internal DepthStencilBuffer(GraphicsDevice device, Texture2DDescription description2D, DepthFormat depthFormat) : base(device, description2D) { DepthFormat = depthFormat; DefaultViewFormat = ComputeViewFormat(DepthFormat, out HasStencil); Initialize(Resource); HasReadOnlyView = InitializeViewsDelayed(); DepthStencilView = new DepthStencilViewSelector(this); }
internal DepthStencilBuffer(Direct3D11.Device device, Direct3D11.Texture2D texture, DepthFormat depthFormat) : base(device, texture) { DepthFormat = depthFormat; DefaultViewFormat = ComputeViewFormat(DepthFormat, out HasStencil); Initialize(Resource); HasReadOnlyView = InitializeViewsDelayed(); DepthStencilView = new DepthStencilViewSelector(this); }