コード例 #1
0
        public virtual void Cleanup()
        {
            Context?.ClearState();
            Context?.Flush();

            BackBuffer?.Dispose();
            BackBuffer = null;
            ZBuffer?.Dispose();
            ZBuffer = null;

            RenderTargetViewRef?.Dispose();
            RenderTargetViewRef = null;

            DepthStencilSRVRef?.Dispose();
            DepthStencilSRVRef = null;

            DepthStencilViewRef?.Dispose();
            DepthStencilViewRef = null;

            FactoryDWrite?.Dispose();
            FactoryDWrite = null;
            Factory2D?.Dispose();
            Factory2D = null;
            RenderTarget2D?.Dispose();
            RenderTarget2D = null;

            Context?.Dispose();
            DeviceRef?.Dispose();
            DeviceRef = null;
        }
コード例 #2
0
 public void Dispose()
 {
     GL.DeleteFramebuffer(Id);
     DepthBuffer.Dispose();
     BackBuffer.Dispose();
     REngine.CheckGLError();
 }
コード例 #3
0
ファイル: Presenter.cs プロジェクト: polytronicgr/Axiverse
        protected void ResizeSwapChain()
        {
            Device.PrintLiveObjects();

            Debug.WriteLine("====");

            foreach (var resource in Device.PresenterResources)
            {
                resource.Dispose();
            }
            for (int i = 0; i < BackBufferCount; i++)
            {
                BackBuffers[i].Dispose();
            }
            BackBuffer.Dispose();

            Device.PrintLiveObjects();

            NativeSwapChain.ResizeBuffers(
                BackBufferCount,
                Description.Width,
                Description.Height,
                Format.B8G8R8A8_UNorm,
                SwapChainFlags.None);

            BackBuffer.Initialize(NativeSwapChain.GetBackBuffer <Resource>(BackBufferIndex));
            for (int i = 0; i < BackBufferCount; i++)
            {
                BackBuffers[i].Initialize(NativeSwapChain.GetBackBuffer <Resource>(i));
            }
            foreach (var resource in Device.PresenterResources)
            {
                resource.Recreate();
            }
        }
コード例 #4
0
        //--------------------//

        #region Dispose
        protected override void OnDispose()
        {
            Log.Info("Disposing engine\nLast framerate: " + Performance.Fps);

            // Dispose scenes and views
            ExtraRender = null;
            foreach (var view in Views)
            {
                view.Scene.Dispose();
            }
            base.OnDispose();

            // Shutdown music
            Music?.Dispose();

            // Dispose cached assets
            Cache?.Dispose();

            // Dispose default meshes
            SimpleSphere?.Dispose();
            SimpleBox?.Dispose();

            // Dispose Direct3D device
            BackBuffer?.Dispose();
            Device?.Dispose();

            // Dispose DirectSound objects
            //_listener?.Dispose();
            AudioDevice?.Dispose();

            _direct3D?.Dispose();

            // Dispose debug window
            _debugForm?.Dispose();
        }
コード例 #5
0
 public void Dispose()
 {
     BackBufferRTV.Dispose();
     BackBuffer.Dispose();
     SwapChain.Dispose();
     Device.Dispose();
     DeviceContext.Dispose();
 }
コード例 #6
0
 private void DestroyBuffers()
 {
     ImmediateContext.OutputMerger.SetRenderTargets((RenderTargetView)null);
     BackBufferView.Dispose();
     BackBuffer.Dispose();
     DepthBufferView.Dispose();
     DepthBuffer.Dispose();
 }
コード例 #7
0
ファイル: DX11.cs プロジェクト: zaafar/ExileApi
 public void Dispose()
 {
     RenderTargetView.Dispose();
     BackBuffer.Dispose();
     DeviceContext.Dispose();
     D11Device.Dispose();
     _swapChain.Dispose();
     factory.Dispose();
 }
コード例 #8
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ファイル: Scene.cs プロジェクト: ingen084/Ingen.Game
        public virtual void UpdateDevice(GameContainer container)
        {
            DeviceContext = container.DeviceContext;
            Resource.UpdateDevice(container);

