public static SharpDX.Direct3D12.ResourceFlags FormatToResourceFlags(H1ResourceFlags resourceFlags) { SharpDX.Direct3D12.ResourceFlags result = SharpDX.Direct3D12.ResourceFlags.None; Boolean bHaveFlag = resourceFlags.HasFlag(H1ResourceFlags.AllowCrossAdapter); result |= bHaveFlag ? SharpDX.Direct3D12.ResourceFlags.AllowCrossAdapter : SharpDX.Direct3D12.ResourceFlags.None; bHaveFlag = resourceFlags.HasFlag(H1ResourceFlags.AllowDepthStencil); result |= bHaveFlag ? SharpDX.Direct3D12.ResourceFlags.AllowDepthStencil : SharpDX.Direct3D12.ResourceFlags.None; bHaveFlag = resourceFlags.HasFlag(H1ResourceFlags.AllowRenderTarget); result |= bHaveFlag ? SharpDX.Direct3D12.ResourceFlags.AllowRenderTarget : SharpDX.Direct3D12.ResourceFlags.None; bHaveFlag = resourceFlags.HasFlag(H1ResourceFlags.AllowSimultaneousAccess); result |= bHaveFlag ? SharpDX.Direct3D12.ResourceFlags.AllowSimultaneousAccess : SharpDX.Direct3D12.ResourceFlags.None; bHaveFlag = resourceFlags.HasFlag(H1ResourceFlags.AllowUnorderedAccess); result |= bHaveFlag ? SharpDX.Direct3D12.ResourceFlags.AllowUnorderedAccess : SharpDX.Direct3D12.ResourceFlags.None; bHaveFlag = resourceFlags.HasFlag(H1ResourceFlags.DenyShaderResource); result |= bHaveFlag ? SharpDX.Direct3D12.ResourceFlags.DenyShaderResource : SharpDX.Direct3D12.ResourceFlags.None; return(result); }
protected H1GpuBuffer(H1ResourceFlags resourceFlags, H1GpuViewTypes allowedViews) { }