//Copyright (c) Microsoft Corporation. All rights reserved.
#pragma once
#include "D3D11View.h"
namespace Microsoft { namespace WindowsAPICodePack { namespace DirectX { namespace Direct3D11 {
using namespace System;
/// <summary>
/// A shader-resource-view interface specifies the subresources a shader can access during rendering. Examples of shader resources include a constant buffer, a texture buffer, a texture or a sampler.
/// <para>(Also see DirectX SDK: ID3D11ShaderResourceView)</para>
/// </summary>
public ref class ShaderResourceView :
public Microsoft::WindowsAPICodePack::DirectX::Direct3D11::View
{
public:
/// <summary>
/// Get the shader resource view's description.
/// <para>(Also see DirectX SDK: ID3D11ShaderResourceView::GetDesc)</para>
/// </summary>
/// <returns>A ShaderResourceViewDescription structure to be filled with data about the shader resource view.</returns>
property ShaderResourceViewDescription Description
{
ShaderResourceViewDescription get();
}
internal:
ShaderResourceView()
{
}
internal:
ShaderResourceView(ID3D11ShaderResourceView* pNativeID3D11ShaderResourceView)
{
Attach(pNativeID3D11ShaderResourceView);
}
ShaderResourceView(ID3D11ShaderResourceView* pNativeID3D11ShaderResourceView, bool deletable)
{
Attach(pNativeID3D11ShaderResourceView, deletable);
}
};
} } } }