TextureSurface.generated.cs 1.1 KB

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  1. using System;
  2. using System.Runtime.CompilerServices;
  3. using System.Runtime.InteropServices;
  4. namespace BansheeEngine
  5. {
  6. /** @addtogroup Rendering
  7. * @{
  8. */
  9. /// <summary>References a subset of surfaces within a texture.</summary>
  10. [StructLayout(LayoutKind.Sequential), SerializeObject]
  11. public partial struct TextureSurface
  12. {
  13. public TextureSurface(uint mipLevel = 0, uint numMipLevels = 1, uint face = 0, uint numFaces = 1)
  14. {
  15. this.mipLevel = mipLevel;
  16. this.numMipLevels = numMipLevels;
  17. this.face = face;
  18. this.numFaces = numFaces;
  19. }
  20. /// <summary>First mip level to reference.</summary>
  21. public uint mipLevel;
  22. /// <summary>Number of mip levels to reference. Must be greater than zero.</summary>
  23. public uint numMipLevels;
  24. /// <summary>
  25. /// First face to reference. Face can represent a single cubemap face, or a single array entry in a texture array. If
  26. /// cubemaps are laid out in a texture array then every six sequential faces represent a single array entry.
  27. /// </summary>
  28. public uint face;
  29. /// <summary>Number of faces to reference, if the texture has more than one.</summary>
  30. public uint numFaces;
  31. }
  32. /** @} */
  33. }