Esempio n. 1
0
        void resize()
        {
            if (renderView == null)//first show
            {
                var dxgiFactory = device.QueryInterface <IDXGIDevice>().GetParent <IDXGIAdapter>().GetParent <IDXGIFactory>();

                var swapchainDesc = new SwapChainDescription()
                {
                    BufferCount       = 1,
                    BufferDescription = new ModeDescription(Win32Window.Width, Win32Window.Height, format),
                    IsWindowed        = true,
                    OutputWindow      = Win32Window.Handle,
                    SampleDescription = new SampleDescription(1, 0),
                    SwapEffect        = SwapEffect.Discard,
                    Usage             = Vortice.DXGI.Usage.RenderTargetOutput
                };

                swapChain = dxgiFactory.CreateSwapChain(device, swapchainDesc);
                dxgiFactory.MakeWindowAssociation(Win32Window.Handle, WindowAssociationFlags.IgnoreAll);

                backBuffer = swapChain.GetBuffer <ID3D11Texture2D>(0);
                renderView = device.CreateRenderTargetView(backBuffer);
            }
            else
            {
                renderView.Dispose();
                backBuffer.Dispose();

                swapChain.ResizeBuffers(1, Win32Window.Width, Win32Window.Height, format, SwapChainFlags.None);

                backBuffer = swapChain.GetBuffer <ID3D11Texture2D1>(0);
                renderView = device.CreateRenderTargetView(backBuffer);
            }
        }
Esempio n. 2
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        public D3D11GraphicsDevice(bool validation, Window window)
        {
            Window = window;
            if (CreateDXGIFactory1(out Factory).Failure)
            {
                throw new InvalidOperationException("Cannot create IDXGIFactory1");
            }

            var creationFlags = DeviceCreationFlags.BgraSupport;

            if (validation)
            {
                creationFlags |= DeviceCreationFlags.Debug;
            }

            if (D3D11CreateDevice(
                    null,
                    DriverType.Hardware,
                    creationFlags,
                    _featureLevels,
                    out Device, out FeatureLevel, out DeviceContext).Failure)
            {
                // Remove debug flag not being supported.
                creationFlags &= ~DeviceCreationFlags.Debug;

                var result = D3D11CreateDevice(null, DriverType.Hardware,
                                               creationFlags, _featureLevels,
                                               out Device, out FeatureLevel, out DeviceContext);
                if (result.Failure)
                {
                    // This will fail on Win 7 due to lack of 11.1, so re-try again without it
                    D3D11CreateDevice(
                        null,
                        DriverType.Hardware,
                        creationFlags,
                        _featureLevelsNoLevel11,
                        out Device, out FeatureLevel, out DeviceContext).CheckError();
                }
            }

            var hwnd = (IntPtr)window.Handle;

            var swapChainDescription = new SwapChainDescription()
            {
                BufferCount       = FrameCount,
                BufferDescription = new ModeDescription(window.Width, window.Height, Format.B8G8R8A8_UNorm),
                IsWindowed        = true,
                OutputWindow      = hwnd,
                SampleDescription = new SampleDescription(1, 0),
                SwapEffect        = SwapEffect.Discard,
                Usage             = Vortice.DirectX.Usage.RenderTargetOutput
            };

            SwapChain = Factory.CreateSwapChain(Device, swapChainDescription);
            Factory.MakeWindowAssociation(hwnd, WindowAssociationFlags.IgnoreAltEnter);

            BackBuffer       = SwapChain.GetBuffer <ID3D11Texture2D>(0);
            RenderTargetView = Device.CreateRenderTargetView(BackBuffer);
        }
Esempio n. 3
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        public static IComObject <ID3D11RenderTargetView> CreateRenderTargetView(this ID3D11Device device, ID3D11Resource resource, D3D11_RENDER_TARGET_VIEW_DESC?desc = null)
        {
            if (device == null)
            {
                throw new ArgumentNullException(nameof(device));
            }

            if (resource == null)
            {
                throw new ArgumentNullException(nameof(resource));
            }

            using (var mem = new ComMemory(desc))
            {
                device.CreateRenderTargetView(resource, mem.Pointer, out var view).ThrowOnError();
                return(new ComObject <ID3D11RenderTargetView>(view));
            }
        }
Esempio n. 4
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        static void Main()
        {
            ReferenceTracker.TrackReferences = true;
            Form form = new Form();

