public virtual void DestroyDeviceObjects() { ProjectionMatrixBuffer.Dispose(); ViewMatrixBuffer.Dispose(); LightInfoBuffer.Dispose(); LightViewProjectionBuffer0.Dispose(); LightViewProjectionBuffer1.Dispose(); LightViewProjectionBuffer2.Dispose(); DepthLimitsBuffer.Dispose(); CameraInfoBuffer.Dispose(); PointLightsBuffer.Dispose(); MainSceneColorTexture.Dispose(); MainSceneResolvedColorTexture.Dispose(); MainSceneResolvedColorView.Dispose(); MainSceneDepthTexture.Dispose(); MainSceneFramebuffer.Dispose(); MainSceneViewResourceSet.Dispose(); DuplicatorTarget0.Dispose(); DuplicatorTarget1.Dispose(); DuplicatorTargetView0.Dispose(); DuplicatorTargetView1.Dispose(); DuplicatorTargetSet0.Dispose(); DuplicatorTargetSet1.Dispose(); DuplicatorFramebuffer.Dispose(); TextureSamplerResourceLayout.Dispose(); ReflectionColorTexture.Dispose(); ReflectionDepthTexture.Dispose(); ReflectionColorView.Dispose(); ReflectionFramebuffer.Dispose(); ReflectionViewProjBuffer.Dispose(); MirrorClipPlaneBuffer.Dispose(); NoClipPlaneBuffer.Dispose(); ShadowMaps.DestroyDeviceObjects(); }
public void RecreateWindowSizedResources(GraphicsDevice gd, CommandList cl) { MainSceneColorTexture?.Dispose(); MainSceneDepthTexture?.Dispose(); MainSceneResolvedColorTexture?.Dispose(); MainSceneResolvedColorView?.Dispose(); MainSceneViewResourceSet?.Dispose(); MainSceneFramebuffer?.Dispose(); ResourceFactory factory = gd.ResourceFactory; TextureSampleCount mainSceneSampleCountCapped = (TextureSampleCount)Math.Min( (int)gd.GetSampleCountLimit(PixelFormat.R8_G8_B8_A8_UNorm, false), (int)MainSceneSampleCount); TextureDescription mainColorDesc = TextureDescription.Texture2D( gd.SwapchainFramebuffer.Width, gd.SwapchainFramebuffer.Height, 1, 1, PixelFormat.R8_G8_B8_A8_UNorm, TextureUsage.RenderTarget | TextureUsage.Sampled, mainSceneSampleCountCapped); MainSceneColorTexture = factory.CreateTexture(ref mainColorDesc); if (mainSceneSampleCountCapped != TextureSampleCount.Count1) { mainColorDesc.SampleCount = TextureSampleCount.Count1; MainSceneResolvedColorTexture = factory.CreateTexture(ref mainColorDesc); } else { MainSceneResolvedColorTexture = MainSceneColorTexture; } MainSceneResolvedColorView = factory.CreateTextureView(MainSceneResolvedColorTexture); MainSceneDepthTexture = factory.CreateTexture(TextureDescription.Texture2D( gd.SwapchainFramebuffer.Width, gd.SwapchainFramebuffer.Height, 1, 1, PixelFormat.R32_Float, TextureUsage.DepthStencil, mainSceneSampleCountCapped)); MainSceneFramebuffer = factory.CreateFramebuffer(new FramebufferDescription(MainSceneDepthTexture, MainSceneColorTexture)); MainSceneViewResourceSet = factory.CreateResourceSet(new ResourceSetDescription(TextureSamplerResourceLayout, MainSceneResolvedColorView, gd.PointSampler)); }
public virtual void DestroyDeviceObjects() { ProjectionMatrixBuffer.Dispose(); ViewMatrixBuffer.Dispose(); CameraInfoBuffer.Dispose(); WorldAndInverseBuffer.Dispose(); LightingInfoBuffer.Dispose(); LightingInfoBuffer = null; LightStylesBuffer.Dispose(); MainSampler.Dispose(); MainSceneColorTexture.Dispose(); MainSceneResolvedColorTexture.Dispose(); MainSceneResolvedColorView.Dispose(); MainSceneDepthTexture.Dispose(); MainSceneFramebuffer.Dispose(); MainSceneViewResourceSet.Dispose(); TextureSamplerResourceLayout.Dispose(); }
