コード例 #1
0
        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);
        }
コード例 #2
0
 protected H1GpuBuffer(H1ResourceFlags resourceFlags, H1GpuViewTypes allowedViews)
 {
 }