Exemplo n.º 1
0
        private D3DSystem()
        {
            device           = new Device(DriverType.Hardware, DeviceCreationFlags.Debug);
            immediateContext = device.ImmediateContext;

            dxgi        = device.QueryInterface <SharpDX.DXGI.Device> ();
            dxgiFactory = dxgi.Adapter.GetParent <SharpDX.DXGI.Factory>();
        }
Exemplo n.º 2
0
        public void InitializeDeviceResources(Device device)
        {
            ModeDescription      backBufferDesc = new ModeDescription(Width, Height, new Rational(60, 1), Format.R8G8B8A8_UNorm);
            SwapChainDescription swapChainDesc  = new SwapChainDescription()
            {
                ModeDescription   = backBufferDesc,
                SampleDescription = new SampleDescription(MSAASampleCount, 0),
                Usage             = Usage.RenderTargetOutput,
                BufferCount       = 1,
                SwapEffect        = SwapEffect.Discard,
                OutputHandle      = m_renderSurface.GetHWND(),
                IsWindowed        = true
            };

            SwapChain?.Dispose();
            using (SharpDX.DXGI.Device dxgiDevice = device.QueryInterface <SharpDX.DXGI.Device>())
            {
                using (Adapter dxgiAdapter = dxgiDevice.Adapter)
                {
                    using (Factory dxgiFactory = dxgiAdapter.GetParent <Factory>())
                    {
                        SwapChain = new SwapChain(dxgiFactory, device, swapChainDesc);
                    }
                }
            }

            using (Texture2D backBuffer = SwapChain.GetBackBuffer <Texture2D>(0))
            {
                RenderTargetView?.Dispose();
                RenderTargetView = new RenderTargetView(device, backBuffer);
            }

            CreateDepthStencilView(Width, Height, device);
            InitializeDepthStencilState(device);
            InitializeRasterizer(device);
            Viewport = new Viewport(0, 0, Width, Height, 0.0f, 1.0f);
        }
Exemplo n.º 3
0
        private static MyRenderDeviceSettings CreateDeviceInternal(IntPtr windowHandle, MyRenderDeviceSettings?settingsToTry)
        {
            if (Device != null)
            {
                Device.Dispose();
                Device = null;
            }
            WIC = null;

            if (settingsToTry != null)
            {
                Log.WriteLine("CreateDevice - original settings");
                Log.IncreaseIndent();
                var originalSettings = settingsToTry.Value;
                LogSettings(ref originalSettings);
            }

            FeatureLevel[]      featureLevels = { FeatureLevel.Level_11_0 };
            DeviceCreationFlags flags         = DeviceCreationFlags.None;

#if DEBUG
            if (VRage.MyCompilationSymbols.DX11Debug)
            {
                flags |= DeviceCreationFlags.Debug;
            }
#endif

#if !XB1
            WinApi.DEVMODE mode = new WinApi.DEVMODE();
            WinApi.EnumDisplaySettings(null, WinApi.ENUM_REGISTRY_SETTINGS, ref mode);

            var settings = settingsToTry ?? new MyRenderDeviceSettings()
            {
                AdapterOrdinal   = -1,
                BackBufferHeight = mode.dmPelsHeight,
                BackBufferWidth  = mode.dmPelsWidth,
                WindowMode       = MyWindowModeEnum.Fullscreen,
                RefreshRate      = 60000,
                VSync            = false,
            };
#else
            var settings = CreateXB1Settings();
#endif
            settings.AdapterOrdinal = ValidateAdapterIndex(settings.AdapterOrdinal);

            if (settings.AdapterOrdinal == -1)
            {
                throw new MyRenderException("No supported device detected!", MyRenderExceptionEnum.GpuNotSupported);
            }

            m_settings = settings;

            Log.WriteLine("CreateDevice settings");
            Log.IncreaseIndent();
            LogSettings(ref m_settings);

