24 using SiliconStudio.Paradox.Games;
26 namespace SiliconStudio.
Paradox.Graphics
28 public partial class Buffer
49 return Buffer.New(device,count * viewFormat.SizeInBytes(),
BufferFlags.ShaderResource | (isUnorderedAccess ?
BufferFlags.UnorderedAccess :
BufferFlags.None), viewFormat, usage);
64 return Buffer.New(device,value, BufferFlags.ShaderResource | (isUnorderedAccess ? BufferFlags.UnorderedAccess : BufferFlags.None), viewFormat, usage);
78 return Buffer.New(device,value, 0, BufferFlags.ShaderResource | (isUnorderedAccess?BufferFlags.UnorderedAccess : BufferFlags.None), viewFormat, usage);
static Buffer New(GraphicsDevice device, DataPointer value, PixelFormat viewFormat, bool isUnorderedAccess=false, GraphicsResourceUsage usage=GraphicsResourceUsage.Default)
Creates a new Typed buffer GraphicsResourceUsage.Default uasge.
GraphicsResourceUsage
Identifies expected resource use during rendering. The usage directly reflects whether a resource is ...
Typed buffer helper methods.
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, int count, PixelFormat viewFormat, bool isUnorderedAccess=false, GraphicsResourceUsage usage=GraphicsResourceUsage.Default)
Creates a new Typed buffer GraphicsResourceUsage.Default uasge.
PixelFormat
Defines various types of pixel formats.