/// <summary>
        /// Конструктор
        /// </summary>
        /// <param name="BackBuffer">Буффер на который будем рисовать, наш холст</param>
        /// <param name="Width">Ширина области в которую будем рисовать</param>
        /// <param name="Height">Высота объласти в которую будем рисовать</param>
        public TextWirter(SharpDX.Direct3D11.Device2 device, SwapChain2 swapChain, Color color, float dpi = 96f, string font = "Calibri", int size = 14)
        {
#if DEBUG
            var debug = SharpDX.Direct2D1.DebugLevel.Error;
#else
            var debug = SharpDX.Direct2D1.DebugLevel.None;
#endif

            _Factory2D = new SharpDX.Direct2D1.Factory1(SharpDX.Direct2D1.FactoryType.SingleThreaded, debug);
            using (var dxgiDevice = device.QueryInterface <SharpDX.DXGI.Device>())
            {
                d2dDevice = new SharpDX.Direct2D1.Device(_Factory2D, dxgiDevice);
            }
            _RenderTarget2D = new SharpDX.Direct2D1.DeviceContext(d2dDevice, SharpDX.Direct2D1.DeviceContextOptions.None);

            BitmapProperties1 properties = new BitmapProperties1(
                new PixelFormat(
                    SharpDX.DXGI.Format.B8G8R8A8_UNorm,
                    SharpDX.Direct2D1.AlphaMode.Premultiplied),
                dpi,
                dpi,
                BitmapOptions.Target | BitmapOptions.CannotDraw);
            Surface backBuffer = swapChain.GetBackBuffer <Surface>(0);
            d2dTarget        = new Bitmap1(_RenderTarget2D, backBuffer, properties);
            this.TextFont    = font;
            this.TextSize    = size;
            _FactoryDWrite   = new SharpDX.DirectWrite.Factory();
            _SceneColorBrush = new SolidColorBrush(_RenderTarget2D, color);
            InitTextFormat();
            _RenderTarget2D.TextAntialiasMode = TextAntialiasMode.Cleartype;
        }
예제 #2
0
        static void Main()
        {
            var renderForm = new RenderForm("");

            SharpDX.DXGI.Factory f = new SharpDX.DXGI.Factory();
            SharpDX.DXGI.Adapter a = f.GetAdapter(1);


            SharpDX.Direct3D11.Device  d  = new Device(a, DeviceCreationFlags.VideoSupport | DeviceCreationFlags.BgraSupport);
            SharpDX.Direct3D11.Device2 d2 = d.QueryInterface <SharpDX.Direct3D11.Device2>();
            //d.Dispose();*/

            /* var device = new RenderDevice(, 1);
             * RenderContext context = new RenderContext(device);
             *
             * var d = device.Device;*/
            var multithread = d.QueryInterface <SharpDX.Direct3D.DeviceMultithread>();

            multithread.SetMultithreadProtected(true);

            // Create a DXGI Device Manager
            var dxgiDeviceManager = new SharpDX.MediaFoundation.DXGIDeviceManager();

            dxgiDeviceManager.ResetDevice(d);

            VideoDevice vd = d.QueryInterface <VideoDevice>();

            //vd.VideoDecoderProfileCount

            /*VideoDecoderDescription desc = new VideoDecoderDescription()
             * {
             *
             * }*/

            VideoContext ctx = d.ImmediateContext.QueryInterface <VideoContext>();

            /*var swapChain = new DX11SwapChain(device, renderForm.Handle);
             *
             * /*var dx = new VideoDecoderDescription()
             * {
             *
             * }*/
            /*int i = vd.VideoDecoderProfileCount;
             *
             * renderForm.ResizeEnd += (s, e) => swapChain.Resize();
             *
             * RenderLoop.Run(renderForm, () =>
             * {
             *  context.Context.ClearRenderTargetView(swapChain.RenderView, new SharpDX.Color4(1, 1, 1, 1));
             *
             *  swapChain.Present(1, SharpDX.DXGI.PresentFlags.None);
             * });*/
        }
예제 #3
0
        private void InitializeD3D()
        {
            using (D3D11.Device defaultDevice = new D3D11.Device(D3D.DriverType.Hardware, D3D11.DeviceCreationFlags.Debug))
                this.device = defaultDevice.QueryInterface <D3D11.Device2>();
            this.deviceContext = this.device.ImmediateContext2;

