public D3D11_TEXTURE3D_DESC1([NativeTypeName("const D3D11_TEXTURE3D_DESC &")] D3D11_TEXTURE3D_DESC *desc, D3D11_TEXTURE_LAYOUT textureLayout = D3D11_TEXTURE_LAYOUT_UNDEFINED)
 {
     Width          = desc->Width;
     Height         = desc->Height;
     Depth          = desc->Depth;
     MipLevels      = desc->MipLevels;
     Format         = desc->Format;
     Usage          = desc->Usage;
     BindFlags      = desc->BindFlags;
     CPUAccessFlags = desc->CPUAccessFlags;
     MiscFlags      = desc->MiscFlags;
     TextureLayout  = textureLayout;
 }
 public D3D11_TEXTURE3D_DESC1(DXGI_FORMAT format, uint width, uint height, uint depth, uint mipLevels = 0, uint bindFlags = (uint)D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE usage = D3D11_USAGE_DEFAULT, uint cpuaccessFlags = 0, uint miscFlags = 0, D3D11_TEXTURE_LAYOUT textureLayout = D3D11_TEXTURE_LAYOUT_UNDEFINED)
 {
     Width          = width;
     Height         = height;
     Depth          = depth;
     MipLevels      = mipLevels;
     Format         = format;
     Usage          = usage;
     BindFlags      = bindFlags;
     CPUAccessFlags = cpuaccessFlags;
     MiscFlags      = miscFlags;
     TextureLayout  = textureLayout;
 }
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 public D3D11_TEXTURE2D_DESC1([NativeTypeName("const D3D11_TEXTURE2D_DESC &")] D3D11_TEXTURE2D_DESC *desc, D3D11_TEXTURE_LAYOUT textureLayout = D3D11_TEXTURE_LAYOUT_UNDEFINED)
 {
     Width              = desc->Width;
     Height             = desc->Height;
     MipLevels          = desc->MipLevels;
     ArraySize          = desc->ArraySize;
     Format             = desc->Format;
     SampleDesc.Count   = desc->SampleDesc.Count;
     SampleDesc.Quality = desc->SampleDesc.Quality;
     Usage              = desc->Usage;
     BindFlags          = desc->BindFlags;
     CPUAccessFlags     = desc->CPUAccessFlags;
     MiscFlags          = desc->MiscFlags;
     TextureLayout      = textureLayout;
 }
Exemple #4
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 public D3D11_TEXTURE2D_DESC1(DXGI_FORMAT format, [NativeTypeName("UINT")] uint width, [NativeTypeName("UINT")] uint height, [NativeTypeName("UINT")] uint arraySize = 1, [NativeTypeName("UINT")] uint mipLevels = 0, [NativeTypeName("UINT")] uint bindFlags = (uint)D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE usage = D3D11_USAGE_DEFAULT, [NativeTypeName("UINT")] uint cpuaccessFlags = 0, [NativeTypeName("UINT")] uint sampleCount = 1, [NativeTypeName("UINT")] uint sampleQuality = 0, [NativeTypeName("UINT")] uint miscFlags = 0, D3D11_TEXTURE_LAYOUT textureLayout = D3D11_TEXTURE_LAYOUT_UNDEFINED)
 {
     Width              = width;
     Height             = height;
     MipLevels          = mipLevels;
     ArraySize          = arraySize;
     Format             = format;
     SampleDesc.Count   = sampleCount;
     SampleDesc.Quality = sampleQuality;
     Usage              = usage;
     BindFlags          = bindFlags;
     CPUAccessFlags     = cpuaccessFlags;
     MiscFlags          = miscFlags;
     TextureLayout      = textureLayout;
 }