public static unsafe GraphicsBuffer <T> New <T>(GraphicsDevice device, Span <T> data, GraphicsHeapType heapType = GraphicsHeapType.Default) where T : unmanaged { return(GraphicsBuffer.New(device, data, BufferFlags.ShaderResource, heapType)); }
public static unsafe GraphicsBuffer New(GraphicsDevice device, int size, GraphicsHeapType heapType = GraphicsHeapType.Default) { return(GraphicsBuffer.New(device, size, BufferFlags.ShaderResource, heapType)); }
public static unsafe GraphicsBuffer <T> New <T>(GraphicsDevice device, int elementCount, GraphicsHeapType heapType = GraphicsHeapType.Default) where T : unmanaged { return(GraphicsBuffer.New <T>(device, elementCount, BufferFlags.ShaderResource, heapType)); }
public static unsafe GraphicsBuffer New(GraphicsDevice device, int size, GraphicsHeapType heapType = GraphicsHeapType.Default) { return(GraphicsBuffer.New(device, size, BufferFlags.UnorderedAccess, heapType)); }
public static unsafe GraphicsBuffer New(GraphicsDevice device, int size, GraphicsHeapType heapType = GraphicsHeapType.Upload) { return(GraphicsBuffer.New(device, size, BufferFlags.ConstantBuffer, heapType)); }
public static unsafe GraphicsBuffer <T> New <T>(GraphicsDevice device, Span <T> data, GraphicsHeapType heapType = GraphicsHeapType.Upload) where T : unmanaged { return(GraphicsBuffer.New(device, data, BufferFlags.ConstantBuffer, heapType)); }
public static unsafe GraphicsBuffer <T> New <T>(GraphicsDevice device, int elementCount, GraphicsHeapType heapType = GraphicsHeapType.Upload) where T : unmanaged { return(GraphicsBuffer.New <T>(device, elementCount, BufferFlags.ConstantBuffer, heapType)); }