private void InitializeDX()
        {
            //perform DX Device and Context initialization
            HwndSource hwnd = new HwndSource(0, 0, 0, 0, 0, "dxPlotterElement", IntPtr.Zero);

            device        = D3DDevice.CreateDeviceAndSwapChain(hwnd.Handle, out swapChain);
            deviceContext = device.GetImmediateContext();

            CompositionTarget.Rendering += OnRenderingProccessReady;

            Texture2DDescription tdesc = new Texture2DDescription
            {
                ArraySize         = 1,
                Width             = 1,
                Height            = 1,
                Format            = Format.B8G8R8A8_UNORM,
                MipLevels         = 1,
                SampleDescription = new SampleDescription {
                    Count = 1, Quality = 0
                },
                Usage          = Usage.Default,
                BindFlags      = BindFlag.RenderTarget | BindFlag.ShaderResource,
                MiscFlags      = ResourceMiscFlag.Shared,
                CpuAccessFlags = 0
            };

            using (Texture2D texture2D = device.CreateTexture2D(tdesc))
            {
                renderTargetView = device.CreateRenderTargetView(texture2D);
                deviceContext.OM.SetRenderTargets(new RenderTargetView[] { renderTargetView });

                d3dImage.SetBackBufferEx(D3DResourceTypeEx.ID3D11Texture2D, texture2D.NativeInterface);
            }

            dxInitialized = true;
            OnDeviceInitialized();
        }
        private void InitializeDX()
        {
            //perform DX Device and Context initialization
            HwndSource hwnd = new HwndSource(0, 0, 0, 0, 0, "dxPlotterElement", IntPtr.Zero);
            device = D3DDevice.CreateDeviceAndSwapChain(hwnd.Handle, out swapChain);
            deviceContext = device.GetImmediateContext();

            CompositionTarget.Rendering += OnRenderingProccessReady; 

            Texture2DDescription tdesc = new Texture2DDescription
            {
                ArraySize = 1,
                Width = 1,
                Height = 1,
                Format = Format.B8G8R8A8_UNORM,
                MipLevels = 1,
                SampleDescription = new SampleDescription { Count = 1, Quality = 0 },
                Usage = Usage.Default,
                BindFlags = BindFlag.RenderTarget | BindFlag.ShaderResource,
                MiscFlags = ResourceMiscFlag.Shared,
                CpuAccessFlags = 0
            };

            using (Texture2D texture2D = device.CreateTexture2D(tdesc))
            {
                renderTargetView = device.CreateRenderTargetView(texture2D);
                deviceContext.OM.SetRenderTargets(new RenderTargetView[] { renderTargetView });

                d3dImage.SetBackBufferEx(D3DResourceTypeEx.ID3D11Texture2D, texture2D.NativeInterface);
            }

            dxInitialized = true;
            OnDeviceInitialized();

        }
Beispiel #3
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        private void InitDevice()
        {
            // device creation
            //device = D3DDevice.CreateDeviceAndSwapChain(
            //    null,
            //    DriverType.Hardware,
            //    null,
            //    CreateDeviceFlag.Default,
            //    new []{FeatureLevel.FeatureLevel_10_1},
            //    new SwapChainDescription {
            //        BufferCount = 1
            //    },
            //    out swapChain);
            device = D3DDevice.CreateDeviceAndSwapChain(directControl.Handle, out swapChain);
            deviceContext = device.GetImmediateContext();

            SetViews();

            // Open precompiled vertex shader
            // This file was compiled using: fxc Render.hlsl /T vs_4_0 /EVertShader /FoRender.vs
            using (Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("Microsoft.WindowsAPICodePack.Samples.Direct3D11.Render.vs"))
            {
                vertexShader = device.CreateVertexShader(stream);
            }

            deviceContext.VS.SetShader(vertexShader, null);

            // input layout is for the vert shader
            InputElementDescription inputElementDescription = new InputElementDescription();
            inputElementDescription.SemanticName = "POSITION";
            inputElementDescription.SemanticIndex = 0;
            inputElementDescription.Format = Format.R32G32B32_FLOAT;
            inputElementDescription.InputSlot = 0;
            inputElementDescription.AlignedByteOffset = 0;
            inputElementDescription.InputSlotClass = InputClassification.PerVertexData;
            inputElementDescription.InstanceDataStepRate = 0;

            InputLayout inputLayout;
            using (Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("Microsoft.WindowsAPICodePack.Samples.Direct3D11.Render.vs"))
            {
                inputLayout = device.CreateInputLayout(new [] { inputElementDescription }, stream);
            }
            deviceContext.IA.SetInputLayout(inputLayout);

            // Open precompiled pixel shader
            // This file was compiled using: fxc Render.hlsl /T ps_4_0 /EPixShader /FoRender.ps
            using (Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("Microsoft.WindowsAPICodePack.Samples.Direct3D11.Render.ps"))
            {
                pixelShader = device.CreatePixelShader(stream);
            }
            deviceContext.PS.SetShader(pixelShader, null);


            // create some geometry to draw (1 triangle)
            SimpleVertexArray vertex = new SimpleVertexArray();

            // put the vertices into a vertex buffer

            BufferDescription bufferDescription = new BufferDescription();
            bufferDescription.Usage = Usage.Default;
            bufferDescription.ByteWidth = (uint)Marshal.SizeOf(vertex);
            bufferDescription.BindFlags = BindFlag.VertexBuffer;

            SubresourceData subresourceData = new SubresourceData();

            IntPtr vertexData = Marshal.AllocCoTaskMem(Marshal.SizeOf(vertex));
            Marshal.StructureToPtr(vertex, vertexData, false);

            subresourceData.SysMem = vertexData;
            vertexBuffer = device.CreateBuffer(bufferDescription, subresourceData);


            deviceContext.IA.SetVertexBuffers(0, new [] { vertexBuffer }, new uint[] { 12 }, new uint[] { 0 });
            deviceContext.IA.SetPrimitiveTopology(PrimitiveTopology.TriangleList);

            Marshal.FreeCoTaskMem(vertexData);
        }