void InitDevice() { // create Direct 3D device device = D3DDevice.CreateDeviceAndSwapChain(renderHost.Handle); swapChain = device.SwapChain; // Create a render target view using (Texture2D pBuffer = swapChain.GetBuffer <Texture2D>(0)) { renderTargetView = device.CreateRenderTargetView(pBuffer); } // Create depth stencil texture Texture2DDescription descDepth = new Texture2DDescription() { Width = (uint)renderHost.ActualWidth, Height = (uint)renderHost.ActualHeight, MipLevels = 1, ArraySize = 1, Format = Format.D32Float, SampleDescription = new SampleDescription() { Count = 1, Quality = 0 }, BindingOptions = BindingOptions.DepthStencil, }; depthStencil = device.CreateTexture2D(descDepth); // Create the depth stencil view DepthStencilViewDescription depthStencilViewDesc = new DepthStencilViewDescription() { Format = descDepth.Format, ViewDimension = DepthStencilViewDimension.Texture2D }; depthStencilView = device.CreateDepthStencilView(depthStencil, depthStencilViewDesc); // bind the views to the device device.OM.RenderTargets = new OutputMergerRenderTargets(new RenderTargetView[] { renderTargetView }, depthStencilView); // Setup the viewport Viewport vp = new Viewport() { Width = (uint)renderHost.ActualWidth, Height = (uint)renderHost.ActualHeight, MinDepth = 0.0f, MaxDepth = 1.0f, TopLeftX = 0, TopLeftY = 0 }; device.RS.Viewports = new Viewport[] { vp }; }
void InitDevice() { // create Direct 3D device device = D3DDevice.CreateDeviceAndSwapChain(renderHost.Handle); swapChain = device.SwapChain; // Create a render target view using (Texture2D pBuffer = swapChain.GetBuffer<Texture2D>(0)) { renderTargetView = device.CreateRenderTargetView(pBuffer); } // Create depth stencil texture Texture2DDescription descDepth = new Texture2DDescription() { Width = (uint)renderHost.ActualWidth, Height = (uint)renderHost.ActualHeight, MipLevels = 1, ArraySize = 1, Format = Format.D32Float, SampleDescription = new SampleDescription() { Count = 1, Quality = 0 }, BindingOptions = BindingOptions.DepthStencil, }; depthStencil = device.CreateTexture2D(descDepth); // Create the depth stencil view DepthStencilViewDescription depthStencilViewDesc = new DepthStencilViewDescription() { Format = descDepth.Format, ViewDimension = DepthStencilViewDimension.Texture2D }; depthStencilView = device.CreateDepthStencilView(depthStencil, depthStencilViewDesc); // bind the views to the device device.OM.RenderTargets = new OutputMergerRenderTargets(new RenderTargetView[] { renderTargetView }, depthStencilView); // Setup the viewport Viewport vp = new Viewport() { Width = (uint)renderHost.ActualWidth, Height = (uint)renderHost.ActualHeight, MinDepth = 0.0f, MaxDepth = 1.0f, TopLeftX = 0, TopLeftY = 0 }; device.RS.Viewports = new Viewport[] { vp }; }
void Window1_SizeChanged(object sender, SizeChangedEventArgs e) { if (device != null) { //need to remove the reference to the swapchain's backbuffer to enable ResizeBuffers() call renderTargetView.Dispose(); SwapChainDescription sd = swapChain.Description; swapChain.ResizeBuffers( sd.BufferCount, (uint)renderHost.ActualWidth, (uint)renderHost.ActualHeight, sd.BufferDescription.Format, sd.Options); using (Texture2D pBuffer = swapChain.GetBuffer <Texture2D>(0)) { renderTargetView = device.CreateRenderTargetView(pBuffer); } // Create depth stencil texture Texture2DDescription descDepth = new Texture2DDescription() { Width = (uint)renderHost.ActualWidth, Height = (uint)renderHost.ActualHeight, MipLevels = 1, ArraySize = 1, Format = Format.D32Float, SampleDescription = new SampleDescription() { Count = 1, Quality = 0 }, BindingOptions = BindingOptions.DepthStencil, }; depthStencil = device.CreateTexture2D(descDepth); // Create the depth stencil view DepthStencilViewDescription depthStencilViewDesc = new DepthStencilViewDescription() { Format = descDepth.Format, ViewDimension = DepthStencilViewDimension.Texture2D }; depthStencilView = device.CreateDepthStencilView(depthStencil, depthStencilViewDesc); // bind the views to the device device.OM.RenderTargets = new OutputMergerRenderTargets(new RenderTargetView[] { renderTargetView }, depthStencilView); // Setup the viewport Viewport vp = new Viewport() { Width = (uint)renderHost.ActualWidth, Height = (uint)renderHost.ActualHeight, MinDepth = 0.0f, MaxDepth = 1.0f, TopLeftX = 0, TopLeftY = 0 }; device.RS.Viewports = new Viewport[] { vp }; } }