コード例 #1
0
        private void PlatformConstruct(GraphicsDevice graphicsDevice, int width, int height, bool mipMap,
                                       DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
        {
            // Setup the multisampling description.
            var multisampleDesc = new SharpDX.DXGI.SampleDescription(1, 0);

            if (preferredMultiSampleCount > 1)
            {
                multisampleDesc.Count   = preferredMultiSampleCount;
                multisampleDesc.Quality = (int)StandardMultisampleQualityLevels.StandardMultisamplePattern;
            }

            // Create a descriptor for the depth/stencil buffer.
            // Allocate a 2-D surface as the depth/stencil buffer.
            // Create a DepthStencil view on this surface to use on bind.
            using (var depthBuffer = new SharpDX.Direct3D11.Texture2D(graphicsDevice._d3dDevice, new Texture2DDescription
            {
                Format = SharpDXHelper.ToFormat(preferredDepthFormat),
                ArraySize = 1,
                MipLevels = 1,
                Width = width,
                Height = height,
                SampleDescription = multisampleDesc,
                BindFlags = BindFlags.DepthStencil,
            }))
            {
                // Create the view for binding to the device.
                _depthStencilView = new DepthStencilView(graphicsDevice._d3dDevice, depthBuffer, new DepthStencilViewDescription()
                {
                    Format    = SharpDXHelper.ToFormat(preferredDepthFormat),
                    Dimension = DepthStencilViewDimension.Texture2D
                });
            }
        }
コード例 #2
0
        private void PlatformConstruct(GraphicsDevice graphicsDevice, int width, int height, bool mipMap,
            SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
        {
            // Setup the multisampling description.
            var multisampleDesc = new SharpDX.DXGI.SampleDescription(1, 0);
            if (preferredMultiSampleCount > 1)
            {
                multisampleDesc.Count = preferredMultiSampleCount;
                multisampleDesc.Quality = (int)StandardMultisampleQualityLevels.StandardMultisamplePattern;
            }

            // Create a descriptor for the depth/stencil buffer.
            // Allocate a 2-D surface as the depth/stencil buffer.
            // Create a DepthStencil view on this surface to use on bind.
            using (var depthBuffer = new SharpDX.Direct3D11.Texture2D(graphicsDevice._d3dDevice, new Texture2DDescription
            {
                Format = SharpDXHelper.ToFormat(preferredDepthFormat),
                ArraySize = 1,
                MipLevels = 1,
                Width = width,
                Height = height,
                SampleDescription = multisampleDesc,
                BindFlags = BindFlags.DepthStencil,
            }))
            {
                // Create the view for binding to the device.
                _depthStencilView = new DepthStencilView(graphicsDevice._d3dDevice, depthBuffer, new DepthStencilViewDescription()
                {
                    Format = SharpDXHelper.ToFormat(preferredDepthFormat),
                    Dimension = DepthStencilViewDimension.Texture2D
                });
            }
        }
コード例 #3
0
        private void GenerateIfRequired()
        {
            if (_renderTargetView != null)
            {
                return;
            }

            // Create a view interface on the rendertarget to use on bind.
            _renderTargetView = new RenderTargetView(GraphicsDevice._d3dDevice, GetTexture());

            // If we don't need a depth buffer then we're done.
            if (DepthStencilFormat == DepthFormat.None)
            {
                return;
            }

            // Setup the multisampling description.
            var multisampleDesc = new SharpDX.DXGI.SampleDescription(1, 0);

            if (MultiSampleCount > 1)
            {
                multisampleDesc.Count   = MultiSampleCount;
                multisampleDesc.Quality = (int)StandardMultisampleQualityLevels.StandardMultisamplePattern;
            }

