Example #1
0
 public override Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, byte[] data, TextureMode mode, StencilUsage stencilUsage, DepthStencilFormat depthStencilFormat, DepthStencilMode depthStencilMode, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility)
 {
     throw new NotImplementedException();
 }
Example #2
0
 public override Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, TextureMode mode, MSAALevel msaaLevel, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility)
 {
     throw new NotImplementedException();
 }
Example #3
0
 public override Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, byte[] data, TextureMode mode, MultiGPUNodeResourceVisibility nodeVisibility)
 {
     throw new NotImplementedException();
 }
Example #4
0
 public abstract Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, byte[] data, TextureMode mode, MultiGPUNodeResourceVisibility nodeVisibility);
Example #5
0
 public abstract Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, byte[] data, TextureMode mode, StencilUsage stencilUsage, DepthStencilFormat depthStencilFormat, DepthStencilMode depthStencilMode, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility);
Example #6
0
        public override Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, byte[] data, TextureMode mode, StencilUsage stencilUsage, DepthStencilFormat depthStencilFormat, DepthStencilMode depthStencilMode, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility)
        {
            var abstraction = new RenderTexture2D(this, usage, mode);

            if (!abstraction.Init(width, height, format, data, stencilUsage, depthStencilFormat, depthStencilMode, allowRandomAccess, nodeVisibility))
            {
                abstraction.Dispose();
                throw new Exception("Failed to create RenderTexture2D");
            }
            return(abstraction);
        }
Example #7
0
 public abstract Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, TextureMode mode, MSAALevel msaaLevel, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility);
Example #8
0
        public override Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, TextureMode mode, MSAALevel msaaLevel, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility)
        {
            var abstraction = new RenderTexture2D(this, usage, mode);

            if (!abstraction.Init(width, height, format, msaaLevel, allowRandomAccess, nodeVisibility))
            {
                abstraction.Dispose();
                throw new Exception("Failed to create RenderTexture2D");
            }
            return(abstraction);
        }
Example #9
0
 public override Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, byte[] data, TextureMode mode, StencilUsage stencilUsage, DepthStencilFormat depthStencilFormat, DepthStencilMode depthStencilMode, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility)
 {
     return(activeDevice.CreateRenderTexture2D(width, height, format, usage, data, mode, stencilUsage, depthStencilFormat, depthStencilMode, allowRandomAccess, nodeVisibility));
 }
Example #10
0
 public override Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, byte[] data, TextureMode mode, MultiGPUNodeResourceVisibility nodeVisibility)
 {
     return(activeDevice.CreateRenderTexture2D(width, height, format, usage, data, mode, nodeVisibility));
 }
Example #11
0
 public override Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, TextureMode mode, MSAALevel msaaLevel, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility)
 {
     return(activeDevice.CreateRenderTexture2D(width, height, format, usage, mode, msaaLevel, allowRandomAccess, nodeVisibility));
 }
 public RenderTexture2D(Device device, RenderTextureUsage usage, TextureMode mode)
     : base(device, mode)
 {
     isRenderTexture = true;
     this.usage      = usage;
 }