/// <summary>
        /// Creates a default SwapChain for the given target control.
        /// </summary>
        /// <param name="targetControl">Target control of the swap chain.</param>
        /// <param name="device">Graphics device.</param>
        /// <param name="gfxConfig">The current graphics configuration.</param>
        internal static IDXGISwapChain1 CreateSwapChainForWinForms(WinForms.Control targetControl, EngineDevice device, GraphicsViewConfiguration gfxConfig)
        {
            targetControl.EnsureNotNull(nameof(targetControl));
            device.EnsureNotNull(nameof(device));
            gfxConfig.EnsureNotNull(nameof(gfxConfig));

            // Create the swap chain description
            var swapChainDesc = new SwapChainDescription1();

            if (gfxConfig.AntialiasingEnabled && device.IsStandardAntialiasingPossible)
            {
                swapChainDesc.BufferCount       = 2;
                swapChainDesc.SampleDescription = device.Internals.GetSampleDescription(gfxConfig.AntialiasingQuality);
            }
            else
            {
                swapChainDesc.BufferCount       = 2;
                swapChainDesc.SampleDescription = new SampleDescription(1, 0);
            }

            // Set common parameters
            swapChainDesc.Width      = targetControl.Width;
            swapChainDesc.Height     = targetControl.Height;
            swapChainDesc.Format     = GraphicsHelper.Internals.DEFAULT_TEXTURE_FORMAT;
            swapChainDesc.Scaling    = Scaling.Stretch;
            swapChainDesc.SwapEffect = SwapEffect.Discard;
            swapChainDesc.Usage      = Usage.RenderTargetOutput;

            // Create and return the swap chain and the render target
            return(device.Internals.FactoryDxgi.CreateSwapChainForHwnd(
                       device.Internals.DeviceD3D11_1, targetControl.Handle,
                       swapChainDesc));
        }
Ejemplo n.º 2
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            /// <summary>
            /// Creates a depth buffer texture with given width and height.
            /// </summary>
            /// <param name="device">Graphics device.</param>
            /// <param name="width">Width of generated texture.</param>
            /// <param name="height">Height of generated texture.</param>
            /// <param name="gfxConfig">Current graphics configuration.</param>
            public static D3D11.ID3D11Texture2D CreateDepthBufferTexture(EngineDevice device, int width, int height, GraphicsViewConfiguration gfxConfig)
            {
                device.EnsureNotNull(nameof(device));
                width.EnsurePositiveOrZero(nameof(width));
                height.EnsurePositiveOrZero(nameof(height));
                gfxConfig.EnsureNotNull(nameof(gfxConfig));

                var textureDescription = new D3D11.Texture2DDescription();

                if (gfxConfig.AntialiasingEnabled &&
                    device.IsStandardAntialiasingPossible)
                {
                    textureDescription.Width             = width;
                    textureDescription.Height            = height;
                    textureDescription.MipLevels         = 1;
                    textureDescription.ArraySize         = 1;
                    textureDescription.Usage             = D3D11.ResourceUsage.Default;
                    textureDescription.SampleDescription = device.GetSampleDescription(gfxConfig.AntialiasingQuality);
                    textureDescription.BindFlags         = D3D11.BindFlags.DepthStencil;
                    textureDescription.CpuAccessFlags    = D3D11.CpuAccessFlags.None;
                    textureDescription.OptionFlags       = D3D11.ResourceOptionFlags.None;
                }
                else
                {
                    textureDescription.Width             = width;
                    textureDescription.Height            = height;
                    textureDescription.MipLevels         = 1;
                    textureDescription.ArraySize         = 1;
                    textureDescription.Usage             = D3D11.ResourceUsage.Default;
                    textureDescription.SampleDescription = new SampleDescription(1, 0);
                    textureDescription.BindFlags         = D3D11.BindFlags.DepthStencil;
                    textureDescription.CpuAccessFlags    = D3D11.CpuAccessFlags.None;
                    textureDescription.OptionFlags       = D3D11.ResourceOptionFlags.None;
                }

                // Set buffer format
                textureDescription.Format = Format.D32_Float_S8X24_UInt;

