public void Export(int sizeX, int sizeY, ID3D10Scene scene, Altaxo.Graph.Gdi.GraphExportOptions options, System.IO.Stream toStream) { var device = new Device(DriverType.Hardware, DeviceCreationFlags.BgraSupport | DeviceCreationFlags.Debug, FeatureLevel.Level_10_0); // try to get the highest MSAA level with the highest quality int sampleCount = 32; int qlevel_sampleCount = 0; for (; sampleCount >= 0; sampleCount /= 2) { if (0 != (qlevel_sampleCount = device.CheckMultisampleQualityLevels(Format.B8G8R8A8_UNorm, sampleCount))) // quality level for sample count break; } Texture2DDescription colordesc = new Texture2DDescription { BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, Format = Format.B8G8R8A8_UNorm_SRgb, Width = sizeX, Height = sizeY, MipLevels = 1, SampleDescription = new SampleDescription(sampleCount, qlevel_sampleCount - 1), Usage = ResourceUsage.Default, OptionFlags = ResourceOptionFlags.Shared, CpuAccessFlags = CpuAccessFlags.None, ArraySize = 1 }; Texture2DDescription depthdesc = new Texture2DDescription { BindFlags = BindFlags.DepthStencil, Format = Format.D32_Float_S8X24_UInt, Width = sizeX, Height = sizeY, MipLevels = 1, SampleDescription = new SampleDescription(sampleCount, qlevel_sampleCount - 1), Usage = ResourceUsage.Default, OptionFlags = ResourceOptionFlags.None, CpuAccessFlags = CpuAccessFlags.None, ArraySize = 1, }; var renderTarget = new Texture2D(device, colordesc); var depthStencil = new Texture2D(device, depthdesc); var renderTargetView = new RenderTargetView(device, renderTarget); var depthStencilView = new DepthStencilView(device, depthStencil); // Rendering device.OutputMerger.SetTargets(depthStencilView, renderTargetView); device.Rasterizer.SetViewports(new Viewport(0, 0, sizeX, sizeY, 0.0f, 1.0f)); Color4 clearColor = new Color4(1, 1, 1, 0); // Transparent if (options.BackgroundBrush != null) { var axoColor = options.BackgroundBrush.Color.Color; clearColor = new Color4(axoColor.ScR, axoColor.ScG, axoColor.ScB, axoColor.ScA); } device.ClearRenderTargetView(renderTargetView, clearColor); device.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0); scene.Attach(device, new PointD2D(sizeX, sizeY)); scene.Render(); device.Flush(); Texture2D renderTarget2 = null; if (sampleCount > 1) // if renderTarget is an MSAA render target, we first have to copy it into a non-MSAA render target before we can copy it to a CPU texture and then hope to save it { // create a non-MSAA render target with the same size Texture2DDescription renderTarget2Description = new Texture2DDescription { BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, Format = Format.B8G8R8A8_UNorm_SRgb, Width = sizeX, Height = sizeY, MipLevels = 1, SampleDescription = new SampleDescription(1, 0), // non MSAA Usage = ResourceUsage.Default, OptionFlags = ResourceOptionFlags.Shared, CpuAccessFlags = CpuAccessFlags.None, ArraySize = 1 }; renderTarget2 = new Texture2D(device, renderTarget2Description); // create non-MSAA render target device.ResolveSubresource(renderTarget, 0, renderTarget2, 0, renderTarget.Description.Format); // copy from MSAA render target to the non-MSAA render target var h = renderTarget; // exchange renderTarget with renderTarget2 renderTarget = renderTarget2; renderTarget2 = h; } // renderTarget is now a non-MSAA renderTarget Texture2DExtensions.SaveToStream(renderTarget, options.ImageFormat, options.DestinationDpiResolution, toStream); scene.Detach(); Disposer.RemoveAndDispose(ref depthStencilView); Disposer.RemoveAndDispose(ref renderTargetView); Disposer.RemoveAndDispose(ref renderTarget2); Disposer.RemoveAndDispose(ref renderTarget); Disposer.RemoveAndDispose(ref depthStencil); Disposer.RemoveAndDispose(ref device); }
