示例#1
0
 /// <summary>To initialize this structure with default value, use this constructor. The argument value is ignored.</summary>
 /// <remarks>This is only here because C# doesn’t support parameterless constructors for structures.</remarks>
 public BufferDesc(bool unused)
 {
     baseStruct        = new DeviceObjectAttribs(true);
     uiSizeInBytes     = 0;
     BindFlags         = BindFlags.None;
     Usage             = Usage.Default;
     CPUAccessFlags    = CpuAccessFlags.None;
     Mode              = BufferMode.Undefined;
     ElementByteStride = 0;
     CommandQueueMask  = 1;
 }
示例#2
0
 /// <summary>To initialize this structure with default value, use this constructor. The argument value is ignored.</summary>
 /// <remarks>This is only here because C# doesn’t support parameterless constructors for structures.</remarks>
 public TextureViewDesc(bool unused)
 {
     baseStruct      = new DeviceObjectAttribs(true);
     ViewType        = TextureViewType.Undefined;
     TextureDim      = ResourceDimension.Undefined;
     Format          = TextureFormat.Unknown;
     MostDetailedMip = 0;
     NumMipLevels    = 0;
     FirstArraySlice = 0;
     FirstDepthSlice = default(int);
     AccessFlags     = UavAccessFlag.Unspecified;
     Flags           = TextureViewFlags.None;
 }
示例#3
0
 /// <summary>To initialize this structure with default value, use this constructor. The argument value is ignored.</summary>
 /// <remarks>This is only here because C# doesn’t support parameterless constructors for structures.</remarks>
 public SamplerDesc(bool unused)
 {
     baseStruct     = new DeviceObjectAttribs(true);
     MinFilter      = FilterType.Linear;
     MagFilter      = FilterType.Linear;
     MipFilter      = FilterType.Linear;
     AddressU       = TextureAddressMode.Clamp;
     AddressV       = TextureAddressMode.Clamp;
     AddressW       = TextureAddressMode.Clamp;
     MipLODBias     = 0;
     MaxAnisotropy  = 0;
     ComparisonFunc = ComparisonFunction.Never;
     BorderColor    = Vector4.Zero;
     MinLOD         = 0;
     MaxLOD         = float.MaxValue;
 }
示例#4
0
 /// <summary>Create and set fields to their defaults</summary>
 public TextureDesc(bool unused)
 {
     baseStruct       = new DeviceObjectAttribs(true);
     Type             = ResourceDimension.Undefined;
     Size             = new CSize(0, 0);
     ArraySizeOrDepth = 1;
     Format           = TextureFormat.Unknown;
     MipLevels        = 1;
     SampleCount      = 1;
     Usage            = Usage.Default;
     BindFlags        = BindFlags.None;
     CPUAccessFlags   = CpuAccessFlags.None;
     MiscFlags        = MiscTextureFlags.None;
     ClearValue       = new OptimizedClearValue(true);
     CommandQueueMask = 1;
 }
示例#5
0
文件: Shader.cs 项目: zeta1999/Vrmac
 /// <summary>To initialize this structure with default value, use this constructor. The argument value is ignored.</summary>
 /// <remarks>This is only here because C# doesn’t support parameterless constructors for structures.</remarks>
 public ShaderDesc(bool unused)
 {
     baseStruct = new DeviceObjectAttribs(true);
     ShaderType = ShaderType.Unknown;
 }
示例#6
0
 /// <summary>To initialize this structure with default value, use this constructor. The argument value is ignored.</summary>
 /// <remarks>This is only here because C# doesn’t support parameterless constructors for structures.</remarks>
 public FenceDesc(bool unused)
 {
     baseStruct = new DeviceObjectAttribs(true);
 }