예제 #1
0
        public void InitializeDeviceResources()
        {
            ModeDescription backBufferDesc = new ModeDescription(1600, 900, new Rational(60, 1), Format.B8G8R8A8_UNorm);

            SwapChainDescription swapChainDesc = new SwapChainDescription()
            {
                ModeDescription   = backBufferDesc,
                SampleDescription = new SampleDescription(1, 0),
                Usage             = Usage.RenderTargetOutput,
                BufferCount       = 1,
                OutputHandle      = this.Handle,
                IsWindowed        = true
            };

            var creationFlags = SharpDX.Direct3D11.DeviceCreationFlags.VideoSupport | SharpDX.Direct3D11.DeviceCreationFlags.BgraSupport | DeviceCreationFlags.Debug;

            //SharpDX.Direct3D11.Device.CreateWithSwapChain(DriverType.Hardware, SharpDX.Direct3D11.DeviceCreationFlags.None, swapChainDesc, out d3dDevice, out swapChain);
            SharpDX.Direct3D11.Device.CreateWithSwapChain(DriverType.Hardware, creationFlags, swapChainDesc, out d3dDevice, out swapChain);
            d3dDeviceContext = d3dDevice.ImmediateContext.QueryInterface <SharpDX.Direct3D11.DeviceContext1>();

            using (SharpDX.Direct3D11.Texture2D backBuffer = swapChain.GetBackBuffer <SharpDX.Direct3D11.Texture2D>(0))
            {
                renderTargetView = new SharpDX.Direct3D11.RenderTargetView(d3dDevice, backBuffer);
            }

            System.Drawing.Graphics g = this.CreateGraphics();

            SharpDX.Direct2D1.Factory d2dFactory = new SharpDX.Direct2D1.Factory(SharpDX.Direct2D1.FactoryType.SingleThreaded, SharpDX.Direct2D1.DebugLevel.None);

            // Create Direct2D device
            var dxgiDevice = d3dDevice.QueryInterface <SharpDX.DXGI.Device>();

            //d2dDevice = new SharpDX.Direct2D1.Device(d2dFactory, dxgiDevice);
            d2dDevice  = new SharpDX.Direct2D1.Device(dxgiDevice);
            d2dContext = new SharpDX.Direct2D1.DeviceContext(d2dDevice, SharpDX.Direct2D1.DeviceContextOptions.None);
            //d2dContext.PrimitiveBlend = PrimitiveBlend.SourceOver;

            BitmapProperties1 properties = new BitmapProperties1(new SharpDX.Direct2D1.PixelFormat(Format.B8G8R8A8_UNorm, SharpDX.Direct2D1.AlphaMode.Ignore),
                                                                 g.DpiX, g.DpiY, BitmapOptions.Target | BitmapOptions.CannotDraw);

            Surface backBuffer2D = swapChain.GetBackBuffer <Surface>(0);

            //new SharpDX.Direct2D1.PixelFormat(SharpDX.DXGI.Format.B8G8R8A8_UNorm, SharpDX.Direct2D1.AlphaMode.Premultiplied)
            SharpDX.Direct2D1.RenderTargetProperties rtp = new SharpDX.Direct2D1.RenderTargetProperties(new SharpDX.Direct2D1.PixelFormat(Format.B8G8R8A8_UNorm, SharpDX.Direct2D1.AlphaMode.Ignore));
            d2dRenderTarget = new SharpDX.Direct2D1.RenderTarget(d2dFactory, backBuffer2D, rtp);
            d2dTarget       = new Bitmap1(d2dContext, backBuffer2D, properties);

            d3dDeviceContext.OutputMerger.SetRenderTargets(renderTargetView);
        }
예제 #2
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        public void BeginFrame()
        {
            Debug.Assert(curView == null);
            Debug.Assert(curTarget == null);

            curTarget = chain.GetBackBuffer <Texture2D>(0);
            curView   = new RenderTargetView(ImageFramework.DirectX.Device.Get().Handle, curTarget);
        }
예제 #3
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        public void Resize(int width, int height)
        {
            ResolutionX = width; ResolutionY = height;
            MainCamera.renderTargetView?.Dispose();
            MainCamera.depthStencilView?.Dispose();
            D2DTarget?.Dispose();
            D2DContext?.Dispose();

            MainCamera.AspectRatio = width / (float)height;

            swapChain.ResizeBuffers(swapChain.Description.BufferCount, width, height, DXGI.Format.Unknown, DXGI.SwapChainFlags.None);

            D2DContext = new D2D1.DeviceContext(D2DDevice, D2D1.DeviceContextOptions.None);
            using (DXGI.Surface surface = swapChain.GetBackBuffer <DXGI.Surface>(0))
                D2DTarget = new D2D1.Bitmap1(D2DContext, surface,
                                             new D2D1.BitmapProperties1(new D2D1.PixelFormat(DXGI.Format.R8G8B8A8_UNorm, D2D1.AlphaMode.Premultiplied),
                                                                        D2DFactory.DesktopDpi.Height, D2DFactory.DesktopDpi.Width, D2D1.BitmapOptions.CannotDraw | D2D1.BitmapOptions.Target)
                                             );
            D2DContext.Target = D2DTarget;

            // render target
            using (D3D11.Texture2D backBuffer = swapChain.GetBackBuffer <D3D11.Texture2D>(0))
                MainCamera.renderTargetView = new D3D11.RenderTargetView(Device, backBuffer);

            // depth buffer
            D3D11.Texture2DDescription depthDescription = new D3D11.Texture2DDescription()
            {
                Format            = DXGI.Format.D32_Float,
                ArraySize         = 1,
                MipLevels         = 1,
                Width             = width,
                Height            = height,
                SampleDescription = new DXGI.SampleDescription(SampleCount, SampleQuality),
                Usage             = D3D11.ResourceUsage.Default,
                BindFlags         = D3D11.BindFlags.DepthStencil,
                CpuAccessFlags    = D3D11.CpuAccessFlags.None,
                OptionFlags       = D3D11.ResourceOptionFlags.None
            };
            using (D3D11.Texture2D depthTexture = new D3D11.Texture2D(Device, depthDescription))
                MainCamera.depthStencilView = new D3D11.DepthStencilView(Device, depthTexture);