            BackBuffer?.Dispose();
            BackBuffer = null;
            //BackBuffer = new Bitmap1(container.DeviceContext, container.D2D1BackBuffer.PixelSize);
        }
コード例 #9
0
ファイル: TestEngine.cs プロジェクト: bamyazi/Ab3d.OculusWrap
 public void Dispose()
 {
     Window.Dispose();
     Device.Dispose();
     SwapChain.Dispose();
     BackBuffer.Dispose();
     RenderTargetView.Dispose();
     Texture.Dispose();
     TextureShaderResourceView.Dispose();
 }
コード例 #10
0
 public void DestroyBuffers()
 {
     if (BackBuffer != null)
     {
         ImmediateContext.OutputMerger.SetRenderTargets((RenderTargetView)null);
         BackBufferView.Dispose();
         BackBuffer.Dispose();
         DepthBufferView.Dispose();
         DepthBuffer.Dispose();
         BackBuffer = null;
     }
 }
コード例 #11
0
ファイル: SharpDXInfo.cs プロジェクト: furaga/Magic2D_rev3
 public void Dispose()
 {
     VertexBuffer.Dispose();
     RenderView.Dispose();
     Device.ImmediateContext.ClearState();
     Device.ImmediateContext.Flush();
     Device.ImmediateContext.Dispose();
     Device.Dispose();
     SwapChain.Dispose();
     VertexShader.Dispose();
     PixelShader.Dispose();
     InputLayout.Dispose();
     BackBuffer.Dispose();
     Factory.Dispose();
 }
コード例 #12
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        protected virtual void Dispose(bool disposing)
        {
            if (disposing)
            {
                if (_dynamicRenderEventPublisher != null)
                {
                    _dynamicRenderEventPublisher.Cancel();
                    _dynamicRenderEventPublisher.Dispose();
                    _dynamicRenderEventPublisher = null;
                }

                if (_vtkRenderWindow != null)
                {
                    _vtkRenderWindow.Dispose();
                    _vtkRenderWindow = null;
                }

                if (_vtkRenderer != null)
                {
                    _vtkRenderer.Dispose();
                    _vtkRenderer = null;
                }

                if (_sceneGraphRoot != null)
                {
                    _sceneGraphRoot.Dispose();
                    _sceneGraphRoot = null;
                }

                if (_imageBuffer != null)
                {
                    _imageBuffer.Dispose();
                    _imageBuffer = null;
                }

                if (_overlayBuffer != null)
                {
                    _overlayBuffer.Dispose();
                    _overlayBuffer = null;
                }

                if (_finalBuffer != null)
                {
                    _finalBuffer.Dispose();
                    _finalBuffer = null;
                }
            }
        }
コード例 #13
0
        /// <summary>
        /// Copies any current content to the back buffer so that drawing should occur on the
        /// back buffer (instead of the fore-buffer).  Calling draw methods without
        /// calling this may cause exceptions.
        /// </summary>
        /// <param name="preserve">Boolean, true if the front buffer content should be copied to the back buffer
        /// where drawing will be taking place.</param>
        public void StartDrawing(bool preserve)
        {
            Bitmap backBuffer = new Bitmap(BufferRectangle.Width, BufferRectangle.Height);

            if (Buffer != null && preserve && Buffer.Width == backBuffer.Width && Buffer.Height == backBuffer.Height)
            {
                Graphics g = Graphics.FromImage(backBuffer);
                g.DrawImageUnscaled(Buffer, 0, 0);
            }
            if (BackBuffer != null && BackBuffer != Buffer)
            {
                BackBuffer.Dispose();
            }
            BackBuffer = backBuffer;
            OnStartDrawing();
        }
コード例 #14
0
        /// <summary>
        /// Resets the engine
        /// </summary>
        private void Reset()
        {
            // Set flag to prevent infinite loop of resets
            _isResetting = true;

