Paradox Game Engine  v1.0.0 beta06
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Texture2DBase.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
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4 // Copyright (c) 2010-2012 SharpDX - Alexandre Mutel
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23 
24 using System;
25 using System.IO;
26 
27 namespace SiliconStudio.Paradox.Graphics
28 {
29  /// <summary>
30  /// A Texture 2D frontend to <see cref="SharpDX.Direct3D11.Texture2D"/>.
31  /// </summary>
32  public abstract partial class Texture2DBase : Texture
33  {
34  protected Texture2DBase()
35  {
36  }
37 
38  public static TextureDescription NewDescription(int width, int height, PixelFormat format, TextureFlags textureFlags, int mipCount, int arraySize, GraphicsResourceUsage usage)
39  {
40  if ((textureFlags & TextureFlags.UnorderedAccess) != 0)
41  usage = GraphicsResourceUsage.Default;
42 
43  var desc = new TextureDescription()
44  {
45  Dimension = TextureDimension.Texture2D,
46  Width = width,
47  Height = height,
48  Depth = 1,
49  ArraySize = arraySize,
50  Level = MSAALevel.None,
51  Flags = textureFlags,
52  Format = format,
53  MipLevels = CalculateMipMapCount(mipCount, width, height),
54  Usage = GetUsageWithFlags(usage, textureFlags),
55  };
56  return desc;
57  }
58  }
59 }
static TextureDescription NewDescription(int width, int height, PixelFormat format, TextureFlags textureFlags, int mipCount, int arraySize, GraphicsResourceUsage usage)
GraphicsResourceUsage
Identifies expected resource use during rendering. The usage directly reflects whether a resource is ...
Flags
Enumeration of the new Assimp's flags.
A Common description for all textures.
A Texture 2D frontend to SharpDX.Direct3D11.Texture2D.
_In_ size_t _In_ size_t _In_ DXGI_FORMAT format
Definition: DirectXTexP.h:175
PixelFormat
Defines various types of pixel formats.
Definition: PixelFormat.cs:32
Base class for texture resources.
Definition: Texture.cs:38