36 if (desc.Type == D3D_SIT_STRUCTURED
37 || desc.Type == D3D_SIT_UAV_RWSTRUCTURED)
41 else if (desc.Type == D3D_SIT_UAV_APPEND_STRUCTURED)
45 else if (desc.Type == D3D_SIT_UAV_CONSUME_STRUCTURED)
49 else if (desc.Type == D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER)
59 desc.Type == D3D_SIT_UAV_RWSTRUCTURED ||
60 desc.Type == D3D_SIT_UAV_APPEND_STRUCTURED ||
61 desc.Type == D3D_SIT_UAV_CONSUME_STRUCTURED ||
62 desc.Type == D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER;
#define D3D_SHADER_INPUT_BIND_DESC
virtual ~HLSLStructuredBuffer()
HLSLStructuredBuffer(D3D_SHADER_INPUT_BIND_DESC const &desc)
void Initialize(D3D_SHADER_INPUT_BIND_DESC const &desc)
bool IsGpuWritable() const