            // Create a descriptor for the depth/stencil buffer.
            // Allocate a 2-D surface as the depth/stencil buffer.
            // Create a DepthStencil view on this surface to use on bind.
            using (var depthBuffer = new SharpDX.Direct3D11.Texture2D(GraphicsDevice._d3dDevice, new Texture2DDescription
            {
                Format = SharpDXHelper.ToFormat(DepthStencilFormat),
                ArraySize = 1,
                MipLevels = 1,
                Width = width,
                Height = height,
                SampleDescription = multisampleDesc,
                BindFlags = BindFlags.DepthStencil,
            }))
            {
                // Create the view for binding to the device.
                _depthStencilView = new DepthStencilView(GraphicsDevice._d3dDevice, depthBuffer,
                                                         new DepthStencilViewDescription()
                {
                    Format    = SharpDXHelper.ToFormat(DepthStencilFormat),
                    Dimension = DepthStencilViewDimension.Texture2D
                });
            }
        }
コード例 #4
0
        static SharpDX.DXGI.SampleDescription DetectSampleDescription(Device device, SharpDX.DXGI.Format format)
        {
            var desc = new SharpDX.DXGI.SampleDescription();

            for (int multisample_count = Device.MultisampleCountMaximum; multisample_count > 0; --multisample_count)
            {
                int quality_levels = device.CheckMultisampleQualityLevels(format, multisample_count);
                if (quality_levels > 0)
                {
                    desc.Count   = multisample_count;
                    desc.Quality = quality_levels - 1;
                    break;
                }
            }
            Console.WriteLine("sample count {0} quality {1}", desc.Count, desc.Quality);
            return(desc);
        }
コード例 #5
0
		public RenderTarget3D(GraphicsDevice graphicsDevice, int width, int height, int depth, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
			:base (graphicsDevice, width, height, depth, mipMap, preferredFormat, true)
		{
			DepthStencilFormat = preferredDepthFormat;
			MultiSampleCount = preferredMultiSampleCount;
			RenderTargetUsage = usage;

            // If we don't need a depth buffer then we're done.
            if (preferredDepthFormat == DepthFormat.None)
                return;

#if DIRECTX

            // Setup the multisampling description.
            var multisampleDesc = new SharpDX.DXGI.SampleDescription(1, 0);
            if ( preferredMultiSampleCount > 1 )
            {
                multisampleDesc.Count = preferredMultiSampleCount;
                multisampleDesc.Quality = (int)StandardMultisampleQualityLevels.StandardMultisamplePattern;
            }

            // Create a descriptor for the depth/stencil buffer.
            // Allocate a 2-D surface as the depth/stencil buffer.
            // Create a DepthStencil view on this surface to use on bind.
            using (var depthBuffer = new SharpDX.Direct3D11.Texture2D(graphicsDevice._d3dDevice, new Texture2DDescription
            {
                Format = SharpDXHelper.ToFormat(preferredDepthFormat),
                ArraySize = 1,
                MipLevels = 1,
                Width = width,
                Height = height,
                SampleDescription = multisampleDesc,
                BindFlags = BindFlags.DepthStencil,
            }))
            {
                // Create the view for binding to the device.
                _depthStencilView = new DepthStencilView(graphicsDevice._d3dDevice, depthBuffer, new DepthStencilViewDescription()
                { 
                    Format = SharpDXHelper.ToFormat(preferredDepthFormat),
                    Dimension = DepthStencilViewDimension.Texture2D
                });
            }

#endif // DIRECTX
        }
コード例 #6
0
        public RenderTarget3D(GraphicsDevice graphicsDevice, int width, int height, int depth, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
            : base(graphicsDevice, width, height, depth, mipMap, preferredFormat, true)
        {
            DepthStencilFormat = preferredDepthFormat;
            MultiSampleCount   = preferredMultiSampleCount;
            RenderTargetUsage  = usage;

            // If we don't need a depth buffer then we're done.
            if (preferredDepthFormat == DepthFormat.None)
            {
                return;
            }

#if DIRECTX
            // Setup the multisampling description.
            var multisampleDesc = new SharpDX.DXGI.SampleDescription(1, 0);
            if (preferredMultiSampleCount > 1)
            {
                multisampleDesc.Count   = preferredMultiSampleCount;
                multisampleDesc.Quality = (int)StandardMultisampleQualityLevels.StandardMultisamplePattern;
            }

