/// <summary> /// Create a shader-resource view from a file. /// </summary> /// <param name="device">A reference to the device (see <see cref="SharpDX.Direct3D10.Device"/>) that will use the resource. </param> /// <param name="fileName">Name of the file 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 D3DX10CreateShaderResourceViewFromFileW([None] ID3D10Device* pDevice,[None] const wchar_t* pSrcFile,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX10ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged> public static ShaderResourceView FromFile(Device device, string fileName, ImageLoadInformation loadInformation) { ShaderResourceView temp; Result hResult; D3DX10.CreateShaderResourceViewFromFile(device, fileName, loadInformation, IntPtr.Zero, out temp, out hResult); return temp; }
/// <summary> /// Create a shader-resource view from a file. /// </summary> /// <param name="device">A reference to the device (see <see cref="SharpDX.Direct3D10.Device"/>) that will use the resource. </param> /// <param name="fileName">Name of the file 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 D3DX10CreateShaderResourceViewFromFileW([None] ID3D10Device* pDevice,[None] const wchar_t* pSrcFile,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX10ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged> public static ShaderResourceView FromFile(Device device, string fileName, ImageLoadInformation loadInformation) { ShaderResourceView temp; Result hResult; D3DX10.CreateShaderResourceViewFromFile(device, fileName, loadInformation, IntPtr.Zero, out temp, out hResult); return(temp); }
/// <summary> /// Loads a texture from an image file. /// </summary> /// <param name = "device">The device used to load the texture.</param> /// <param name = "fileName">Path to the file on disk.</param> /// <param name = "loadInfo">Specifies information used to load the texture.</param> /// <returns>The loaded texture object.</returns> public static T FromFile <T>(Device device, string fileName, ImageLoadInformation loadInfo) where T : Resource { IntPtr temp; Result resultOut; D3DX10.CreateTextureFromFile(device, fileName, loadInfo, IntPtr.Zero, out temp, out resultOut); // TODO test resultOut? return(FromPointer <T>(temp)); }
/// <summary> /// Loads a texture from an image file. /// </summary> /// <param name = "device">The device used to load the texture.</param> /// <param name = "fileName">Path to the file on disk.</param> /// <param name = "loadInfo">Specifies information used to load the texture.</param> /// <returns>The loaded texture object.</returns> public static T FromFile <T>(Device device, string fileName, ImageLoadInformation loadInfo) where T : Resource { System.Diagnostics.Debug.Assert(typeof(T) == typeof(Texture1D) || typeof(T) == typeof(Texture2D) || typeof(T) == typeof(Texture3D)); IntPtr temp; Result resultOut; D3DX10.CreateTextureFromFile(device, fileName, loadInfo, IntPtr.Zero, out temp, out resultOut); // TODO test resultOut? return(FromPointer <T>(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> /// <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> /// Loads a texture from an image in memory. /// </summary> /// <param name = "device">The device used to load the texture.</param> /// <param name = "memory">Array of memory containing the image data to load.</param> /// <param name = "loadInfo">Specifies information used to load the texture.</param> /// <returns>The loaded texture object.</returns> public static T FromMemory <T>(Device device, byte[] memory, ImageLoadInformation loadInfo) where T : Resource { unsafe { IntPtr temp; Result resultOut; fixed(void *pBuffer = &memory[0]) D3DX10.CreateTextureFromMemory(device, (IntPtr)pBuffer, memory.Length, loadInfo, IntPtr.Zero, out temp, out resultOut); // TODO test resultOut? return(FromPointer <T>(temp)); } }
/// <summary> /// Loads a texture from an image in memory. /// </summary> /// <param name = "device">The device used to load the texture.</param> /// <param name = "memory">Array of memory containing the image data to load.</param> /// <param name = "loadInfo">Specifies information used to load the texture.</param> /// <returns>The loaded texture object.</returns> public static T FromMemory <T>(Device device, byte[] memory, ImageLoadInformation loadInfo) where T : Resource { System.Diagnostics.Debug.Assert(typeof(T) == typeof(Texture1D) || typeof(T) == typeof(Texture2D) || typeof(T) == typeof(Texture3D)); unsafe { System.Diagnostics.Debug.Assert(memory != null); System.Diagnostics.Debug.Assert(memory.Length > 0); IntPtr temp; Result resultOut; fixed(void *pBuffer = &memory[0]) D3DX10.CreateTextureFromMemory(device, (IntPtr)pBuffer, memory.Length, loadInfo, IntPtr.Zero, out temp, out resultOut); // TODO test resultOut? return(FromPointer <T>(temp)); } }
/// <summary> /// Create a shader-resource view from a file in a stream.. /// </summary> /// <param name="device">A reference to the device (see <see cref="SharpDX.Direct3D10.Device"/>) that will use the resource. </param> /// <param name="stream">Pointer to the file in memory that contains the shader-resource view. </param> /// <param name="sizeInBytes">Size of the file to read from the stream</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 FromStream(Device device, Stream stream, int sizeInBytes, ImageLoadInformation loadInformation) { byte[] memory = Utilities.ReadStream(stream, ref sizeInBytes); return FromMemory(device, memory, loadInformation); }
/// <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> /// Loads a texture from a stream of data. /// </summary> /// <param name = "device">The device used to load the texture.</param> /// <param name = "stream">A stream containing the image data to load.</param> /// <param name = "sizeInBytes">Size of the image to load.</param> /// <param name = "loadInfo">Specifies information used to load the texture.</param> /// <returns>The loaded texture object.</returns> public static T FromStream <T>(Device device, Stream stream, int sizeInBytes, ImageLoadInformation loadInfo) where T : Resource { byte[] buffer = Utilities.ReadStream(stream, ref sizeInBytes); return(FromMemory <T>(device, buffer, loadInfo)); }
/// <summary> /// Create a shader-resource view from a file in a stream.. /// </summary> /// <param name="device">A reference to the device (see <see cref="SharpDX.Direct3D10.Device"/>) that will use the resource. </param> /// <param name="stream">Pointer to the file in memory that contains the shader-resource view. </param> /// <param name="sizeInBytes">Size of the file to read from the stream</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 FromStream(Device device, Stream stream, int sizeInBytes, ImageLoadInformation loadInformation) { byte[] memory = Utilities.ReadStream(stream, ref sizeInBytes); return(FromMemory(device, memory, loadInformation)); }