            // viewport
            Viewport = new Viewport(0, 0, width, height);
            Context.Rasterizer.SetViewport(Viewport);
        }
예제 #4
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        public void BeginFrame()
        {
            Debug.Assert(curView == null);

            using (var backBuffer = chain.GetBackBuffer <Texture2D>(0))
            {
                curView = new RenderTargetView(Device.Get().Handle, backBuffer);
            }
        }
예제 #5
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        /// <summary>
        /// Creates the render target.
        /// </summary>
        /// <returns>D3D11.RenderTargetView.</returns>
        /// <exception cref="System.Exception"></exception>
        private D3D11.RenderTargetView CreateRenderTarget()
        {
            if (d3dDevice == null || swapChain == null)
            {
                throw new Exception(MethodBase.GetCurrentMethod().Name + "Device or SwapChain is null");
            }

            using (D3D11.Texture2D backBuffer = swapChain.GetBackBuffer <D3D11.Texture2D>(0))
            {
                return(new D3D11.RenderTargetView(d3dDevice, backBuffer));
            }
        }
예제 #6
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        public DeviceResources(IntPtr windowHandle, int renderResWidth, int renderResHeight, int targetFPS)
        {
            Device        = new D3D11.Device(DriverType.Hardware, D3D11.DeviceCreationFlags.Debug | D3D11.DeviceCreationFlags.DisableGpuTimeout);
            DeviceContext = Device.ImmediateContext;


            var backBufferDesc = new DXGI.ModeDescription(
                renderResWidth,
                renderResHeight,
                new DXGI.Rational(targetFPS, 1),
                DXGI.Format.R8G8B8A8_UNorm
                );

            //var backBufferDesc = new DXGI.ModeDescription()
            //{
            //    Width = renderResWidth,
            //    Height = renderResHeight,
            //    RefreshRate = new DXGI.Rational(targetFPS, 1),
            //    Format = DXGI.Format.R8G8B8A8_UNorm
            //};

            var swapChainDesc = new DXGI.SwapChainDescription()
            {
                ModeDescription   = backBufferDesc,
                SampleDescription = sampleDescription,
                Usage             = DXGI.Usage.RenderTargetOutput,
                BufferCount       = 1,
                OutputHandle      = windowHandle,
                IsWindowed        = true
            };

            // Create SwapChain
            DXGI.Factory factory = new DXGI.Factory1();
            SwapChain = new DXGI.SwapChain(factory, Device, swapChainDesc);

            // Create BackBuffer RTV
            BackBuffer    = SwapChain.GetBackBuffer <D3D11.Texture2D>(0);
            BackBufferRTV = new D3D11.RenderTargetView(Device, BackBuffer);
        }
예제 #7
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        private void CreateDeviceIndependentResources()
        {
            _dxgiDevice = _d3dDevice.QueryInterface <SharpDX.DXGI.Device>();
            _d2dDevice  = new SharpDX.Direct2D1.Device(_dxgiDevice);
            _d2dFactory = _d2dDevice.Factory;
            var dpiX = _d2dFactory.DesktopDpi.Width;
            var dpiY = _d2dFactory.DesktopDpi.Height;

            _dc = new SharpDX.Direct2D1.DeviceContext(_d2dDevice, DeviceContextOptions.None);
            _dc.PrimitiveBlend = PrimitiveBlend.SourceOver;

            var format     = new SharpDX.Direct2D1.PixelFormat(Format.B8G8R8A8_UNorm, SharpDX.Direct2D1.AlphaMode.Premultiplied);
            var properties = new BitmapProperties1(format, dpiX, dpiY, BitmapOptions.Target | BitmapOptions.CannotDraw);

            _surface      = _swapChain.GetBackBuffer <Surface>(0);
            _renderTarget = new Bitmap1(_dc, _surface, properties);

            _dc.Target        = _renderTarget;
            _dc.AntialiasMode = AntialiasMode.PerPrimitive;

            OnCreateDeviceIndependentResources();
            this._deviceIndependedResourcesCreated = true;
        }
예제 #8
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    void InitializeDeviceResources()
    {
        DXGI.ModeDescription      backBufferDesc = new DXGI.ModeDescription(m_width, m_height, new DXGI.Rational(60, 1), DXGI.Format.R8G8B8A8_UNorm);
        DXGI.SwapChainDescription swapChainDesc  = new DXGI.SwapChainDescription()
        {
            ModeDescription   = backBufferDesc,
            SampleDescription = new DXGI.SampleDescription(1, 0),
            Usage             = DXGI.Usage.RenderTargetOutput,
            BufferCount       = 1,
            OutputHandle      = m_renderForm.Handle,
            IsWindowed        = true,
        };
        D3D11.Device.CreateWithSwapChain(SharpDX.Direct3D.DriverType.Hardware, D3D11.DeviceCreationFlags.None, swapChainDesc,
                                         out m_d3d11Device, out m_swapChain);
        m_d3d11DeviceContext = m_d3d11Device.ImmediateContext;

        using (D3D11.Texture2D backBufer = m_swapChain.GetBackBuffer <D3D11.Texture2D>(0))
        {
            m_renderTargetView = new D3D11.RenderTargetView(m_d3d11Device, backBufer);
        }

        m_viewPort = new SharpDX.Viewport(0, 0, m_width, m_height);
        m_d3d11DeviceContext.Rasterizer.SetViewport(m_viewPort);
    }
예제 #9
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        public void Init(Form form)
        {
            ViewportSize  = new Size2F(form.Width, form.Height);
            hViewportSize = new Size2F(form.Width / 2f, form.Height / 2f);

            ModeDescription      backBufferDesc = new ModeDescription(form.Width, form.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm);
            SwapChainDescription swapChainDesc  = new SwapChainDescription()
            {
                ModeDescription   = backBufferDesc,
                SampleDescription = new SampleDescription(1, 0),
                Usage             = Usage.RenderTargetOutput,
                BufferCount       = 1,
                OutputHandle      = form.Handle,
                IsWindowed        = true,
            };

            D3D11.Device.CreateWithSwapChain(DriverType.Hardware, D3D11.DeviceCreationFlags.None, swapChainDesc, out d3dDevice, out swapChain);
            d3dDeviceContext = d3dDevice.ImmediateContext;

            d3dDeviceContext.Rasterizer.SetViewport(0, 0, form.Width, form.Height);
            using (D3D11.Texture2D backBuffer = swapChain.GetBackBuffer <D3D11.Texture2D>(0))
            {
                renderTargetView = new D3D11.RenderTargetView(d3dDevice, backBuffer);
            }

