/// <exception cref="SharpDX.SharpDXException"></exception> protected override void CreateImpl() { var descd3d12 = new CommandQueueDescription { Priority = (int) CommandQueuePriority.Normal, Flags = CommandQueueFlags.None, // Disabling GPU timeout is not yet exposed. NodeMask = 0, Type = InternalUtils.GetDXCommandListType(Desc.Type) }; CommandQueueD3D12 = ((Device) Device).DeviceD3D12.CreateCommandQueue(descd3d12); CommandQueueD3D12.Name = Label; }
private void LoadPipeline(RenderForm form) { int width = form.ClientSize.Width; int height = form.ClientSize.Height; viewport.Width = width; viewport.Height = height; viewport.MaxDepth = 1.0f; scissorRect.Right = width; scissorRect.Bottom = height; #if DEBUG // Enable the D3D12 debug layer. { DebugInterface.Get().EnableDebugLayer(); } #endif device = new Device(null, SharpDX.Direct3D.FeatureLevel.Level_11_0); using (var factory = new Factory4()) { // Describe and create the command queue. CommandQueueDescription queueDesc = new CommandQueueDescription(CommandListType.Direct); commandQueue = device.CreateCommandQueue(queueDesc); // Describe and create the swap chain. SwapChainDescription swapChainDesc = new SwapChainDescription() { BufferCount = FrameCount, ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm), Usage = Usage.RenderTargetOutput, SwapEffect = SwapEffect.FlipDiscard, OutputHandle = form.Handle, //Flags = SwapChainFlags.None, SampleDescription = new SampleDescription(1, 0), IsWindowed = true }; SwapChain tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc); swapChain = tempSwapChain.QueryInterface<SwapChain3>(); tempSwapChain.Dispose(); frameIndex = swapChain.CurrentBackBufferIndex; } // Create descriptor heaps. // Describe and create a render target view (RTV) descriptor heap. DescriptorHeapDescription rtvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = FrameCount, Flags = DescriptorHeapFlags.None, Type = DescriptorHeapType.RenderTargetView }; renderTargetViewHeap = device.CreateDescriptorHeap(rtvHeapDesc); DescriptorHeapDescription srvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = 1, Flags = DescriptorHeapFlags.ShaderVisible, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView }; shaderRenderViewHeap = device.CreateDescriptorHeap(srvHeapDesc); rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView); // Create frame resources. CpuDescriptorHandle rtvHandle = renderTargetViewHeap.CPUDescriptorHandleForHeapStart; for (int n = 0; n < FrameCount; n++) { renderTargets[n] = swapChain.GetBackBuffer<Resource>(n); device.CreateRenderTargetView(renderTargets[n], null, rtvHandle); rtvHandle += rtvDescriptorSize; } commandAllocator = device.CreateCommandAllocator(CommandListType.Direct); }
/// <summary> /// Initializes the specified device. /// </summary> /// <param name="graphicsProfiles">The graphics profiles.</param> /// <param name="deviceCreationFlags">The device creation flags.</param> /// <param name="windowHandle">The window handle.</param> private void InitializePlatformDevice(GraphicsProfile[] graphicsProfiles, DeviceCreationFlags deviceCreationFlags, object windowHandle) { if (nativeDevice != null) { // Destroy previous device ReleaseDevice(); } rendererName = Adapter.NativeAdapter.Description.Description; // Profiling is supported through pix markers IsProfilingSupported = true; // Command lists are thread-safe and execute deferred IsDeferred = true; bool isDebug = (deviceCreationFlags & DeviceCreationFlags.Debug) != 0; if (isDebug) { SharpDX.Direct3D12.DebugInterface.Get().EnableDebugLayer(); } // Create Device D3D12 with feature Level based on profile for (int index = 0; index < graphicsProfiles.Length; index++) { var graphicsProfile = graphicsProfiles[index]; try { // D3D12 supports only feature level 11+ var level = graphicsProfile.ToFeatureLevel(); if (level < SharpDX.Direct3D.FeatureLevel.Level_11_0) { level = SharpDX.Direct3D.FeatureLevel.Level_11_0; } nativeDevice = new SharpDX.Direct3D12.Device(Adapter.NativeAdapter, level); RequestedProfile = graphicsProfile; CurrentFeatureLevel = level; break; } catch (Exception) { if (index == graphicsProfiles.Length - 1) { throw; } } } // Describe and create the command queue. var queueDesc = new SharpDX.Direct3D12.CommandQueueDescription(SharpDX.Direct3D12.CommandListType.Direct); NativeCommandQueue = nativeDevice.CreateCommandQueue(queueDesc); //queueDesc.Type = CommandListType.Copy; NativeCopyCommandQueue = nativeDevice.CreateCommandQueue(queueDesc); TimestampFrequency = NativeCommandQueue.TimestampFrequency; SrvHandleIncrementSize = NativeDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView); SamplerHandleIncrementSize = NativeDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType.Sampler); if (isDebug) { var debugDevice = nativeDevice.QueryInterfaceOrNull <DebugDevice>(); if (debugDevice != null) { var infoQueue = debugDevice.QueryInterfaceOrNull <InfoQueue>(); if (infoQueue != null) { MessageId[] disabledMessages = { // This happens when render target or depth stencil clear value is diffrent // than provided during resource allocation. MessageId.CleardepthstencilviewMismatchingclearvalue, MessageId.ClearrendertargetviewMismatchingclearvalue, // This occurs when there are uninitialized descriptors in a descriptor table, // even when a shader does not access the missing descriptors. MessageId.InvalidDescriptorHandle, // These happen when capturing with VS diagnostics MessageId.MapInvalidNullRange, MessageId.UnmapInvalidNullRange, }; // Disable irrelevant debug layer warnings InfoQueueFilter filter = new InfoQueueFilter { DenyList = new InfoQueueFilterDescription { Ids = disabledMessages } }; infoQueue.AddStorageFilterEntries(filter); //infoQueue.SetBreakOnSeverity(MessageSeverity.Error, true); //infoQueue.SetBreakOnSeverity(MessageSeverity.Warning, true); infoQueue.Dispose(); } debugDevice.Dispose(); } } // Prepare pools CommandAllocators = new CommandAllocatorPool(this); SrvHeaps = new HeapPool(this, SrvHeapSize, DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView); SamplerHeaps = new HeapPool(this, SamplerHeapSize, DescriptorHeapType.Sampler); // Prepare descriptor allocators SamplerAllocator = new DescriptorAllocator(this, DescriptorHeapType.Sampler); ShaderResourceViewAllocator = new DescriptorAllocator(this, DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView); DepthStencilViewAllocator = new DescriptorAllocator(this, DescriptorHeapType.DepthStencilView); RenderTargetViewAllocator = new DescriptorAllocator(this, DescriptorHeapType.RenderTargetView); // Prepare copy command list (start it closed, so that every new use start with a Reset) NativeCopyCommandAllocator = NativeDevice.CreateCommandAllocator(CommandListType.Direct); NativeCopyCommandList = NativeDevice.CreateCommandList(CommandListType.Direct, NativeCopyCommandAllocator, null); NativeCopyCommandList.Close(); // Fence for next frame and resource cleaning nativeFence = NativeDevice.CreateFence(0, FenceFlags.None); nativeCopyFence = NativeDevice.CreateFence(0, FenceFlags.None); }
