/// <summary> /// Get an array of four-component vectors that contain integer data. /// </summary> /// <param name="count">The number of array elements to set. </param> /// <returns>Returns an array of four-component vectors that contain integer data. </returns> /// <unmanaged>HRESULT ID3D10EffectVectorVariable::GetIntVectorArray([Out, Buffer] int* pData,[None] int Offset,[None] int Count)</unmanaged> public RawInt4[] GetIntVectorArray(int count) { var temp = new RawInt4[count]; GetIntVectorArray(temp, 0, count); return(temp); }
public unsafe void ClearUnorderedAccessView( GpuDescriptorHandle viewGpuHandleInCurrentHeap, CpuDescriptorHandle viewCpuHandle, ID3D12Resource resource, RawInt4 clearValue, params RawRectangle[] rectangles) { if (rectangles.Length == 0) { ClearUnorderedAccessViewUint(viewGpuHandleInCurrentHeap, viewCpuHandle, resource, clearValue, 0, null); } else { ClearUnorderedAccessViewUint(viewGpuHandleInCurrentHeap, viewCpuHandle, resource, clearValue, rectangles.Length, rectangles); } }
internal void ClearUav(IUavBindable uav, RawInt4 values) { m_deviceContext.ClearUnorderedAccessView(uav.Uav, values); CheckErrors(); }