            #region Cleanup
            Log.Info("Clearing Direct3D resources");
            BackBuffer.Dispose();
            DeviceLost?.Invoke();
            #endregion

            #region Wait
            // Wait in case the device isn't ready to be reset
            while (Device.TestCooperativeLevel() == ResultCode.DeviceLost)
            {
                Thread.Sleep(100);
                WinForms.Application.DoEvents();
            }

            // Catch internal driver errors
            var result = Device.TestCooperativeLevel();
            if (result != ResultCode.DeviceNotReset && result != ResultCode.Success)
            {
                throw new Direct3D9Exception(result);
            }
            #endregion

            #region Reset
            Log.Info("Resetting Direct3D device");
            Log.Info("Presentation parameters:\n" + PresentParams);
            Device.Reset(PresentParams);

            // Setup the default values for the Direct3D device and restore resources
            SetupTextureFiltering();
            RenderViewport = Device.Viewport;
            BackBuffer     = Device.GetBackBuffer(0, 0);
            DeviceReset?.Invoke();

            State.Reset();
            Performance.Reset();
            #endregion

            _isResetting = NeedsReset = false;
        }
コード例 #15
0
ファイル: D3DX.cs プロジェクト: Coval1000/topo-cs
        public void Shutdown()
        {
            // Before shutting down set to windowed mode or when you release the swap chain it will throw an exception.
            _swapChain?.SetFullscreenState(false, null);

            _alphaEnableBlendingState?.Dispose();
            _alphaEnableBlendingState = null;

            _alphaDisableBlendingState?.Dispose();
            _alphaDisableBlendingState = null;

            BackBuffer?.Dispose();
            BackBuffer = null;

            _depthDisabledStencilState?.Dispose();
            _depthDisabledStencilState = null;

            _rasterState?.Dispose();
            _rasterState = null;

            DepthStencilView?.Dispose();
            DepthStencilView = null;

            _depthStencilState?.Dispose();
            _depthStencilState = null;

            DepthStencilBuffer?.Dispose();
            DepthStencilBuffer = null;

            _renderTargetView?.Dispose();
            _renderTargetView = null;

            DeviceContext?.Dispose();
            DeviceContext = null;

            Device?.Dispose();
            Device = null;

            BackBuffer?.Dispose();
            BackBuffer = null;

            _swapChain?.Dispose();
            _swapChain = null;
        }
コード例 #16
0
        public void Dispose()
        {
            if (IsDisposed)
            {
                return;
            }

            if (RenderContext != null)
            {
                RenderContext.Dispose();
            }
            if (BackBuffer != null)
            {
                BackBuffer.Dispose();
            }
            if (DepthStencilBuffer != null)
            {
                DepthStencilBuffer.Dispose();
            }
            //if (Factory != null)
            //Factory.Dispose();
            if (swapChain != null)
            {
                swapChain.Dispose();
            }

            GraphicsObject[] created = CreatedObjects.ToArray();
            for (int i = 0; i < created.Length; i++)
            {
                if (!created[i].IsDisposed)
                {
                    Log.Warning("{0} was not disposed! Created at:\r\n{1}", created[i].GetType().Name, created[i].CreationStack);
                    created[i].Dispose();
                }
            }
            CreatedObjects.Clear();

            if (Device != null)
            {
                Device.Dispose();
            }

            IsDisposed = true;
        }
コード例 #17
0
        /// <inheritdoc />
        public override void Destroy()
        {
            base.Destroy();

            lock (Renderer.Locker)
            {
                CanRender = false;

                _bloomEffect.Destroy();
                _ambientOcclusion.Destroy();

                RenderHandle = IntPtr.Zero;

                lock (Locker)
                {
                    LayerCollectors.Clear();
                }

                Constants.Dispose();

                RenderTarget2D?.Dispose();

