Example #1
0
        public DX11RawBuffer(Device dev, int size, DX11RawBufferFlags flags= new DX11RawBufferFlags())
        {
            this.Size = size;

            BufferDescription bd = new BufferDescription()
            {
                BindFlags = BindFlags.ShaderResource | BindFlags.UnorderedAccess,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.RawBuffer,
                SizeInBytes = this.Size,
                Usage = ResourceUsage.Default,
            };
            this.Buffer = new Buffer(dev, bd);

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription()
            {
                Format = SlimDX.DXGI.Format.R32_Typeless,
                Dimension = ShaderResourceViewDimension.ExtendedBuffer,
                Flags = ShaderResourceViewExtendedBufferFlags.RawData,
                ElementCount = size / 4
            };
            this.SRV = new ShaderResourceView(dev, this.Buffer, srvd);

            UnorderedAccessViewDescription uavd = new UnorderedAccessViewDescription()
            {
                Format = SlimDX.DXGI.Format.R32_Typeless,
                Dimension = UnorderedAccessViewDimension.Buffer,
                Flags = UnorderedAccessViewBufferFlags.RawData,
                ElementCount = size / 4
            };

            this.UAV = new UnorderedAccessView(dev, this.Buffer, uavd);
        }
Example #2
0
        public DX11RawBuffer(Device dev, int size, DX11RawBufferFlags flags = new DX11RawBufferFlags())
        {
            this.Size = size;

            BufferDescription bd = new BufferDescription()
            {
                BindFlags      = BindFlags.ShaderResource | BindFlags.UnorderedAccess,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags    = ResourceOptionFlags.RawBuffer,
                SizeInBytes    = this.Size,
                Usage          = ResourceUsage.Default,
            };

            this.Buffer = new Buffer(dev, bd);

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription()
            {
                Format       = SlimDX.DXGI.Format.R32_Typeless,
                Dimension    = ShaderResourceViewDimension.ExtendedBuffer,
                Flags        = ShaderResourceViewExtendedBufferFlags.RawData,
                ElementCount = size / 4
            };

            this.SRV = new ShaderResourceView(dev, this.Buffer, srvd);

            UnorderedAccessViewDescription uavd = new UnorderedAccessViewDescription()
            {
                Format       = SlimDX.DXGI.Format.R32_Typeless,
                Dimension    = UnorderedAccessViewDimension.Buffer,
                Flags        = UnorderedAccessViewBufferFlags.RawData,
                ElementCount = size / 4
            };

            this.UAV = new UnorderedAccessView(dev, this.Buffer, uavd);
        }