/// <summary>To initialize this structure with default value, use this constructor. The argument value is ignored.</summary> /// <remarks>This is only here because C# doesn’t support parameterless constructors for structures.</remarks> public BufferDesc(bool unused) { baseStruct = new DeviceObjectAttribs(true); uiSizeInBytes = 0; BindFlags = BindFlags.None; Usage = Usage.Default; CPUAccessFlags = CpuAccessFlags.None; Mode = BufferMode.Undefined; ElementByteStride = 0; CommandQueueMask = 1; }
/// <summary>To initialize this structure with default value, use this constructor. The argument value is ignored.</summary> /// <remarks>This is only here because C# doesn’t support parameterless constructors for structures.</remarks> public TextureViewDesc(bool unused) { baseStruct = new DeviceObjectAttribs(true); ViewType = TextureViewType.Undefined; TextureDim = ResourceDimension.Undefined; Format = TextureFormat.Unknown; MostDetailedMip = 0; NumMipLevels = 0; FirstArraySlice = 0; FirstDepthSlice = default(int); AccessFlags = UavAccessFlag.Unspecified; Flags = TextureViewFlags.None; }
/// <summary>To initialize this structure with default value, use this constructor. The argument value is ignored.</summary> /// <remarks>This is only here because C# doesn’t support parameterless constructors for structures.</remarks> public SamplerDesc(bool unused) { baseStruct = new DeviceObjectAttribs(true); MinFilter = FilterType.Linear; MagFilter = FilterType.Linear; MipFilter = FilterType.Linear; AddressU = TextureAddressMode.Clamp; AddressV = TextureAddressMode.Clamp; AddressW = TextureAddressMode.Clamp; MipLODBias = 0; MaxAnisotropy = 0; ComparisonFunc = ComparisonFunction.Never; BorderColor = Vector4.Zero; MinLOD = 0; MaxLOD = float.MaxValue; }
/// <summary>Create and set fields to their defaults</summary> public TextureDesc(bool unused) { baseStruct = new DeviceObjectAttribs(true); Type = ResourceDimension.Undefined; Size = new CSize(0, 0); ArraySizeOrDepth = 1; Format = TextureFormat.Unknown; MipLevels = 1; SampleCount = 1; Usage = Usage.Default; BindFlags = BindFlags.None; CPUAccessFlags = CpuAccessFlags.None; MiscFlags = MiscTextureFlags.None; ClearValue = new OptimizedClearValue(true); CommandQueueMask = 1; }
/// <summary>To initialize this structure with default value, use this constructor. The argument value is ignored.</summary> /// <remarks>This is only here because C# doesn’t support parameterless constructors for structures.</remarks> public ShaderDesc(bool unused) { baseStruct = new DeviceObjectAttribs(true); ShaderType = ShaderType.Unknown; }
/// <summary>To initialize this structure with default value, use this constructor. The argument value is ignored.</summary> /// <remarks>This is only here because C# doesn’t support parameterless constructors for structures.</remarks> public FenceDesc(bool unused) { baseStruct = new DeviceObjectAttribs(true); }