                BackBuffer?.Dispose();
                Buffer0?.Dispose();
                Buffer1?.Dispose();
                Buffer2?.Dispose();
                Buffer3?.Dispose();

                BufferDownscaleHalf0?.Dispose();
                BufferDownscaleHalf1?.Dispose();
                BufferDownscaleQuarter0?.Dispose();
                BufferDownscaleQuarter1?.Dispose();

                DepthStencilBuffer?.Dispose();

                SwapChain?.Dispose();

                BackBuffer = null;
                Buffer0    = null;
                Buffer1    = null;
                Buffer2    = null;
                Buffer3    = null;
            }
        }
コード例 #18
0
        public void UnloadDirect3D()
        {
            if (!Ready)
            {
                return;
            }

            TextureCache.Dispose();

            DefaultTextureView.Dispose();
            DefaultTexture.Dispose();
            SampleState.Dispose();
            DefaultEffect.Dispose();
            BackBufferView.Dispose();
            BackBuffer.Dispose();
            DepthBufferView.Dispose();
            DepthBuffer.Dispose();
            Device.Dispose();
        }
コード例 #19
0
        protected override void WindowResize(int width, int height)
        {
            base.WindowResize(width, height);


            Device.ImmediateContext.ClearState();

            _renderTarget2D.Dispose();
            BackBuffer.Dispose();
            RenderView.Dispose();
            _surface?.Dispose();

            SwapChain.ResizeBuffers(1, 0, 0, Format.R8G8B8A8_UNorm, SwapChainFlags.None);

            BackBuffer      = Resource.FromSwapChain <Texture2D>(SwapChain, 0);
            RenderView      = new RenderTargetView(Device, BackBuffer);
            _surface        = BackBuffer.QueryInterface <Surface>();
            _renderTarget2D = new RenderTarget(Factory2D, _surface,
                                               new RenderTargetProperties(new PixelFormat(Format.R8G8B8A8_UNorm, AlphaMode.Premultiplied)));
        }
コード例 #20
0
        public void ExitAndRelease()
        {
            try
            {
                D2Ddevice.ImmediateContext.ClearState(); //设备即时上下文清理状态
                D2Ddevice.ImmediateContext.Flush();      //设备即时上下文刷新
                D2Ddevice.Dispose();                     //设备销毁
                D2Ddevice.Dispose();                     //设备销毁
                SwapChain.Dispose();                     //基础交换链销毁
                DXGIFactory.Dispose();                   //基础工厂销毁


                BackBufferView.Dispose();  //后备缓冲视图销毁
                BackBuffer.Dispose();      //后备缓冲销毁
            }
            catch (Exception)
            {
                return;
            }
        }
コード例 #21
0
ファイル: MapRasterLayer.cs プロジェクト: rajGSC/DotSpatial
        /// <inheritdoc />
        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                if (Buffer != BackBuffer && Buffer != null)
                {
                    Buffer.Dispose();
                    Buffer = null;
                }
                if (BackBuffer != null)
                {
                    BackBuffer.Dispose();
                    BackBuffer = null;
                }

                BufferEnvelope  = null;
                BufferRectangle = Rectangle.Empty;
                IsInitialized   = false;
            }
            base.Dispose(disposing);
        }
コード例 #22
0
        /// <summary>
        /// Updates the backbuffer
        /// </summary>
        public void UpdateBackBuffer()
        {
            if (BackBuffer != null)
            {
                BackBuffer.Dispose();
            }

            Size size = GetSize();

            BackBuffer = new Bitmap(size.Width, size.Height, PixelFormat.Format32bppPArgb);
            Graphics gfx = Graphics.FromImage(BackBuffer);

            gfx.Clear(BackColor);
            if (_useHatch)
            {
                using (HatchBrush brush = new HatchBrush(_hatchStyle, _hatchForeColor, _hatchBackColor))
                {
                    gfx.FillRectangle(brush, new Rectangle(Point.Empty, size));
                }
            }