            D3D11.BlendStateDescription blendStateDesc = D3D11.BlendStateDescription.Default();
            blendStateDesc.AlphaToCoverageEnable                 = false;
            blendStateDesc.RenderTarget[0].IsBlendEnabled        = true;
            blendStateDesc.RenderTarget[0].SourceBlend           = D3D11.BlendOption.SourceAlpha;
            blendStateDesc.RenderTarget[0].DestinationBlend      = D3D11.BlendOption.One;         //
            blendStateDesc.RenderTarget[0].BlendOperation        = D3D11.BlendOperation.Maximum;
            blendStateDesc.RenderTarget[0].SourceAlphaBlend      = D3D11.BlendOption.SourceAlpha; //Zero
            blendStateDesc.RenderTarget[0].DestinationAlphaBlend = D3D11.BlendOption.DestinationAlpha;
            blendStateDesc.RenderTarget[0].AlphaBlendOperation   = D3D11.BlendOperation.Maximum;
            blendStateDesc.RenderTarget[0].RenderTargetWriteMask = D3D11.ColorWriteMaskFlags.All;
            blendState = new D3D11.BlendState(d3dDevice, blendStateDesc);

            Fonts = new Detail.FontCache(this);

            var layout2d = new D3D11.InputElement[]
            {
                new D3D11.InputElement("POSITION", 0, Format.R32G32_Float, 0, 0),
                new D3D11.InputElement("COLOR", 0, Format.R32G32B32A32_Float, 8, 0),
                new D3D11.InputElement("TEXCOORDS", 0, Format.R32G32_Float, 24, 0),
            };

            var layout3d = new D3D11.InputElement[]
            {
                new D3D11.InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                new D3D11.InputElement("COLOR", 0, Format.R32G32B32A32_Float, 12, 0),
            };

            var vertexShaderOutput2d = ShaderBytecode.Compile(Detail.Shaders.vertexShaderCode2d, "main", "vs_4_0", ShaderFlags.Debug);
            var vertexShaderOutput3d = ShaderBytecode.Compile(Detail.Shaders.vertexShaderCode3d, "main", "vs_4_0", ShaderFlags.Debug);
            var pixelShaderOutput    = ShaderBytecode.Compile(Detail.Shaders.pixelShaderCode, "main", "ps_4_0", ShaderFlags.Debug);

            Detail.Shaders.VertexShader2D = new D3D11.VertexShader(Device, vertexShaderOutput2d);
            Detail.Shaders.VertexShader3D = new D3D11.VertexShader(Device, vertexShaderOutput3d);
            Detail.Shaders.PixelShader    = new D3D11.PixelShader(Device, pixelShaderOutput);

            Detail.Shaders.InputLayout2D = new D3D11.InputLayout(Device, ShaderSignature.GetInputSignature(vertexShaderOutput2d), layout2d);
            Detail.Shaders.InputLayout3D = new D3D11.InputLayout(Device, ShaderSignature.GetInputSignature(vertexShaderOutput3d), layout3d);

            IntPtr data  = System.Runtime.InteropServices.Marshal.AllocHGlobal(4 * 4 * 4);
            var    white = BitConverter.GetBytes(1f);

            for (int i = 0; i < 4 * 4; i++)
            {
                for (int j = 0; j < white.Length; j++)
                {
                    System.Runtime.InteropServices.Marshal.WriteByte(data, i * sizeof(float) + j, white[j]);
                }
            }

            White = new D3D11.Texture2D(Device, new D3D11.Texture2DDescription
            {
                Width             = 4,
                Height            = 4,
                ArraySize         = 1,
                BindFlags         = D3D11.BindFlags.ShaderResource,
                Usage             = D3D11.ResourceUsage.Dynamic,
                CpuAccessFlags    = D3D11.CpuAccessFlags.Write,
                Format            = Format.R32G32B32A32_Float,
                MipLevels         = 1,
                OptionFlags       = D3D11.ResourceOptionFlags.None,
                SampleDescription = new DXGI.SampleDescription(1, 0),
            }, new DataBox[] { new DataBox(data, 4 * 2, 4) });

            System.Runtime.InteropServices.Marshal.FreeHGlobal(data);

            WhiteView = new D3D11.ShaderResourceView(Device, White);

            samplerState = new D3D11.SamplerState(Device, new D3D11.SamplerStateDescription()
            {
                Filter             = D3D11.Filter.MinMagMipLinear,
                AddressU           = D3D11.TextureAddressMode.Clamp,
                AddressV           = D3D11.TextureAddressMode.Clamp,
                AddressW           = D3D11.TextureAddressMode.Clamp,
                BorderColor        = new RawColor4(1f, 0f, 1f, 1f),
                ComparisonFunction = D3D11.Comparison.Never,
                MaximumAnisotropy  = 16,
                MipLodBias         = 0,
                MinimumLod         = 0,
                MaximumLod         = 16
            });

            transfBuffer = new SharpDX.Direct3D11.Buffer(Device,
                                                         new D3D11.BufferDescription(sizeof(float) * 4, D3D11.ResourceUsage.Dynamic, D3D11.BindFlags.ConstantBuffer,
                                                                                     D3D11.CpuAccessFlags.Write, D3D11.ResourceOptionFlags.None, sizeof(float)));

            DataStream stream;

            DeviceContext.MapSubresource(transfBuffer, D3D11.MapMode.WriteDiscard, D3D11.MapFlags.None, out stream);

            stream.Write(hViewportSize.Width);
            stream.Write(hViewportSize.Height);

            DeviceContext.UnmapSubresource(transfBuffer, 0);

            DeviceContext.VertexShader.SetShader(vertexShader, null, 0);
            DeviceContext.VertexShader.SetConstantBuffer(0, transfBuffer);
            DeviceContext.PixelShader.SetShader(pixelShader, null, 0);
            DeviceContext.PixelShader.SetSampler(0, samplerState);
            DeviceContext.InputAssembler.InputLayout = inputLayout;
            DeviceContext.OutputMerger.BlendState    = blendState;

            cam = new Camera(this);
        }
예제 #10
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        private void InitializeDeviceResources(DXGI.SwapChain swapChain)
        {
            backbufferTexture = swapChain.GetBackBuffer <D3D11.Texture2D>(0);
            backbufferRTV     = new D3D11.RenderTargetView(device, backbufferTexture);

            width  = backbufferTexture.Description.Width;
            height = backbufferTexture.Description.Height;