private void LoadPipeline(RenderForm form) { int width = form.ClientSize.Width; int height = form.ClientSize.Height; viewport.Width = width; viewport.Height = height; viewport.MaxDepth = 1.0f; scissorRect.Right = width; scissorRect.Bottom = height; device = new Device(null, SharpDX.Direct3D.FeatureLevel.Level_11_0); using (var factory = new Factory4()) { var queueDesc = new CommandQueueDescription(CommandListType.Direct); commandQueue = device.CreateCommandQueue(queueDesc); var swapChainDesc = new SwapChainDescription() { BufferCount = FrameCount, ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm), Usage = Usage.RenderTargetOutput, SwapEffect = SwapEffect.FlipDiscard, OutputHandle = form.Handle, SampleDescription = new SampleDescription(1, 0), IsWindowed = true }; var tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc); swapChain = tempSwapChain.QueryInterface<SwapChain3>(); frameIndex = swapChain.CurrentBackBufferIndex; } var rtvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = FrameCount, Flags = DescriptorHeapFlags.None, Type = DescriptorHeapType.RenderTargetView }; renderTargetViewHeap = device.CreateDescriptorHeap(rtvHeapDesc); rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView); var srvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = 200, Flags = DescriptorHeapFlags.ShaderVisible, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView }; shaderRenderViewHeap = device.CreateDescriptorHeap(srvHeapDesc); var terrainHeapDesc = new DescriptorHeapDescription() { DescriptorCount = 2, Flags = DescriptorHeapFlags.ShaderVisible, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView }; terrainHeap = device.CreateDescriptorHeap(terrainHeapDesc); var meshCtrCbvDesc = new DescriptorHeapDescription() { DescriptorCount = 1, Flags = DescriptorHeapFlags.ShaderVisible, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView }; meshCtrBufferViewHeap = device.CreateDescriptorHeap(meshCtrCbvDesc); var rtcHandle = renderTargetViewHeap.CPUDescriptorHandleForHeapStart; for (int n = 0; n < FrameCount; n++) { renderTargets[n] = swapChain.GetBackBuffer<Resource>(n); device.CreateRenderTargetView(renderTargets[n], null, rtcHandle); rtcHandle += rtvDescriptorSize; } var svHeapDesc = new DescriptorHeapDescription() { Type = DescriptorHeapType.Sampler, DescriptorCount = 1, Flags = DescriptorHeapFlags.ShaderVisible, NodeMask = 0 }; samplerViewHeap = device.CreateDescriptorHeap(svHeapDesc); commandAllocator = device.CreateCommandAllocator(CommandListType.Direct); }
/// <summary> /// Initializes the specified device. /// </summary> /// <param name="graphicsProfiles">The graphics profiles.</param> /// <param name="deviceCreationFlags">The device creation flags.</param> /// <param name="windowHandle">The window handle.</param> private void InitializePlatformDevice(GraphicsProfile[] graphicsProfiles, DeviceCreationFlags deviceCreationFlags, object windowHandle) { if (nativeDevice != null) { // Destroy previous device ReleaseDevice(); } rendererName = Adapter.NativeAdapter.Description.Description; // Profiling is supported through pix markers IsProfilingSupported = true; if ((deviceCreationFlags & DeviceCreationFlags.Debug) != 0) { SharpDX.Direct3D12.DebugInterface.Get().EnableDebugLayer(); } // Default fallback if (graphicsProfiles.Length == 0) { graphicsProfiles = new[] { GraphicsProfile.Level_11_0 } } ; // Create Device D3D12 with feature Level based on profile for (int index = 0; index < graphicsProfiles.Length; index++) { var graphicsProfile = graphicsProfiles[index]; try { // D3D12 supports only feature level 11+ var level = graphicsProfile.ToFeatureLevel(); if (level < SharpDX.Direct3D.FeatureLevel.Level_11_0) { level = SharpDX.Direct3D.FeatureLevel.Level_11_0; } nativeDevice = new SharpDX.Direct3D12.Device(Adapter.NativeAdapter, level); RequestedProfile = graphicsProfile; CurrentFeatureLevel = level; break; } catch (Exception) { if (index == graphicsProfiles.Length - 1) { throw; } } } // Describe and create the command queue. var queueDesc = new SharpDX.Direct3D12.CommandQueueDescription(SharpDX.Direct3D12.CommandListType.Direct); NativeCommandQueue = nativeDevice.CreateCommandQueue(queueDesc); //queueDesc.Type = CommandListType.Copy; NativeCopyCommandQueue = nativeDevice.CreateCommandQueue(queueDesc); SrvHandleIncrementSize = NativeDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView); SamplerHandleIncrementSize = NativeDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType.Sampler); // Prepare pools CommandAllocators = new CommandAllocatorPool(this); SrvHeaps = new HeapPool(this, SrvHeapSize, DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView); SamplerHeaps = new HeapPool(this, SamplerHeapSize, DescriptorHeapType.Sampler); // Prepare descriptor allocators SamplerAllocator = new DescriptorAllocator(this, DescriptorHeapType.Sampler); ShaderResourceViewAllocator = new DescriptorAllocator(this, DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView); DepthStencilViewAllocator = new DescriptorAllocator(this, DescriptorHeapType.DepthStencilView); RenderTargetViewAllocator = new DescriptorAllocator(this, DescriptorHeapType.RenderTargetView); // Prepare copy command list (start it closed, so that every new use start with a Reset) NativeCopyCommandAllocator = NativeDevice.CreateCommandAllocator(CommandListType.Direct); NativeCopyCommandList = NativeDevice.CreateCommandList(CommandListType.Direct, NativeCopyCommandAllocator, null); NativeCopyCommandList.Close(); // Fence for next frame and resource cleaning nativeFence = NativeDevice.CreateFence(0, FenceFlags.None); nativeCopyFence = NativeDevice.CreateFence(0, FenceFlags.None); }
private void LoadPipeline(RenderForm form) { int width = form.ClientSize.Width; int height = form.ClientSize.Height; viewport.Width = width; viewport.Height = height; viewport.MaxDepth = 1.0f; scissorRect.Right = width; scissorRect.Bottom = height; #if DEBUG // Enable the D3D12 debug layer. { DebugInterface.Get().EnableDebugLayer(); } #endif device = new Device(null, SharpDX.Direct3D.FeatureLevel.Level_11_0); using (var factory = new Factory4()) { // Describe and create the command queue. CommandQueueDescription queueDesc = new CommandQueueDescription(CommandListType.Direct); commandQueue = device.CreateCommandQueue(queueDesc); // Describe and create the swap chain. SwapChainDescription swapChainDesc = new SwapChainDescription() { BufferCount = FrameCount, ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm), Usage = Usage.RenderTargetOutput, SwapEffect = SwapEffect.FlipDiscard, OutputHandle = form.Handle, //Flags = SwapChainFlags.None, SampleDescription = new SampleDescription(1, 0), IsWindowed = true }; SwapChain tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc); swapChain = tempSwapChain.QueryInterface<SwapChain3>(); tempSwapChain.Dispose(); frameIndex = swapChain.CurrentBackBufferIndex; } // Create descriptor heaps. // Describe and create a render target view (RTV) descriptor heap. DescriptorHeapDescription rtvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = FrameCount, Flags = DescriptorHeapFlags.None, Type = DescriptorHeapType.RenderTargetView }; renderTargetViewHeap = device.CreateDescriptorHeap(rtvHeapDesc); rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView); // Create frame resources. CpuDescriptorHandle rtvHandle = renderTargetViewHeap.CPUDescriptorHandleForHeapStart; for (int n = 0; n < FrameCount; n++) { renderTargets[n] = swapChain.GetBackBuffer<Resource>(n); device.CreateRenderTargetView(renderTargets[n], null, rtvHandle); rtvHandle += rtvDescriptorSize; } //create depth buffer; DescriptorHeapDescription dsvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = FrameCount, Flags = DescriptorHeapFlags.None, Type = DescriptorHeapType.DepthStencilView }; depthStencilViewHeap = device.CreateDescriptorHeap(dsvHeapDesc); CpuDescriptorHandle dsvHandle = depthStencilViewHeap.CPUDescriptorHandleForHeapStart; ClearValue depthOptimizedClearValue = new ClearValue() { Format = Format.D32_Float, DepthStencil = new DepthStencilValue() { Depth = 1.0F, Stencil = 0 }, }; depthTarget = device.CreateCommittedResource( new HeapProperties(HeapType.Default), HeapFlags.None, new ResourceDescription(ResourceDimension.Texture2D, 0, width, height, 1, 0, Format.D32_Float, 1, 0, TextureLayout.Unknown, ResourceFlags.AllowDepthStencil), ResourceStates.DepthWrite, depthOptimizedClearValue); var depthView = new DepthStencilViewDescription() { Format = Format.D32_Float, Dimension = DepthStencilViewDimension.Texture2D, Flags = DepthStencilViewFlags.None, }; //bind depth buffer device.CreateDepthStencilView(depthTarget, null, dsvHandle); commandAllocator = device.CreateCommandAllocator(CommandListType.Direct); bundleAllocator = device.CreateCommandAllocator(CommandListType.Bundle); }
private void LoadPipeline(RenderForm form) { int width = form.ClientSize.Width; int height = form.ClientSize.Height; #if DEBUG // Enable the D3D12 debug layer. { DebugInterface.Get().EnableDebugLayer(); } #endif device = new Device(null, SharpDX.Direct3D.FeatureLevel.Level_11_0); using (var factory = new Factory4()) { // Describe and create the command queue. CommandQueueDescription queueDesc = new CommandQueueDescription(CommandListType.Direct); commandQueue = device.CreateCommandQueue(queueDesc); // Describe and create the swap chain. SwapChainDescription swapChainDesc = new SwapChainDescription() { BufferCount = FrameCount, ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm), Usage = Usage.RenderTargetOutput, SwapEffect = SwapEffect.FlipDiscard, OutputHandle = form.Handle, //Flags = SwapChainFlags.None, SampleDescription = new SampleDescription(1, 0), IsWindowed = true }; SwapChain tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc); swapChain = tempSwapChain.QueryInterface<SwapChain3>(); tempSwapChain.Dispose(); frameIndex = swapChain.CurrentBackBufferIndex; } // Create descriptor heaps. // Describe and create a render target view (RTV) descriptor heap. renderTargetViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription() { DescriptorCount = FrameCount, Flags = DescriptorHeapFlags.None, Type = DescriptorHeapType.RenderTargetView }); rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView); //create depth buffer; depthStencilViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription() { DescriptorCount = FrameCount, Flags = DescriptorHeapFlags.None, Type = DescriptorHeapType.DepthStencilView }); //constant buffer view heap constantBufferViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription() { DescriptorCount = 100, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView, Flags = DescriptorHeapFlags.ShaderVisible }); //Create targets CreateTargets(width, height); //sampler buffer view heap samplerViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription() { DescriptorCount = 10, Type = DescriptorHeapType.Sampler, Flags = DescriptorHeapFlags.ShaderVisible }); //bind sampler device.CreateSampler(new SamplerStateDescription() { Filter = Filter.ComparisonMinMagMipLinear, AddressU = TextureAddressMode.Wrap, AddressV = TextureAddressMode.Wrap, AddressW = TextureAddressMode.Wrap, MinimumLod = float.MinValue, MaximumLod = float.MaxValue, MipLodBias = 0, MaximumAnisotropy = 0, ComparisonFunction = Comparison.Never }, samplerViewHeap.CPUDescriptorHandleForHeapStart); commandAllocator = device.CreateCommandAllocator(CommandListType.Direct); bundleAllocator = device.CreateCommandAllocator(CommandListType.Bundle); form.UserResized += (sender, e) => { isResizing = true; }; }