            // If this line crashes cmd this: Dism /online /add-capability /capabilityname:Tools.Graphics.DirectX~~~~0.0.1.0
            var adapters = GetAdaptersList();
            if (m_settings.AdapterOrdinal >= adapters.Length)
            {
                throw new MyRenderException("No supported device detected!", MyRenderExceptionEnum.GpuNotSupported);
            }
            var adapterId = adapters[m_settings.AdapterOrdinal].AdapterDeviceId;
            if (adapterId >= GetFactory().Adapters.Length)
            {
                throw new MyRenderException("Invalid adapter id binding!", MyRenderExceptionEnum.GpuNotSupported);
            }
            var adapter = GetFactory().Adapters[adapterId];
            TweakSettingsAdapterAdHoc(adapter);
            Device = new Device(adapter, flags, FeatureLevel.Level_11_0);
            WIC    = new ImagingFactory();

            // HACK: This is required for Steam overlay to work. Apparently they hook only CreateDevice methods with DriverType argument.
            try
            {
                using (new Device(DriverType.Hardware, flags, FeatureLevel.Level_11_0)){}
            }
            catch { }

            InitDebugOutput();

            if (RC != null)
            {
                RC.Dispose();
                RC = null;
            }

            RC = new MyRenderContext();
            RC.Initialize(Device.ImmediateContext);

            m_windowHandle = windowHandle;

            m_resolution = new Vector2I(m_settings.BackBufferWidth, m_settings.BackBufferHeight);

            if (!m_initializedOnce)
            {
                InitSubsystemsOnce();
                m_initializedOnce = true;
            }

            if (!m_initialized)
            {
                OnDeviceReset();
                InitSubsystems();
                m_initialized = true;
            }

            if (m_swapchain != null)
            {
                m_swapchain.Dispose();
                m_swapchain = null;
            }

            if (m_swapchain == null)
            {
                SharpDX.DXGI.Device d = Device.QueryInterface <SharpDX.DXGI.Device>();
                Adapter             a = d.GetParent <Adapter>();
                var factory           = a.GetParent <Factory>();

                var scDesc = new SwapChainDescription();
                scDesc.BufferCount            = MyRender11Constants.BUFFER_COUNT;
                scDesc.Flags                  = SwapChainFlags.AllowModeSwitch;
                scDesc.IsWindowed             = true;
                scDesc.ModeDescription.Format = MyRender11Constants.DX11_BACKBUFFER_FORMAT;
                scDesc.ModeDescription.Height = m_settings.BackBufferHeight;
                scDesc.ModeDescription.Width  = m_settings.BackBufferWidth;
                scDesc.ModeDescription.RefreshRate.Numerator   = m_settings.RefreshRate;
                scDesc.ModeDescription.RefreshRate.Denominator = 1000;
                scDesc.ModeDescription.Scaling          = DisplayModeScaling.Unspecified;
                scDesc.ModeDescription.ScanlineOrdering = DisplayModeScanlineOrder.Progressive;
                scDesc.SampleDescription.Count          = 1;
                scDesc.SampleDescription.Quality        = 0;
                scDesc.OutputHandle = m_windowHandle;
                scDesc.Usage        = Usage.RenderTargetOutput;
                scDesc.SwapEffect   = SwapEffect.Discard;

                m_swapchain = new SwapChain(factory, Device, scDesc);

                m_swapchain.GetParent <Factory>().MakeWindowAssociation(m_windowHandle, WindowAssociationFlags.IgnoreAll);
            }

            // we start with window always (DXGI recommended)
            m_settings.WindowMode = MyWindowModeEnum.Window;
            ApplySettings(settings);

            return(m_settings);
        }
Exemplo n.º 4
0
        internal static MyRenderDeviceSettings CreateDevice(IntPtr windowHandle, MyRenderDeviceSettings?settingsToTry)
        {
            if (Device != null)
            {
                Device.Dispose();
                Device = null;
            }

            FeatureLevel[]      featureLevels = { FeatureLevel.Level_11_0 };
            DeviceCreationFlags flags         = DeviceCreationFlags.None;

