/// <summary> /// Create a shader-resource view from a file in memory. /// </summary> /// <param name="device">A reference to the device (see <see cref="SharpDX.Direct3D10.Device"/>) that will use the resource. </param> /// <param name="memory">Pointer to a memory location 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 D3DX10CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX10ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged> public static ShaderResourceView FromMemory(Device device, byte[] memory, ImageLoadInformation loadInformation) { unsafe { ShaderResourceView temp; Result hResult; fixed(void *pMemory = &memory[0]) D3DX10.CreateShaderResourceViewFromMemory(device, new IntPtr(pMemory), memory.Length, loadInformation, IntPtr.Zero, out temp, out hResult); return(temp); } }
/// <summary> /// Create a shader-resource view from a file in memory. /// </summary> /// <param name="device">A reference to the device (see <see cref="SharpDX.Direct3D10.Device"/>) that will use the resource. </param> /// <param name="memory">Pointer to a memory location 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 D3DX10CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX10ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged> public static ShaderResourceView FromMemory(Device device, byte[] memory) { unsafe { ShaderResourceView temp; Result hResult; fixed(void *pMemory = &memory[0]) D3DX10.CreateShaderResourceViewFromMemory(device, new IntPtr(pMemory), memory.Length, null, IntPtr.Zero, out temp, out hResult); // TODO test hResult? return(temp); } }