            IDXGIFactory factory = DXGI.CreateFactory();
            IDXGIAdapter adapter = null;

            factory.EnumAdapters(0, out adapter);

            DXGI_SWAP_CHAIN_DESC swapChainDescription = new DXGI_SWAP_CHAIN_DESC
            {
                BufferCount = 1,
                BufferDesc  = new DXGI_MODE_DESC
                {
                    Format      = DXGI_FORMAT.DXGI_FORMAT_R8G8B8A8_UNORM,
                    Height      = form.ClientSize.Height,
                    RefreshRate = new DXGI_RATIONAL
                    {
                        Denominator = 1,
                        Numerator   = 60
                    },

                    Scaling          = DXGI_MODE_SCALING.DXGI_MODE_SCALING_UNSPECIFIED,
                    ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER.DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED,
                    Width            = form.ClientSize.Width
                },
                BufferUsage  = (int)DXGI_USAGE.DXGI_USAGE_RENDER_TARGET_OUTPUT,
                Flags        = 0,
                OutputWindow = form.Handle,
                SampleDesc   = new DXGI_SAMPLE_DESC
                {
                    Count   = 1,
                    Quality = 0
                },
                SwapEffect = DXGI_SWAP_EFFECT.DXGI_SWAP_EFFECT_DISCARD,
                Windowed   = true
            };

            ID3D11Device   device    = SlimDX.Direct3D11.Direct3D11.CreateDevice(adapter);
            IDXGISwapChain swapChain = null;

            factory.CreateSwapChain(device, swapChainDescription, out swapChain);

            ID3D11Texture2D        backbuffer = swapChain.GetBuffer <ID3D11Texture2D>(0);
            ID3D11RenderTargetView view       = null;

            device.CreateRenderTargetView(backbuffer, null, out view);

            ID3DBlob vertexShaderBytecode = ShaderCompiler.CompileFromString(File.ReadAllText("MiniTri11.fx"), "MiniTri11.fx", "VS", "vs_4_0");
            ID3DBlob pixelShaderBytecode  = ShaderCompiler.CompileFromString(File.ReadAllText("MiniTri11.fx"), "MiniTri11.fx", "PS", "ps_4_0");

            D3D11_INPUT_ELEMENT_DESC[] inputElements = new[] {
                new D3D11_INPUT_ELEMENT_DESC {
                    SemanticName = "POSITION", AlignedByteOffset = 0, SemanticIndex = 0, Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT, InstanceDataStepRate = 0, InputSlot = 0, InputSlotClass = D3D11_INPUT_CLASSIFICATION.D3D11_INPUT_PER_VERTEX_DATA
                },
                new D3D11_INPUT_ELEMENT_DESC {
                    SemanticName = "COLOR", AlignedByteOffset = 16, SemanticIndex = 0, Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT, InstanceDataStepRate = 0, InputSlot = 0, InputSlotClass = D3D11_INPUT_CLASSIFICATION.D3D11_INPUT_PER_VERTEX_DATA
                }
            };

            ID3DBlob inputSignature;

            ShaderCompiler.D3DGetInputSignatureBlob(vertexShaderBytecode.GetBufferPointer(), vertexShaderBytecode.GetBufferSize(), out inputSignature);
            ID3D11InputLayout inputLayout;

            device.CreateInputLayout(inputElements, inputElements.Length, inputSignature.GetBufferPointer(), inputSignature.GetBufferSize(), out inputLayout);