public virtual void DisposeGraphicsDeviceObjects() { CameraInfoBuffer.Dispose(); MainSceneColorTexture.Dispose(); MainSceneResolvedColorTexture.Dispose(); MainSceneResolvedColorView.Dispose(); MainSceneDepthTexture.Dispose(); MainSceneFramebuffer.Dispose(); MainSceneViewResourceSet.Dispose(); DuplicatorTarget0.Dispose(); DuplicatorTarget1.Dispose(); DuplicatorTargetView0.Dispose(); DuplicatorTargetView1.Dispose(); DuplicatorTargetSet0.Dispose(); DuplicatorTargetSet1.Dispose(); DuplicatorFramebuffer.Dispose(); TextureSamplerResourceLayout.Dispose(); }
internal void RecreateWindowSizedResources(GraphicsDevice gd, CommandList cl) { MainSceneColorTexture?.Dispose(); MainSceneDepthTexture?.Dispose(); MainSceneResolvedColorTexture?.Dispose(); MainSceneResolvedColorView?.Dispose(); MainSceneViewResourceSet?.Dispose(); MainSceneFramebuffer?.Dispose(); DuplicatorTarget0?.Dispose(); DuplicatorTarget1?.Dispose(); DuplicatorTargetView0?.Dispose(); DuplicatorTargetView1?.Dispose(); DuplicatorTargetSet0?.Dispose(); DuplicatorTargetSet1?.Dispose(); DuplicatorFramebuffer?.Dispose(); ResourceFactory factory = gd.ResourceFactory; gd.GetPixelFormatSupport( PixelFormat.R8_G8_B8_A8_UNorm, TextureType.Texture2D, TextureUsage.RenderTarget, out PixelFormatProperties properties); TextureSampleCount sampleCount = MainSceneSampleCount; while (!properties.IsSampleCountSupported(sampleCount)) { sampleCount = (TextureSampleCount)(sampleCount - 1); } TextureDescription mainColorDesc = TextureDescription.Texture2D( gd.SwapchainFramebuffer.Width, gd.SwapchainFramebuffer.Height, 1, 1, PixelFormat.R8_G8_B8_A8_UNorm, TextureUsage.RenderTarget | TextureUsage.Sampled, sampleCount); MainSceneColorTexture = factory.CreateTexture(ref mainColorDesc); if (sampleCount != TextureSampleCount.Count1) { mainColorDesc.SampleCount = TextureSampleCount.Count1; MainSceneResolvedColorTexture = factory.CreateTexture(ref mainColorDesc); } else { MainSceneResolvedColorTexture = MainSceneColorTexture; } MainSceneResolvedColorView = factory.CreateTextureView(MainSceneResolvedColorTexture); MainSceneDepthTexture = factory.CreateTexture(TextureDescription.Texture2D( gd.SwapchainFramebuffer.Width, gd.SwapchainFramebuffer.Height, 1, 1, PixelFormat.R32_Float, TextureUsage.DepthStencil, sampleCount)); MainSceneFramebuffer = factory.CreateFramebuffer(new FramebufferDescription(MainSceneDepthTexture, MainSceneColorTexture)); MainSceneViewResourceSet = factory.CreateResourceSet(new ResourceSetDescription(TextureSamplerResourceLayout, MainSceneResolvedColorView, gd.PointSampler)); TextureDescription colorTargetDesc = TextureDescription.Texture2D( gd.SwapchainFramebuffer.Width, gd.SwapchainFramebuffer.Height, 1, 1, PixelFormat.R8_G8_B8_A8_UNorm, TextureUsage.RenderTarget | TextureUsage.Sampled); DuplicatorTarget0 = factory.CreateTexture(ref colorTargetDesc); DuplicatorTargetView0 = factory.CreateTextureView(DuplicatorTarget0); DuplicatorTarget1 = factory.CreateTexture(ref colorTargetDesc); DuplicatorTargetView1 = factory.CreateTextureView(DuplicatorTarget1); DuplicatorTargetSet0 = factory.CreateResourceSet(new ResourceSetDescription(TextureSamplerResourceLayout, DuplicatorTargetView0, gd.PointSampler)); DuplicatorTargetSet1 = factory.CreateResourceSet(new ResourceSetDescription(TextureSamplerResourceLayout, DuplicatorTargetView1, gd.PointSampler)); FramebufferDescription fbDesc = new FramebufferDescription(null, DuplicatorTarget0, DuplicatorTarget1); DuplicatorFramebuffer = factory.CreateFramebuffer(ref fbDesc); }