Example #1
0
 public GpuResourceInfo(
     GpuBindUsage bindUsage,
     GpuCpuAccessFlag cpuAccessFlag = GpuCpuAccessFlag.None,
     GpuHeapType heapType           = GpuHeapType.Default)
 {
     BindUsage     = bindUsage;
     CpuAccessFlag = cpuAccessFlag;
     HeapType      = heapType;
 }
Example #2
0
        public static SharpDX.Direct3D11.ResourceUsage ToHeapType(GpuHeapType heapType)
        {
            switch (heapType)
            {
            case GpuHeapType.Default:
                return(SharpDX.Direct3D11.ResourceUsage.Default);

            case GpuHeapType.Immutable:
                return(SharpDX.Direct3D11.ResourceUsage.Immutable);

            case GpuHeapType.Dynamic:
                return(SharpDX.Direct3D11.ResourceUsage.Dynamic);

            case GpuHeapType.Staging:
                return(SharpDX.Direct3D11.ResourceUsage.Staging);

            default:
                throw new Exception("The heap type is not support");
            }
        }
Example #3
0
 public static GpuResourceInfo ShaderResource(
     GpuCpuAccessFlag cpuAccessFlag = GpuCpuAccessFlag.None,
     GpuHeapType heapType           = GpuHeapType.Default)
 => new GpuResourceInfo(GpuBindUsage.ShaderResource, cpuAccessFlag, heapType);
Example #4
0
 public static GpuResourceInfo IndexBuffer(
     GpuCpuAccessFlag cpuAccessFlag = GpuCpuAccessFlag.None,
     GpuHeapType heapType           = GpuHeapType.Default)
 => new GpuResourceInfo(GpuBindUsage.IndexBuffer, cpuAccessFlag, heapType);