            // Create a descriptor for the depth/stencil buffer.
            // Allocate a 2-D surface as the depth/stencil buffer.
            // Create a DepthStencil view on this surface to use on bind.
            using (var depthBuffer = new SharpDX.Direct3D11.Texture2D(graphicsDevice._d3dDevice, new Texture2DDescription
            {
                Format = SharpDXHelper.ToFormat(preferredDepthFormat),
                ArraySize = 1,
                MipLevels = 1,
                Width = width,
                Height = height,
                SampleDescription = multisampleDesc,
                BindFlags = BindFlags.DepthStencil,
            }))
            {
                // Create the view for binding to the device.
                _depthStencilView = new DepthStencilView(graphicsDevice._d3dDevice, depthBuffer, new DepthStencilViewDescription()
                {
                    Format    = SharpDXHelper.ToFormat(preferredDepthFormat),
                    Dimension = DepthStencilViewDimension.Texture2D
                });
            }
#endif // DIRECTX
        }
コード例 #7
0
        /// <summary>
        /// Retourne une ressource utilisable par DirectX
        /// </summary>
        public Resource GetTexture2D()
        {
            SharpDX.DXGI.SampleDescription sampleDescription = new SharpDX.DXGI.SampleDescription()
            {
                Count = 1
            };

            DataStream stre = new DataStream(Width * Height * 4 * 4, true, true);

            for (int i = 0; i < Height; i++)
            {
                for (int j = 0; j < Width; j++)
                {
                    stre.Write(GetPixel(j, i).r);
                    stre.Write(GetPixel(j, i).g);
                    stre.Write(GetPixel(j, i).b);
                    stre.Write(GetPixel(j, i).a);
                }
            }

            Texture2DDescription description = new Texture2DDescription()
            {
                ArraySize         = 1,
                Width             = Width,
                Height            = Height,
                MipLevels         = 1,
                Format            = SharpDX.DXGI.Format.R32G32B32A32_Float,
                Usage             = ResourceUsage.Dynamic,
                BindFlags         = BindFlags.ShaderResource,
                CpuAccessFlags    = CpuAccessFlags.Write,
                OptionFlags       = 0,
                SampleDescription = sampleDescription
            };

            DataRectangle rec = new DataRectangle(stre.DataPointer, Width * 4 * 4);

            Texture2D texture2D = new Texture2D(ApplicationDX11.Instance.Device, description, rec);

            texture2D.FilterTexture(ApplicationDX11.Instance.DeviceContext, 0, FilterFlags.Mirror);

            Resource res = new Resource(texture2D.NativePointer);

            return(res);
        }
コード例 #8
0
        private void GenerateIfRequired()
        {
            if (_renderTargetView != null)
                return;

            // Create a view interface on the rendertarget to use on bind.
            _renderTargetView = new RenderTargetView(GraphicsDevice._d3dDevice, GetTexture());

            // If we don't need a depth buffer then we're done.
            if (DepthStencilFormat == DepthFormat.None)
                return;

            // Setup the multisampling description.
            var multisampleDesc = new SharpDX.DXGI.SampleDescription(1, 0);
            if (MultiSampleCount > 1)
            {
                multisampleDesc.Count = MultiSampleCount;
                multisampleDesc.Quality = (int)StandardMultisampleQualityLevels.StandardMultisamplePattern;
            }

            // Create a descriptor for the depth/stencil buffer.
            // Allocate a 2-D surface as the depth/stencil buffer.
            // Create a DepthStencil view on this surface to use on bind.
            using (var depthBuffer = new SharpDX.Direct3D11.Texture2D(GraphicsDevice._d3dDevice, new Texture2DDescription
            {
                Format = SharpDXHelper.ToFormat(DepthStencilFormat),
                ArraySize = 1,
                MipLevels = 1,
                Width = width,
                Height = height,
                SampleDescription = multisampleDesc,
                BindFlags = BindFlags.DepthStencil,
            }))
            {
                // Create the view for binding to the device.
                _depthStencilView = new DepthStencilView(GraphicsDevice._d3dDevice, depthBuffer,
                    new DepthStencilViewDescription()
                    {
                        Format = SharpDXHelper.ToFormat(DepthStencilFormat),
                        Dimension = DepthStencilViewDimension.Texture2D
                    });
            }
        }
コード例 #9
0
ファイル: RenderTarget2D.cs プロジェクト: bwfox/MonoGame
        public RenderTarget2D (GraphicsDevice graphicsDevice, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage, bool shared)
			:base (graphicsDevice, width, height, mipMap, preferredFormat, SurfaceType.RenderTarget, shared)
		{
			DepthStencilFormat = preferredDepthFormat;
			MultiSampleCount = preferredMultiSampleCount;
			RenderTargetUsage = usage;

