public void Dispose() { if (BatchDisposing != null) { BatchDisposing(this, new EventArgs()); } if (TextureD3D10 != null && !TextureD3D10.Disposed) { TextureD3D10.Dispose(); } if (TextureD3D11 != null && !TextureD3D11.Disposed) { TextureD3D11.Dispose(); } if (MutexD3D10 != null && !MutexD3D10.Disposed) { MutexD3D10.Dispose(); } if (MutexD3D11 != null && !MutexD3D11.Disposed) { MutexD3D11.Dispose(); } if (DWRenderTarget != null && !DWRenderTarget.Disposed) { DWRenderTarget.Dispose(); } if (VertexBuffer != null && !VertexBuffer.Disposed) { VertexBuffer.Dispose(); } if (VertexInputLayout != null && !VertexInputLayout.Disposed) { VertexInputLayout.Dispose(); } if (SpriteEffect != null && !SpriteEffect.Disposed) { SpriteEffect.Dispose(); } if (sampler != null && !sampler.Disposed) { sampler.Dispose(); } //以下の二つはRenderContextがDisposeされるときに呼ばれないとバグが出る。(画面真っ黒) //これは同じ種類のブレンドステートがDisposeされてしまうからだと予測できる。 //このため、Dispose予定リストに含めておき、RenderContextの破棄時に処理をする context.Disposables.Add(TransParentBlendState); context.Disposables.Add(state); }
public void Resize() { Viewport vp = DeviceManager.Context.Rasterizer.GetViewports()[0]; int width = (int)vp.Width; int height = (int)vp.Height; if (height == 0 || width == 0) { return; } TextureSize = new Vector2(width, height); float w = width / 2f, h = height / 2f; List <byte> vertexBytes = new List <byte>(); CGHelper.AddListBuffer(new Vector3(-w, h, 0), vertexBytes); CGHelper.AddListBuffer(new Vector2(0, 0), vertexBytes); CGHelper.AddListBuffer(new Vector3(w, h, 0), vertexBytes); CGHelper.AddListBuffer(new Vector2(1, 0), vertexBytes); CGHelper.AddListBuffer(new Vector3(-w, -h, 0), vertexBytes); CGHelper.AddListBuffer(new Vector2(0, 1), vertexBytes); CGHelper.AddListBuffer(new Vector3(w, h, 0), vertexBytes); CGHelper.AddListBuffer(new Vector2(1, 0), vertexBytes); CGHelper.AddListBuffer(new Vector3(w, -h, 0), vertexBytes); CGHelper.AddListBuffer(new Vector2(1, 1), vertexBytes); CGHelper.AddListBuffer(new Vector3(-w, -h, 0), vertexBytes); CGHelper.AddListBuffer(new Vector2(0, 1), vertexBytes); using (DataStream ds = new DataStream(vertexBytes.ToArray(), true, true)) { BufferDescription bufDesc = new BufferDescription() { BindFlags = BindFlags.VertexBuffer, SizeInBytes = (int)ds.Length }; if (VertexBuffer != null && !VertexBuffer.Disposed) { VertexBuffer.Dispose(); } VertexBuffer = new SlimDX.Direct3D11.Buffer(DeviceManager.Device, ds, bufDesc); } SpriteProjectionMatrix = Matrix.OrthoLH(width, height, 0, 100); spriteViewport = new Viewport() { Width = width, Height = height, MaxZ = 1 }; ViewMatrix = Matrix.LookAtLH(new Vector3(0, 0, -1), new Vector3(0, 0, 0), new Vector3(0, 1, 0)); //DirectX11用テクスチャの作成 if (TextureD3D11 != null && !TextureD3D11.Disposed) { TextureD3D11.Dispose(); } TextureD3D11 = new Texture2D(DeviceManager.Device, new Texture2DDescription() { Width = width, Height = height, MipLevels = 1, ArraySize = 1, Format = Format.B8G8R8A8_UNorm, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.KeyedMutex }); //DX11のテクスチャリソースをDX10とシェアする Resource sharedResource = new Resource(TextureD3D11); if (TextureD3D10 != null && !TextureD3D10.Disposed) { TextureD3D10.Dispose(); } TextureD3D10 = DeviceManager.Device10.OpenSharedResource <SlimDX.Direct3D10.Texture2D>(sharedResource.SharedHandle); if (MutexD3D10 != null && !MutexD3D10.Disposed) { MutexD3D10.Dispose(); } if (MutexD3D11 != null && !MutexD3D11.Disposed) { MutexD3D11.Dispose(); } MutexD3D10 = new KeyedMutex(TextureD3D10); MutexD3D11 = new KeyedMutex(TextureD3D11); sharedResource.Dispose(); Surface surface = TextureD3D10.AsSurface(); RenderTargetProperties rtp = new RenderTargetProperties(); rtp.MinimumFeatureLevel = FeatureLevel.Direct3D10; rtp.Type = RenderTargetType.Hardware; rtp.Usage = RenderTargetUsage.None; rtp.PixelFormat = new PixelFormat(Format.Unknown, AlphaMode.Premultiplied); if (DWRenderTarget != null && !DWRenderTarget.Disposed) { DWRenderTarget.Dispose(); } DWRenderTarget = RenderTarget.FromDXGI(context.D2DFactory, surface, rtp); surface.Dispose(); if (RenderTargetRecreated != null) { RenderTargetRecreated(this, new EventArgs()); } }