public override void Load(ChunkMeta meta, BinaryReader br) { base.Load(meta, br); uint Buffer = br.ReadUInt32(); resourceId = br.ReadUInt64(); // SwapbufferID BackbufferDescriptor = D3D11Reader.Read_D3D11_TEXTURE2D_DESC(br) as D3D11_TEXTURE2D_DESC; name = "Serialised Swap Chain Buffer"; // fakeBB }
public override void Load(ChunkMeta meta, BinaryReader br) { base.Load(meta, br); Descriptor = D3D11Reader.Read_D3D11_TEXTURE2D_DESC(br) as D3D11_TEXTURE2D_DESC; // unused, just for the sake of the user { uint numSubresources = Descriptor.MipLevels != 0 ? Descriptor.MipLevels : Common.CalcNumMips(Descriptor.Width, Descriptor.Height, 1); numSubresources *= Descriptor.ArraySize; pInitialDatas = D3D11Reader.Read_D3D11_Array <D3D11_SUBRESOURCE_DATA>(br); // 初始化第一步 resourceId = br.ReadUInt64(); if (pInitialDatas != null) { D3D11Reader.Read_CreateTextureData(br, pInitialDatas, Descriptor.Width, Descriptor.Height, 1, Descriptor.Format, Descriptor.MipLevels, Descriptor.ArraySize, pInitialDatas != null); // 初始化第二步 } } }