Esempio n. 1
0
        /// <summary>
        /// Creates a new instance of <see cref="D3D10RenderSystemProvider"/> using the adapter index.
        /// </summary>
        /// <param name="adapterIndex">Index of the adapter to use when creating the underlying device</param>
        public D3D10RenderSystemProvider(int adapterIndex)
        {
            //Create the DXGI Factory
            DXGI.Factory factory = new DXGI.Factory();

            //Create the device
            DXGI.Adapter adapter = factory.GetAdapter(adapterIndex);
            D3D.Device   device  = new D3D.Device(adapter, D3D.DriverType.Hardware, D3D.DeviceCreationFlags.None);

            //Enumerate adapters
            List <IGraphicsAdapter> adapterList = new List <IGraphicsAdapter>();
            int adapterCount = factory.GetAdapterCount();

            for (int i = 0; i < adapterCount; i++)
            {
                adapterList.Add(new D3D10GraphicsAdapter(device, factory, i));
            }
            _adapters = new ReadOnlyList <IGraphicsAdapter>(adapterList);

            //Create the renderer
            _renderer = new D3D10Renderer(factory, device, (D3D10GraphicsAdapter)adapterList[adapterIndex]);

            //Create default content manager
            _content = new ContentManager(new EmbeddedResourceLocator(Tesla.Direct3D10.DefaultContent.ResourceManager));
            _content.UseDefaultContent = false;
        }
Esempio n. 2
0
        /// <summary>
        /// Enumerates all the available adapters for the render system. This should
        /// only be used to identify which adapter to use at startup.
        /// </summary>
        /// <returns>List of available adapters</returns>
        public static ReadOnlyList <IGraphicsAdapter> EnumerateAdapters()
        {
            //Create the DXGI Factory
            DXGI.Factory factory = new DXGI.Factory();

            //Create the device
            DXGI.Adapter adapter = factory.GetAdapter(0);
            D3D.Device   device  = new D3D.Device(adapter, D3D.DriverType.Hardware, D3D.DeviceCreationFlags.None);

            //Enumerate adapters
            List <IGraphicsAdapter> adapterList = new List <IGraphicsAdapter>();
            int adapterCount = factory.GetAdapterCount();

            for (int i = 0; i < adapterCount; i++)
            {
                adapterList.Add(new D3D10GraphicsAdapter(device, factory, i));
            }

            factory.Dispose();
            return(new ReadOnlyList <IGraphicsAdapter>(adapterList));
        }