                // Create the texture finally
                return(device.DeviceD3D11_1.CreateTexture2D(textureDescription));
            }
Ejemplo n.º 3
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            /// <summary>
            /// Creates a render target texture with the given width and height.
            /// </summary>
            /// <param name="device">Graphics device.</param>
            /// <param name="width">Width of generated texture.</param>
            /// <param name="height">Height of generated texture.</param>
            /// <param name="gfxConfig">The GFX configuration.</param>
            public static D3D11.ID3D11Texture2D CreateRenderTargetTexture(
                EngineDevice device, int width, int height, GraphicsViewConfiguration gfxConfig)
            {
                device.EnsureNotNull(nameof(device));
                width.EnsurePositiveOrZero(nameof(width));
                height.EnsurePositiveOrZero(nameof(height));
                gfxConfig.EnsureNotNull(nameof(gfxConfig));

                var textureDescription = new D3D11.Texture2DDescription();

                if (gfxConfig.AntialiasingEnabled &&
                    device.IsStandardAntialiasingPossible)
                {
                    textureDescription.Width             = width;
                    textureDescription.Height            = height;
                    textureDescription.MipLevels         = 1;
                    textureDescription.ArraySize         = 1;
                    textureDescription.Format            = DEFAULT_TEXTURE_FORMAT;
                    textureDescription.Usage             = D3D11.ResourceUsage.Default;
                    textureDescription.SampleDescription = device.GetSampleDescription(gfxConfig.AntialiasingQuality);
                    textureDescription.BindFlags         = D3D11.BindFlags.ShaderResource | D3D11.BindFlags.RenderTarget;
                    textureDescription.CpuAccessFlags    = D3D11.CpuAccessFlags.None;
                    textureDescription.OptionFlags       = D3D11.ResourceOptionFlags.None;
                }
                else
                {
                    textureDescription.Width             = width;
                    textureDescription.Height            = height;
                    textureDescription.MipLevels         = 1;
                    textureDescription.ArraySize         = 1;
                    textureDescription.Format            = DEFAULT_TEXTURE_FORMAT;
                    textureDescription.Usage             = D3D11.ResourceUsage.Default;
                    textureDescription.SampleDescription = new SampleDescription(1, 0);
                    textureDescription.BindFlags         = D3D11.BindFlags.ShaderResource | D3D11.BindFlags.RenderTarget;
                    textureDescription.CpuAccessFlags    = D3D11.CpuAccessFlags.None;
                    textureDescription.OptionFlags       = D3D11.ResourceOptionFlags.None;
                }

                return(device.DeviceD3D11_1.CreateTexture2D(textureDescription));
            }
        /// <summary>
        /// Creates the SwapChain object that is used on WinRT platforms.
        /// </summary>
        /// <param name="device">The device on which to create the SwapChain.</param>
        /// <param name="width">Width of the screen in pixels.</param>
        /// <param name="height">Height of the screen in pixels.</param>
        /// <param name="gfxConfig">Current graphics configuration.</param>
        internal static IDXGISwapChain1 CreateSwapChainForComposition(EngineDevice device, int width, int height, GraphicsViewConfiguration gfxConfig)
        {
            device.EnsureNotNull(nameof(device));
            width.EnsurePositiveOrZero(nameof(width));
            height.EnsurePositiveOrZero(nameof(height));
            gfxConfig.EnsureNotNull(nameof(gfxConfig));

            var desc = new SwapChainDescription1()
            {
                Width             = width,
                Height            = height,
                Format            = GraphicsHelper.Internals.DEFAULT_TEXTURE_FORMAT,
                Stereo            = false,
                SampleDescription = new SampleDescription(1, 0),
                Usage             = Usage.Backbuffer | Usage.RenderTargetOutput,
                BufferCount       = 2,
                Scaling           = Scaling.Stretch,
                SwapEffect        = SwapEffect.FlipSequential,
                AlphaMode         = gfxConfig.AlphaEnabledSwapChain ? AlphaMode.Premultiplied : AlphaMode.Ignore
            };

            return(device.Internals.FactoryDxgi.CreateSwapChainForComposition(device.Internals.DeviceD3D11_1, desc));
        }