コード例 #1
0
            /// <summary>
            /// Renders the post proc.
            /// </summary>
            /// <param name="context">The context.</param>
            /// <param name="renderables">The renderables.</param>
            /// <param name="parameter">The parameter.</param>
            public virtual void RenderPostProc(RenderContext context, FastList <SceneNode> renderables, ref RenderParameter parameter)
            {
                int count = renderables.Count;

                for (int i = 0; i < count; ++i)
                {
                    renderables[i].Render(context, ImmediateContext);
                }

                if (context.RenderHost.FeatureLevel >= global::SharpDX.Direct3D.FeatureLevel.Level_11_0 &&
                    context.RenderHost.RenderConfiguration.FXAALevel != FXAALevel.None)
                {
                    postFXAACore.FXAALevel = context.RenderHost.RenderConfiguration.FXAALevel;
                    postFXAACore.Render(context, ImmediateContext);
                }
            }
コード例 #2
0
            /// <summary>
            /// Renders to back buffer.
            /// </summary>
            /// <param name="context">The context.</param>
            /// <param name="parameter">The parameter.</param>
            public virtual void RenderToBackBuffer(RenderContext context, ref RenderParameter parameter)
            {
                if (context.RenderHost.FeatureLevel >= global::SharpDX.Direct3D.FeatureLevel.Level_11_0 &&
                    context.RenderHost.RenderConfiguration.FXAALevel != FXAALevel.None)
                {
                    postFXAACore.FXAALevel = context.RenderHost.RenderConfiguration.FXAALevel;
                    postFXAACore.Render(context, ImmediateContext);
                }
                ImmediateContext.Flush();
                var buffer = context.RenderHost.RenderBuffer;

                if (parameter.IsMSAATexture)
                {
                    ImmediateContext.ResolveSubresource(parameter.CurrentTargetTexture, 0, buffer.BackBuffer.Resource, 0, buffer.Format);
                }
                else
                {
                    ImmediateContext.CopyResource(parameter.CurrentTargetTexture, buffer.BackBuffer.Resource);
                }
            }
コード例 #3
0
        /// <summary>
        /// Renders to ping pong buffer.
        /// </summary>
        /// <param name="context">The context.</param>
        /// <param name="parameter">The parameter.</param>
        public virtual void RenderToPingPongBuffer(RenderContext context, ref RenderParameter parameter)
        {
            var buffer = context.RenderHost.RenderBuffer;

            buffer.FullResPPBuffer.Initialize();
            if (context.RenderHost.FeatureLevel < global::SharpDX.Direct3D.FeatureLevel.Level_11_0 ||
                context.RenderHost.RenderConfiguration.FXAALevel == FXAALevel.None || parameter.IsMSAATexture)
            {
                if (parameter.IsMSAATexture)
                {
                    ImmediateContext.ResolveSubresource(parameter.CurrentTargetTexture, 0, buffer.FullResPPBuffer.CurrentTexture, 0, buffer.Format);
                }
                else
                {
                    ImmediateContext.CopyResource(parameter.CurrentTargetTexture, buffer.FullResPPBuffer.CurrentTexture);
                }
            }
            else
            {
                ImmediateContext.CopyResource(parameter.CurrentTargetTexture, buffer.FullResPPBuffer.CurrentTexture);
                postFXAACore.FXAALevel = context.RenderHost.RenderConfiguration.FXAALevel;
                postFXAACore.Render(context, ImmediateContext);
            }
        }
コード例 #4
0
        public virtual void RenderToBackBuffer(RenderContext context, ref RenderParameter parameter)
        {
            var buffer = context.RenderHost.RenderBuffer;

            if (context.RenderHost.RenderConfiguration.FXAALevel == FXAALevel.None || buffer.ColorBufferSampleDesc.Count > 1)
            {
                ImmediateContext.DeviceContext.Flush();
                switch (buffer.ColorBufferSampleDesc.Count)
                {
                case 1:
                    ImmediateContext.DeviceContext.CopyResource(buffer.ColorBuffer.Resource, buffer.BackBuffer.Resource);
                    break;

                default:
                    ImmediateContext.DeviceContext.ResolveSubresource(buffer.ColorBuffer.Resource, 0, buffer.BackBuffer.Resource, 0, Format.B8G8R8A8_UNorm);
                    break;
                }
            }
            else
            {
                postFXAACore.FXAALevel = context.RenderHost.RenderConfiguration.FXAALevel;
                postFXAACore.Render(context, ImmediateContext);
            }
        }