            Point origin = GetOrigin();

            if (_image != null && !UseCanvas)
            {
                gfx.DrawImage(ImageAlpha != 1 ? BitmapTransparency(_image, ImageAlpha) : _image, origin);
            }

            OnAfterDrawOnBackbuffer(ref gfx, ref origin);

            if (gfx != null)
            {
                gfx.Dispose();
            }

            // Flip to screen
            Invalidate();
        }
コード例 #23
0
 private void DisposeBuffers()
 {
     BackBuffer.Dispose();
     BackBuffer = default;
 }
コード例 #24
0
ファイル: DX11.cs プロジェクト: zaafar/ExileApi
        public DX11(RenderForm form, CoreSettings coreSettings)
        {
            _form = form;
            sw    = Stopwatch.StartNew();
            LoadedTexturesByName = new Dictionary <string, ShaderResourceView>();
            LoadedTexturesByPtrs = new Dictionary <IntPtr, ShaderResourceView>();

            var swapChainDesc = new SwapChainDescription
            {
                Usage             = Usage.RenderTargetOutput,
                OutputHandle      = form.Handle,
                BufferCount       = 1,
                IsWindowed        = true,
                Flags             = SwapChainFlags.AllowModeSwitch,
                SwapEffect        = SwapEffect.Discard,
                SampleDescription = new SampleDescription(1, 0),
                ModeDescription   = new ModeDescription
                {
                    Format           = Format.R8G8B8A8_UNorm,
                    Width            = form.Width,
                    Height           = form.Height,
                    Scaling          = DisplayModeScaling.Unspecified,
                    RefreshRate      = new Rational(60, 1),
                    ScanlineOrdering = DisplayModeScanlineOrder.Unspecified
                }
            };

            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None,
                                       new[] { FeatureLevel.Level_11_0, FeatureLevel.Level_10_0 }, swapChainDesc, out var device,
                                       out var swapChain);

            D11Device     = device;
            DeviceContext = device.ImmediateContext;
            _swapChain    = swapChain;

            factory = swapChain.GetParent <Factory>();
            factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);
            BackBuffer       = Resource.FromSwapChain <Texture2D>(swapChain, 0);
            RenderTargetView = new RenderTargetView(device, BackBuffer);

            using (new PerformanceTimer("Init ImGuiRender"))
            {
                ImGuiRender = new ImGuiRender(this, form, coreSettings);
            }

            using (new PerformanceTimer("Init SpriteRender"))
            {
                SpritesRender = new SpritesRender(this, form, coreSettings);
            }

            InitStates();

            form.UserResized += (sender, args) =>
            {
                RenderTargetView?.Dispose();
                BackBuffer.Dispose();

                swapChain.ResizeBuffers(1, form.Width, form.Height, Format.R8G8B8A8_UNorm, SwapChainFlags.None);
                BackBuffer       = Resource.FromSwapChain <Texture2D>(swapChain, 0);
                RenderTargetView = new RenderTargetView(device, BackBuffer);
                ImGuiRender.Resize(form.Bounds);
                ImGuiRender.UpdateConstantBuffer();
                SpritesRender.ResizeConstBuffer(BackBuffer.Description);
                var descp = BackBuffer.Description;
                Viewport.Height = form.Height;
                Viewport.Width  = form.Width;
                DeviceContext.Rasterizer.SetViewport(Viewport);
                DeviceContext.OutputMerger.SetRenderTargets(RenderTargetView);
            };

            ImGuiDebug     = new DebugInformation("ImGui");
            SpritesDebug   = new DebugInformation("Sprites");
            SwapchainDebug = new DebugInformation("Swapchain");

            // Core.DebugInformations.Add(ImGuiDebug);
            // Core.DebugInformations.Add(ImGuiInputDebug);
            // Core.DebugInformations.Add(SpritesDebug);
            // Core.DebugInformations.Add(SwapchainDebug);
        }
コード例 #25
0
ファイル: Scene.cs プロジェクト: ingen084/Ingen.Game
 public virtual void Dispose()
 {
     BackBuffer?.Dispose();
     BackBuffer = null;
     Resource.Dispose();
 }
コード例 #26
0
        /// <summary>
        /// Resizes the GBuffer.
        /// </summary>
        internal void Resize(Device device)
        {
            UpdateProjectionMatrix();
            RebuildFrustum(_frustumCulling);