            D3D11.Texture2DDescription sceneTextureDesc = new D3D11.Texture2DDescription
            {
                CpuAccessFlags    = D3D11.CpuAccessFlags.None,
                BindFlags         = D3D11.BindFlags.RenderTarget | D3D11.BindFlags.ShaderResource,
                Format            = DXGI.Format.R8G8B8A8_UNorm,
                Width             = width,
                Height            = height,
                OptionFlags       = D3D11.ResourceOptionFlags.None,
                MipLevels         = 1,
                ArraySize         = 1,
                SampleDescription = { Count = 1, Quality = 0 },
                Usage             = D3D11.ResourceUsage.Default
            };

            sceneTexture = new D3D11.Texture2D(device, sceneTextureDesc);
            sceneRTV     = new D3D11.RenderTargetView(device, sceneTexture);
            sceneSRV     = new D3D11.ShaderResourceView(device, sceneTexture);

            var depthBufferDesc = new D3D11.Texture2DDescription()
            {
                Width             = width,
                Height            = height,
                MipLevels         = 1,
                ArraySize         = 1,
                Format            = DXGI.Format.R32_Typeless,
                SampleDescription = { Count = 1, Quality = 0 },
                Usage             = D3D11.ResourceUsage.Default,
                BindFlags         = D3D11.BindFlags.DepthStencil | D3D11.BindFlags.ShaderResource,
                CpuAccessFlags    = D3D11.CpuAccessFlags.None,
                OptionFlags       = D3D11.ResourceOptionFlags.None
            };

            using (var depthStencilBufferTexture = new D3D11.Texture2D(device, depthBufferDesc))
            {
                var depthStencilViewDesc = new D3D11.DepthStencilViewDescription()
                {
                    Format    = DXGI.Format.D32_Float,
                    Dimension = D3D11.DepthStencilViewDimension.Texture2D,
                    Texture2D = { MipSlice = 0 }
                };

                depthDSV = new D3D11.DepthStencilView(device, depthStencilBufferTexture, depthStencilViewDesc);

                var shaderResourceViewDesc = new D3D11.ShaderResourceViewDescription()
                {
                    Format    = DXGI.Format.R32_Float,
                    Dimension = SharpDX.Direct3D.ShaderResourceViewDimension.Texture2D,
                    Texture2D = { MipLevels = 1, MostDetailedMip = 0 }
                };

                depthSRV = new D3D11.ShaderResourceView(device, depthStencilBufferTexture, shaderResourceViewDesc);
            }

            var depthStencilDesc = new D3D11.DepthStencilStateDescription()
            {
                IsDepthEnabled   = true,
                DepthWriteMask   = D3D11.DepthWriteMask.All,
                DepthComparison  = D3D11.Comparison.Less,
                IsStencilEnabled = false,
                StencilReadMask  = 0xFF,
                StencilWriteMask = 0xFF,

                FrontFace = new D3D11.DepthStencilOperationDescription()
                {
                    FailOperation      = D3D11.StencilOperation.Keep,
                    DepthFailOperation = D3D11.StencilOperation.Keep,
                    PassOperation      = D3D11.StencilOperation.Keep,
                    Comparison         = D3D11.Comparison.Always
                },

                BackFace = new D3D11.DepthStencilOperationDescription()
                {
                    FailOperation      = D3D11.StencilOperation.Keep,
                    DepthFailOperation = D3D11.StencilOperation.Keep,
                    PassOperation      = D3D11.StencilOperation.Keep,
                    Comparison         = D3D11.Comparison.Always
                }
            };

            depthStencilState = new D3D11.DepthStencilState(device, depthStencilDesc);

            var rasterDesc = new D3D11.RasterizerStateDescription()
            {
                IsAntialiasedLineEnabled = false,
                CullMode                = D3D11.CullMode.Back,
                DepthBias               = 0,
                DepthBiasClamp          = 0.0f,
                IsDepthClipEnabled      = true,
                FillMode                = D3D11.FillMode.Solid,
                IsFrontCounterClockwise = false,
                IsMultisampleEnabled    = false,
                IsScissorEnabled        = false,
                SlopeScaledDepthBias    = 0.0f
            };

            rasterizerState = new D3D11.RasterizerState(device, rasterDesc);
        }
예제 #11
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        public SharpRender(RenderForm form)
        {
            this.form = form;
            var adapters = new DXGI.Factory1().Adapters;

            DXGI.Adapter myadapter = null;
            for (int i = 0; i < adapters.Length; ++i)
            {
                Logger.Log(string.Format("Adapter Found: [{0}] " +
                                         "{1}\tDeviceId={5}" +
                                         "{1}\tLuid={6}" +
                                         "{1}\tVendorId={10}" +
                                         "{1}\tSubsystemId={9}" +
                                         "{1}\tDescription={4}" +
                                         "{1}\tRevision={7}" +
                                         "{1}\tDedicatedSystemMemory={2}" +
                                         "{1}\tDedicatedVideoMemory={3}" +
                                         "{1}\tSharedSystemMemory={8}" +
                                         "",
                                         i, Environment.NewLine,
                                         adapters[i].Description.DedicatedSystemMemory,
                                         adapters[i].Description.DedicatedVideoMemory, adapters[i].Description.Description,
                                         adapters[i].Description.DeviceId, adapters[i].Description.Luid,
                                         adapters[i].Description.Revision, adapters[i].Description.SharedSystemMemory,
                                         adapters[i].Description.SubsystemId, adapters[i].Description.VendorId));
                var outputs = adapters[i].Outputs;
                for (int j = 0; j < outputs.Length; ++j)
                {
                    Logger.Log(string.Format("Output Found: [{0},{1}]" +
                                             "{2}\tDeviceName={4}" +
                                             "{2}\tIsAttachedToDesktop={5}" +
                                             "{2}\tMonitorHandle={6}" +
                                             "{2}\tDesktopBounds={3}" +
                                             "{2}\tRotation={7}" +
                                             "",
                                             i, j, Environment.NewLine,
                                             (Rectangle)outputs[j].Description.DesktopBounds,
                                             outputs[j].Description.DeviceName,
                                             outputs[j].Description.IsAttachedToDesktop,
                                             outputs[j].Description.MonitorHandle,
                                             outputs[j].Description.Rotation));
                }
                if (outputs.Length > 0 && myadapter == null)
                {
                    myadapter = adapters[i];
                }
            }
            d3device = new Direct3D11.Device(
                myadapter,
                Direct3D11.DeviceCreationFlags.BgraSupport);
            //SharpDX.Direct3D.DriverType.Hardware,
            //Direct3D11.DeviceCreationFlags.BgraSupport |
            //Direct3D11.DeviceCreationFlags.Debug);
            defDevice    = d3device.QueryInterface <Direct3D11.Device1>();
            dxgiDevice2  = defDevice.QueryInterface <DXGI.Device2>();
            dxgiAdapter  = dxgiDevice2.Adapter;
            dxgiFactory2 = dxgiAdapter.GetParent <DXGI.Factory2>();
            var scDescription = new DXGI.SwapChainDescription1()
            {
                Width             = 0,
                Height            = 0,
                Format            = DXGI.Format.B8G8R8A8_UNorm,
                Stereo            = false,
                SampleDescription = new DXGI.SampleDescription(1, 0),
                Usage             = DXGI.Usage.RenderTargetOutput,
                BufferCount       = 2,
                Scaling           = DXGI.Scaling.None,
                SwapEffect        = DXGI.SwapEffect.FlipSequential
            };