            DXGI.SwapChainDescription1 swapChainDescription = new DXGI.SwapChainDescription1()
            {
                AlphaMode         = DXGI.AlphaMode.Ignore,
                BufferCount       = 2,
                Format            = DXGI.Format.R8G8B8A8_UNorm,
                Height            = (int)(this.swapChainPanel.RenderSize.Height),
                Width             = (int)(this.swapChainPanel.RenderSize.Width),
                SampleDescription = new DXGI.SampleDescription(1, 0),
                Scaling           = SharpDX.DXGI.Scaling.Stretch,
                Stereo            = false,
                SwapEffect        = DXGI.SwapEffect.FlipSequential,
                Usage             = DXGI.Usage.RenderTargetOutput
            };

            using (DXGI.Device3 dxgiDevice3 = this.device.QueryInterface <DXGI.Device3>())
                using (DXGI.Factory3 dxgiFactory3 = dxgiDevice3.Adapter.GetParent <DXGI.Factory3>())
                {
                    DXGI.SwapChain1 swapChain1 = new DXGI.SwapChain1(dxgiFactory3, this.device, ref swapChainDescription);
                    this.swapChain = swapChain1.QueryInterface <DXGI.SwapChain2>();
                }

            using (DXGI.ISwapChainPanelNative nativeObject = ComObject.As <DXGI.ISwapChainPanelNative>(this.swapChainPanel))
                nativeObject.SwapChain = this.swapChain;

            this.backBufferTexture = this.swapChain.GetBackBuffer <D3D11.Texture2D>(0);
            this.backBufferView    = new D3D11.RenderTargetView(this.device, this.backBufferTexture);

            deviceContext.Rasterizer.SetViewport(0, 0, (int)swapChainPanel.ActualWidth, (int)swapChainPanel.ActualHeight);

            CompositionTarget.Rendering    += CompositionTarget_Rendering;
            Application.Current.Suspending += Current_Suspending;

            isDXInitialized = true;
        }
예제 #4
0
        private void SwapChainPanel_Loaded(object sender, RoutedEventArgs e)
        {
            var v = ApplicationView.GetForCurrentView();

            v.FullScreenSystemOverlayMode = FullScreenSystemOverlayMode.Minimal;
            v.TryEnterFullScreenMode();
#if DEBUG
            var debugLevel = D3D11.DeviceCreationFlags.Debug | D3D11.DeviceCreationFlags.BgraSupport;
#else
            var debugLevel = D3D11.DeviceCreationFlags.None | D3D11.DeviceCreationFlags.BgraSupport;
#endif
            using (D3D11.Device defaultDevice = new D3D11.Device(D3D.DriverType.Hardware, debugLevel))
            {
                this.device = defaultDevice.QueryInterface <D3D11.Device2>();
            }
            this.deviceContext = this.device.ImmediateContext2;
            float pixelScale = Windows.Graphics.Display.DisplayInformation.GetForCurrentView().LogicalDpi / 96.0f;

            DXGI.SwapChainDescription1 swapChainDescription = new DXGI.SwapChainDescription1()
            {
                AlphaMode         = DXGI.AlphaMode.Premultiplied,
                BufferCount       = 2,
                Format            = DXGI.Format.B8G8R8A8_UNorm,
                Height            = (int)(this.SwapChainPanel.RenderSize.Height * pixelScale),
                Width             = (int)(this.SwapChainPanel.RenderSize.Width * pixelScale),
                SampleDescription = new DXGI.SampleDescription(1, 0),
                Scaling           = DXGI.Scaling.Stretch,
                Stereo            = false,
                SwapEffect        = DXGI.SwapEffect.FlipSequential,
                Usage             = DXGI.Usage.BackBuffer | DXGI.Usage.RenderTargetOutput,
            };
            using (DXGI.Device3 dxgiDevice3 = this.device.QueryInterface <DXGI.Device3>())
            {
                using (DXGI.Factory3 dxgiFactory3 = dxgiDevice3.Adapter.GetParent <DXGI.Factory3>())
                {
                    using (DXGI.SwapChain1 swapChain1 = new DXGI.SwapChain1(dxgiFactory3, this.device, ref swapChainDescription))
                    {
                        this.swapChain = swapChain1.QueryInterface <DXGI.SwapChain2>();
                    }
                }
            }
            using (DXGI.ISwapChainPanelNative nativeObject = ComObject.As <DXGI.ISwapChainPanelNative>(this.SwapChainPanel))
            {
                nativeObject.SwapChain = this.swapChain;
            }
            this.backBufferTexture = D3D11.Texture2D.FromSwapChain <D3D11.Texture2D>(this.swapChain, 0);
            this.backBufferView    = new D3D11.RenderTargetView(this.device, this.backBufferTexture);
            isDXInitialized        = true;
            tw = new TextWirter(device, swapChain, Color.Black, DisplayInformation.GetForCurrentView().LogicalDpi);
//            #region D2D