#if DIRECTX
            // Create a view interface on the rendertarget to use on bind.
            _renderTargetView = new RenderTargetView(graphicsDevice._d3dDevice, _texture);
#elif PSM
            _frameBuffer = new FrameBuffer();     
            _frameBuffer.SetColorTarget(_texture2D,0);
#endif

            // If we don't need a depth buffer then we're done.
            if (preferredDepthFormat == DepthFormat.None)
                return;

#if DIRECTX

            // Setup the multisampling description.
            var multisampleDesc = new SharpDX.DXGI.SampleDescription(1, 0);
            if ( preferredMultiSampleCount > 1 )
            {
                multisampleDesc.Count = preferredMultiSampleCount;
                multisampleDesc.Quality = (int)StandardMultisampleQualityLevels.StandardMultisamplePattern;
            }

            // Create a descriptor for the depth/stencil buffer.
            // Allocate a 2-D surface as the depth/stencil buffer.
            // Create a DepthStencil view on this surface to use on bind.
            using (var depthBuffer = new SharpDX.Direct3D11.Texture2D(graphicsDevice._d3dDevice, new Texture2DDescription
            {
                Format = SharpDXHelper.ToFormat(preferredDepthFormat),
                ArraySize = 1,
                MipLevels = 1,
                Width = width,
                Height = height,
                SampleDescription = multisampleDesc,
                BindFlags = BindFlags.DepthStencil,
            }))
            {
            // Create the view for binding to the device.
                _depthStencilView = new DepthStencilView(graphicsDevice._d3dDevice, depthBuffer,
                    new DepthStencilViewDescription()
                { 
                    Format = SharpDXHelper.ToFormat(preferredDepthFormat),
                        Dimension = DepthStencilViewDimension.Texture2D
                });
            }
#elif PSM
            throw new NotImplementedException();
#elif OPENGL

#if GLES
			GL.GenRenderbuffers(1, ref glDepthStencilBuffer);
#else
			GL.GenRenderbuffers(1, out glDepthStencilBuffer);
#endif
            GraphicsExtensions.CheckGLError();
            GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, this.glDepthStencilBuffer);
            GraphicsExtensions.CheckGLError();
            var glDepthStencilFormat = GLDepthComponent16;
			switch (preferredDepthFormat)
			{
			case DepthFormat.Depth16: glDepthStencilFormat = GLDepthComponent16; break;
			case DepthFormat.Depth24: glDepthStencilFormat = GLDepthComponent24; break;
			case DepthFormat.Depth24Stencil8: glDepthStencilFormat = GLDepth24Stencil8; break;
			}
			GL.RenderbufferStorage(GLRenderbuffer, glDepthStencilFormat, this.width, this.height);
            GraphicsExtensions.CheckGLError();
#endif
        }
コード例 #10
0
        public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
            : base(graphicsDevice, width, height, mipMap, preferredFormat, true)
        {
            DepthStencilFormat = preferredDepthFormat;
            MultiSampleCount   = preferredMultiSampleCount;
            RenderTargetUsage  = usage;

#if DIRECTX
            // Create a view interface on the rendertarget to use on bind.
            _renderTargetView = new SharpDX.Direct3D11.RenderTargetView(graphicsDevice._d3dDevice, _texture);
#endif

            // If we don't need a depth buffer then we're done.
            if (preferredDepthFormat == DepthFormat.None)
            {
                return;
            }

#if DIRECTX
            // Setup the multisampling description.
            var multisampleDesc = new SharpDX.DXGI.SampleDescription(1, 0);
            if (preferredMultiSampleCount > 1)
            {
                multisampleDesc.Count   = preferredMultiSampleCount;
                multisampleDesc.Quality = (int)SharpDX.Direct3D11.StandardMultisampleQualityLevels.StandardMultisamplePattern;
            }

