public Texture( D3D10.Device device, int width, int height, DXGI.Format format, D3D10.ResourceUsage usage, int miplevels ) { D3D10.Texture2DDescription desc = new D3D10.Texture2DDescription(); desc.Width = width; desc.Height = height; D3D10.BindFlags bindflags = D3D10.BindFlags.ShaderResource; D3D10.ResourceOptionFlags optionflags = D3D10.ResourceOptionFlags.None; if( miplevels != 1 ) { bindflags |= D3D10.BindFlags.RenderTarget; optionflags |= D3D10.ResourceOptionFlags.GenerateMipMaps; } desc.ArraySize = 1; desc.BindFlags = bindflags; desc.CpuAccessFlags = D3D10.CpuAccessFlags.None; desc.Format = format; desc.MipLevels = miplevels; desc.OptionFlags = optionflags; desc.SampleDescription = new SlimDX.DXGI.SampleDescription( 1, 0 ); desc.Usage = usage; Create( device, desc ); }
public WriteTexture( D3D10.Device device, int width, int height, DXGI.Format format ) { D3D10.Texture2DDescription desc = new D3D10.Texture2DDescription(); desc.Width = width; desc.Height = height; desc.ArraySize = 1; desc.BindFlags = D3D10.BindFlags.None; desc.CpuAccessFlags = D3D10.CpuAccessFlags.Write; desc.Format = format; desc.MipLevels = 1; desc.OptionFlags = D3D10.ResourceOptionFlags.None; desc.SampleDescription = new SlimDX.DXGI.SampleDescription( 1, 0 ); desc.Usage = D3D10.ResourceUsage.Staging; Resource = new D3D10.Texture2D( device, desc ); }
public StagingTexturePool( D3D10.Device device, int width, int height, DXGI.Format format, int count, D3D10.CpuAccessFlags cpuaccess ) { D3D10.Texture2DDescription desc = new D3D10.Texture2DDescription(); desc.Width = width; desc.Height = height; desc.ArraySize = 1; desc.BindFlags = D3D10.BindFlags.None; desc.CpuAccessFlags = cpuaccess; desc.Format = format; desc.MipLevels = 1; desc.OptionFlags = D3D10.ResourceOptionFlags.None; desc.SampleDescription = new SlimDX.DXGI.SampleDescription( 1, 0 ); desc.Usage = D3D10.ResourceUsage.Staging; resources = new D3D10.Texture2D[count]; for( int i = 0; i < count; ++i ) resources[i] = new D3D10.Texture2D( device, desc ); }
public DepthBuffer( D3D10.Device device, int width, int height, DXGI.Format format ) { this.device = device; D3D10.Texture2DDescription desc = new D3D10.Texture2DDescription(); desc.Width = width; desc.Height = height; desc.ArraySize = 1; desc.BindFlags = D3D10.BindFlags.DepthStencil; desc.CpuAccessFlags = D3D10.CpuAccessFlags.None; desc.Format = format; desc.MipLevels = 1; desc.OptionFlags = D3D10.ResourceOptionFlags.None; desc.SampleDescription = new SlimDX.DXGI.SampleDescription( 1, 0 ); desc.Usage = D3D10.ResourceUsage.Default; Resource = new D3D10.Texture2D( device, desc ); View = new D3D10.DepthStencilView( device, Resource ); }