//#if DEBUG
//            var debug = SharpDX.Direct2D1.DebugLevel.Error;
//#else
//            var debug = SharpDX.Direct2D1.DebugLevel.None;
//#endif

//            d2dFactory = new SharpDX.Direct2D1.Factory1(SharpDX.Direct2D1.FactoryType.SingleThreaded, debug);
//            using (var dxgiDevice = device.QueryInterface<SharpDX.DXGI.Device>())
//            {
//                d2dDevice = new SharpDX.Direct2D1.Device(d2dFactory, dxgiDevice);
//            }
//            d2dContext = new SharpDX.Direct2D1.DeviceContext(d2dDevice, SharpDX.Direct2D1.DeviceContextOptions.None);

//            BitmapProperties1 properties = new BitmapProperties1(
//                new PixelFormat(
//                    SharpDX.DXGI.Format.B8G8R8A8_UNorm,
//                    SharpDX.Direct2D1.AlphaMode.Premultiplied),
//                DisplayInformation.GetForCurrentView().LogicalDpi,
//                DisplayInformation.GetForCurrentView().LogicalDpi,
//                BitmapOptions.Target | BitmapOptions.CannotDraw);
//            DXGI.Surface backBuffer = swapChain.GetBackBuffer<DXGI.Surface>(0);
//            d2dTarget = new Bitmap1(d2dContext, backBuffer, properties);
//            SharpDX.DirectWrite.Factory fontFactory = new SharpDX.DirectWrite.Factory();
//            textFormat = new TextFormat(fontFactory, "Segoe UI", 24.0f);
//            textLayout1 = new TextLayout(fontFactory, "This is an example of a moving TextLayout object with snapped pixel boundaries.", textFormat, 400.0f, 200.0f);
//            textLayout2 = new TextLayout(fontFactory, "This is an example of a moving TextLayout object with no snapped pixel boundaries.", textFormat, 400.0f, 200.0f);
//            layoutY = 0.0f;
//            backgroundBrush = new SharpDX.Direct2D1.SolidColorBrush(d2dContext, Color.White);
//            textBrush = new SharpDX.Direct2D1.SolidColorBrush(d2dContext, Color.Black);
//            #endregion

            CompositionTarget.Rendering    += CompositionTarget_Rendering;
            Application.Current.Suspending += Application_Suspending;
        }
예제 #5
0
        private void SwapChainPanel_Loaded(object sender, RoutedEventArgs e)
        {
            // Create a new Direct3D hardware device and ask for Direct3D 11.2 support
            using (D3D11.Device defaultDevice = new D3D11.Device(D3D.DriverType.Hardware, D3D11.DeviceCreationFlags.Debug))
            {
                this.device = defaultDevice.QueryInterface <D3D11.Device2>();
            }

            // Save the context instance
            this.deviceContext = this.device.ImmediateContext2;

            Size2 sizeInPixels = RenderSizeToPixelSize(this.SwapChainPanel.RenderSize);

            // Properties of the swap chain
            DXGI.SwapChainDescription1 swapChainDescription = new DXGI.SwapChainDescription1()
            {
                // No transparency.
                AlphaMode = DXGI.AlphaMode.Ignore,
                // Double buffer.
                BufferCount = 2,
                // BGRA 32bit pixel format.
                Format = DXGI.Format.B8G8R8A8_UNorm,
                // Unlike in CoreWindow swap chains, the dimensions must be set.
                Height = sizeInPixels.Height,
                Width  = sizeInPixels.Width,
                // Default multisampling.
                SampleDescription = new DXGI.SampleDescription(1, 0),
                // In case the control is resized, stretch the swap chain accordingly.
                Scaling = DXGI.Scaling.Stretch,
                // No support for stereo display.
                Stereo = false,
                // Sequential displaying for double buffering.
                SwapEffect = DXGI.SwapEffect.FlipSequential,
                // This swapchain is going to be used as the back buffer.
                Usage = DXGI.Usage.BackBuffer | DXGI.Usage.RenderTargetOutput,
            };

