public abstract ID3D11ShaderResourceViewPtr CreateShaderResourceViewEx( ID3D11DevicePtr pDevice, D3D11_USAGE usage, D3D11_BIND_FLAG bindFlags, D3D11_CPU_ACCESS_FLAG cpuAccessFlags, D3D11_RESOURCE_MISC_FLAG miscFlags, bool forceSRGB);
public VertexBuffer(Memory <byte> bytes, int stride, D3D11_BIND_FLAG bind) { m_bytes = bytes; Stride = stride; m_bind = bind; }