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));
 }
Пример #4
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 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));
 }