agrobot_base/Exemplos/SharpDX-master/Source/SharpDX.Direct3D11/ShaderResourceView1.cs

56 lines
3.5 KiB
C#

// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System;
using System.IO;
namespace SharpDX.Direct3D11
{
public partial class ShaderResourceView1
{
/// <summary>
/// Creates a <see cref = "T:SharpDX.Direct3D11.ShaderResourceView1" /> for accessing resource data.
/// </summary>
/// <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D11.ShaderResourceView1" />.</param>
/// <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D11.BindFlags">ShaderResource</see> flag.</param>
/// <msdn-id>ff476519</msdn-id>
/// <unmanaged>HRESULT ID3D11Device3::CreateShaderResourceView1([In] ID3D11Resource* pResource,[In, Optional] const D3D11_SHADER_RESOURCE_VIEW_DESC1* pDesc,[Out, Fast] ID3D11ShaderResourceView1** ppSRView)</unmanaged>
/// <unmanaged-short>ID3D11Device3::CreateShaderResourceView1</unmanaged-short>
public ShaderResourceView1(Device3 device, Resource resource)
: base(IntPtr.Zero)
{
device.CreateShaderResourceView1(resource, null, this);
}
/// <summary>
/// Creates a <see cref = "T:SharpDX.Direct3D11.ShaderResourceView" /> for accessing resource data.
/// </summary>
/// <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D11.ShaderResourceView" />.</param>
/// <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D11.BindFlags">ShaderResource</see> flag.</param>
/// <param name = "description">A structure describing the <see cref = "T:SharpDX.Direct3D11.ShaderResourceView" /> to be created.</param>
/// <msdn-id>ff476519</msdn-id>
/// <unmanaged>HRESULT ID3D11Device3::CreateShaderResourceView1([In] ID3D11Resource* pResource,[In, Optional] const D3D11_SHADER_RESOURCE_VIEW_DESC1* pDesc,[Out, Fast] ID3D11ShaderResourceView1** ppSRView)</unmanaged>
/// <unmanaged-short>ID3D11Device3::CreateShaderResourceView1</unmanaged-short>
public ShaderResourceView1(Device3 device, Resource resource, ShaderResourceViewDescription1 description)
: base(IntPtr.Zero)
{
device.CreateShaderResourceView1(resource, description, this);
}
}
}