public virtual void Dispose() { if (mState != null) { mState.Dispose(); } }
private void Dispose(bool disposing) { if (mState != null) { mState.Dispose(); mState = null; } mContext = null; }
private void EnableAlphaBlending() { if (blendState != null) { blendState.Dispose(); } // Enable alpha blending // Based on: https://stackoverflow.com/questions/24899337/sharpdx-dx11-alpha-blend blendStateDesc = new D3D11.BlendStateDescription(); blendStateDesc.RenderTarget[0].IsBlendEnabled = true; blendStateDesc.RenderTarget[0].SourceBlend = D3D11.BlendOption.SourceAlpha; blendStateDesc.RenderTarget[0].DestinationBlend = D3D11.BlendOption.InverseSourceAlpha; blendStateDesc.RenderTarget[0].BlendOperation = D3D11.BlendOperation.Add; blendStateDesc.RenderTarget[0].SourceAlphaBlend = D3D11.BlendOption.One; blendStateDesc.RenderTarget[0].DestinationAlphaBlend = D3D11.BlendOption.Zero; blendStateDesc.RenderTarget[0].AlphaBlendOperation = D3D11.BlendOperation.Add; blendStateDesc.RenderTarget[0].RenderTargetWriteMask = D3D11.ColorWriteMaskFlags.All; blendState = new D3D11.BlendState(d3dDevice, blendStateDesc); d3dDeviceContext.OutputMerger.SetBlendState(blendState); }
void Dispose(bool disposing) { depthStencilView?.Dispose(); depthStencilBuffer?.Dispose(); surfaceTarget?.Dispose(); surfaceView?.Dispose(); surfaceTexture?.Dispose(); swapChain.Dispose(); defaultDepthStencilState.Dispose(); clipDepthStencilState.Dispose(); clippingDepthStencilState.Dispose(); blendState.Dispose(); samplerState.Dispose(); for (int i = 0; i < BufferCount; i++) { indexBuffers[i].Dispose(); vertexBuffers[i].Dispose(); } matrixBuffer.Dispose(); brushBuffer.Dispose(); vertexShader.Dispose(); pixelShader.Dispose(); tkDevice.Dispose(); device.Dispose(); if (disposing) { indexBuffers = null; vertexBuffers = null; sw = null; } }
public void Dispose() { backbufferTexture.Dispose(); backbufferRTV.Dispose(); depthDSV.Dispose(); depthStencilState.Dispose(); rasterizerState.Dispose(); blendState.Dispose(); constantBuffer.Dispose(); vertexShader.Dispose(); pixelShader.Dispose(); trianglePositionVertexBuffer.Dispose(); triangleColorVertexBuffer.Dispose(); #if RENDER_CUBE triangleIndexBuffer.Dispose(); #endif softwareRasterizer.Dispose(); inputLayout.Dispose(); }
public void Run() { var form = new RenderForm("2d and 3d combined...it's like magic"); form.KeyDown += (sender, args) => { if (args.KeyCode == Keys.Escape) form.Close(); }; // DirectX DXGI 1.1 factory var factory1 = new Factory1(); // The 1st graphics adapter var adapter1 = factory1.GetAdapter1(0); // --------------------------------------------------------------------------------------------- // Setup direct 3d version 11. It's context will be used to combine the two elements // --------------------------------------------------------------------------------------------- var description = new SwapChainDescription { BufferCount = 1, ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm), IsWindowed = true, OutputHandle = form.Handle, SampleDescription = new SampleDescription(1, 0), SwapEffect = SwapEffect.Discard, Usage = Usage.RenderTargetOutput, Flags = SwapChainFlags.AllowModeSwitch }; Device11 device11; SwapChain swapChain; Device11.CreateWithSwapChain(adapter1, DeviceCreationFlags.None, description, out device11, out swapChain); // create a view of our render target, which is the backbuffer of the swap chain we just created RenderTargetView renderTargetView; using (var resource = Resource.FromSwapChain<Texture2D>(swapChain, 0)) renderTargetView = new RenderTargetView(device11, resource); // setting a viewport is required if you want to actually see anything var context = device11.ImmediateContext; var viewport = new Viewport(0.0f, 0.0f, form.ClientSize.Width, form.ClientSize.Height); context.OutputMerger.SetTargets(renderTargetView); context.Rasterizer.SetViewports(viewport); // // Create the DirectX11 texture2D. This texture will be shared with the DirectX10 device. // // The DirectX10 device will be used to render text onto this texture. // DirectX11 will then draw this texture (blended) onto the screen. // The KeyedMutex flag is required in order to share this resource between the two devices. var textureD3D11 = new Texture2D(device11, new Texture2DDescription { Width = form.ClientSize.Width, Height = form.ClientSize.Height, MipLevels = 1, ArraySize = 1, Format = Format.B8G8R8A8_UNorm, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.SharedKeyedmutex }); // --------------------------------------------------------------------------------------------- // Setup a direct 3d version 10.1 adapter // --------------------------------------------------------------------------------------------- var device10 = new Device10(adapter1, SharpDX.Direct3D10.DeviceCreationFlags.BgraSupport, FeatureLevel.Level_10_0); // --------------------------------------------------------------------------------------------- // Setup Direct 2d // --------------------------------------------------------------------------------------------- // Direct2D Factory var factory2D = new SharpDX.Direct2D1.Factory(FactoryType.SingleThreaded, DebugLevel.Information); // Here we bind the texture we've created on our direct3d11 device through the direct3d10 // to the direct 2d render target.... var sharedResource = textureD3D11.QueryInterface<SharpDX.DXGI.Resource>(); var textureD3D10 = device10.OpenSharedResource<SharpDX.Direct3D10.Texture2D>(sharedResource.SharedHandle); var surface = textureD3D10.AsSurface(); var rtp = new RenderTargetProperties { MinLevel = SharpDX.Direct2D1.FeatureLevel.Level_10, Type = RenderTargetType.Hardware, PixelFormat = new PixelFormat(Format.Unknown, AlphaMode.Premultiplied) }; var renderTarget2D = new RenderTarget(factory2D, surface, rtp); var solidColorBrush = new SolidColorBrush(renderTarget2D, Colors.Red); // --------------------------------------------------------------------------------------------------- // Setup the rendering data // --------------------------------------------------------------------------------------------------- // Load Effect. This includes both the vertex and pixel shaders. // Also can include more than one technique. ShaderBytecode shaderByteCode = ShaderBytecode.CompileFromFile( "effectDx11.fx", "fx_5_0", ShaderFlags.EnableStrictness); var effect = new Effect(device11, shaderByteCode); // create triangle vertex data, making sure to rewind the stream afterward var verticesTriangle = new DataStream(VertexPositionColor.SizeInBytes * 3, true, true); verticesTriangle.Write(new VertexPositionColor(new Vector3(0.0f, 0.5f, 0.5f),new Color4(1.0f, 0.0f, 0.0f, 1.0f))); verticesTriangle.Write(new VertexPositionColor(new Vector3(0.5f, -0.5f, 0.5f),new Color4(0.0f, 1.0f, 0.0f, 1.0f))); verticesTriangle.Write(new VertexPositionColor(new Vector3(-0.5f, -0.5f, 0.5f),new Color4(0.0f, 0.0f, 1.0f, 1.0f))); verticesTriangle.Position = 0; // create the triangle vertex layout and buffer var layoutColor = new InputLayout(device11, effect.GetTechniqueByName("Color").GetPassByIndex(0).Description.Signature, VertexPositionColor.inputElements); var vertexBufferColor = new Buffer(device11, verticesTriangle, (int)verticesTriangle.Length, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0); verticesTriangle.Close(); // create overlay vertex data, making sure to rewind the stream afterward // Top Left of screen is -1, +1 // Bottom Right of screen is +1, -1 var verticesText = new DataStream(VertexPositionTexture.SizeInBytes * 4, true, true); verticesText.Write(new VertexPositionTexture(new Vector3(-1, 1, 0),new Vector2(0, 0f))); verticesText.Write(new VertexPositionTexture(new Vector3(1, 1, 0),new Vector2(1, 0))); verticesText.Write(new VertexPositionTexture(new Vector3(-1, -1, 0),new Vector2(0, 1))); verticesText.Write(new VertexPositionTexture(new Vector3(1, -1, 0),new Vector2(1, 1))); verticesText.Position = 0; // create the overlay vertex layout and buffer var layoutOverlay = new InputLayout(device11, effect.GetTechniqueByName("Overlay").GetPassByIndex(0).Description.Signature, VertexPositionTexture.inputElements); var vertexBufferOverlay = new Buffer(device11, verticesText, (int)verticesText.Length, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0); verticesText.Close(); // Think of the shared textureD3D10 as an overlay. // The overlay needs to show the 2d content but let the underlying triangle (or whatever) // show thru, which is accomplished by blending. var bsd = new BlendStateDescription(); bsd.RenderTarget[0].IsBlendEnabled = true; bsd.RenderTarget[0].SourceBlend = BlendOption.SourceColor; bsd.RenderTarget[0].DestinationBlend = BlendOption.BlendFactor; bsd.RenderTarget[0].BlendOperation = BlendOperation.Add; bsd.RenderTarget[0].SourceAlphaBlend = BlendOption.One; bsd.