예제 #1
0
        /// <summary>
        /// Releases unmanaged and - optionally - managed resources
        /// </summary>
        /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param>
        protected override void Dispose(bool disposing)
        {
            if (!IsDisposed)
            {
                //Dispose of managed resources
                if (disposing)
                {
                    if (_shaderResourceView != null)
                    {
                        if (_renderer != null)
                        {
                            _renderer.Resources.RemoveTrackedObject(_shaderResourceView.ComPointer);
                        }
                        _shaderResourceView.Dispose();
                        _shaderResourceView = null;
                    }

                    if (_renderTargetView != null)
                    {
                        if (_renderer != null)
                        {
                            _renderer.Resources.RemoveTrackedObject(_renderTargetView.ComPointer);
                        }
                        _renderTargetView.Dispose();
                        _renderTargetView = null;
                    }

                    if (_depthStencilView != null)
                    {
                        if (_renderer != null)
                        {
                            _renderer.Resources.RemoveTrackedObject(_depthStencilView.ComPointer);
                        }
                        _depthStencilView.Dispose();
                        _depthStencilView = null;
                    }

                    if (_texture2D != null)
                    {
                        if (_renderer != null)
                        {
                            _renderer.Resources.RemoveTrackedObject(_texture2D.ComPointer);
                        }
                        _texture2D.Dispose();
                        _texture2D = null;
                    }

                    if (_staging != null)
                    {
                        if (_renderer != null)
                        {
                            _renderer.Resources.RemoveTrackedObject(_staging.ComPointer);
                        }
                        _staging.Dispose();
                        _staging = null;
                    }
                }
                base.Dispose(disposing);
            }
        }
예제 #2
0
        /// <summary>
        /// Releases unmanaged and - optionally - managed resources
        /// </summary>
        /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param>
        protected override void Dispose(bool disposing)
        {
            if (!IsDisposed)
            {
                //Dispose of managed resources
                if (disposing)
                {
                    if (_shaderResourceView != null)
                    {
                        if (_renderer != null)
                        {
                            _renderer.Resources.RemoveTrackedObject(_shaderResourceView.ComPointer);
                        }
                        _shaderResourceView.Dispose();
                        _shaderResourceView = null;
                    }

                    if (_renderTargetView != null)
                    {
                        for (int i = 0; i < 6; i++)
                        {
                            D3D.RenderTargetView rt = _renderTargetView[i];
                            if (_renderer != null)
                            {
                                _renderer.Resources.RemoveTrackedObject(rt.ComPointer);
                            }
                            rt.Dispose();
                            _renderTargetView[i] = null;
                        }
                    }

                    if (_depthStencilView != null)
                    {
                        if (_renderer != null)
                        {
                            _renderer.Resources.RemoveTrackedObject(_depthStencilView.ComPointer);
                        }
                        _depthStencilView.Dispose();
                        _depthStencilView = null;
                    }

                    if (_texture2D != null)
                    {
                        if (_renderer != null)
                        {
                            _renderer.Resources.RemoveTrackedObject(_texture2D.ComPointer);
                        }
                        _texture2D.Dispose();
                        _texture2D = null;
                    }
                }
                base.Dispose(disposing);
            }
        }
        private void DestroyViews()
        {
            if (_renderTargetView != null)
            {
                if (_renderer != null)
                {
                    _renderer.Resources.RemoveTrackedObject(_renderTargetView.ComPointer);
                }
                _renderTargetView.Dispose();
                _renderTargetView = null;
            }

            if (_backBuffer != null)
            {
                if (_renderer != null)
                {
                    _renderer.Resources.RemoveTrackedObject(_backBuffer.ComPointer);
                }
                _backBuffer.Dispose();
                _backBuffer = null;
            }

            if (_staging != null)
            {
                if (_renderer != null)
                {
                    _renderer.Resources.RemoveTrackedObject(_staging.ComPointer);
                }
                _staging.Dispose();
                _staging = null;
            }

