public virtual void GetDesc( out D3D11_BLEND_DESC pDesc ) { var fp = GetFunctionPointer(7); if (m_GetDescFunc == null) { m_GetDescFunc = (GetDescFunc)Marshal.GetDelegateForFunctionPointer(fp, typeof(GetDescFunc)); } m_GetDescFunc(m_ptr, out pDesc); }
public virtual int CreateBlendState( ref D3D11_BLEND_DESC pBlendStateDesc, out ID3D11BlendState ppBlendState ) { var fp = GetFunctionPointer(20); if (m_CreateBlendStateFunc == null) { m_CreateBlendStateFunc = (CreateBlendStateFunc)Marshal.GetDelegateForFunctionPointer(fp, typeof(CreateBlendStateFunc)); } ppBlendState = new ID3D11BlendState(); return(m_CreateBlendStateFunc(m_ptr, ref pBlendStateDesc, out ppBlendState.PtrForNew)); }
private void Init() { // this code is ported from https://gist.github.com/d7samurai/261c69490cce0620d0bfc93003cd1052 var fac = DXGIFunctions.CreateDXGIFactory2(); var flags = D3D11_CREATE_DEVICE_FLAG.D3D11_CREATE_DEVICE_BGRA_SUPPORT; #if DEBUG flags |= D3D11_CREATE_DEVICE_FLAG.D3D11_CREATE_DEVICE_DEBUG; #endif var d3D11Device = D3D11Functions.D3D11CreateDevice(null, D3D_DRIVER_TYPE.D3D_DRIVER_TYPE_HARDWARE, flags, out _deviceContext); var mt = d3D11Device.As <ID3D11Multithread>(); mt?.SetMultithreadProtected(true); var desc = new DXGI_SWAP_CHAIN_DESC1(); desc.Format = DXGI_FORMAT.DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; desc.SampleDesc.Count = 1; desc.BufferUsage = Constants.DXGI_USAGE_RENDER_TARGET_OUTPUT; desc.BufferCount = 2; // note: this causes a warning in debug // DXGI WARNING: IDXGIFactory::CreateSwapChain: Blt-model swap effects (DXGI_SWAP_EFFECT_DISCARD and DXGI_SWAP_EFFECT_SEQUENTIAL) are legacy swap effects that are predominantly superceded by their flip-model counterparts (DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL and DXGI_SWAP_EFFECT_FLIP_DISCARD). Please consider updating your application to leverage flip-model swap effects to benefit from modern presentation enhancements. More information is available at http://aka.ms/dxgiflipmodel. [ MISCELLANEOUS WARNING #294: ] _swapChain = fac.CreateSwapChainForHwnd <IDXGISwapChain1>(d3D11Device, Handle, desc); var frameBuffer = _swapChain.GetBuffer <ID3D11Texture2D>(0); _renderTargetView = d3D11Device.CreateRenderTargetView(frameBuffer); frameBuffer.Object.GetDesc(out var depthBufferDesc); _width = depthBufferDesc.Width; _height = depthBufferDesc.Height; depthBufferDesc.Format = DXGI_FORMAT.DXGI_FORMAT_D24_UNORM_S8_UINT; depthBufferDesc.BindFlags = (uint)D3D11_BIND_FLAG.D3D11_BIND_DEPTH_STENCIL; var depthBuffer = d3D11Device.CreateTexture2D <ID3D11Texture2D>(depthBufferDesc); _depthBufferView = d3D11Device.CreateDepthStencilView(depthBuffer); var vsBlob = D3D11Functions.D3DCompileFromFile("shaders.hlsl", "vs_main", "vs_5_0"); _vertexShader = d3D11Device.CreateVertexShader(vsBlob); var inputElements = new D3D11_INPUT_ELEMENT_DESC[] { new D3D11_INPUT_ELEMENT_DESC { SemanticName = "POS", Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32_FLOAT }, new D3D11_INPUT_ELEMENT_DESC { SemanticName = "NOR", Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32_FLOAT, AlignedByteOffset = unchecked ((uint)Constants.D3D11_APPEND_ALIGNED_ELEMENT) }, new D3D11_INPUT_ELEMENT_DESC { SemanticName = "TEX", Format = DXGI_FORMAT.DXGI_FORMAT_R32G32_FLOAT, AlignedByteOffset = unchecked ((uint)Constants.D3D11_APPEND_ALIGNED_ELEMENT) }, new D3D11_INPUT_ELEMENT_DESC { SemanticName = "COL", Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT, AlignedByteOffset = unchecked ((uint)Constants.D3D11_APPEND_ALIGNED_ELEMENT) }, }; _inputLayout = d3D11Device.CreateInputLayout(inputElements, vsBlob); var psBlob = D3D11Functions.D3DCompileFromFile("shaders.hlsl", "ps_main", "ps_5_0"); _pixelShader = d3D11Device.CreatePixelShader(psBlob); var rasterizerDesc = new D3D11_RASTERIZER_DESC(); rasterizerDesc.FillMode = D3D11_FILL_MODE.D3D11_FILL_SOLID; rasterizerDesc.CullMode = D3D11_CULL_MODE.D3D11_CULL_BACK; _rasterizerState = d3D11Device.CreateRasterizerState(rasterizerDesc); var samplerDesc = new D3D11_SAMPLER_DESC(); samplerDesc.Filter = D3D11_FILTER.D3D11_FILTER_MIN_MAG_MIP_POINT; samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_MODE.D3D11_TEXTURE_ADDRESS_BORDER; samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_MODE.D3D11_TEXTURE_ADDRESS_BORDER; samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_MODE.D3D11_TEXTURE_ADDRESS_BORDER; samplerDesc.BorderColor = new float[4]; samplerDesc.BorderColor[0] = 1; samplerDesc.BorderColor[1] = 1; samplerDesc.BorderColor[2] = 1; samplerDesc.BorderColor[3] = 1; samplerDesc.ComparisonFunc = D3D11_COMPARISON_FUNC.D3D11_COMPARISON_NEVER; _samplerState = d3D11Device.CreateSamplerState(samplerDesc); var depthStencilDesc = new D3D11_DEPTH_STENCIL_DESC(); depthStencilDesc.DepthEnable = true; depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK.D3D11_DEPTH_WRITE_MASK_ALL; depthStencilDesc.DepthFunc = D3D11_COMPARISON_FUNC.D3D11_COMPARISON_LESS; _depthStencilState = d3D11Device.CreateDepthStencilState(depthStencilDesc); var blendDesc = new D3D11_BLEND_DESC(); blendDesc.RenderTarget = new D3D11_RENDER_TARGET_BLEND_DESC[8]; blendDesc.RenderTarget[0].BlendEnable = true; blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND.D3D11_BLEND_SRC_ALPHA; blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND.D3D11_BLEND_INV_SRC_ALPHA; blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP.D3D11_BLEND_OP_ADD; blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND.D3D11_BLEND_ZERO; blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND.D3D11_BLEND_ZERO; blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP.D3D11_BLEND_OP_ADD; blendDesc.RenderTarget[0].RenderTargetWriteMask = (byte)(D3D11_COLOR_WRITE_ENABLE.D3D11_COLOR_WRITE_ENABLE_ALL); _blendState = d3D11Device.CreateBlendState(blendDesc); var constantBufferDesc = new D3D11_BUFFER_DESC(); constantBufferDesc.ByteWidth = (uint)Marshal.SizeOf <VS_CONSTANT_BUFFER>(); constantBufferDesc.Usage = D3D11_USAGE.D3D11_USAGE_DYNAMIC; constantBufferDesc.BindFlags = (uint)D3D11_BIND_FLAG.D3D11_BIND_CONSTANT_BUFFER; constantBufferDesc.CPUAccessFlags = (uint)D3D11_CPU_ACCESS_FLAG.D3D11_CPU_ACCESS_WRITE; if ((constantBufferDesc.ByteWidth % 16) != 0) { throw new InvalidOperationException("Constant buffer size must be a multiple of 16."); } _constantBuffer = d3D11Device.CreateBuffer(constantBufferDesc); var vertexBufferDesc = new D3D11_BUFFER_DESC(); var gc = GCHandle.Alloc(Data.VertexData, GCHandleType.Pinned); vertexBufferDesc.ByteWidth = (uint)Data.VertexData.SizeOf(); vertexBufferDesc.Usage = D3D11_USAGE.D3D11_USAGE_IMMUTABLE; vertexBufferDesc.BindFlags = (uint)D3D11_BIND_FLAG.D3D11_BIND_VERTEX_BUFFER; var vertexData = new D3D11_SUBRESOURCE_DATA(); vertexData.pSysMem = gc.AddrOfPinnedObject(); _vertexBuffer = d3D11Device.CreateBuffer(vertexBufferDesc, vertexData); gc.Free(); var indexBufferDesc = new D3D11_BUFFER_DESC(); gc = GCHandle.Alloc(Data.IndexData, GCHandleType.Pinned); indexBufferDesc.ByteWidth = (uint)Data.IndexData.SizeOf(); indexBufferDesc.Usage = D3D11_USAGE.D3D11_USAGE_IMMUTABLE; indexBufferDesc.BindFlags = (uint)D3D11_BIND_FLAG.D3D11_BIND_INDEX_BUFFER; var indexData = new D3D11_SUBRESOURCE_DATA(); indexData.pSysMem = gc.AddrOfPinnedObject(); _indexBuffer = d3D11Device.CreateBuffer(indexBufferDesc, indexData); gc.Free(); var textureDesc = new D3D11_TEXTURE2D_DESC(); textureDesc.Width = 20; textureDesc.Height = 20; textureDesc.MipLevels = 1; textureDesc.ArraySize = 1; textureDesc.Format = DXGI_FORMAT.DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; textureDesc.SampleDesc.Count = 1; textureDesc.Usage = D3D11_USAGE.D3D11_USAGE_IMMUTABLE; textureDesc.BindFlags = (uint)D3D11_BIND_FLAG.D3D11_BIND_SHADER_RESOURCE; gc = GCHandle.Alloc(Data.TextureData, GCHandleType.Pinned); var textureData = new D3D11_SUBRESOURCE_DATA(); textureData.pSysMem = gc.AddrOfPinnedObject(); textureData.SysMemPitch = 20 * 4; // 4 bytes per pixel gc.Free(); var texture = d3D11Device.CreateTexture2D <ID3D11Texture2D>(textureDesc, textureData); _shaderResourceView = d3D11Device.CreateShaderResourceView(texture); }