            // Retrive the DXGI device associated to the Direct3D device.
            using (DXGI.Device3 dxgiDevice3 = this.device.QueryInterface <DXGI.Device3>())
            {
                // Get the DXGI factory automatically created when initializing the Direct3D device.
                using (DXGI.Factory3 dxgiFactory3 = dxgiDevice3.Adapter.GetParent <DXGI.Factory3>())
                {
                    // Create the swap chain and get the highest version available.
                    using (DXGI.SwapChain1 swapChain1 = new DXGI.SwapChain1(dxgiFactory3, this.device, ref swapChainDescription))
                    {
                        this.swapChain = swapChain1.QueryInterface <DXGI.SwapChain2>();
                    }
                }
            }

            // Obtain a reference to the native COM object of the SwapChainPanel.
            using (DXGI.ISwapChainPanelNative nativeObject = ComObject.As <DXGI.ISwapChainPanelNative>(this.SwapChainPanel))
            {
                // Set its swap chain.
                nativeObject.SwapChain = this.swapChain;
            }

            // Create a Texture2D from the existing swap chain to use as
            this.backBufferTexture = D3D11.Texture2D.FromSwapChain <D3D11.Texture2D>(this.swapChain, 0);
            this.backBufferView    = new D3D11.RenderTargetView(this.device, this.backBufferTexture);

            // This event is fired when the application requests a new frame from the DirectX interop controls.
            CompositionTarget.Rendering += CompositionTarget_Rendering;

            // Subscribe to the suspending event
            Application.Current.Suspending += Application_Suspending;

            // Mark our resources as initialized
            isDXInitialized = true;
        }
예제 #6
0
 /// <summary>
 /// Initializes a new deferred context instance of <see cref="SharpDX.Direct3D11.DeviceContext2"/> class.
 /// </summary>
 /// <param name="device"></param>
 public DeviceContext2(Device2 device)
     : base(IntPtr.Zero)
 {
     device.CreateDeferredContext2(0, this);
 }
예제 #7
0
 /// <summary>
 /// Initializes a new deferred context instance of <see cref="SharpDX.Direct3D11.DeviceContext2"/> class.
 /// </summary>
 /// <param name="device"></param>
 public DeviceContext2(Device2 device)
     : base(IntPtr.Zero)
 {
     device.CreateDeferredContext2(0, this);
 }
예제 #8
0
        public Window(SwapChainPanel panel, Aiv.Fast2D.UWP.IGame game)
        {
            this.context = panel;
            this.game    = game;

            using (D3D11.Device defaultDevice = new D3D11.Device(D3D.DriverType.Hardware, D3D11.DeviceCreationFlags.Debug))
            {
                this.device = defaultDevice.QueryInterface <D3D11.Device2>();
            }

            // Save the context instance
            this.deviceContext = this.device.ImmediateContext2;

            // Properties of the swap chain
            SwapChainDescription1 swapChainDescription = new SwapChainDescription1()
            {
                // No transparency.
                AlphaMode = AlphaMode.Ignore,
                // Double buffer.
                BufferCount = 2,
                // BGRA 32bit pixel format.
                Format = Format.R8G8B8A8_UNorm,
                // Unlike in CoreWindow swap chains, the dimensions must be set.
                Height = (int)(this.context.RenderSize.Height),
                Width  = (int)(this.context.RenderSize.Width),
                // Default multisampling.
                SampleDescription = new SampleDescription(1, 0),
                // In case the control is resized, stretch the swap chain accordingly.
                Scaling = Scaling.Stretch,
                // No support for stereo display.
                Stereo = false,
                // Sequential displaying for double buffering.
                SwapEffect = SwapEffect.FlipSequential,
                // This swapchain is going to be used as the back buffer.
                Usage = Usage.BackBuffer | Usage.RenderTargetOutput,
            };

            // Retrive the DXGI device associated to the Direct3D device.
            using (Device3 dxgiDevice3 = this.device.QueryInterface <Device3>())
            {
                // Get the DXGI factory automatically created when initializing the Direct3D device.
                using (Factory3 dxgiFactory3 = dxgiDevice3.Adapter.GetParent <Factory5>())
                {
                    // Create the swap chain and get the highest version available.
                    using (SwapChain1 swapChain1 = new SwapChain1(dxgiFactory3, this.device, ref swapChainDescription))
                    {
                        this.swapChain = swapChain1.QueryInterface <SwapChain2>();
                    }
                }
            }

            // Obtain a reference to the native COM object of the SwapChainPanel.
            using (ISwapChainPanelNative nativeObject = ComObject.As <ISwapChainPanelNative>(this.context))
            {
                // Set its swap chain.
                nativeObject.SwapChain = this.swapChain;
            }