            // Create a descriptor for the depth/stencil buffer.
            // Allocate a 2-D surface as the depth/stencil buffer.
            // Create a DepthStencil view on this surface to use on bind.
            using (var depthBuffer = new SharpDX.Direct3D11.Texture2D(graphicsDevice._d3dDevice, new SharpDX.Direct3D11.Texture2DDescription()
            {
                Format = SharpDXHelper.ToFormat(preferredDepthFormat),
                ArraySize = 1,
                MipLevels = 1,
                Width = width,
                Height = height,
                SampleDescription = multisampleDesc,
                BindFlags = SharpDX.Direct3D11.BindFlags.DepthStencil,
            }))

                // Create the view for binding to the device.
                _depthStencilView = new SharpDX.Direct3D11.DepthStencilView(graphicsDevice._d3dDevice, depthBuffer,
                                                                            new SharpDX.Direct3D11.DepthStencilViewDescription()
                {
                    Format    = SharpDXHelper.ToFormat(preferredDepthFormat),
                    Dimension = SharpDX.Direct3D11.DepthStencilViewDimension.Texture2D
                });
#elif OPENGL
#if GLES
            GL.GenRenderbuffers(1, ref glDepthStencilBuffer);
#else
            GL.GenRenderbuffers(1, out glDepthStencilBuffer);
#endif
            GraphicsExtensions.CheckGLError();
            GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, this.glDepthStencilBuffer);
            GraphicsExtensions.CheckGLError();
            var glDepthStencilFormat = GLDepthComponent16;
            switch (preferredDepthFormat)
            {
            case DepthFormat.Depth16: glDepthStencilFormat = GLDepthComponent16; break;

            case DepthFormat.Depth24: glDepthStencilFormat = GLDepthComponent24; break;

            case DepthFormat.Depth24Stencil8: glDepthStencilFormat = GLDepth24Stencil8; break;
            }
            GL.RenderbufferStorage(GLRenderbuffer, glDepthStencilFormat, this.width, this.height);
            GraphicsExtensions.CheckGLError();
#endif
        }
コード例 #11
0
        public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage, bool shared)
            : base(graphicsDevice, width, height, mipMap, preferredFormat, SurfaceType.RenderTarget, shared)
        {
            DepthStencilFormat = preferredDepthFormat;
            MultiSampleCount   = preferredMultiSampleCount;
            RenderTargetUsage  = usage;

#if DIRECTX
            // Create a view interface on the rendertarget to use on bind.
            _renderTargetView = new RenderTargetView(graphicsDevice._d3dDevice, _texture);
#elif PSM
            _frameBuffer = new FrameBuffer();
            _frameBuffer.SetColorTarget(_texture2D, 0);
#endif

            // If we don't need a depth buffer then we're done.
            if (preferredDepthFormat == DepthFormat.None)
            {
                return;
            }

#if DIRECTX
            // Setup the multisampling description.
            var multisampleDesc = new SharpDX.DXGI.SampleDescription(1, 0);
            if (preferredMultiSampleCount > 1)
            {
                multisampleDesc.Count   = preferredMultiSampleCount;
                multisampleDesc.Quality = (int)StandardMultisampleQualityLevels.StandardMultisamplePattern;
            }

            // Create a descriptor for the depth/stencil buffer.
            // Allocate a 2-D surface as the depth/stencil buffer.
            // Create a DepthStencil view on this surface to use on bind.
            using (var depthBuffer = new SharpDX.Direct3D11.Texture2D(graphicsDevice._d3dDevice, new Texture2DDescription
            {
                Format = SharpDXHelper.ToFormat(preferredDepthFormat),
                ArraySize = 1,
                MipLevels = 1,
                Width = width,
                Height = height,
                SampleDescription = multisampleDesc,
                BindFlags = BindFlags.DepthStencil,
            }))
            {
                // Create the view for binding to the device.
                _depthStencilView = new DepthStencilView(graphicsDevice._d3dDevice, depthBuffer,
                                                         new DepthStencilViewDescription()
                {
                    Format    = SharpDXHelper.ToFormat(preferredDepthFormat),
                    Dimension = DepthStencilViewDimension.Texture2D
                });
            }
#elif PSM
            throw new NotImplementedException();
#elif OPENGL
            var glDepthFormat   = GLDepthComponent16;
            var glStencilFormat = GLStencilIndex8;
            switch (preferredDepthFormat)
            {
            case DepthFormat.Depth16:
                glDepthFormat = GLDepthComponent16;
                break;

