コード例 #1
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 public override Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, byte[] data, TextureMode mode, StencilUsage stencilUsage, DepthStencilFormat depthStencilFormat, DepthStencilMode depthStencilMode, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility)
 {
     throw new NotImplementedException();
 }
コード例 #2
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 public static unsafe extern int Orbital_Video_D3D12_Texture_Init(IntPtr handle, TextureFormat format, TextureType_NativeInterop type, uint mipLevels, uint *width, uint *height, uint *depth, byte **data, int isRenderTexture, int allowRandomAccess, MSAALevel msaaLevel, MultiGPUNodeResourceVisibility nodeVisibility);
コード例 #3
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 public override Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, TextureMode mode, MSAALevel msaaLevel, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility)
 {
     throw new NotImplementedException();
 }
コード例 #4
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 public override Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, byte[] data, TextureMode mode, MultiGPUNodeResourceVisibility nodeVisibility)
 {
     throw new NotImplementedException();
 }
コード例 #5
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 public abstract Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, byte[] data, TextureMode mode, MultiGPUNodeResourceVisibility nodeVisibility);
コード例 #6
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 public abstract Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, byte[] data, TextureMode mode, StencilUsage stencilUsage, DepthStencilFormat depthStencilFormat, DepthStencilMode depthStencilMode, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility);
コード例 #7
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        public override Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, byte[] data, TextureMode mode, StencilUsage stencilUsage, DepthStencilFormat depthStencilFormat, DepthStencilMode depthStencilMode, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility)
        {
            var abstraction = new RenderTexture2D(this, usage, mode);

            if (!abstraction.Init(width, height, format, data, stencilUsage, depthStencilFormat, depthStencilMode, allowRandomAccess, nodeVisibility))
            {
                abstraction.Dispose();
                throw new Exception("Failed to create RenderTexture2D");
            }
            return(abstraction);
        }
コード例 #8
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 public bool Init(int width, int height, TextureFormat format, byte[] data, StencilUsage stencilUsage, DepthStencilFormat depthStencilFormat, DepthStencilMode depthStencilMode, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility)
 {
     depthStencil = new DepthStencil(deviceD3D12, stencilUsage, depthStencilMode);
     if (!depthStencil.Init(width, height, depthStencilFormat, MSAALevel.Disabled))
     {
         return(false);
     }
     return(Init(width, height, format, data, true, allowRandomAccess, MSAALevel.Disabled, nodeVisibility));
 }
コード例 #9
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        public override Texture2DBase CreateTexture2D(int width, int height, TextureFormat format, byte[] data, TextureMode mode, MultiGPUNodeResourceVisibility nodeVisibility)
        {
            var abstraction = new Texture2D(this, mode);

            if (!abstraction.Init(width, height, format, data, nodeVisibility))
            {
                abstraction.Dispose();
                throw new Exception("Failed to create Texture2D");
            }
            return(abstraction);
        }
コード例 #10
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        public override Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, TextureMode mode, MSAALevel msaaLevel, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility)
        {
            var abstraction = new RenderTexture2D(this, usage, mode);

            if (!abstraction.Init(width, height, format, msaaLevel, allowRandomAccess, nodeVisibility))
            {
                abstraction.Dispose();
                throw new Exception("Failed to create RenderTexture2D");
            }
            return(abstraction);
        }
コード例 #11
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 public override Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, byte[] data, TextureMode mode, StencilUsage stencilUsage, DepthStencilFormat depthStencilFormat, DepthStencilMode depthStencilMode, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility)
 {
     return(activeDevice.CreateRenderTexture2D(width, height, format, usage, data, mode, stencilUsage, depthStencilFormat, depthStencilMode, allowRandomAccess, nodeVisibility));
 }
コード例 #12
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 public override Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, byte[] data, TextureMode mode, MultiGPUNodeResourceVisibility nodeVisibility)
 {
     return(activeDevice.CreateRenderTexture2D(width, height, format, usage, data, mode, nodeVisibility));
 }
コード例 #13
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 public override Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, TextureMode mode, MSAALevel msaaLevel, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility)
 {
     return(activeDevice.CreateRenderTexture2D(width, height, format, usage, mode, msaaLevel, allowRandomAccess, nodeVisibility));
 }
コード例 #14
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 public virtual bool Init(int width, int height, TextureFormat format, byte[] data, MultiGPUNodeResourceVisibility nodeVisibility)
 {
     return(Init(width, height, format, data, false, false, MSAALevel.Disabled, nodeVisibility));
 }
コード例 #15
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 public abstract Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, TextureMode mode, MSAALevel msaaLevel, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility);
コード例 #16
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        internal unsafe bool Init(int width, int height, TextureFormat format, byte[] data, bool isRenderTexture, bool allowRandomAccess, MSAALevel msaaLevel, MultiGPUNodeResourceVisibility nodeVisibility)
        {
            ValidateParams(allowRandomAccess, msaaLevel);
            this.msaaLevel = msaaLevel;
            this.width     = width;
            this.height    = height;
            uint widthValue  = (uint)width;
            uint heightValue = (uint)height;
            uint depthValue  = 1;

            if (data == null)
                return(Texture.Orbital_Video_D3D12_Texture_Init(handle, format, TextureType_NativeInterop._2D, 1, &widthValue, &heightValue, &depthValue, null, isRenderTexture ? 1 : 0, allowRandomAccess ? 1 : 0, msaaLevel, nodeVisibility) != 0);

            fixed(byte *dataPtr = data) return(Texture.Orbital_Video_D3D12_Texture_Init(handle, format, TextureType_NativeInterop._2D, 1, &widthValue, &heightValue, &depthValue, &dataPtr, isRenderTexture ? 1 : 0, allowRandomAccess ? 1 : 0, msaaLevel, nodeVisibility) != 0);
        }
コード例 #17
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 public bool Init(int width, int height, TextureFormat format, MSAALevel msaaLevel, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility)
 {
     return(Init(width, height, format, null, true, allowRandomAccess, msaaLevel, nodeVisibility));
 }