コード例 #1
0
        protected override void OnUpdate(DX11RenderContext context)
        {
            if (this.resetbuffers || !this.FOutBuffers[0].Contains(context))
            {
                this.DisposeBuffers(context);

                for (int i = 0; i < this.FInTargetCount[0]; i++)
                {
                    DX11RenderTarget2D rt = new DX11RenderTarget2D(context, this.width, this.height,
                    this.sd, DeviceFormatHelper.GetFormat(this.FInFormat[i].Name), this.genmipmap, this.mipmaplevel);

                    #if DEBUG
                    rt.Resource.DebugName = "MRTRenderTexture";
                    #endif

                    this.FOutBuffers[i][context] = rt;
                }
            }
        }
コード例 #2
0
 public DX11RenderTarget2D(DxDevice device, DX11RenderTarget2D renderTarget) :
     this(device, renderTarget.Width, renderTarget.Height, renderTarget.resourceDesc.SampleDescription, renderTarget.Format)
 {
 }
コード例 #3
0
 public void Unlock(DX11RenderTarget2D target)
 {
     this.targetpool.UnLock(target);
 }
コード例 #4
0
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            Device device = context.Device;

            if (this.spmax == 0) { return; }

            if (this.updateddevices.Contains(context)) { return; }

            if (!this.FOutTexture[0].Contains(context))
            {
                for (int i = 0; i < this.FInElementCount[0]; i++)
                {
                    var rt = new DX11RenderTarget2D(context, (int)this.FInSize[i].X, (int)this.FInSize[i].Y, new SampleDescription(1, 0), DeviceFormatHelper.GetFormat(this.FInFormat[i]), this.FInMips[i], 0, false, false);
                    this.FOutTexture[i][context] = rt;
                    if (this.FInDepthBuffer[0])
                    {
                        Format depthfmt = DeviceFormatHelper.GetFormat(this.depthformatpin[0].Name);
                        var db = new DX11DepthStencil(context, (int)this.FInSize[i].X, (int)this.FInSize[i].Y, new SampleDescription(1, 0), depthfmt);
                        this.FOutDepthTexture[i][context] = db;
                    }
                }
            }
            this.updateddevices.Add(context);
        }