            ByteBuffer vertexData = new ByteBuffer(3 * 32);

            vertexData.Write(0 * Vector4.SizeInBytes, new Vector4(0.0f, 0.5f, 0.5f, 1.0f));
            vertexData.Write(1 * Vector4.SizeInBytes, new Vector4(1.0f, 0.0f, 0.0f, 1.0f));
            vertexData.Write(2 * Vector4.SizeInBytes, new Vector4(0.5f, -0.5f, 0.5f, 1.0f));
            vertexData.Write(3 * Vector4.SizeInBytes, new Vector4(0.0f, 1.0f, 0.0f, 1.0f));
            vertexData.Write(4 * Vector4.SizeInBytes, new Vector4(-0.5f, -0.5f, 0.5f, 1.0f));
            vertexData.Write(5 * Vector4.SizeInBytes, new Vector4(0.0f, 0.0f, 1.0f, 1.0f));

            D3D11_BUFFER_DESC vertexBufferDescription = new D3D11_BUFFER_DESC
            {
                BindFlags           = 1,      //vertex buffer
                ByteWidth           = 3 * 32,
                CPUAccessFlags      = 0,
                MiscFlags           = 0,
                Usage               = D3D11_USAGE.D3D11_USAGE_DEFAULT,
                StructureByteStride = 0
            };
            ID3D11Buffer           vertexBuffer;
            D3D11_SUBRESOURCE_DATA srd = new D3D11_SUBRESOURCE_DATA
            {
                pSysMem          = vertexData.Pin(),
                SysMemPitch      = 0,
                SysMemSlicePitch = 0
            };

            device.CreateBuffer(vertexBufferDescription, srd, out vertexBuffer);
            vertexData.Unpin();

            RenderLoop          loop    = new RenderLoop();
            ID3D11DeviceContext context = null;

            device.GetImmediateContext(out context);

            ID3D11VertexShader vertexShader;
            ID3D11PixelShader  pixelShader;

            device.CreateVertexShader(vertexShaderBytecode.GetBufferPointer(), vertexShaderBytecode.GetBufferSize(), null, out vertexShader);
            device.CreatePixelShader(pixelShaderBytecode.GetBufferPointer(), pixelShaderBytecode.GetBufferSize(), null, out pixelShader);
            context.IASetInputLayout(inputLayout);
            context.VSSetShader(vertexShader, null, 0);
            context.PSSetShader(pixelShader, null, 0);
            context.IASetPrimitiveTopology(4);            //triangle list
            context.IASetVertexBuffers(0, 1, new ID3D11Buffer[] { vertexBuffer }, new int[] { 32 }, new int[] { 0 });
            context.OMSetRenderTargets(1, new ID3D11RenderTargetView[] { view }, IntPtr.Zero);

            D3D11_VIEWPORT vp = new D3D11_VIEWPORT {
                Height   = form.ClientSize.Height,
                Width    = form.ClientSize.Width,
                TopLeftX = 0,
                TopLeftY = 0,
                MinDepth = 0.0f,
                MaxDepth = 1.0f
            };

            context.RSSetViewports(1, new D3D11_VIEWPORT [] { vp });

            loop.Run(form, () =>
            {
                var clearColor = new SlimDX.Color4 {
                    R = 0.0f, G = 0.0f, B = 0.0f, A = 1.0f
                };
                context.ClearRenderTargetView(view, clearColor);
                context.Draw(3, 0);
                swapChain.Present(0, 0);
            });

