/// <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; }
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); * });*/ }
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; }
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; }
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; }
/// <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); }
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; }