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero; bsd.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add; bsd.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All; var blendStateTransparent = new BlendState(device11, bsd); // --------------------------------------------------------------------------------------------------- // Create and tesselate an ellipse // --------------------------------------------------------------------------------------------------- var center = new DrawingPointF(form.ClientSize.Width/2.0f, form.ClientSize.Height/2.0f); var ellipse = new EllipseGeometry(factory2D, new Ellipse(center, form.ClientSize.Width / 2.0f, form.ClientSize.Height / 2.0f)); // Populate a PathGeometry from Ellipse tessellation var tesselatedGeometry = new PathGeometry(factory2D); _geometrySink = tesselatedGeometry.Open(); // Force RoundLineJoin otherwise the tesselated looks buggy at line joins _geometrySink.SetSegmentFlags(PathSegment.ForceRoundLineJoin); // Tesselate the ellipse to our TessellationSink ellipse.Tessellate(1, this); _geometrySink.Close(); // --------------------------------------------------------------------------------------------------- // Acquire the mutexes. These are needed to assure the device in use has exclusive access to the surface // --------------------------------------------------------------------------------------------------- var device10Mutex = textureD3D10.QueryInterface<KeyedMutex>(); var device11Mutex = textureD3D11.QueryInterface<KeyedMutex>(); // --------------------------------------------------------------------------------------------------- // Main rendering loop // --------------------------------------------------------------------------------------------------- bool first = true; RenderLoop .Run(form, () => { if(first) { form.Activate(); first = false; } // clear the render target to black context.ClearRenderTargetView(renderTargetView, Colors.DarkSlateGray); // Draw the triangle context.InputAssembler.InputLayout = layoutColor; context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBufferColor, VertexPositionColor.SizeInBytes, 0)); context.OutputMerger.BlendState = null; var currentTechnique = effect.GetTechniqueByName("Color"); for (var pass = 0; pass < currentTechnique.Description.PassCount; ++pass) { using (var effectPass = currentTechnique.GetPassByIndex(pass)) { System.Diagnostics.Debug.Assert(effectPass.IsValid, "Invalid EffectPass"); effectPass.Apply(context); } context.Draw(3, 0); }; // Draw Ellipse on the shared Texture2D device10Mutex.Acquire(0, 100); renderTarget2D.BeginDraw(); renderTarget2D.Clear(Colors.Black); renderTarget2D.DrawGeometry(tesselatedGeometry, solidColorBrush); renderTarget2D.DrawEllipse(new Ellipse(center, 200, 200), solidColorBrush, 20, null); renderTarget2D.EndDraw(); device10Mutex.Release(0); // Draw the shared texture2D onto the screen, blending the 2d content in device11Mutex.Acquire(0, 100); var srv = new ShaderResourceView(device11, textureD3D11); effect.GetVariableByName("g_Overlay").AsShaderResource().SetResource(srv); context.InputAssembler.InputLayout = layoutOverlay; context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip; context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBufferOverlay, VertexPositionTexture.SizeInBytes, 0)); context.OutputMerger.BlendState = blendStateTransparent; currentTechnique = effect.GetTechniqueByName("Overlay"); for (var pass = 0; pass < currentTechnique.Description.PassCount; ++pass) { using (var effectPass = currentTechnique.GetPassByIndex(pass)) { System.Diagnostics.Debug.Assert(effectPass.IsValid, "Invalid EffectPass"); effectPass.Apply(context); } context.Draw(4, 0); } srv.Dispose(); device11Mutex.Release(0); swapChain.Present(0, PresentFlags.None); }); // dispose everything vertexBufferColor.Dispose(); vertexBufferOverlay.Dispose(); layoutColor.Dispose(); layoutOverlay.Dispose(); effect.Dispose(); shaderByteCode.Dispose(); renderTarget2D.Dispose(); swapChain.Dispose(); device11.Dispose(); device10.Dispose(); textureD3D10.Dispose(); textureD3D11.Dispose(); factory1.Dispose(); adapter1.Dispose(); sharedResource.Dispose(); factory2D.Dispose(); surface.Dispose(); solidColorBrush.Dispose(); blendStateTransparent.Dispose(); device10Mutex.Dispose(); device11Mutex.Dispose(); }
public void Dispose() { _deviceBlendState.Dispose(); }