protected override void CreateDeviceDependentResources() { _dxgiFactory = CreateDxgiFactory(); _dxgiAdapter = GetDxgiAdapter(); _d3dDevice = CreateD3DDevice(out _immediateContext); CreateAssets(); ID3D11Device *CreateD3DDevice(out ID3D11DeviceContext *pImmediateContext) { ID3D11Device * d3dDevice; ID3D11DeviceContext *immediateContext; var featureLevel = D3D_FEATURE_LEVEL_11_0; ThrowIfFailed(D3D11CreateDevice((IDXGIAdapter *)DxgiAdapter, D3D_DRIVER_TYPE_HARDWARE, Software: HMODULE.NULL, Flags: 0, &featureLevel, FeatureLevels: 1, D3D11_SDK_VERSION, &d3dDevice, pFeatureLevel: null, &immediateContext)); pImmediateContext = immediateContext; return(d3dDevice); } IDXGIFactory1 *CreateDxgiFactory() { IDXGIFactory1 *dxgiFactory; ThrowIfFailed(CreateDXGIFactory1(__uuidof <IDXGIFactory1>(), (void **)&dxgiFactory)); return(dxgiFactory); } IDXGIAdapter1 *GetDxgiAdapter() { return(UseWarpDevice ? throw new NotImplementedException("WARP Device not supported for D3D11.") : GetHardwareAdapter(_dxgiFactory)); } }
// Helper function for acquiring the first available hardware adapter that supports the required Direct3D version. // If no such adapter can be found, returns null. protected IDXGIAdapter1 *GetHardwareAdapter(IDXGIFactory1 *pFactory) { IDXGIAdapter1 *adapter; for (var adapterIndex = 0u; DXGI_ERROR_NOT_FOUND != pFactory->EnumAdapters1(adapterIndex, &adapter); ++adapterIndex) { DXGI_ADAPTER_DESC1 desc; _ = adapter->GetDesc1(&desc); if ((desc.Flags & (uint)DXGI_ADAPTER_FLAG_SOFTWARE) != 0) { // Don't select the Basic Render Driver adapter. // If you want a software adapter, pass in "/warp" on the command line. continue; } // Check to see if the adapter supports the required Direct3D version, but don't create the // actual device yet. if (SupportsRequiredDirect3DVersion(adapter)) { break; } } return(adapter); }
// Helper function for acquiring the first available hardware adapter that supports the required Direct3D version. // If no such adapter can be found, returns null. protected IDXGIAdapter1 *GetHardwareAdapter(IDXGIFactory1 *pFactory) { IDXGIAdapter1 *adapter; // TODO DXGI_ERROR_NOT_FOUND is 0x887A0002 - maybe we should add Winerror.h somewhere in Silk.NET.Core? const int errorNotFound = unchecked ((int)0x887A0002); for (var adapterIndex = 0u; errorNotFound != pFactory->EnumAdapters1(adapterIndex, &adapter); ++adapterIndex) { AdapterDesc1 desc; _ = adapter->GetDesc1(&desc); if ((desc.Flags & (uint)AdapterFlag.AdapterFlagSoftware) != 0) { // Don't select the Basic Render Driver adapter. // If you want a software adapter, pass in "/warp" on the command line. continue; } // Check to see if the adapter supports the required Direct3D version, but don't create the // actual device yet. if (SupportsRequiredDirect3DVersion(adapter)) { break; } } return(adapter); }
protected override void DestroyDeviceDependentResources() { DestroyAssets(); DestroyImmediateContext(); DestroyD3DDevice(); DestroyDxgiAdapter(); DestroyDxgiFactory(); void DestroyD3DDevice() { var d3dDevice = _d3dDevice; if (d3dDevice != null) { _d3dDevice = null; _ = d3dDevice->Release(); } } void DestroyDxgiAdapter() { var dxgiAdapter = _dxgiAdapter; if (dxgiAdapter != null) { _dxgiAdapter = null; _ = dxgiAdapter->Release(); } } void DestroyDxgiFactory() { var dxgiFactory = _dxgiFactory; if (dxgiFactory != null) { _dxgiFactory = null; _ = dxgiFactory->Release(); } } void DestroyImmediateContext() { var immediateContext = _immediateContext; if (immediateContext != null) { _immediateContext = null; _ = immediateContext->Release(); } } }
