//Copyright (c) Microsoft Corporation. All rights reserved.
#pragma once
#include "D3D11DeviceChild.h"
namespace Microsoft { namespace WindowsAPICodePack { namespace DirectX { namespace Direct3D11 {
using namespace System;
/// <summary>
/// This class encapsulates methods for retrieving data from the GPU asynchronously.
/// <para>(Also see DirectX SDK: ID3D11Asynchronous)</para>
/// </summary>
public ref class Asynchronous :
public Microsoft::WindowsAPICodePack::DirectX::Direct3D11::DeviceChild
{
public:
/// <summary>
/// Get the size of the data (in bytes) that is output when calling DeviceContext.GetData.
/// <para>(Also see DirectX SDK: ID3D11Asynchronous::GetDataSize)</para>
/// </summary>
property UInt32 DataSize
{
UInt32 get();
}
internal:
Asynchronous()
{
}
internal:
Asynchronous(ID3D11Asynchronous* pNativeID3D11Asynchronous)
{
Attach(pNativeID3D11Asynchronous);
}
Asynchronous(ID3D11Asynchronous* pNativeID3D11Asynchronous, bool deletable)
{
Attach(pNativeID3D11Asynchronous, deletable);
}
};
} } } }