public static bool HasCpuAccessFlag(GpuCpuAccessFlag flag, GpuCpuAccessFlag requirement) { if (((uint)flag & (uint)requirement) != 0) { return(true); } return(false); }
public GpuResourceInfo( GpuBindUsage bindUsage, GpuCpuAccessFlag cpuAccessFlag = GpuCpuAccessFlag.None, GpuHeapType heapType = GpuHeapType.Default) { BindUsage = bindUsage; CpuAccessFlag = cpuAccessFlag; HeapType = heapType; }
public static SharpDX.Direct3D11.CpuAccessFlags ToCpuAccessFlag(GpuCpuAccessFlag cpuAccessFlag) { uint result = 0; if (HasCpuAccessFlag(cpuAccessFlag, GpuCpuAccessFlag.Read)) { result = result | (uint)SharpDX.Direct3D11.CpuAccessFlags.Read; } if (HasCpuAccessFlag(cpuAccessFlag, GpuCpuAccessFlag.Write)) { result = result | (uint)SharpDX.Direct3D11.CpuAccessFlags.Write; } return((SharpDX.Direct3D11.CpuAccessFlags)result); }
public static GpuResourceInfo ShaderResource( GpuCpuAccessFlag cpuAccessFlag = GpuCpuAccessFlag.None, GpuHeapType heapType = GpuHeapType.Default) => new GpuResourceInfo(GpuBindUsage.ShaderResource, cpuAccessFlag, heapType);
public static GpuResourceInfo IndexBuffer( GpuCpuAccessFlag cpuAccessFlag = GpuCpuAccessFlag.None, GpuHeapType heapType = GpuHeapType.Default) => new GpuResourceInfo(GpuBindUsage.IndexBuffer, cpuAccessFlag, heapType);