using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace BansheeEngine
{
/** @addtogroup Rendering
* @{
*/
/// References a subset of surfaces within a texture.
[StructLayout(LayoutKind.Sequential), SerializeObject]
public partial struct TextureSurface
{
public TextureSurface(uint mipLevel = 0, uint numMipLevels = 1, uint face = 0, uint numFaces = 1)
{
this.mipLevel = mipLevel;
this.numMipLevels = numMipLevels;
this.face = face;
this.numFaces = numFaces;
}
/// First mip level to reference.
public uint mipLevel;
/// Number of mip levels to reference. Must be greater than zero.
public uint numMipLevels;
///
/// First face to reference. Face can represent a single cubemap face, or a single array entry in a texture array. If
/// cubemaps are laid out in a texture array then every six sequential faces represent a single array entry.
///
public uint face;
/// Number of faces to reference, if the texture has more than one.
public uint numFaces;
}
/** @} */
}