            swapChain = new DXGI.SwapChain1(dxgiFactory2, defDevice, form.Handle,
                                            ref scDescription, null, null);
            d2dDevice  = new Direct2D1.Device(dxgiDevice2);
            d2dContext = new Direct2D1.DeviceContext(d2dDevice,
                                                     Direct2D1.DeviceContextOptions.None);
            fac = new Direct2D1.Factory(Direct2D1.FactoryType.SingleThreaded);
            var dpi          = fac.DesktopDpi;
            var bMProperties = new Direct2D1.BitmapProperties1(
                new Direct2D1.PixelFormat(DXGI.Format.B8G8R8A8_UNorm,
                                          Direct2D1.AlphaMode.Premultiplied),
                dpi.Width, dpi.Height,
                Direct2D1.BitmapOptions.CannotDraw | Direct2D1.BitmapOptions.Target);

            bb                = swapChain.GetBackBuffer <DXGI.Surface>(0);
            target            = new Direct2D1.Bitmap1(d2dContext, bb, bMProperties);
            d2dContext.Target = target;
            wrFactory         = new DirectWrite.Factory();

            brush = new Direct2D1.SolidColorBrush(d2dContext, c(Color.White));
        }
예제 #12
0
        public RLocalRenderer(int width, int height)
        {
            RenderWidth  = width;
            RenderHeight = height;

            renderForm                   = new RenderForm("RLocal Renderer");
            renderForm.ClientSize        = new Size(RenderWidth, RenderHeight);
            renderForm.AllowUserResizing = false;
            //renderForm.IsFullscreen = true;

            ModeDescription backBufferDesc = new ModeDescription(RenderWidth, RenderHeight, new Rational(60, 1), Format.B8G8R8A8_UNorm);

            SwapChainDescription swapChainDesc = new SwapChainDescription()
            {
                ModeDescription   = backBufferDesc,
                SampleDescription = new SampleDescription(1, 0),
                Usage             = Usage.RenderTargetOutput,
                BufferCount       = 1,
                OutputHandle      = renderForm.Handle,
                IsWindowed        = true
            };

            var creationFlags = SharpDX.Direct3D11.DeviceCreationFlags.VideoSupport | SharpDX.Direct3D11.DeviceCreationFlags.BgraSupport; // | DeviceCreationFlags.Debug;

            //SharpDX.Direct3D11.Device.CreateWithSwapChain(DriverType.Hardware, SharpDX.Direct3D11.DeviceCreationFlags.None, swapChainDesc, out d3dDevice, out swapChain);
            SharpDX.Direct3D11.Device.CreateWithSwapChain(DriverType.Hardware, creationFlags, swapChainDesc, out d3dDevice, out swapChain);
            d3dDeviceContext = d3dDevice.ImmediateContext.QueryInterface <SharpDX.Direct3D11.DeviceContext1>();

            ConfigureAltEnter();

            using (SharpDX.Direct3D11.Texture2D backBuffer = swapChain.GetBackBuffer <SharpDX.Direct3D11.Texture2D>(0))
            {
                renderTargetView = new SharpDX.Direct3D11.RenderTargetView(d3dDevice, backBuffer);
            }

            System.Drawing.Graphics graphics = renderForm.CreateGraphics();

            SharpDX.Direct2D1.Factory d2dFactory = new SharpDX.Direct2D1.Factory(SharpDX.Direct2D1.FactoryType.SingleThreaded, SharpDX.Direct2D1.DebugLevel.None);

            // Create Direct2D device
            var dxgiDevice = d3dDevice.QueryInterface <SharpDX.DXGI.Device>();

            //d2dDevice = new SharpDX.Direct2D1.Device(d2dFactory, dxgiDevice);
            d2dDevice  = new SharpDX.Direct2D1.Device(dxgiDevice);
            d2dContext = new SharpDX.Direct2D1.DeviceContext(d2dDevice, SharpDX.Direct2D1.DeviceContextOptions.None);
            //d2dContext.PrimitiveBlend = PrimitiveBlend.SourceOver;

            BitmapProperties1 properties = new BitmapProperties1(new SharpDX.Direct2D1.PixelFormat(Format.B8G8R8A8_UNorm, SharpDX.Direct2D1.AlphaMode.Ignore),
                                                                 graphics.DpiX, graphics.DpiY, BitmapOptions.Target | BitmapOptions.CannotDraw);

            Surface backBuffer2D = swapChain.GetBackBuffer <Surface>(0);

            //new SharpDX.Direct2D1.PixelFormat(SharpDX.DXGI.Format.B8G8R8A8_UNorm, SharpDX.Direct2D1.AlphaMode.Premultiplied)
            SharpDX.Direct2D1.RenderTargetProperties rtp = new SharpDX.Direct2D1.RenderTargetProperties(new SharpDX.Direct2D1.PixelFormat(Format.B8G8R8A8_UNorm, SharpDX.Direct2D1.AlphaMode.Ignore));
            d2dRenderTarget = new SharpDX.Direct2D1.RenderTarget(d2dFactory, backBuffer2D, rtp);
            d2dTarget       = new Bitmap1(d2dContext, backBuffer2D, properties);

            d3dDeviceContext.OutputMerger.SetRenderTargets(renderTargetView);

            RenderBuffer = new byte[RLocalUtils.GetSizeBGRA(RenderWidth, RenderHeight)];
        }
예제 #13
0
        /// <summary>
        /// deviceを作成します。
        /// </summary>
        /// <param name="control">レンダリング先となるcontrol</param>
        /// <param name="ocu_config">設定</param>
        /// <returns>deviceの作成に成功したか</returns>
        public bool InitializeApplication(Control control, OcuConfig ocu_config)
        {
            this.ocu_config = ocu_config;
            oculus = new OculusWrap.Wrap();