            view.ReleaseReference();
            backbuffer.ReleaseReference();
            swapChain.ReleaseReference();
            device.ReleaseReference();
            adapter.ReleaseReference();
            factory.ReleaseReference();
        }
Esempio n. 5
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        public D3D11Framebuffer(ID3D11Device device, ref FramebufferDescription description)
            : base(description.DepthTarget, description.ColorTargets)
        {
            if (description.DepthTarget != null)
            {
                D3D11Texture d3dDepthTarget         = Util.AssertSubtype <Texture, D3D11Texture>(description.DepthTarget.Value.Target);
                DepthStencilViewDescription dsvDesc = new DepthStencilViewDescription()
                {
                    Format = D3D11Formats.GetDepthFormat(d3dDepthTarget.Format),
                };
                if (d3dDepthTarget.ArrayLayers == 1)
                {
                    if (d3dDepthTarget.SampleCount == TextureSampleCount.Count1)
                    {
                        dsvDesc.ViewDimension      = DepthStencilViewDimension.Texture2D;
                        dsvDesc.Texture2D.MipSlice = (int)description.DepthTarget.Value.MipLevel;
                    }
                    else
                    {
                        dsvDesc.ViewDimension = DepthStencilViewDimension.Texture2DMultisampled;
                    }
                }
                else
                {
                    if (d3dDepthTarget.SampleCount == TextureSampleCount.Count1)
                    {
                        dsvDesc.ViewDimension = DepthStencilViewDimension.Texture2DArray;
                        dsvDesc.Texture2DArray.FirstArraySlice = (int)description.DepthTarget.Value.ArrayLayer;
                        dsvDesc.Texture2DArray.ArraySize       = 1;
                        dsvDesc.Texture2DArray.MipSlice        = (int)description.DepthTarget.Value.MipLevel;
                    }
                    else
                    {
                        dsvDesc.ViewDimension = DepthStencilViewDimension.Texture2DMultisampledArray;
                        dsvDesc.Texture2DMSArray.FirstArraySlice = (int)description.DepthTarget.Value.ArrayLayer;
                        dsvDesc.Texture2DMSArray.ArraySize       = 1;
                    }
                }

                DepthStencilView = device.CreateDepthStencilView(d3dDepthTarget.DeviceTexture, dsvDesc);
            }

            if (description.ColorTargets != null && description.ColorTargets.Length > 0)
            {
                RenderTargetViews = new ID3D11RenderTargetView[description.ColorTargets.Length];
                for (int i = 0; i < RenderTargetViews.Length; i++)
                {
                    D3D11Texture d3dColorTarget         = Util.AssertSubtype <Texture, D3D11Texture>(description.ColorTargets[i].Target);
                    RenderTargetViewDescription rtvDesc = new RenderTargetViewDescription
                    {
                        Format = D3D11Formats.ToDxgiFormat(d3dColorTarget.Format, false),
                    };
                    if (d3dColorTarget.ArrayLayers > 1 || (d3dColorTarget.Usage & TextureUsage.Cubemap) != 0)
                    {
                        if (d3dColorTarget.SampleCount == TextureSampleCount.Count1)
                        {
                            rtvDesc.ViewDimension  = RenderTargetViewDimension.Texture2DArray;
                            rtvDesc.Texture2DArray = new Texture2DArrayRenderTargetView
                            {
                                ArraySize       = 1,
                                FirstArraySlice = (int)description.ColorTargets[i].ArrayLayer,
                                MipSlice        = (int)description.ColorTargets[i].MipLevel
                            };
                        }
                        else
                        {
                            rtvDesc.ViewDimension    = RenderTargetViewDimension.Texture2DMultisampledArray;
                            rtvDesc.Texture2DMSArray = new Texture2DMultisampledArrayRenderTargetView
                            {
                                ArraySize       = 1,
                                FirstArraySlice = (int)description.ColorTargets[i].ArrayLayer
                            };
                        }
                    }
                    else
                    {
                        if (d3dColorTarget.SampleCount == TextureSampleCount.Count1)
                        {
                            rtvDesc.ViewDimension      = RenderTargetViewDimension.Texture2D;
                            rtvDesc.Texture2D.MipSlice = (int)description.ColorTargets[i].MipLevel;
                        }
                        else
                        {
                            rtvDesc.ViewDimension = RenderTargetViewDimension.Texture2DMultisampled;
                        }
                    }
                    RenderTargetViews[i] = device.CreateRenderTargetView(d3dColorTarget.DeviceTexture, rtvDesc);
                }
            }
            else
            {
                RenderTargetViews = Array.Empty <ID3D11RenderTargetView>();
            }
        }