Example #1
0
 public override void Draw(SharpDX.Direct3D11.DeviceContext context, int index)
 {
     if (_engine.CurrentMSAASampling.Count <= 1)
     {
         if (OffSreenRenderTarget == null)
         {
             context.CopyResource(_engine.BackBufferTex, _renderTexture);
         }
         else
         {
             context.CopyResource(OffSreenRenderTarget, _renderTexture);
         }
     }
     else
     {
         if (OffSreenRenderTarget == null)
         {
             context.ResolveSubresource(_engine.BackBufferTex, 0, _renderTexture, 0, Format.R8G8B8A8_UNorm);
         }
         else
         {
             context.ResolveSubresource(OffSreenRenderTarget, 0, _renderTexture, 0, Format.R8G8B8A8_UNorm);
         }
     }
 }
Example #2
0
        internal void EndRender()
        {
            if (SyncInterval > 0 || sw.Elapsed.TotalMilliseconds >= 1000.0 / refreshRate)
            {
                D3D11.Texture2D backBuffer = swapChain.GetBackBuffer <D3D11.Texture2D>(0);
                deviceContext.ResolveSubresource(surfaceTexture, 0, backBuffer, 0, DXGI.Format.R8G8B8A8_UNorm);
                backBuffer.Dispose();

                swapChain.Present(SyncInterval, DXGI.PresentFlags.None);
                sw.Restart();
            }
        }
Example #3
0
        /// <summary>
        /// Called when RenderLoop wants to present its results.
        /// </summary>
        void IRenderLoopHost.OnRenderLoop_Present(EngineDevice engineDevice)
        {
            if (m_d3dImageSource == null)
            {
                return;
            }
            if (!this.IsLoaded)
            {
                return;
            }

            bool isLocked = false;

            GraphicsCore.Current.PerformanceCalculator.ExecuteAndMeasureActivityDuration(
                "Render.Lock",
                () => isLocked = m_d3dImageSource.TryLock(MAX_IMAGE_LOCK_DURATION));
            if (!isLocked)
            {
                return;
            }
            try
            {
                // Draw current 3d scene to wpf
                D3D11.DeviceContext deviceContext = engineDevice.DeviceImmediateContextD3D11;
                deviceContext.ResolveSubresource(m_backBufferD3D11, 0, m_backBufferForWpf, 0, DXGI.Format.B8G8R8A8_UNorm);
                deviceContext.Flush();
                deviceContext.ClearState();

                // Apply true background texture if a cached bitmap was applied before
                if (this.Source != m_d3dImageSource)
                {
                    this.Source = m_d3dImageSource;
                }

                // Invalidate the D3D image
                m_d3dImageSource.InvalidateD3DImage();
            }
            finally
            {
                m_d3dImageSource.Unlock();
            }
        }