            // Initialize the Oculus runtime.
            bool success = oculus.Initialize();
            if (!success)
            {
            MessageBox.Show("Failed to initialize the Oculus runtime library.", "Uh oh", MessageBoxButtons.OK, MessageBoxIcon.Error);
            return false;
            }

            // Use the head mounted display, if it's available, otherwise use the debug HMD.
            int numberOfHeadMountedDisplays = oculus.Hmd_Detect();
            if (numberOfHeadMountedDisplays > 0)
            hmd = oculus.Hmd_Create(0);
            else
            hmd = oculus.Hmd_CreateDebug(OculusWrap.OVR.HmdType.DK2);

            if (hmd == null)
            {
            MessageBox.Show("Oculus Rift not detected.", "Uh oh", MessageBoxButtons.OK, MessageBoxIcon.Error);
            return false;
            }

            if (hmd.ProductName == string.Empty)
            MessageBox.Show("The HMD is not enabled.", "There's a tear in the Rift", MessageBoxButtons.OK, MessageBoxIcon.Error);

            // Specify which head tracking capabilities to enable.
            hmd.SetEnabledCaps(OculusWrap.OVR.HmdCaps.LowPersistence | OculusWrap.OVR.HmdCaps.DynamicPrediction);

            // Start the sensor which informs of the Rift's pose and motion
            hmd.ConfigureTracking(OculusWrap.OVR.TrackingCaps.ovrTrackingCap_Orientation | OculusWrap.OVR.TrackingCaps.ovrTrackingCap_MagYawCorrection | OculusWrap.OVR.TrackingCaps.ovrTrackingCap_Position, OculusWrap.OVR.TrackingCaps.None);

            // Create DirectX drawing device.
            device = new Device(SharpDX.Direct3D.DriverType.Hardware, DeviceCreationFlags.None);

            ctx = device.ImmediateContext;

            Stopwatch sw = new Stopwatch();
            sw.Start();

            string effect_file = Path.Combine(Application.StartupPath, @"toonshader.fx.bin");
            if (! File.Exists(effect_file))
            {
            Console.WriteLine("File not found: " + effect_file);
            return false;
            }
            try
            {
            var shader_bytecode = ShaderBytecode.FromFile(effect_file);
            effect = new Effect(device, shader_bytecode);
            }
            catch (SharpDX.CompilationException e)
            {
            Console.WriteLine(e.Message + ": " + effect_file);
            return false;
            }

            sw.Stop();
            Console.WriteLine("toonshader.fx.bin read time: " + sw.Elapsed);

            string techmap_file = Path.Combine(Application.StartupPath, @"techmap.txt");
            if (!File.Exists(techmap_file))
            {
            Console.WriteLine("File not found: " + techmap_file);
            return false;
            }
            techmap.Load(techmap_file);

            control.MouseDown += new MouseEventHandler(form_OnMouseDown);

            // Define the properties of the swap chain.
            SwapChainDescription swapChainDescription = DefineSwapChainDescription(control);

            // Create DirectX Graphics Interface factory, used to create the swap chain.
            dxgi_factory = new SharpDX.DXGI.Factory();
            // Create the swap chain.
            swap_chain = new SwapChain(dxgi_factory, device, swapChainDescription);

            // Retrieve the back buffer of the swap chain.
            buf0 = swap_chain.GetBackBuffer<Texture2D>(0);
            buf0_view = new RenderTargetView(device, buf0);

            // Create a depth buffer, using the same width and height as the back buffer.
            Texture2DDescription depthBufferDescription = DefineDepthBufferDescription(control);

            // Create the depth buffer.
            ztex = new Texture2D(device, depthBufferDescription);
            ztex_view = new DepthStencilView(device, ztex);

            ctx.OutputMerger.SetRenderTargets(ztex_view, buf0_view);

            viewport = new Viewport(0, 0, hmd.Resolution.Width, hmd.Resolution.Height, 0.0f, 1.0f);
            ctx.Rasterizer.SetViewport(viewport);

            // Retrieve the DXGI device, in order to set the maximum frame latency.
            using (SharpDX.DXGI.Device1 dxgiDevice = device.QueryInterface<SharpDX.DXGI.Device1>())
            {
            dxgiDevice.MaximumFrameLatency = 1;
            }

            layers = new OculusWrap.Layers();
            layer_eye_fov = layers.AddLayerEyeFov();

            CreateEyeTextures();

            CreateMirrorTexture(control);

            World_variable = effect.GetVariableBySemantic("World").AsMatrix();
            WorldView_variable = effect.GetVariableBySemantic("WorldView").AsMatrix();
            WorldViewProjection_variable = effect.GetVariableBySemantic("WorldViewProjection").AsMatrix();
            /* for HUD */
            Projection_variable = effect.GetVariableBySemantic("Projection").AsMatrix();

            LocalBoneMats_variable = effect.GetVariableByName("LocalBoneMats").AsMatrix();
            LightDirForced_variable = effect.GetVariableByName("LightDirForced").AsVector();
            UVSCR_variable = effect.GetVariableByName("UVSCR").AsVector();

            cb_variable = effect.GetConstantBufferByName("cb");

            ShadeTex_texture_variable = effect.GetVariableByName("ShadeTex_texture").AsShaderResource();
            ColorTex_texture_variable = effect.GetVariableByName("ColorTex_texture").AsShaderResource();

            //figures.Camera = camera;
            figures.TSOFileOpen += delegate(TSOFile tso)
            {
            tso.Open(device, effect);
            techmap.AssignTechniqueIndices(tso);
            };

            // Define an input layout to be passed to the vertex shader.
            var technique = effect.GetTechniqueByIndex(0);
            il = new InputLayout(device, technique.GetPassByIndex(0).Description.Signature, TSOSubMesh.ie);

            // Setup the immediate context to use the shaders and model we defined.
            ctx.InputAssembler.InputLayout = il;

            DefineBlendState();
            DefineDepthStencilState();
            DefineRasterizerState();

            main_camera = new Camera()
            {
            Position = ocu_config.Position,
            Rotation = Quaternion.Identity,
            };

            directInput = new DirectInput();
            keyboard = new Keyboard(directInput);
            keyboard.Acquire();

            keyboardState = keyboard.GetCurrentState();

            return true;
        }
예제 #14
0
        /// <summary>
        /// deviceを作成します。
        /// </summary>
        /// <param name="control">レンダリング先となるcontrol</param>
        /// <param name="ocu_config">設定</param>
        /// <returns>deviceの作成に成功したか</returns>
        public bool InitializeApplication(Control control, OcuConfig ocu_config)
        {
            this.ocu_config = ocu_config;
            oculus          = new OculusWrap.Wrap();