            CanRender = false;

            var newWidth  = Math.Max(1, (int)_viewportSize.x);
            var newHeight = Math.Max(1, (int)_viewportSize.y);

            RenderTarget2D?.Dispose();
            RenderTarget2D = null;

            Renderer.Context2D.Target = null;

            _surface?.Dispose();
            BackBuffer?.Dispose();
            Buffer0?.Dispose();
            Buffer1?.Dispose();
            Buffer2?.Dispose();
            Buffer3?.Dispose();
            DepthStencilBuffer?.Dispose();

            Viewport = new ViewportF(0, 0, ViewportSize.x, ViewportSize.y);

            try
            {
                SwapChain.ResizeBuffers(RenderConstants.FrameCount, newWidth, newHeight,
                                        RenderConstants.BackBufferFormat, SwapChainFlags.None);
            }
            catch (SharpDXException e)
            {
                Logger.Error(e);
                throw;
            }

            var backBufferTexture = Resource.FromSwapChain <Texture2D>(SwapChain, 0);

            BackBuffer = new Texture(backBufferTexture);

            Buffer0 = CreateCameraBuffer("Buffer0", 1f, RenderConstants.BackBufferFormat);
            Buffer1 = CreateCameraBuffer("Buffer1", 1f, Format.R8G8B8A8_UNorm);
            Buffer2 = CreateCameraBuffer("Buffer2", 1f, Format.R16G16B16A16_Float);
            Buffer3 = CreateCameraBuffer("Buffer3", 1f, Format.R8G8B8A8_UNorm);
            BufferDownscaleHalf0    = CreateCameraBuffer("BufferDownsampleHalf0", 1 / 2f, Format.R8G8B8A8_UNorm);
            BufferDownscaleHalf1    = CreateCameraBuffer("BufferDownsampleHalf1", 1 / 2f, Format.R8G8B8A8_UNorm);
            BufferDownscaleQuarter0 = CreateCameraBuffer("BufferDownsampleQuarter0", 1 / 4f, Format.R8G8B8A8_UNorm);
            BufferDownscaleQuarter1 = CreateCameraBuffer("BufferDownsampleQuarter1", 1 / 4f, Format.R8G8B8A8_UNorm);

            var depthStencilBuffer = new Texture2D(Renderer.Device, new Texture2DDescription
            {
                Format            = Format.R24G8_Typeless,
                ArraySize         = 1,
                MipLevels         = 1,
                Width             = newWidth,
                Height            = newHeight,
                SampleDescription = new SampleDescription(1, 0),
                Usage             = ResourceUsage.Default,
                BindFlags         = BindFlags.DepthStencil | BindFlags.ShaderResource,
                CpuAccessFlags    = CpuAccessFlags.None,
                OptionFlags       = ResourceOptionFlags.None
            });

            DepthStencilBuffer = new Texture(depthStencilBuffer, new DepthStencilViewDescription
            {
                Format    = Format.D24_UNorm_S8_UInt,
                Dimension = DepthStencilViewDimension.Texture2D
            }, new ShaderResourceViewDescription
            {
                Format    = Format.R24_UNorm_X8_Typeless,
                Dimension = ShaderResourceViewDimension.Texture2D,
                Texture2D = new ShaderResourceViewDescription.Texture2DResource
                {
                    MostDetailedMip = 0,
                    MipLevels       = -1
                }
            });

