24 using SiliconStudio.Paradox.Games;
26 namespace SiliconStudio.
Paradox.Graphics
28 public partial class Buffer
48 var bufferFlags = BufferFlags.StructuredBuffer | BufferFlags.ShaderResource;
50 if (isUnorderedAccess)
51 bufferFlags |= BufferFlags.UnorderedAccess;
53 return Buffer.New(device, count * elementSize, elementSize, bufferFlags);
66 var bufferFlags = BufferFlags.StructuredBuffer | BufferFlags.ShaderResource;
68 if (isUnorderedAccess)
69 bufferFlags |= BufferFlags.UnorderedAccess;
71 return Buffer.New<T>(device,
count, bufferFlags);
84 var bufferFlags = BufferFlags.StructuredBuffer | BufferFlags.ShaderResource;
86 if (isUnorderedAccess)
87 bufferFlags |= BufferFlags.UnorderedAccess;
89 return Buffer.New(device, value, bufferFlags);
102 var bufferFlags = BufferFlags.StructuredBuffer | BufferFlags.ShaderResource;
104 if (isUnorderedAccess)
105 bufferFlags |= BufferFlags.UnorderedAccess;
107 return Buffer.New(device, value, elementSize, bufferFlags);
128 const BufferFlags BufferFlags = BufferFlags.StructuredAppendBuffer | BufferFlags.ShaderResource | BufferFlags.UnorderedAccess;
129 return Buffer.New(device, count * elementSize, elementSize,
BufferFlags);
141 const BufferFlags BufferFlags = BufferFlags.StructuredAppendBuffer | BufferFlags.ShaderResource | BufferFlags.UnorderedAccess;
154 const BufferFlags BufferFlags = BufferFlags.StructuredAppendBuffer | BufferFlags.ShaderResource | BufferFlags.UnorderedAccess;
167 const BufferFlags BufferFlags = BufferFlags.StructuredAppendBuffer | BufferFlags.ShaderResource | BufferFlags.UnorderedAccess;
168 return Buffer.New(device, value, elementSize,
BufferFlags);
189 const BufferFlags BufferFlags = BufferFlags.StructuredCounterBuffer | BufferFlags.ShaderResource | BufferFlags.UnorderedAccess;
190 return Buffer.New(device, count * elementSize, elementSize,
BufferFlags);
202 const BufferFlags BufferFlags = BufferFlags.StructuredCounterBuffer | BufferFlags.ShaderResource | BufferFlags.UnorderedAccess;
215 const BufferFlags BufferFlags = BufferFlags.StructuredCounterBuffer | BufferFlags.ShaderResource | BufferFlags.UnorderedAccess;
228 const BufferFlags BufferFlags = BufferFlags.StructuredCounterBuffer | BufferFlags.ShaderResource | BufferFlags.UnorderedAccess;
229 return Buffer.New(device, value, elementSize,
BufferFlags);
All-in-One Buffer class linked SharpDX.Direct3D11.Buffer.
SiliconStudio.Paradox.Graphics.Buffer Buffer
Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. See The+GraphicsDevice+class to learn more about the class.
A buffer with typed information.
static Buffer New(GraphicsDevice device, DataPointer value, int elementSize)
Creates a new StructuredAppend buffer GraphicsResourceUsage.Default uasge.
static Buffer New(GraphicsDevice device, int count, int elementSize)
Creates a new StructuredAppend buffer accessible as a ShaderResourceView and as a UnorderedAccessView...
static Buffer New(GraphicsDevice device, int count, int elementSize)
Creates a new StructuredCounter buffer accessible as a ShaderResourceView and as a UnorderedAccessVie...
static Buffer New(GraphicsDevice device, DataPointer value, int elementSize, bool isUnorderedAccess=false)
Creates a new Structured buffer GraphicsResourceUsage.Default uasge.
static Buffer New(GraphicsDevice device, DataPointer value, int elementSize)
Creates a new StructuredCounter buffer GraphicsResourceUsage.Default uasge.
static Buffer New(GraphicsDevice device, int count, int elementSize, bool isUnorderedAccess=false)
Creates a new Structured buffer accessible as a ShaderResourceView and optionaly as a UnorderedAccess...
StructuredAppend buffer helper methods.
StructuredCounter buffer helper methods.
Structured buffer helper methods.