public void Export(int sizeX, int sizeY, ID3D10Scene scene, Altaxo.Graph.Gdi.GraphExportOptions options, System.IO.Stream toStream) { Device device = null; Texture2D renderTarget = null; Texture2D renderTarget2 = null; Texture2D depthStencil = null; RenderTargetView renderTargetView = null; DepthStencilView depthStencilView = null; try { //device = new Device(DriverType.Hardware, DeviceCreationFlags.BgraSupport, FeatureLevel.Level_10_0); device = D3D10DeviceFactory.Instance.BorrowDevice(); // try to get the highest MSAA level with the highest quality int sampleCount = 32; int qlevel_sampleCount = 0; for (; sampleCount >= 0; sampleCount /= 2) { if (0 != (qlevel_sampleCount = device.CheckMultisampleQualityLevels(Format.B8G8R8A8_UNorm, sampleCount))) // quality level for sample count { break; } } var colordesc = new Texture2DDescription { BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, Format = Format.B8G8R8A8_UNorm_SRgb, Width = sizeX, Height = sizeY, MipLevels = 1, SampleDescription = new SampleDescription(sampleCount, qlevel_sampleCount - 1), Usage = ResourceUsage.Default, OptionFlags = ResourceOptionFlags.Shared, CpuAccessFlags = CpuAccessFlags.None, ArraySize = 1 }; var depthdesc = new Texture2DDescription { BindFlags = BindFlags.DepthStencil, Format = Format.D32_Float_S8X24_UInt, Width = sizeX, Height = sizeY, MipLevels = 1, SampleDescription = new SampleDescription(sampleCount, qlevel_sampleCount - 1), Usage = ResourceUsage.Default, OptionFlags = ResourceOptionFlags.None, CpuAccessFlags = CpuAccessFlags.None, ArraySize = 1, }; renderTarget = new Texture2D(device, colordesc); depthStencil = new Texture2D(device, depthdesc); renderTargetView = new RenderTargetView(device, renderTarget); depthStencilView = new DepthStencilView(device, depthStencil); // Rendering device.OutputMerger.SetTargets(depthStencilView, renderTargetView); device.Rasterizer.SetViewports(new Viewport(0, 0, sizeX, sizeY, 0.0f, 1.0f)); var clearColor = new Color4(1, 1, 1, 0); // Transparent if (options.BackgroundBrush != null) { var axoColor = options.BackgroundBrush.Color.Color; clearColor = new Color4(axoColor.ScR, axoColor.ScG, axoColor.ScB, axoColor.ScA); } device.ClearRenderTargetView(renderTargetView, clearColor); device.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0); scene.Attach(device, new PointD2D(sizeX, sizeY)); scene.Render(); device.Flush(); scene.Detach(); if (sampleCount > 1) // if renderTarget is an MSAA render target, we first have to copy it into a non-MSAA render target before we can copy it to a CPU texture and then hope to save it { // create a non-MSAA render target with the same size var renderTarget2Description = new Texture2DDescription { BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, Format = Format.B8G8R8A8_UNorm_SRgb, Width = sizeX, Height = sizeY, MipLevels = 1, SampleDescription = new SampleDescription(1, 0), // non MSAA Usage = ResourceUsage.Default, OptionFlags = ResourceOptionFlags.Shared, CpuAccessFlags = CpuAccessFlags.None, ArraySize = 1 }; renderTarget2 = new Texture2D(device, renderTarget2Description); // create non-MSAA render target device.ResolveSubresource(renderTarget, 0, renderTarget2, 0, renderTarget.Description.Format); // copy from MSAA render target to the non-MSAA render target var h = renderTarget; // exchange renderTarget with renderTarget2 renderTarget = renderTarget2; renderTarget2 = h; } // renderTarget is now a non-MSAA renderTarget Texture2DExtensions.SaveToStream(renderTarget, options.ImageFormat, options.DestinationDpiResolution, toStream); } finally { Disposer.RemoveAndDispose(ref depthStencilView); Disposer.RemoveAndDispose(ref renderTargetView); Disposer.RemoveAndDispose(ref renderTarget2); Disposer.RemoveAndDispose(ref renderTarget); Disposer.RemoveAndDispose(ref depthStencil); device.ClearState(); D3D10DeviceFactory.Instance.PassbackDevice(ref device); //device.QueryInterface<DeviceDebug>().ReportLiveDeviceObjects(ReportingLevel.Summary) // Disposer.RemoveAndDispose(ref device); //var activeObjects = SharpDX.Diagnostics.ObjectTracker.FindActiveObjects(); } }