/// <summary> /// Create a shader-resource view from a file. /// </summary> /// <param name="device">A reference to the device (see <see cref="SharpDX.Direct3D10.Device"/>) that will use the resource. </param> /// <param name="fileName">Name of the file that contains the shader-resource view.</param> /// <param name="loadInformation">Identifies the characteristics of a texture (see <see cref="SharpDX.Direct3D10.ImageLoadInformation"/>) when the data processor is created. </param> /// <returns>Returns a reference to the shader-resource view (see <see cref="SharpDX.Direct3D10.ShaderResourceView"/>). </returns> /// <unmanaged>HRESULT D3DX10CreateShaderResourceViewFromFileW([None] ID3D10Device* pDevice,[None] const wchar_t* pSrcFile,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX10ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged> public static ShaderResourceView FromFile(Device device, string fileName, ImageLoadInformation loadInformation) { ShaderResourceView temp; Result hResult; D3DX10.CreateShaderResourceViewFromFile(device, fileName, loadInformation, IntPtr.Zero, out temp, out hResult); return(temp); }
/// <summary> /// Create a shader-resource view from a file. Read the characteristics of a texture when the texture is loaded. /// </summary> /// <param name="device">A reference to the device (see <see cref="SharpDX.Direct3D10.Device"/>) that will use the resource. </param> /// <param name="fileName">Name of the file that contains the shader-resource view.</param> /// <returns>Returns a reference to the shader-resource view (see <see cref="SharpDX.Direct3D10.ShaderResourceView"/>). </returns> /// <unmanaged>HRESULT D3DX10CreateShaderResourceViewFromFileW([None] ID3D10Device* pDevice,[None] const wchar_t* pSrcFile,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX10ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged> public static ShaderResourceView FromFile(Device device, string fileName) { ShaderResourceView temp; Result hResult; D3DX10.CreateShaderResourceViewFromFile(device, fileName, null, IntPtr.Zero, out temp, out hResult); return(temp); }