Esempio n. 1
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 /// <summary>Create a texture with initial content from system RAM, with 1 subresource.</summary>
 public static ITexture CreateTexture <T>(this IRenderDevice device, ref TextureDesc desc, T[] array, int stride, string name = null) where T : unmanaged
 {
     TextureSubResData[] srd = new TextureSubResData[1];
     srd[0].Stride = stride;
     unsafe
     {
         fixed(T *sourceData = array)
         {
             srd[0].pData = (IntPtr)sourceData;
             return(device.CreateTexture(ref desc, srd, 1, name));
         }
     }
 }
Esempio n. 2
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        /// <summary>Overwrite a box of 2D texture with supplied data in system RAM</summary>
        public static void updateTexture <T>(this IDeviceContext context, ITexture texture, ReadOnlySpan <T> source, ref CRect destBox) where T : unmanaged
        {
            CSize boxSize = destBox.size;

            Debug.Assert(boxSize.cx * boxSize.cy == source.Length);
            TextureSubResData tsrd = new TextureSubResData(false);

            tsrd.Stride = Marshal.SizeOf <T>() * boxSize.cx;
            Box box = createBox(ref destBox);

            unsafe
            {
                fixed(T *pointer = source)
                {
                    tsrd.pData = (IntPtr)pointer;
                    context.UpdateTexture(texture, 0, 0, ref box, ref tsrd);
                }
            }
        }