            // Initialize the Oculus runtime.
            bool success = oculus.Initialize();

            if (!success)
            {
                MessageBox.Show("Failed to initialize the Oculus runtime library.", "Uh oh", MessageBoxButtons.OK, MessageBoxIcon.Error);
                return(false);
            }

            // Use the head mounted display, if it's available, otherwise use the debug HMD.
            int numberOfHeadMountedDisplays = oculus.Hmd_Detect();

            if (numberOfHeadMountedDisplays > 0)
            {
                hmd = oculus.Hmd_Create(0);
            }
            else
            {
                hmd = oculus.Hmd_CreateDebug(OculusWrap.OVR.HmdType.DK2);
            }

            if (hmd == null)
            {
                MessageBox.Show("Oculus Rift not detected.", "Uh oh", MessageBoxButtons.OK, MessageBoxIcon.Error);
                return(false);
            }

            if (hmd.ProductName == string.Empty)
            {
                MessageBox.Show("The HMD is not enabled.", "There's a tear in the Rift", MessageBoxButtons.OK, MessageBoxIcon.Error);
            }

            // Specify which head tracking capabilities to enable.
            hmd.SetEnabledCaps(OculusWrap.OVR.HmdCaps.LowPersistence | OculusWrap.OVR.HmdCaps.DynamicPrediction);

            // Start the sensor which informs of the Rift's pose and motion
            hmd.ConfigureTracking(OculusWrap.OVR.TrackingCaps.ovrTrackingCap_Orientation | OculusWrap.OVR.TrackingCaps.ovrTrackingCap_MagYawCorrection | OculusWrap.OVR.TrackingCaps.ovrTrackingCap_Position, OculusWrap.OVR.TrackingCaps.None);

            // Create DirectX drawing device.
            device = new Device(SharpDX.Direct3D.DriverType.Hardware, DeviceCreationFlags.None);

            ctx = device.ImmediateContext;

            Stopwatch sw = new Stopwatch();

            sw.Start();

            string effect_file = Path.Combine(Application.StartupPath, @"toonshader.fx.bin");

            if (!File.Exists(effect_file))
            {
                Console.WriteLine("File not found: " + effect_file);
                return(false);
            }
            try
            {
                var shader_bytecode = ShaderBytecode.FromFile(effect_file);
                effect = new Effect(device, shader_bytecode);
            }
            catch (SharpDX.CompilationException e)
            {
                Console.WriteLine(e.Message + ": " + effect_file);
                return(false);
            }

            sw.Stop();
            Console.WriteLine("toonshader.fx.bin read time: " + sw.Elapsed);

            string techmap_file = Path.Combine(Application.StartupPath, @"techmap.txt");

            if (!File.Exists(techmap_file))
            {
                Console.WriteLine("File not found: " + techmap_file);
                return(false);
            }
            techmap.Load(techmap_file);

            control.MouseDown += new MouseEventHandler(form_OnMouseDown);

            // Define the properties of the swap chain.
            SwapChainDescription swapChainDescription = DefineSwapChainDescription(control);

            // Create DirectX Graphics Interface factory, used to create the swap chain.
            dxgi_factory = new SharpDX.DXGI.Factory();
            // Create the swap chain.
            swap_chain = new SwapChain(dxgi_factory, device, swapChainDescription);

            // Retrieve the back buffer of the swap chain.
            buf0      = swap_chain.GetBackBuffer <Texture2D>(0);
            buf0_view = new RenderTargetView(device, buf0);

            // Create a depth buffer, using the same width and height as the back buffer.
            Texture2DDescription depthBufferDescription = DefineDepthBufferDescription(control);

            // Create the depth buffer.
            ztex      = new Texture2D(device, depthBufferDescription);
            ztex_view = new DepthStencilView(device, ztex);

            ctx.OutputMerger.SetRenderTargets(ztex_view, buf0_view);

            viewport = new Viewport(0, 0, hmd.Resolution.Width, hmd.Resolution.Height, 0.0f, 1.0f);
            ctx.Rasterizer.SetViewport(viewport);

            // Retrieve the DXGI device, in order to set the maximum frame latency.
            using (SharpDX.DXGI.Device1 dxgiDevice = device.QueryInterface <SharpDX.DXGI.Device1>())
            {
                dxgiDevice.MaximumFrameLatency = 1;
            }

            layers        = new OculusWrap.Layers();
            layer_eye_fov = layers.AddLayerEyeFov();

            CreateEyeTextures();

            CreateMirrorTexture(control);

            World_variable               = effect.GetVariableBySemantic("World").AsMatrix();
            WorldView_variable           = effect.GetVariableBySemantic("WorldView").AsMatrix();
            WorldViewProjection_variable = effect.GetVariableBySemantic("WorldViewProjection").AsMatrix();
            /* for HUD */
            Projection_variable = effect.GetVariableBySemantic("Projection").AsMatrix();

            LocalBoneMats_variable  = effect.GetVariableByName("LocalBoneMats").AsMatrix();
            LightDirForced_variable = effect.GetVariableByName("LightDirForced").AsVector();
            UVSCR_variable          = effect.GetVariableByName("UVSCR").AsVector();

            cb_variable = effect.GetConstantBufferByName("cb");

            ShadeTex_texture_variable = effect.GetVariableByName("ShadeTex_texture").AsShaderResource();
            ColorTex_texture_variable = effect.GetVariableByName("ColorTex_texture").AsShaderResource();

            //figures.Camera = camera;
            figures.TSOFileOpen += delegate(TSOFile tso)
            {
                tso.Open(device, effect);
                techmap.AssignTechniqueIndices(tso);
            };

            // Define an input layout to be passed to the vertex shader.
            var technique = effect.GetTechniqueByIndex(0);

            il = new InputLayout(device, technique.GetPassByIndex(0).Description.Signature, TSOSubMesh.ie);

            // Setup the immediate context to use the shaders and model we defined.
            ctx.InputAssembler.InputLayout = il;