public override void OnInit() { Guid iid; IDXGIFactory1 * factory = null; IDXGIAdapter * adapter = null; ID3D11Texture2D *backBuffer = null; try { iid = IID_IDXGIFactory1; ThrowIfFailed(nameof(CreateDXGIFactory1), CreateDXGIFactory1(&iid, (void **)&factory)); if (UseWarpDevice) { throw new NotImplementedException("WARP Device not supported for D3D11."); } else { adapter = GetHardwareAdapter(factory); } fixed(ID3D11Device **device = &_device) fixed(ID3D11DeviceContext **immediateContext = &_immediateContext) { var featureLevel = D3D_FEATURE_LEVEL_11_0; ThrowIfFailed(nameof(D3D11CreateDevice), D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_HARDWARE, Software: IntPtr.Zero, Flags: 0, &featureLevel, FeatureLevels: 1, D3D11_SDK_VERSION, device, pFeatureLevel: null, immediateContext)); } // Describe and create the swap chain. var swapChainDesc = new DXGI_SWAP_CHAIN_DESC { BufferDesc = new DXGI_MODE_DESC { Width = Width, Height = Height, Format = DXGI_FORMAT_R8G8B8A8_UNORM, }, SampleDesc = new DXGI_SAMPLE_DESC { Count = 1 }, BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT, BufferCount = FrameCount, OutputWindow = Win32Application.Hwnd, Windowed = TRUE, SwapEffect = DXGI_SWAP_EFFECT_DISCARD, }; fixed(IDXGISwapChain **swapChain = &_swapChain) { ThrowIfFailed(nameof(IDXGIFactory1.CreateSwapChain), factory->CreateSwapChain( (IUnknown *)_device, &swapChainDesc, swapChain )); } // This sample does not support fullscreen transitions. ThrowIfFailed(nameof(IDXGIFactory.MakeWindowAssociation), factory->MakeWindowAssociation(Win32Application.Hwnd, DXGI_MWA_NO_ALT_ENTER)); fixed(ID3D11RenderTargetView **renderTarget = &_renderTarget) { iid = IID_ID3D11Texture2D; ThrowIfFailed(nameof(IDXGISwapChain.GetBuffer), _swapChain->GetBuffer(0, &iid, (void **)&backBuffer)); ThrowIfFailed(nameof(ID3D11Device.CreateRenderTargetView), _device->CreateRenderTargetView((ID3D11Resource *)backBuffer, null, renderTarget)); _immediateContext->OMSetRenderTargets(1, renderTarget, pDepthStencilView: null); } var vp = new D3D11_VIEWPORT { Width = Width, Height = Height, MinDepth = 0.0f, MaxDepth = 1.0f, TopLeftX = 0, TopLeftY = 0, }; _immediateContext->RSSetViewports(1, &vp); } finally { if (backBuffer != null) { _ = backBuffer->Release(); } if (adapter != null) { _ = adapter->Release(); } if (factory != null) { _ = factory->Release(); } } }
public static SystemParameters Create() { var(width, height, _) = GetDisplays().First(d => d.IsPrimary); /*using var f = new SharpDX.DXGI.Factory1(); * var video_memory = f.Adapters1.Select(a => * Math.Max(a.Description.DedicatedSystemMemory, (long)a.Description.DedicatedVideoMemory)).Max();*/ var dxgiMemory = 0UL; unsafe { using var api = DXGI.GetApi(); IDXGIFactory1 *factory1 = default; try { //https://docs.microsoft.com/en-us/windows/win32/api/dxgi/nf-dxgi-createdxgifactory1 SilkMarshal.ThrowHResult(api.CreateDXGIFactory1(SilkMarshal.GuidPtrOf <IDXGIFactory1>(), (void **)&factory1)); uint i = 0u; while (true) { IDXGIAdapter1 *adapter1 = default; //https://docs.microsoft.com/en-us/windows/win32/api/dxgi/nf-dxgi-idxgifactory1-enumadapters1 var res = factory1->EnumAdapters1(i, &adapter1); var exception = Marshal.GetExceptionForHR(res); if (exception != null) { break; } AdapterDesc1 adapterDesc = default; //https://docs.microsoft.com/en-us/windows/win32/api/dxgi/nf-dxgi-idxgiadapter1-getdesc1 SilkMarshal.ThrowHResult(adapter1->GetDesc1(&adapterDesc)); var systemMemory = (ulong)adapterDesc.DedicatedSystemMemory; var videoMemory = (ulong)adapterDesc.DedicatedVideoMemory; var maxMemory = Math.Max(systemMemory, videoMemory); if (maxMemory > dxgiMemory) { dxgiMemory = maxMemory; } adapter1->Release(); i++; } } catch (Exception e) { Utils.ErrorThrow(e); } finally { if (factory1->LpVtbl != (void **)IntPtr.Zero) { factory1->Release(); } } } var memory = Utils.GetMemoryStatus(); return(new SystemParameters { ScreenWidth = width, ScreenHeight = height, VideoMemorySize = (long)dxgiMemory, SystemMemorySize = (long)memory.ullTotalPhys, SystemPageSize = (long)memory.ullTotalPageFile - (long)memory.ullTotalPhys }); }
public override void OnInit() { Guid iid; IDXGIFactory1 * factory = null; IDXGIAdapter * adapter = null; ID3D11Texture2D *backBuffer = null; ID3DBlob * vertexShaderBlob = null; ID3DBlob * pixelShaderBlob = null; try { iid = IID_IDXGIFactory1; ThrowIfFailed(nameof(CreateDXGIFactory1), CreateDXGIFactory1(&iid, (void **)&factory)); if (UseWarpDevice) { throw new NotImplementedException("WARP Device not supported for D3D11."); } else { adapter = GetHardwareAdapter(factory); } fixed(ID3D11Device **device = &_device) fixed(ID3D11DeviceContext **immediateContext = &_immediateContext) { var featureLevel = D3D_FEATURE_LEVEL_11_0; ThrowIfFailed(nameof(D3D11CreateDevice), D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_HARDWARE, Software: IntPtr.Zero, Flags: 0, &featureLevel, FeatureLevels: 1, D3D11_SDK_VERSION, device, pFeatureLevel: null, immediateContext)); } // Describe and create the swap chain. var swapChainDesc = new DXGI_SWAP_CHAIN_DESC { BufferDesc = new DXGI_MODE_DESC { Width = Width, Height = Height, Format = DXGI_FORMAT_R8G8B8A8_UNORM, }, SampleDesc = new DXGI_SAMPLE_DESC { Count = 1 }, BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT, BufferCount = FrameCount, OutputWindow = Win32Application.Hwnd, Windowed = TRUE, SwapEffect = DXGI_SWAP_EFFECT_DISCARD, }; fixed(IDXGISwapChain **swapChain = &_swapChain) { ThrowIfFailed(nameof(IDXGIFactory1.CreateSwapChain), factory->CreateSwapChain( (IUnknown *)_device, &swapChainDesc, swapChain )); } // This sample does not support fullscreen transitions. ThrowIfFailed(nameof(IDXGIFactory.MakeWindowAssociation), factory->MakeWindowAssociation(Win32Application.Hwnd, DXGI_MWA_NO_ALT_ENTER)); fixed(ID3D11RenderTargetView **renderTarget = &_renderTarget) { iid = IID_ID3D11Texture2D; ThrowIfFailed(nameof(IDXGISwapChain.GetBuffer), _swapChain->GetBuffer(0, &iid, (void **)&backBuffer)); ThrowIfFailed(nameof(ID3D11Device.CreateRenderTargetView), _device->CreateRenderTargetView((ID3D11Resource *)backBuffer, null, renderTarget)); _immediateContext->OMSetRenderTargets(1, renderTarget, pDepthStencilView: null); } var vp = new D3D11_VIEWPORT { Width = Width, Height = Height, MinDepth = 0.0f, MaxDepth = 1.0f, TopLeftX = 0, TopLeftY = 0, }; _immediateContext->RSSetViewports(1, &vp); var compileFlags = 0u; fixed(char *fileName = GetAssetFullPath(@"D3D11\Assets\Shaders\HelloTriangle.hlsl")) fixed(ID3D11VertexShader **vertexShader = &_vertexShader) fixed(ID3D11PixelShader **pixelShader = &_pixelShader) { var entryPoint = 0x00006E69614D5356; // VSMain var target = 0x0000305F345F7376; // vs_4_0 ThrowIfFailed(nameof(D3DCompileFromFile), D3DCompileFromFile((ushort *)fileName, null, null, (sbyte *)&entryPoint, (sbyte *)&target, compileFlags, 0, &vertexShaderBlob, null)); ThrowIfFailed(nameof(ID3D11Device.CreateVertexShader), _device->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), pClassLinkage: null, vertexShader)); entryPoint = 0x00006E69614D5350; // PSMain target = 0x0000305F345F7370; // ps_4_0 ThrowIfFailed(nameof(D3DCompileFromFile), D3DCompileFromFile((ushort *)fileName, null, null, (sbyte *)&entryPoint, (sbyte *)&target, compileFlags, 0, &pixelShaderBlob, null)); ThrowIfFailed(nameof(ID3D11Device.CreatePixelShader), _device->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), pClassLinkage: null, pixelShader)); } var inputElementDescs = stackalloc D3D11_INPUT_ELEMENT_DESC[2]; { var semanticName0 = stackalloc sbyte[9]; { ((ulong *)semanticName0)[0] = 0x4E4F495449534F50; // POSITION } inputElementDescs[0] = new D3D11_INPUT_ELEMENT_DESC { SemanticName = semanticName0, SemanticIndex = 0, Format = DXGI_FORMAT_R32G32B32_FLOAT, InputSlot = 0, AlignedByteOffset = 0, InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA, InstanceDataStepRate = 0 }; var semanticName1 = 0x000000524F4C4F43; // COLOR inputElementDescs[1] = new D3D11_INPUT_ELEMENT_DESC { SemanticName = (sbyte *)&semanticName1, SemanticIndex = 0, Format = DXGI_FORMAT_R32G32B32A32_FLOAT, InputSlot = 0, AlignedByteOffset = 12, InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA, InstanceDataStepRate = 0 }; } fixed(ID3D11InputLayout **inputLayout = &_inputLayout) { ThrowIfFailed(nameof(ID3D11Device.CreateInputLayout), _device->CreateInputLayout(inputElementDescs, NumElements: 2, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), inputLayout)); } _immediateContext->IASetInputLayout(_inputLayout); var triangleVertices = stackalloc Vertex[3]; { triangleVertices[0] = new Vertex { Position = new Vector3(0.0f, 0.25f * AspectRatio, 0.0f), Color = new Vector4(1.0f, 0.0f, 0.0f, 1.0f) }; triangleVertices[1] = new Vertex { Position = new Vector3(0.25f, -0.25f * AspectRatio, 0.0f), Color = new Vector4(0.0f, 1.0f, 0.0f, 1.0f) }; triangleVertices[2] = new Vertex { Position = new Vector3(-0.25f, -0.25f * AspectRatio, 0.0f), Color = new Vector4(0.0f, 0.0f, 1.0f, 1.0f) }; } var vertexBufferSize = (uint)sizeof(Vertex) * 3; var vertexBufferDesc = new D3D11_BUFFER_DESC { ByteWidth = vertexBufferSize, Usage = D3D11_USAGE_DEFAULT, BindFlags = (uint)D3D11_BIND_VERTEX_BUFFER }; var vertexBufferData = new D3D11_SUBRESOURCE_DATA { pSysMem = triangleVertices }; fixed(ID3D11Buffer **vertexBuffer = &_vertexBuffer) { ThrowIfFailed(nameof(ID3D11Device.CreateBuffer), _device->CreateBuffer(&vertexBufferDesc, &vertexBufferData, vertexBuffer)); var stride = (uint)sizeof(Vertex); var offset = 0u; _immediateContext->IASetVertexBuffers(0, 1, vertexBuffer, &stride, &offset); } _immediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); } finally { if (pixelShaderBlob != null) { _ = pixelShaderBlob->Release(); } if (vertexShaderBlob != null) { _ = vertexShaderBlob->Release(); } if (backBuffer != null) { _ = backBuffer->Release(); } if (adapter != null) { _ = adapter->Release(); } if (factory != null) { _ = factory->Release(); } } }