以下是 CD3D10_TEXTURE1D_DESC 结构的定义:
struct CD3D10_TEXTURE1D_DESC : public D3D10_TEXTURE1D_DESC
{
CD3D10_TEXTURE1D_DESC();
explicit CD3D10_TEXTURE1D_DESC(
DXGI_FORMAT format,
UINT width,
UINT mipLevels = 1,
UINT bindFlags = D3D10_BIND_SHADER_RESOURCE,
D3D10_USAGE usage = D3D10_USAGE_DEFAULT,
UINT cpuaccessFlags = 0,
UINT miscFlags = 0,
UINT arraySize = 1,
UINT sampleCount = 1,
UINT sampleQuality = 0);
explicit CD3D10_TEXTURE1D_DESC(
const D3D10_TEXTURE1D_DESC &desc);
~CD3D10_TEXTURE1D_DESC() {}
operator const D3D10_TEXTURE1D_DESC&() const { return *this; }
};
这个结构同样是一个 C++ 类,继承自 D3D10_TEXTURE1D_DESC 结构。它提供了一些方便的构造函数,用于初始化 1D 纹理描述符的各个字段。
一些主要的构造函数如下:
1. CD3D10_TEXTURE1D_DESC(): 默认构造函数。
2. CD3D10_TEXTURE1D_DESC(DXGI_FORMAT format, UINT width, UINT mipLevels = 1, UINT bindFlags = D3D10_BIND_SHADER_RESOURCE, D3D10_USAGE usage = D3D10_USAGE_DEFAULT, UINT cpuaccessFlags = 0, UINT miscFlags = 0, UINT arraySize = 1, UINT sampleCount = 1, UINT sampleQuality = 0): 带参数的构造函数,用于初始化各个字段。
3. CD3D10_TEXTURE1D_DESC(const D3D10_TEXTURE1D_DESC &desc): 复制构造函数,用于从现有的 D3D10_TEXTURE1D_DESC 对象创建新对象。
使用这个辅助结构可以方便地创建 1D 纹理描述符,而无需手动设置每个字段。
示例用法:
// 创建一个 1D 纹理描述符
CD3D10_TEXTURE1D_DESC textureDesc(DXGI_FORMAT_R8G8B8A8_UNORM, 512, 1, D3D10_BIND_SHADER_RESOURCE);
// 使用 textureDesc 来创建 1D 纹理对象
ID3D10Texture1D* pTexture;
HRESULT hr = pDevice->CreateTexture1D(&textureDesc, /*... other parameters ...*/, &pTexture);
在上述示例中,textureDesc 是通过 CD3D10_TEXTURE1D_DESC 方便地创建的 1D 纹理描述符,然后用于创建 Direct3D 10 1D 纹理对象。
转载请注明出处:http://www.pingtaimeng.com/article/detail/25477/Win32 API/D3d10.h/CD3D10_TEXTURE1D_DESC