            DefineBlendState();
            DefineDepthStencilState();
            DefineRasterizerState();

            main_camera = new Camera()
            {
                Position = ocu_config.Position,
                Rotation = Quaternion.Identity,
            };

            directInput = new DirectInput();
            keyboard    = new Keyboard(directInput);
            keyboard.Acquire();

            keyboardState = keyboard.GetCurrentState();

            return(true);
        }
예제 #15
0
        private void InitializeDeviceResources(DXGI.SwapChain swapChain)
        {
            backbufferTexture = swapChain.GetBackBuffer <D3D11.Texture2D>(0);
            backbufferRTV     = new D3D11.RenderTargetView(device, backbufferTexture);

            width  = backbufferTexture.Description.Width;
            height = backbufferTexture.Description.Height;

            var depthBufferDesc = new D3D11.Texture2DDescription()
            {
                Width             = width,
                Height            = height,
                MipLevels         = 1,
                ArraySize         = 1,
                Format            = DXGI.Format.D24_UNorm_S8_UInt,
                SampleDescription = new DXGI.SampleDescription(1, 0),
                Usage             = D3D11.ResourceUsage.Default,
                BindFlags         = D3D11.BindFlags.DepthStencil,
                CpuAccessFlags    = D3D11.CpuAccessFlags.None,
                OptionFlags       = D3D11.ResourceOptionFlags.None
            };

            using (var depthStencilBufferTexture = new D3D11.Texture2D(device, depthBufferDesc))
            {
                var depthStencilViewDesc = new D3D11.DepthStencilViewDescription()
                {
                    Format    = DXGI.Format.D24_UNorm_S8_UInt,
                    Dimension = D3D11.DepthStencilViewDimension.Texture2D,
                    Texture2D = new D3D11.DepthStencilViewDescription.Texture2DResource()
                    {
                        MipSlice = 0
                    }
                };

                depthDSV = new D3D11.DepthStencilView(device, depthStencilBufferTexture, depthStencilViewDesc);
            }



            var depthStencilDesc = new D3D11.DepthStencilStateDescription()
            {
                IsDepthEnabled   = true,
                DepthWriteMask   = D3D11.DepthWriteMask.All,
                DepthComparison  = D3D11.Comparison.Less,
                IsStencilEnabled = false,
                StencilReadMask  = 0xFF,
                StencilWriteMask = 0xFF,

                FrontFace = new D3D11.DepthStencilOperationDescription()
                {
                    FailOperation      = D3D11.StencilOperation.Keep,
                    DepthFailOperation = D3D11.StencilOperation.Keep,
                    PassOperation      = D3D11.StencilOperation.Keep,
                    Comparison         = D3D11.Comparison.Always
                },

                BackFace = new D3D11.DepthStencilOperationDescription()
                {
                    FailOperation      = D3D11.StencilOperation.Keep,
                    DepthFailOperation = D3D11.StencilOperation.Keep,
                    PassOperation      = D3D11.StencilOperation.Keep,
                    Comparison         = D3D11.Comparison.Always
                }
            };

            depthStencilState = new D3D11.DepthStencilState(device, depthStencilDesc);

            var rasterDesc = new D3D11.RasterizerStateDescription()
            {
                IsAntialiasedLineEnabled = false,
                CullMode                = D3D11.CullMode.Back,
                DepthBias               = 0,
                DepthBiasClamp          = 0.0f,
                IsDepthClipEnabled      = false,
                FillMode                = D3D11.FillMode.Solid,
                IsFrontCounterClockwise = false,
                IsMultisampleEnabled    = false,
                IsScissorEnabled        = false,
                SlopeScaledDepthBias    = 0.0f
            };

            /*var blendDesc = new D3D11.BlendStateDescription();
             * blendDesc.RenderTarget[0].IsBlendEnabled = true;
             * blendDesc.RenderTarget[0].SourceBlend = D3D11.BlendOption.SourceAlpha;
             * blendDesc.RenderTarget[0].DestinationBlend = D3D11.BlendOption.InverseSourceAlpha;
             * blendDesc.RenderTarget[0].BlendOperation = D3D11.BlendOperation.Add;
             * blendDesc.RenderTarget[0].SourceAlphaBlend = D3D11.BlendOption.Zero;
             * blendDesc.RenderTarget[0].DestinationAlphaBlend = D3D11.BlendOption.Zero;
             * blendDesc.RenderTarget[0].AlphaBlendOperation = D3D11.BlendOperation.Add;
             * blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11.ColorWriteMaskFlags.All;*/

#if ALPHABLENDING
            var blendDesc = new D3D11.BlendStateDescription();
            blendDesc.RenderTarget[0].IsBlendEnabled        = true;
            blendDesc.RenderTarget[0].SourceBlend           = D3D11.BlendOption.SourceAlpha;
            blendDesc.RenderTarget[0].DestinationBlend      = D3D11.BlendOption.InverseSourceAlpha;
            blendDesc.RenderTarget[0].BlendOperation        = D3D11.BlendOperation.Add;
            blendDesc.RenderTarget[0].SourceAlphaBlend      = D3D11.BlendOption.Zero;
            blendDesc.RenderTarget[0].DestinationAlphaBlend = D3D11.BlendOption.One;
            blendDesc.RenderTarget[0].AlphaBlendOperation   = D3D11.BlendOperation.Add;
            blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11.ColorWriteMaskFlags.All;
#endif

#if ADDITIVEBLENDING
            var blendDesc = new D3D11.BlendStateDescription();
            blendDesc.RenderTarget[0].IsBlendEnabled        = true;
            blendDesc.RenderTarget[0].SourceBlend           = D3D11.BlendOption.SourceAlpha;
            blendDesc.RenderTarget[0].DestinationBlend      = D3D11.BlendOption.DestinationAlpha;
            blendDesc.RenderTarget[0].BlendOperation        = D3D11.BlendOperation.Add;
            blendDesc.RenderTarget[0].SourceAlphaBlend      = D3D11.BlendOption.One;
            blendDesc.RenderTarget[0].DestinationAlphaBlend = D3D11.BlendOption.One;
            blendDesc.RenderTarget[0].AlphaBlendOperation   = D3D11.BlendOperation.Add;
            blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11.ColorWriteMaskFlags.All;
#endif



            //     RenderTarget[0].BlendOpSharpDX.Direct3D11.BlendOperation.Add RenderTarget[0].SrcBlendAlphaSharpDX.Direct3D11.BlendOption.One
            //     RenderTarget[0].DestBlendAlphaSharpDX.Direct3D11.BlendOption.Zero RenderTarget[0].BlendOpAlphaSharpDX.Direct3D11.BlendOperation.Add
            //     RenderTarget[0].RenderTargetWriteMaskSharpDX.Direct3D11.ColorWriteMaskFlags.All


            blendState      = new D3D11.BlendState(device, blendDesc);
            rasterizerState = new D3D11.RasterizerState(device, rasterDesc);
        }