internal TextureDescription( Memory <byte> bitData, D3D12_RESOURCE_DIMENSION resourceDimension, Size3 size, uint mipCount, uint arraySize, DXGI_FORMAT format, LoaderFlags loaderFlags, bool isCubeMap, Memory <ManagedSubresourceData> subresourceData, AlphaMode alphaMode, TexType underlyingTextureType) { BitData = bitData; ResourceDimension = resourceDimension; _size = size; MipCount = mipCount; ArraySize = arraySize; Format = format; LoaderFlags = loaderFlags; IsCubeMap = isCubeMap; SubresourceData = subresourceData; AlphaMode = alphaMode; UnderlyingTextureType = underlyingTextureType; }
public void SetResourceDimension(D3D12_RESOURCE_DIMENSION resourceDimension) { uint u = (uint)resourceDimension; D3D12MA_ASSERT((D3D12MA_DEBUG_LEVEL > 0) && (u < (1u << 3))); m_ResourceDimension = u; }
public D3D12_RESOURCE_DESC(D3D12_RESOURCE_DIMENSION dimension, [NativeTypeName("UINT64")] ulong alignment, [NativeTypeName("UINT64")] ulong width, [NativeTypeName("UINT")] uint height, [NativeTypeName("UINT16")] ushort depthOrArraySize, [NativeTypeName("UINT16")] ushort mipLevels, DXGI_FORMAT format, [NativeTypeName("UINT")] uint sampleCount, [NativeTypeName("UINT")] uint sampleQuality, D3D12_TEXTURE_LAYOUT layout, D3D12_RESOURCE_FLAGS flags) { Dimension = dimension; Alignment = alignment; Width = width; Height = height; DepthOrArraySize = depthOrArraySize; MipLevels = mipLevels; Format = format; SampleDesc.Count = sampleCount; SampleDesc.Quality = sampleQuality; Layout = layout; Flags = flags; }