTypeName("UINT")] uint width, [NativeTypeName("UINT")] uint height, [NativeTypeName("UINT")] uint arraySize = 1, [NativeTypeName("UINT")] uint mipLevels = 0, [NativeTypeName("UINT")] uint bindFlags = (uint)D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE usage = D3D11_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;
 }
Ejemplo n.º 8
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 public D3D11_TEXTURE2D_DESC1(DXGI_FORMAT format, uint width, uint height, uint arraySize = 1, uint mipLevels = 0, uint bindFlags = (uint)D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE usage = D3D11_USAGE_DEFAULT, uint cpuaccessFlags = 0, uint sampleCount = 1, uint sampleQuality = 0, uint miscFlags = 0, D3D11_TEXTURE_LAYOUT textureLayout = D3D11_TEXTURE_LAYOUT_UNDEFINED)
 {
     Width              = width;
     Height             = height;
     MipLevels          = mipLevels;
     ArraySize          = arraySize;
     Format             = format;
     SampleDesc.Count   = sampleCount;
     SampleDesc.Quality = sampleQuality;
     Usage              = usage;
     BindFlags          = bindFlags;
     CPUAccessFlags     = cpuaccessFlags;
     MiscFlags          = miscFlags;
     TextureLayout      = textureLayout;
 }