コード例 #1
0
ファイル: ResourcePools.cs プロジェクト: msruzy/FeralTic-SDX
        public ResourcePoolEntry <DX11DepthStencil> Lock(int w, int h, eDepthFormat format, SampleDescription sd)
        {
            lock (lockObject)
            {
                foreach (ResourcePoolEntry <DX11DepthStencil> entry in this.pool)
                {
                    DX11DepthStencil tr = entry.Element;

                    if (!entry.IsLocked && tr.Width == w && tr.DepthFormat == format && tr.Height == h &&
                        tr.Texture.Description.SampleDescription.Count == sd.Count &&
                        tr.Texture.Description.SampleDescription.Quality == sd.Quality)
                    {
                        entry.Lock();
                        return(entry);
                    }
                }

                DX11DepthStencil res = new DX11DepthStencil(this.device, w, h, sd, format);

                ResourcePoolEntry <DX11DepthStencil> newentry = new ResourcePoolEntry <DX11DepthStencil>(res);

                this.pool.Add(newentry);

                return(newentry);
            }
        }
コード例 #2
0
ファイル: ResourcePools.cs プロジェクト: msruzy/FeralTic-SDX
        public ResourcePoolEntry <DX11RenderTarget2D> Lock(int w, int h, Format format, SampleDescription sd, bool genMM = false, int mmLevels = 1)
        {
            lock (lockObject)
            {
                foreach (ResourcePoolEntry <DX11RenderTarget2D> entry in this.pool)
                {
                    DX11RenderTarget2D tr = entry.Element;

                    if (!entry.IsLocked && tr.Width == w && tr.Format == format && tr.Height == h &&
                        tr.Texture.Description.SampleDescription.Count == sd.Count &&
                        tr.Texture.Description.SampleDescription.Quality == sd.Quality)
                    {
                        entry.Lock();
                        return(entry);
                    }
                }

                DX11RenderTarget2D res = new DX11RenderTarget2D(this.device, w, h, sd, format, genMM, mmLevels);

                ResourcePoolEntry <DX11RenderTarget2D> newentry = new ResourcePoolEntry <DX11RenderTarget2D>(res);

                this.pool.Add(newentry);

                return(newentry);
            }
        }
コード例 #3
0
ファイル: ResourcePools.cs プロジェクト: msruzy/FeralTic-SDX
        public ResourcePoolEntry <DX11VertexBuffer> Lock(int verticescount, int vertexsize, eVertexBufferWriteMode mode)
        {
            lock (lockObject)
            {
                //We can lock any buffer of the right size
                int totalsize = vertexsize * verticescount;

                foreach (ResourcePoolEntry <DX11VertexBuffer> entry in this.pool)
                {
                    DX11VertexBuffer tr = entry.Element;


                    if (!entry.IsLocked && totalsize == tr.TotalSize && mode == tr.WriteMode)
                    {
                        entry.Lock();
                        return(entry);
                    }
                }

                DX11VertexBuffer res = DX11VertexBuffer.CreateWriteable(this.device, verticescount, vertexsize, mode);

                ResourcePoolEntry <DX11VertexBuffer> newentry = new ResourcePoolEntry <DX11VertexBuffer>(res);

                this.pool.Add(newentry);

                return(newentry);
            }
        }
コード例 #4
0
ファイル: ResourcePools.cs プロジェクト: msruzy/FeralTic-SDX
        public ResourcePoolEntry <DX11StructuredBuffer> Lock(int stride, int numelements, eDxBufferMode mode = eDxBufferMode.Default)
        {
            lock (lockObject)
            {
                foreach (ResourcePoolEntry <DX11StructuredBuffer> entry in this.pool)
                {
                    DX11StructuredBuffer tr = entry.Element;

                    if (!entry.IsLocked && tr.ElementCount == numelements && tr.Stride == stride && tr.BufferMode == mode)
                    {
                        entry.Lock();
                        return(entry);
                    }
                }

                DX11StructuredBuffer res = DX11StructuredBuffer.CreateWriteable(device, numelements, stride, mode);
                ResourcePoolEntry <DX11StructuredBuffer> newentry = new ResourcePoolEntry <DX11StructuredBuffer>(res);
                this.pool.Add(newentry);
                return(newentry);
            }
        }
コード例 #5
0
ファイル: ResourcePools.cs プロジェクト: msruzy/FeralTic-SDX
        public ResourcePoolEntry <DX11RenderTexture3D> Lock(int w, int h, int d, Format format)
        {
            lock (lockObject)
            {
                foreach (ResourcePoolEntry <DX11RenderTexture3D> entry in this.pool)
                {
                    DX11RenderTexture3D tr = entry.Element;

                    if (!entry.IsLocked && tr.Width == w && tr.Format == format && tr.Height == h && tr.Depth == d)
                    {
                        entry.Lock();
                        return(entry);
                    }
                }

                DX11RenderTexture3D res = new DX11RenderTexture3D(this.device, w, h, d, format);

                ResourcePoolEntry <DX11RenderTexture3D> newentry = new ResourcePoolEntry <DX11RenderTexture3D>(res);

                this.pool.Add(newentry);

                return(newentry);
            }
        }