            // Create a Texture2D from the existing swap chain to use as
            D3D11.Texture2D backBufferTexture = D3D11.Texture2D.FromSwapChain <D3D11.Texture2D>(this.swapChain, 0);
            this.renderTargetView = new D3D11.RenderTargetView(this.device, backBufferTexture);



            FinalizeSetup();

            width  = (int)this.context.RenderSize.Width;
            height = (int)this.context.RenderSize.Height;

            scaleX = 1;
            scaleY = 1;



            this.SetViewport(0, 0, width, height);

            // for now disable only backface culling
            D3D11.RasterizerStateDescription rasterizerDescription = D3D11.RasterizerStateDescription.Default();
            rasterizerDescription.CullMode      = D3D11.CullMode.None;
            this.deviceContext.Rasterizer.State = new SharpDX.Direct3D11.RasterizerState(this.device, rasterizerDescription);

            vsync = 1;

            CompositionTarget.Rendering += this.Update;
            this.game.GameSetup(this);

            watch = new Stopwatch();
        }
        private void SwapChainPanel_Loaded(object sender, RoutedEventArgs e)
        {
            // Create a new Direct3D hardware device and ask for Direct3D 11.2 support
            using (D3D11.Device defaultDevice = new D3D11.Device(D3D.DriverType.Hardware, D3D11.DeviceCreationFlags.Debug))
            {
                this.device = defaultDevice.QueryInterface<D3D11.Device2>();
            }

            // Save the context instance
            this.deviceContext = this.device.ImmediateContext2;

            // We have to take into account pixel scaling; Windows Phone 8.1 uses virtual resolutions smaller than the physical screen size.
            float pixelScale = Windows.Graphics.Display.DisplayInformation.GetForCurrentView().LogicalDpi / 96.0f;

            // Properties of the swap chain
            DXGI.SwapChainDescription1 swapChainDescription = new DXGI.SwapChainDescription1()
            {
                // No transparency.
                AlphaMode = DXGI.AlphaMode.Ignore,
                // Double buffer.
                BufferCount = 2,
                // BGRA 32bit pixel format.
                Format = DXGI.Format.B8G8R8A8_UNorm,
                // Unlike in CoreWindow swap chains, the dimensions must be set.
                Height = (int)(this.SwapChainPanel.RenderSize.Height * pixelScale),
                Width = (int)(this.SwapChainPanel.RenderSize.Width * pixelScale),
                // Default multisampling.
                SampleDescription = new DXGI.SampleDescription(1, 0),
                // In case the control is resized, stretch the swap chain accordingly.
                Scaling = DXGI.Scaling.Stretch,
                // No support for stereo display.
                Stereo = false,
                // Sequential displaying for double buffering.
                SwapEffect = DXGI.SwapEffect.FlipSequential,
                // This swapchain is going to be used as the back buffer.
                Usage = DXGI.Usage.BackBuffer | DXGI.Usage.RenderTargetOutput,
            };

            // Retrive the DXGI device associated to the Direct3D device.
            using (DXGI.Device3 dxgiDevice3 = this.device.QueryInterface<DXGI.Device3>())
            {
                // Get the DXGI factory automatically created when initializing the Direct3D device.
                using (DXGI.Factory3 dxgiFactory3 = dxgiDevice3.Adapter.GetParent<DXGI.Factory3>())
                {
                    // Create the swap chain and get the highest version available.
                    using (DXGI.SwapChain1 swapChain1 = new DXGI.SwapChain1(dxgiFactory3, this.device, ref swapChainDescription))
                    {
                        this.swapChain = swapChain1.QueryInterface<DXGI.SwapChain2>();
                    }
                }
            }

            // Obtain a reference to the native COM object of the SwapChainPanel.
            using (DXGI.ISwapChainPanelNative nativeObject = ComObject.As<DXGI.ISwapChainPanelNative>(this.SwapChainPanel))
            {
                // Set its swap chain.
                nativeObject.SwapChain = this.swapChain;
            }

            // Create a Texture2D from the existing swap chain to use as 
            this.backBufferTexture = D3D11.Texture2D.FromSwapChain<D3D11.Texture2D>(this.swapChain, 0);
            this.backBufferView = new D3D11.RenderTargetView(this.device, this.backBufferTexture);

            // This event is fired when the application requests a new frame from the DirectX interop controls.
            CompositionTarget.Rendering += CompositionTarget_Rendering;
        }