#if GLES
            case DepthFormat.Depth24:
                glDepthFormat = GraphicsCapabilities.SupportsDepth24 ? GLDepthComponent24 : GraphicsCapabilities.SupportsDepthNonLinear ? GLDepthComponent16NonLinear : GLDepthComponent16;
                break;

            case DepthFormat.Depth24Stencil8:
                glDepthFormat   = GraphicsCapabilities.SupportsDepth24 ? GLDepthComponent24 : GraphicsCapabilities.SupportsDepthNonLinear ? GLDepthComponent16NonLinear : GLDepthComponent16;
                glStencilFormat = GLStencilIndex8;
                break;
#else
            case DepthFormat.Depth24:
                glDepthFormat = GLDepthComponent24;
                break;

            case DepthFormat.Depth24Stencil8:
                glDepthFormat   = GLDepthComponent24;
                glStencilFormat = GLStencilIndex8;
                break;
#endif
            }

#if GLES
            GL.GenRenderbuffers(1, ref glDepthBuffer);
#else
            GL.GenRenderbuffers(1, out glDepthBuffer);
#endif
            GraphicsExtensions.CheckGLError();
            if (preferredDepthFormat == DepthFormat.Depth24Stencil8)
            {
                if (GraphicsCapabilities.SupportsPackedDepthStencil)
                {
                    this.glStencilBuffer = this.glDepthBuffer;
                    GL.BindRenderbuffer(GLRenderbuffer, this.glDepthBuffer);
                    GraphicsExtensions.CheckGLError();
                    GL.RenderbufferStorage(GLRenderbuffer, GLDepth24Stencil8, this.width, this.height);
                    GraphicsExtensions.CheckGLError();
                }
                else
                {
                    GL.BindRenderbuffer(GLRenderbuffer, this.glDepthBuffer);
                    GraphicsExtensions.CheckGLError();
                    GL.RenderbufferStorage(GLRenderbuffer, glDepthFormat, this.width, this.height);
                    GraphicsExtensions.CheckGLError();
#if GLES
                    GL.GenRenderbuffers(1, ref glStencilBuffer);
#else
                    GL.GenRenderbuffers(1, out glStencilBuffer);
#endif
                    GraphicsExtensions.CheckGLError();
                    GL.BindRenderbuffer(GLRenderbuffer, this.glStencilBuffer);
                    GraphicsExtensions.CheckGLError();
                    GL.RenderbufferStorage(GLRenderbuffer, glStencilFormat, this.width, this.height);
                    GraphicsExtensions.CheckGLError();
                }
            }
            else
            {
                GL.BindRenderbuffer(GLRenderbuffer, this.glDepthBuffer);
                GraphicsExtensions.CheckGLError();
                GL.RenderbufferStorage(GLRenderbuffer, glDepthFormat, this.width, this.height);
                GraphicsExtensions.CheckGLError();
            }
#endif
        }
コード例 #12
0
ファイル: Viewer.cs プロジェクト: 3dcustom/tsoview-dx
 static SharpDX.DXGI.SampleDescription DetectSampleDescription(Device device, SharpDX.DXGI.Format format)
 {
     var desc = new SharpDX.DXGI.SampleDescription();
     for (int multisample_count = Device.MultisampleCountMaximum; multisample_count > 0; --multisample_count)
     {
     int quality_levels = device.CheckMultisampleQualityLevels(format, multisample_count);
     if (quality_levels > 0)
     {
         desc.Count = multisample_count;
         desc.Quality = quality_levels - 1;
         break;
     }
     }
     Console.WriteLine("sample count {0} quality {1}", desc.Count, desc.Quality);
     return desc;
 }