/// <summary> /// Render scene /// </summary> public void Render() { // record all the commands we need to render the scene into the command list PopulateCommandLists(); // execute the command list commandQueue.ExecuteCommandList(commandList); // swap the back and front buffers swapChain.Present(1, 0); // wait and reset EVERYTHING WaitForPrevFrame(); RemoveAndDispose(ref renderTarget); if (width != newWidth || height != newHeight) { width = newWidth; height = newHeight; swapChain.ResizeBuffers(SwapBufferCount, width, height, Format.Unknown, SwapChainFlags.None); #if USE_DEPTH RemoveAndDispose(ref depthBuffer); depthBuffer = Collect(device.CreateCommittedResource( new HeapProperties(HeapType.Default), HeapFlags.None, new ResourceDescription(ResourceDimension.Texture2D, 0, width, height, 1, 1, Format.D32_Float, 1, 0, TextureLayout.Unknown, ResourceFlags.AllowDepthStencil), ResourceStates.Common, new ClearValue { Format = Format.D32_Float, DepthStencil = new DepthStencilValue { Depth = 1, Stencil = 0, } })); device.CreateDepthStencilView(depthBuffer, null, descriptorHeapDS.CPUDescriptorHandleForHeapStart); #endif // Create the viewport viewPort = new ViewportF(0, 0, width, height); // Create the scissor scissorRectangle = new Rectangle(0, 0, width, height); } renderTarget = Collect(swapChain.GetBackBuffer <Resource>(swapChain.CurrentBackBufferIndex)); device.CreateRenderTargetView(renderTarget, null, descriptorHeapRT.CPUDescriptorHandleForHeapStart); }
public void Resize(System.Drawing.Size size) { Size = size; foreach (var renderTarget in RenderTargets) { renderTarget.Dispose(); } SwapChain3.ResizeBuffers(FrameCount, size.Width, size.Height, SharpDX.DXGI.Format.R8G8B8A8_UNorm, SharpDX.DXGI.SwapChainFlags.AllowModeSwitch); FrameIndex = SwapChain3.CurrentBackBufferIndex; var rtvHandle = RenderTargetViewHeap.CPUDescriptorHandleForHeapStart; for (int i = 0; i < FrameCount; i++) { RenderTargets[i] = SwapChain3.GetBackBuffer <SharpDX.Direct3D12.Resource>(i); D3D12Device.CreateRenderTargetView(RenderTargets[i], null, rtvHandle); rtvHandle += RtvDescriptorSize; FenceValues[i] = FenceValues[FrameIndex]; } }
private void CreateWindowResources() { // Wait until all previous GPU work is complete. WaitForGPU(); // Clear the previous window size specific content. for (int i = 0; i < FrameCount; i++) { renderTargets[i] = null; } // Calculate the necessary render target size in pixels. var outputSize = new Size2(); outputSize.Width = window.ClientSize.Width; outputSize.Height = window.ClientSize.Height; // Prevent zero size DirectX content from being created. outputSize.Width = Math.Max(outputSize.Width, 640); outputSize.Height = Math.Max(outputSize.Width, 480); if (swapChain != null) { // If the swap chain already exists, resize it. swapChain.ResizeBuffers(FrameCount, outputSize.Width, outputSize.Height, Format.B8G8R8A8_UNorm, SwapChainFlags.None); if (!DXDebug.ValidateDevice(device)) { throw new ArgumentNullException(nameof(device)); } } else { using (var factory = new Factory4()) { // Otherwise, create a new one using the same adapter as the existing Direct3D device. SwapChainDescription swapChainDesc = new SwapChainDescription() { BufferCount = FrameCount, ModeDescription = new ModeDescription(outputSize.Width, outputSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm), Usage = Usage.RenderTargetOutput, SwapEffect = SwapEffect.FlipDiscard, OutputHandle = window.Handle, SampleDescription = new SampleDescription(1, 0), IsWindowed = true, }; var tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc); swapChain = tempSwapChain.QueryInterface <SwapChain3>(); swapChain.DebugName = "SwapChain"; tempSwapChain.Dispose(); } } // Create a render target view of the swap chain back buffer. var descriptorHeapDesc = new DescriptorHeapDescription() { DescriptorCount = FrameCount, Type = DescriptorHeapType.RenderTargetView, Flags = DescriptorHeapFlags.None }; rtvHeap = device.CreateDescriptorHeap(descriptorHeapDesc); rtvHeap.Name = "Render Target View Descriptor Heap"; // All pending GPU work was already finished. Update the tracked fence values // to the last value signaled. for (int i = 0; i < FrameCount; i++) { fenceValues[i] = fenceValues[currentFrame]; } currentFrame = 0; var rtvDescriptor = rtvHeap.CPUDescriptorHandleForHeapStart; rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView); for (int i = 0; i < FrameCount; i++) { renderTargets[i] = swapChain.GetBackBuffer <Resource>(i); device.CreateRenderTargetView(renderTargets[i], null, rtvDescriptor + (rtvDescriptorSize * i)); renderTargets[i].Name = $"Render Target {i}"; } viewport = new ViewportF(); viewport.Width = outputSize.Width; viewport.Height = outputSize.Height; viewport.MaxDepth = 1.0f; scissorRect = new Rectangle(); scissorRect.Right = outputSize.Width; scissorRect.Bottom = outputSize.Height; }