private void LoadPipeline(RenderForm form) { int width = form.ClientSize.Width; int height = form.ClientSize.Height; viewport.Width = width; viewport.Height = height; viewport.MaxDepth = 1.0f; scissorRect.Right = width; scissorRect.Bottom = height; #if DEBUG // Enable the D3D12 debug layer. { DebugInterface.Get().EnableDebugLayer(); } #endif device = new Device(null, SharpDX.Direct3D.FeatureLevel.Level_12_0); using (var factory = new Factory4()) { // Describe and create the command queue. CommandQueueDescription queueDesc = new CommandQueueDescription(CommandListType.Direct); commandQueue = device.CreateCommandQueue(queueDesc); // Describe and create the swap chain. SwapChainDescription swapChainDesc = new SwapChainDescription() { BufferCount = FrameCount, ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm), Usage = Usage.RenderTargetOutput, SwapEffect = SwapEffect.FlipDiscard, OutputHandle = form.Handle, //Flags = SwapChainFlags.None, SampleDescription = new SampleDescription(1, 0), IsWindowed = true }; SwapChain tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc); swapChain = tempSwapChain.QueryInterface<SwapChain3>(); tempSwapChain.Dispose(); frameIndex = swapChain.CurrentBackBufferIndex; } // Create descriptor heaps. // Describe and create a render target view (RTV) descriptor heap. DescriptorHeapDescription rtvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = FrameCount, Flags = DescriptorHeapFlags.None, Type = DescriptorHeapType.RenderTargetView }; renderTargetViewHeap = device.CreateDescriptorHeap(rtvHeapDesc); rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView); //Init Direct3D11 device from Direct3D12 device device11 = SharpDX.Direct3D11.Device.CreateFromDirect3D12(device, SharpDX.Direct3D11.DeviceCreationFlags.BgraSupport, null, null, commandQueue); deviceContext11 = device11.ImmediateContext; device11on12 = device11.QueryInterface<SharpDX.Direct3D11.ID3D11On12Device>(); var d2dFactory = new SharpDX.Direct2D1.Factory(SharpDX.Direct2D1.FactoryType.MultiThreaded); // Create frame resources. CpuDescriptorHandle rtvHandle = renderTargetViewHeap.CPUDescriptorHandleForHeapStart; for (int n = 0; n < FrameCount; n++) { renderTargets[n] = swapChain.GetBackBuffer<Resource>(n); device.CreateRenderTargetView(renderTargets[n], null, rtvHandle); rtvHandle += rtvDescriptorSize; //init Direct2D surfaces SharpDX.Direct3D11.D3D11ResourceFlags format = new SharpDX.Direct3D11.D3D11ResourceFlags() { BindFlags = (int)SharpDX.Direct3D11.BindFlags.RenderTarget, CPUAccessFlags = (int)SharpDX.Direct3D11.CpuAccessFlags.None }; device11on12.CreateWrappedResource( renderTargets[n], format, (int)ResourceStates.Present, (int)ResourceStates.RenderTarget, typeof(SharpDX.Direct3D11.Resource).GUID, out wrappedBackBuffers[n]); //Init direct2D surface var d2dSurface = wrappedBackBuffers[n].QueryInterface<Surface>(); direct2DRenderTarget[n] = new SharpDX.Direct2D1.RenderTarget(d2dFactory, d2dSurface, new SharpDX.Direct2D1.RenderTargetProperties(new SharpDX.Direct2D1.PixelFormat(Format.Unknown, SharpDX.Direct2D1.AlphaMode.Premultiplied))); d2dSurface.Dispose(); } commandAllocator = device.CreateCommandAllocator(CommandListType.Direct); d2dFactory.Dispose(); //Init font var directWriteFactory = new SharpDX.DirectWrite.Factory(); textFormat = new SharpDX.DirectWrite.TextFormat(directWriteFactory, "Arial", SharpDX.DirectWrite.FontWeight.Bold, SharpDX.DirectWrite.FontStyle.Normal, 48) { TextAlignment = SharpDX.DirectWrite.TextAlignment.Leading, ParagraphAlignment = SharpDX.DirectWrite.ParagraphAlignment.Near }; textBrush = new SharpDX.Direct2D1.SolidColorBrush(direct2DRenderTarget[0], Color.White); directWriteFactory.Dispose(); }