            if (_depthStencilView != null)
            {
                if (_renderer != null)
                {
                    _renderer.Resources.RemoveTrackedObject(_depthStencilView.ComPointer);
                }
                _depthStencilView.Dispose();
                _depthStencilView = null;
            }
        }
예제 #4
0
        /// <summary>
        /// Creates a new instance of <see cref="D3D10Texture2DImplementation"/>, for Texture2D.
        /// </summary>
        /// <param name="renderer">The D3D10 renderer.</param>
        /// <param name="width">The texture width in pixels.</param>
        /// <param name="height">The texture height in pixels.</param>
        /// <param name="genMipMaps">True if a mipmap chain should be generated or not.</param>
        /// <param name="format">The surface format.</param>
        /// <param name="data">The data to initialize the first mip map level.</param>
        /// <exception cref="Tesla.Core.TeslaException">Thrown if there was an error writing to the texture.</exception>
        internal D3D10Texture2DImplementation(D3D10Renderer renderer, int width, int height, bool genMipMaps, SurfaceFormat format, DataBuffer data)
            : base(width, height, format)
        {
            //Set common properties
            _renderer       = renderer;
            _graphicsDevice = _renderer.GraphicsDevice;

            //Do we want to generate mip maps, and do we have the data to do so? (if not, cancel mip map generation)
            bool canGenMipmaps = (genMipMaps && (data != null));

            //Setup texture description
            D3D.Texture2DDescription descTex = new D3D.Texture2DDescription();
            descTex.ArraySize         = 1;
            descTex.Width             = width;
            descTex.Height            = height;
            descTex.Usage             = _usage = D3D.ResourceUsage.Default;
            descTex.CpuAccessFlags    = D3D.CpuAccessFlags.None;
            descTex.Format            = D3D10Helper.ToD3DSurfaceFormat(format);
            descTex.SampleDescription = new DXGI.SampleDescription(1, 0); //Default sample desc
            descTex.MipLevels         = (genMipMaps) ? 0 : 1;

            //Set mip map generation params
            if (canGenMipmaps)
            {
                descTex.BindFlags   = D3D.BindFlags.ShaderResource | D3D.BindFlags.RenderTarget;
                descTex.OptionFlags = D3D.ResourceOptionFlags.GenerateMipMaps;
            }
            else
            {
                descTex.BindFlags   = D3D.BindFlags.ShaderResource;
                descTex.OptionFlags = D3D.ResourceOptionFlags.None;
            }

            //Create the texture and shader view
            _texture2D          = new D3D.Texture2D(_graphicsDevice, descTex);
            _shaderResourceView = new D3D.ShaderResourceView(_graphicsDevice, _texture2D);

            //Add to tracker
            _renderer.Resources.AddTrackedObject(_texture2D.ComPointer, this);
            _renderer.Resources.AddTrackedObject(_shaderResourceView.ComPointer, this);

            //Set the final mip count
            _mipCount = _texture2D.Description.MipLevels;

            //Now set the initial data if its present
            if (data != null)
            {
                try {
                    this.SetData <byte>(data.ByteDataCopy, 0, null, 0, data.ElementSizeInBytes * data.Length);

                    if (genMipMaps)
                    {
                        _graphicsDevice.GenerateMips(_shaderResourceView);
                    }

                    //Dispose of the staging texture
                    if (_staging != null)
                    {
                        _staging.Dispose();
                        _staging = null;
                    }
                } catch (Exception e) {
                    Dispose();
                    throw new TeslaException("Error setting Texture data.", e);
                }
            }
        }
예제 #5
0
        /// <summary>
        /// Creates a new instance of <see cref="D3D10TextureCubeImplementation"/>.
        /// </summary>
        /// <param name="renderer">D3D10 renderer</param>
        /// <param name="size">The size (width/height) of each cube face.</param>
        /// <param name="genMipMaps">True if mip levels should be generated.</param>
        /// <param name="format">The surface format.</param>
        /// <param name="data">The initial data for the first mip level.</param>
        /// <exception cref="System.ArgumentException">Thrown if the data buffery array does not correspond to a valid cube map (6 faces, all the same size)</exception>
        /// <exception cref="Tesla.Core.TeslaException">Thrown if there was an error writing to the texture.</exception>
        internal D3D10TextureCubeImplementation(D3D10Renderer renderer, int size, bool genMipMaps, SurfaceFormat format, DataBuffer[] data)
            : base(size, format)
        {
            //Set the common properties
            _renderer       = renderer;
            _graphicsDevice = _renderer.GraphicsDevice;