            _surface           = BackBuffer.QueryInterface <Surface>();
            _surface.DebugName = "BackBufferSurface";

            try
            {
                RenderTarget2D = new Bitmap1(Renderer.Context2D, _surface,
                                             new BitmapProperties1(new PixelFormat(_surface.Description.Format, AlphaMode.Premultiplied), 96,
                                                                   96, BitmapOptions.Target | BitmapOptions.CannotDraw));
            }
            catch (Exception)
            {
                _surface.Dispose();
                RenderTarget2D?.Dispose();
                Logger.Info("An exception occured while creating the GUI surface render target.");
                throw;
            }

            lock (Locker)
            {
                foreach (var collector in LayerCollectors)
                {
                    collector.Target = RenderTarget2D;
                }
            }

            lock (PostEffectsLocker)
            {
                foreach (var effect in PostEffects)
                {
                    effect.UpdateSize(this);
                }
            }

            var cb = Constants;

            cb.Data.ScreenParams.X = newWidth;
            cb.Data.ScreenParams.Y = newHeight;
            cb.Data.ScreenParams.Z = AspectRatio;
            cb.Data.ScreenParams.W = FieldOfView * 0.5f / newHeight;

            NeedsResize = false;
            CanRender   = true;
            //Logger.Trace("Camera resized.");
        }
コード例 #27
0
        public override void InitRenderTarget()
        {
            BackBuffer?.Dispose();
            RenderTargetViewRef?.Dispose();
            DepthStencilSRVRef?.Dispose();
            ZBuffer?.Dispose();
            DepthStencilViewRef?.Dispose();
            RenderTarget2D?.Dispose();

            SwapChainRef.ResizeBuffers(1, Width, Height, Format.R8G8B8A8_UNorm, SwapChainFlags.None);

            using (Surface surface = SwapChainRef.GetBackBuffer <Surface>(0)) {
                RenderTarget2D = new RenderTarget(Factory2D, surface, RenderTarget2DProperites);
            }

            RenderTarget2D.AntialiasMode     = AntialiasMode.PerPrimitive;
            RenderTarget2D.TextAntialiasMode = TextAntialiasMode.Cleartype;

            BackBuffer                    = SwapChainRef.GetBackBuffer <Texture2D>(0);
            BackBuffer.DebugName          = "BackBuffer";
            RenderTargetViewRef           = new RenderTargetView(DeviceRef, BackBuffer);
            RenderTargetViewRef.DebugName = "BackBufferRenderTargetView";

            ZBufferTextureDescription.Width  = Width;
            ZBufferTextureDescription.Height = Height;
            ZBuffer           = new Texture2D(DeviceRef, ZBufferTextureDescription);
            ZBuffer.DebugName = "ZBuffer";

            DepthStencilViewRef = new DepthStencilView(DeviceRef, ZBuffer, new DepthStencilViewDescription {
                Format    = Format.D32_Float,
                Dimension = MSamplesCount > 1 ? DepthStencilViewDimension.Texture2DMultisampled
                    : DepthStencilViewDimension.Texture2D,
                Flags = DepthStencilViewFlags.None,
            });
            DepthStencilViewRef.DebugName = "ZBufferDepthStencilView";

            ShaderResourceViewDescription SRVDesc = new ShaderResourceViewDescription()
            {
                Format = Format.R32_Float,
            };

            if (MSamplesCount > 1)
            {
                SRVDesc.Dimension   = ShaderResourceViewDimension.Texture2DMultisampled;
                SRVDesc.Texture2DMS = new ShaderResourceViewDescription.Texture2DMultisampledResource();
            }
            else
            {
                SRVDesc.Dimension = ShaderResourceViewDimension.Texture2D;
                SRVDesc.Texture2D = new ShaderResourceViewDescription.Texture2DResource()
                {
                    MostDetailedMip = 0,
                    MipLevels       = 1,
                };
            }

            DepthStencilSRVRef           = new ShaderResourceView(DeviceRef, ZBuffer, SRVDesc);
            DepthStencilSRVRef.DebugName = "ZBufferDepthStencilSRV";

            SetUpViewport();
            OnInitRenderTarget?.Invoke();
        }