public void InitDepth(string debugName, Texture2DDescription resourceDesc, ShaderResourceViewDescription srvDesc, Format dsvFormat) { base.InitInternal(debugName, resourceDesc, srvDesc); m_arraySubresourcesDsv = new MyArraySubresourceDepth[NumSlices, MipmapLevels]; for (int nSlice = 0; nSlice < NumSlices; nSlice++) { for (int nMipmap = 0; nMipmap < MipmapLevels; nMipmap++) { m_arraySubresourcesDsv[nSlice, nMipmap] = new MyArraySubresourceDepth(); m_arraySubresourcesDsv[nSlice, nMipmap].Init(this, nSlice, nMipmap, dsvFormat); } } }
public void InitDepth(string debugName, Texture2DDescription resourceDesc, ShaderResourceViewDescription srvDesc, Format dsvFormat) { base.InitInternal(debugName, resourceDesc, srvDesc); m_arraySubresourcesDsv = new MyArraySubresourceDepth[NumSlices, MipmapLevels]; for (int nSlice = 0; nSlice < NumSlices; nSlice++) for (int nMipmap = 0; nMipmap < MipmapLevels; nMipmap++) { m_arraySubresourcesDsv[nSlice, nMipmap] = new MyArraySubresourceDepth(); m_arraySubresourcesDsv[nSlice, nMipmap].Init(this, nSlice, nMipmap, dsvFormat); } }