    #if DEBUG_DEVICE
            flags |= DeviceCreationFlags.Debug;
    #endif

            WinApi.DEVMODE mode = new WinApi.DEVMODE();
            WinApi.EnumDisplaySettings(null, WinApi.ENUM_REGISTRY_SETTINGS, ref mode);

            var adapters = GetAdaptersList();

            int adapterIndex = settingsToTry.HasValue ? settingsToTry.Value.AdapterOrdinal : -1;
            adapterIndex = ValidateAdapterIndex(adapterIndex);

            if (adapterIndex == -1)
            {
                throw new MyRenderException("No supporting device detected!", MyRenderExceptionEnum.GpuNotSupported);
            }

            var settings = settingsToTry ?? new MyRenderDeviceSettings()
            {
                AdapterOrdinal   = adapterIndex,
                BackBufferHeight = mode.dmPelsHeight,
                BackBufferWidth  = mode.dmPelsWidth,
                WindowMode       = MyWindowModeEnum.Fullscreen,
                RefreshRate      = 60000,
                VSync            = false,
            };
            m_settings = settings;

            Device = new Device(GetFactory().Adapters[adapters[m_settings.AdapterOrdinal].AdapterDeviceId], flags, FeatureLevel.Level_11_0);

            // HACK: This is required for Steam overlay to work. Apparently they hook only CreateDevice methods with DriverType argument.
            try
            {
                using (new Device(DriverType.Hardware, flags, FeatureLevel.Level_11_0)){}
            }
            catch { }

            if (flags.HasFlag(DeviceCreationFlags.Debug))
            {
                if (DebugDevice != null)
                {
                    DebugDevice.Dispose();
                    DebugDevice = null;
                }

                DebugDevice    = new DeviceDebug(Device);
                DebugInfoQueue = DebugDevice.QueryInterface <InfoQueue>();

                new System.Threading.Thread(ProcessDebugOutput).Start();
            }

            if (ImmediateContext != null)
            {
                ImmediateContext.Dispose();
                ImmediateContext = null;
            }

            ImmediateContext = Device.ImmediateContext;

            m_windowHandle = windowHandle;

            m_resolution = new Vector2I(m_settings.BackBufferWidth, m_settings.BackBufferHeight);

            if (!m_initialized)
            {
                InitSubsystems();
                m_initialized = true;
            }


            if (m_swapchain != null)
            {
                m_swapchain.Dispose();
                m_swapchain = null;
            }

            if (m_swapchain == null)
            {
                SharpDX.DXGI.Device d = Device.QueryInterface <SharpDX.DXGI.Device>();
                Adapter             a = d.GetParent <Adapter>();
                var factory           = a.GetParent <Factory>();

                var scDesc = new SwapChainDescription();
                scDesc.BufferCount            = MyRender11Constants.BUFFER_COUNT;
                scDesc.Flags                  = SwapChainFlags.AllowModeSwitch;
                scDesc.IsWindowed             = true;
                scDesc.ModeDescription.Format = MyRender11Constants.BACKBUFFER_FORMAT;
                scDesc.ModeDescription.Height = m_settings.BackBufferHeight;
                scDesc.ModeDescription.Width  = m_settings.BackBufferWidth;
                scDesc.ModeDescription.RefreshRate.Numerator   = m_settings.RefreshRate;
                scDesc.ModeDescription.RefreshRate.Denominator = 1000;
                scDesc.ModeDescription.Scaling          = DisplayModeScaling.Unspecified;
                scDesc.ModeDescription.ScanlineOrdering = DisplayModeScanlineOrder.Progressive;
                scDesc.SampleDescription.Count          = 1;
                scDesc.SampleDescription.Quality        = 0;
                scDesc.OutputHandle = m_windowHandle;
                scDesc.Usage        = Usage.RenderTargetOutput;
                scDesc.SwapEffect   = SwapEffect.Discard;

                m_swapchain = new SwapChain(factory, Device, scDesc);

                m_swapchain.GetParent <Factory>().MakeWindowAssociation(m_windowHandle, WindowAssociationFlags.IgnoreAll);
            }

            // we start with window always (DXGI recommended)
            m_settings.WindowMode = MyWindowModeEnum.Window;
            ApplySettings(settings);

            return(m_settings);
        }