Пример #1
0
Texture2D::Texture2D(ID3D11Device* d3dDevice,
                     int width, int height, DXGI_FORMAT format,
                     UINT bindFlags,
                     int mipLevels, int arraySize)
{
    InternalConstruct(d3dDevice, width, height, format, bindFlags, mipLevels, arraySize, 1, 0,
        D3D11_RTV_DIMENSION_TEXTURE2DARRAY, D3D11_UAV_DIMENSION_TEXTURE2DARRAY, D3D11_SRV_DIMENSION_TEXTURE2DARRAY);
}
Пример #2
0
Depth2D::Depth2D(ID3D11Device* d3dDevice,
                 int width, int height,
                 UINT bindFlags,
                 bool stencil)
{
    InternalConstruct(d3dDevice, width, height, bindFlags, 1, 1, 0,
        D3D11_DSV_DIMENSION_TEXTURE2D, D3D11_SRV_DIMENSION_TEXTURE2D, stencil);
}
Пример #3
0
Texture2D::Texture2D(ID3D11Device* d3dDevice,
                     int width, int height, DXGI_FORMAT format,
                     UINT bindFlags,
                     int arraySize, const DXGI_SAMPLE_DESC& sampleDesc)
{
    // UAV's can't point to multisampled resources
    InternalConstruct(d3dDevice, width, height, format, bindFlags, 1, arraySize, sampleDesc.Count, sampleDesc.Quality,
        D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY, D3D11_UAV_DIMENSION_UNKNOWN, D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY);
}
Пример #4
0
Depth2D::Depth2D(ID3D11Device* d3dDevice,
                 int width, int height,
                 UINT bindFlags,
                 const DXGI_SAMPLE_DESC& sampleDesc,
                 bool stencil)
{
    InternalConstruct(d3dDevice, width, height, bindFlags, 1, sampleDesc.Count, sampleDesc.Quality,
        D3D11_DSV_DIMENSION_TEXTURE2DMS, D3D11_SRV_DIMENSION_TEXTURE2DMS, stencil);
}
void SFilterableObjectList::Construct(const FArguments& InArgs)
{
	InternalConstruct();
}
Пример #6
0
bool DirectX11Texture2DHelper::Initialise(ID3D11Device* d3dDevice, int width, int height, DXGI_FORMAT format, const DXGI_SAMPLE_DESC& sampleDesc, UINT bindFlags)
{
	return InternalConstruct(d3dDevice, width, height, format, bindFlags, 1, 1, sampleDesc.Count, sampleDesc.Quality, D3D11_RTV_DIMENSION_TEXTURE2DMS, D3D11_UAV_DIMENSION_UNKNOWN, D3D11_SRV_DIMENSION_TEXTURE2DMS);
}
Пример #7
0
bool DirectX11Texture2DHelper::Initialise(ID3D11Device* d3dDevice, int width, int height, DXGI_FORMAT format, UINT bindFlags, int mipLevels)
{
	return InternalConstruct(d3dDevice, width, height, format, bindFlags, mipLevels, 1, 1, 0, D3D11_RTV_DIMENSION_TEXTURE2D, D3D11_UAV_DIMENSION_TEXTURE2D, D3D11_SRV_DIMENSION_TEXTURE2D);
}