            //Do we want to generate mip maps, and do we have the data to do so? (if not, cancel mip map generation)
            bool canGenMipmaps = (genMipMaps && (data != null));

            //Setup texture description
            D3D.Texture2DDescription descTex = new D3D.Texture2DDescription();
            descTex.ArraySize         = 6;
            descTex.Width             = size;
            descTex.Height            = size;
            descTex.Usage             = _usage = D3D.ResourceUsage.Default;
            descTex.CpuAccessFlags    = D3D.CpuAccessFlags.None;
            descTex.Format            = D3D10Helper.ToD3DSurfaceFormat(format);
            descTex.SampleDescription = new DXGI.SampleDescription(1, 0);
            descTex.MipLevels         = (genMipMaps) ? 0 : 1;

            //Set mip map generation params
            if (canGenMipmaps)
            {
                descTex.BindFlags   = D3D.BindFlags.ShaderResource | D3D.BindFlags.RenderTarget;
                descTex.OptionFlags = D3D.ResourceOptionFlags.GenerateMipMaps | D3D.ResourceOptionFlags.TextureCube;
            }
            else
            {
                descTex.BindFlags   = D3D.BindFlags.ShaderResource;
                descTex.OptionFlags = D3D.ResourceOptionFlags.TextureCube;
            }

            //Create the texture and shader view
            _texture2D          = new D3D.Texture2D(_graphicsDevice, descTex);
            _shaderResourceView = new D3D.ShaderResourceView(_graphicsDevice, _texture2D);

            //Add to tracker
            _renderer.Resources.AddTrackedObject(_texture2D.ComPointer, this);
            _renderer.Resources.AddTrackedObject(_shaderResourceView.ComPointer, this);

            //Set the final mip count
            _mipCount = _texture2D.Description.MipLevels;

            //Now set the initial data if its present
            if (data != null)
            {
                if (data.Length != 6)
                {
                    Dispose();
                    throw new ArgumentException("Initial data array must have six data buffers, one for each cube face.");
                }

                int num = data[0].Length;

                for (int i = 1; i < 6; i++)
                {
                    if (data[i].Length != num)
                    {
                        Dispose();
                        throw new ArgumentException("All data buffers must be of same length");
                    }
                }

                try {
                    for (int i = 0; i < 6; i++)
                    {
                        DataBuffer db = data[i];
                        this.SetData <byte>((CubeMapFace)i, db.ByteDataCopy, 0, null, 0, db.ElementSizeInBytes * db.Length);
                    }

                    if (genMipMaps)
                    {
                        _graphicsDevice.GenerateMips(_shaderResourceView);
                    }

                    //Dispose of the staging texture
                    if (_staging != null)
                    {
                        _staging.Dispose();
                        _staging = null;
                    }
                } catch (Exception e) {
                    Dispose();
                    throw new TeslaException("Error setting Texture data.", e);
                }
            }
        }
예제 #6
0
        public override void Init(D3DDevice device)
        {
            base.Init(device);

            texture = D3D.Texture2D.FromFile(device.Device, @"C:\Users\adrianj\Documents\Visual Studio 2010\Projects\Direct3D-Testing\ImageTiler_Test\bin\Debug\Images\test_google.bmp");
            D3D.ShaderResourceView textureResourceView = new D3D.ShaderResourceView(device.Device, texture);
            D3D.EffectResourceVariable textureResource = effect.GetVariableByName("Texture_0").AsResource();
            device.Device.PixelShader.SetShaderResource(textureResourceView, 0);
            textureResource.SetResource(textureResourceView);
            texture.Dispose();
            textureResourceView.Dispose();

            zoomEffect = effect.GetVariableByName("TextureZoomLevel").AsScalar();
        }