public D3D12Swapchain(D3D12GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters, ((D3D12CommandQueue)device.GraphicsQueue).NativeQueue, 2, 2) { _backbufferTextures = new D3D12Texture[_frameCount]; for (int i = 0; i < _frameCount; i++) { var backBufferTexture = _swapChain.GetBackBuffer <Resource>(i); var d3dTextureDesc = backBufferTexture.Description; var textureDescription = TextureDescription.Texture2D( (int)d3dTextureDesc.Width, d3dTextureDesc.Height, d3dTextureDesc.MipLevels, d3dTextureDesc.DepthOrArraySize, D3DConvert.Convert(d3dTextureDesc.Format), D3D12Convert.Convert(d3dTextureDesc.Flags), (SampleCount)d3dTextureDesc.SampleDescription.Count); _backbufferTextures[i] = new D3D12Texture(device, textureDescription, backBufferTexture); } Initialize(_backbufferTextures); }
public D3D12Texture(D3D12GraphicsDevice device, in TextureDescription description, Resource nativeTexture)
public D3D12Buffer(D3D12GraphicsDevice device, in BufferDescriptor descriptor, IntPtr initialData)
public D3D12CommandQueue(D3D12GraphicsDevice device, CommandListType type) : base(device) { NativeQueue = device.Device.CreateCommandQueue(new CommandQueueDescription(type, CommandQueueFlags.None)); }