Example #1
0
 private void InitTexture(DX11RenderContext context, int index, Texture2DDescription description)
 {
     this.FTextureOutput[index].Dispose(context);
     this.FTextureOutput[index]          = new DX11Resource <DX11Texture2D>();
     description.ArraySize               = 1;
     this.FTextureOutput[index][context] = DX11Texture2D.FromDescription(context, description);
 }
        private void MainLoop_OnPresent(object sender, EventArgs e)
        {
            //Rendering is finished, so should be ok to grab texture now
            if (this.FTextureInput.PluginIO.IsConnected && this.FTextureInput.SliceCount > 0)
            {
                //Little temp hack, grab context from global, since for now we have one context anyway
                DX11RenderContext context = DX11GlobalDevice.DeviceManager.RenderContexts[0];

                if (this.FTextureInput[0].Contains(context))
                {
                    DX11Texture2D texture = this.FTextureInput[0][context];

                    if (texture is DX11DepthStencil)
                    {
                        this.logger.Log(LogType.Warning, "FrameDelay for depth texture is not supported");
                        return;
                    }

                    if (this.lasttexture != null)
                    {
                        if (this.lasttexture.Description != texture.Description)
                        {
                            this.DisposeTexture();
                        }
                    }

                    if (this.lasttexture == null)
                    {
                        this.lasttexture = DX11Texture2D.FromDescription(context, texture.Description);
                    }

                    context.CurrentDeviceContext.CopyResource(texture.Resource, this.lasttexture.Resource);

                    if (this.FInFlush[0])
                    {
                        context.CurrentDeviceContext.Flush();
                    }
                }
                else
                {
                    this.DisposeTexture();
                }
            }
            else
            {
                this.DisposeTexture();
            }
        }
        public void Present()
        {
            DX11RenderContext context = this.RenderContext;


            //Rendering is finished, so should be ok to grab texture now
            if (this.FTextureInput.IsConnected && this.FTextureInput.SliceCount > 0 && this.FTextureInput[0].Contains(context))
            {
                DX11Texture2D texture = this.FTextureInput[0][context];

                if (texture != null)
                {
                    if (texture is DX11DepthStencil)
                    {
                        this.logger.Log(LogType.Warning, "FrameDelay for depth texture is not supported");
                        return;
                    }

                    if (this.lasttexture != null)
                    {
                        if (this.lasttexture.Description != texture.Description)
                        {
                            this.DisposeTexture();
                        }
                    }

                    if (this.lasttexture == null)
                    {
                        this.lasttexture = DX11Texture2D.FromDescription(context, texture.Description);
                    }

                    context.CurrentDeviceContext.CopyResource(texture.Resource, this.lasttexture.Resource);

                    if (this.FInFlush[0])
                    {
                        context.CurrentDeviceContext.Flush();
                    }
                }
            }
            else
            {
                this.DisposeTexture();
            }
        }