Пример #1
0
 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);
 }
Пример #2
0
 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);
 }
Пример #3
0
 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);
 }