コード例 #1
0
ファイル: TextureLoader.cs プロジェクト: msruzy/FeralTic-SDX
        public static DX11Texture2D LoadFromMemory(DxDevice device, IntPtr dataPointer, int dataLength)
        {
            IntPtr resource;

            NativeMethods.LoadTextureFromMemory(device.Device.NativePointer, dataPointer, dataLength, out resource);

            if (resource != IntPtr.Zero)
            {
                Texture2D          texture = Texture2D.FromPointer <Texture2D>(resource);
                ShaderResourceView srv     = new ShaderResourceView(device, texture);
                return(DX11Texture2D.FromReference(device, texture, srv));
            }
            else
            {
                throw new Exception("Failed to load texture");
            }
        }
コード例 #2
0
ファイル: TextureLoader.cs プロジェクト: msruzy/FeralTic-SDX
        public static DX11Texture2D LoadFromFile(DxDevice device, string path, bool mips = true)
        {
            IntPtr resource;
            int    levels = mips ? 0 : 1;

            NativeMethods.LoadTextureFromFile(device.Device.NativePointer, path, out resource, levels);

            if (resource != IntPtr.Zero)
            {
                Texture2D          texture = Texture2D.FromPointer <Texture2D>(resource);
                ShaderResourceView srv     = new ShaderResourceView(device, texture);
                return(DX11Texture2D.FromReference(device, texture, srv));
            }
            else
            {
                throw new Exception("Failed to load texture");
            }
        }
コード例 #3
0
        public DX11DepthStencil(DxDevice device, int w, int h, SampleDescription sd, eDepthFormat depthformat = eDepthFormat.d24s8)
        {
            this.device = device;
            var depthBufferDesc = new Texture2DDescription
            {
                ArraySize         = 1,
                BindFlags         = BindFlags.DepthStencil | BindFlags.ShaderResource,
                CpuAccessFlags    = CpuAccessFlags.None,
                Format            = depthformat.GetTypeLessFormat(),
                Height            = h,
                Width             = w,
                MipLevels         = 1,
                OptionFlags       = ResourceOptionFlags.None,
                SampleDescription = sd,
                Usage             = ResourceUsage.Default
            };

            this.Texture      = new Texture2D(device.Device, depthBufferDesc);
            this.resourceDesc = this.Texture.Description;
            this.DepthFormat  = depthformat;

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription()
            {
                Format    = depthformat.GetSRVFormat(),
                Dimension = sd.Count == 1 ? ShaderResourceViewDimension.Texture2D : ShaderResourceViewDimension.Texture2DMultisampled,
            };

            if (sd.Count == 1)
            {
                srvd.Texture2D.MipLevels       = 1;
                srvd.Texture2D.MostDetailedMip = 0;
            }

            this.ShaderView = new ShaderResourceView(device.Device, this.Texture, srvd);


            if (depthformat.HasStencil())
            {
                ShaderResourceViewDescription stencild = new ShaderResourceViewDescription()
                {
                    Dimension = sd.Count == 1 ? ShaderResourceViewDimension.Texture2D : ShaderResourceViewDimension.Texture2DMultisampled,
                    Format    = depthformat.GetStencilSRVFormat(),
                };

                if (sd.Count == 1)
                {
                    stencild.Texture2D.MipLevels       = 1;
                    stencild.Texture2D.MostDetailedMip = 0;
                }

                ShaderResourceView stencilview = new ShaderResourceView(this.device.Device, this.Texture, stencild);

                this.Stencil = DX11Texture2D.FromReference(this.device, this.Texture, stencilview);
            }
            else
            {
                //Just pass depth instead
                this.Stencil = null;
            }

            DepthStencilViewDescription dsvd = new DepthStencilViewDescription()
            {
                Format    = depthformat.GetDepthFormat(),
                Dimension = sd.Count == 1 ? DepthStencilViewDimension.Texture2D : DepthStencilViewDimension.Texture2DMultisampled,
            };

            this.DepthView = new DepthStencilView(device.Device, this.Texture, dsvd);

            //Read only dsv only supported in dx11 minimum
            if (device.IsFeatureLevel11)
            {
                dsvd.Flags = DepthStencilViewFlags.ReadOnlyDepth;
                if (depthformat.HasStencil())
                {
                    dsvd.Flags |= DepthStencilViewFlags.ReadOnlyStencil;
                }

                this.ReadOnlyView = new DepthStencilView(device.Device, this.Texture, dsvd);
            }
        }