Пример #1
0
        /// <summary>
        /// Function to create the depth/stencil buffer for the target.
        /// </summary>
        private void CreateDepthStencilBuffer()
        {
            // Create the internal depth/stencil.
            if (Settings.DepthStencilFormat == BufferFormat.Unknown)
            {
                return;
            }

            Gorgon.Log.Print("GorgonRenderTarget '{0}': Creating internal depth/stencil...", LoggingLevel.Verbose, Name);

            if (DepthStencilBuffer == null)
            {
                DepthStencilBuffer = new GorgonDepthStencil1D(Graphics,
                                                              Name + "_Internal_DepthStencil_" + Guid.NewGuid(),
                                                              new GorgonDepthStencil1DSettings
                {
                    Format     = Settings.DepthStencilFormat,
                    Width      = Settings.Width,
                    ArrayCount = Settings.ArrayCount,
                    MipCount   = Settings.MipCount
                });
            }
            else
            {
                DepthStencilBuffer.Settings.Format = Settings.DepthStencilFormat;
                DepthStencilBuffer.Settings.Width  = Settings.Width;
            }

#if DEBUG
            Graphics.Output.ValidateDepthStencilSettings(DepthStencilBuffer.Settings);
#endif

            DepthStencilBuffer.Initialize(null);
            DepthStencilBuffer.RenderTarget = this;
        }
Пример #2
0
        /// <summary>
        /// Function to clean up any internal resources.
        /// </summary>
        protected override void CleanUpResource()
        {
            Gorgon.Log.Print("GorgonRenderTarget '{0}': Releasing D3D11 render target view...", LoggingLevel.Intermediate, Name);
            GorgonRenderStatistics.RenderTargetCount--;
            GorgonRenderStatistics.RenderTargetSize -= SizeInBytes;

            if (DepthStencilBuffer != null)
            {
                Gorgon.Log.Print("GorgonRenderTarget '{0}': Releasing internal depth stencil...",
                                 LoggingLevel.Verbose,
                                 Name);
                DepthStencilBuffer.RenderTarget = null;
                DepthStencilBuffer.Dispose();
                DepthStencilBuffer = null;
            }

            base.CleanUpResource();
        }
Пример #3
0
        /// <summary>
        /// Initializes a new instance of the <see cref="GorgonDepthStencilView"/> class.
        /// </summary>
        /// <param name="resource">The resource to bind to the view.</param>
        /// <param name="format">The format of the view.</param>
        /// <param name="mipSlice">The mip level to use for the view.</param>
        /// <param name="firstArrayIndex">The first array index to use for the view.</param>
        /// <param name="arrayCount">The number of array indices to use for the view.</param>
        /// <param name="flags">Depth/stencil view flags.</param>
        internal GorgonDepthStencilView(GorgonResource resource, BufferFormat format, int mipSlice, int firstArrayIndex, int arrayCount, DepthStencilViewFlags flags)
            : base(resource, format)
        {
            MipSlice        = mipSlice;
            FirstArrayIndex = firstArrayIndex;
            ArrayCount      = arrayCount;
            Flags           = flags;

            switch (resource.ResourceType)
            {
            case ResourceType.Texture1D:
                _depth1D = (GorgonDepthStencil1D)resource;
                break;

            case ResourceType.Texture2D:
                _depth2D = (GorgonDepthStencil2D)resource;
                break;
            }
        }
Пример #4
0
 /// <summary>
 /// Function to retrieve the depth stencil  view for a depth stencil .
 /// </summary>
 /// <param name="target">Render target to evaluate.</param>
 /// <returns>The depth stencil  view for the swap chain.</returns>
 public static GorgonDepthStencilView ToDepthStencilView(GorgonDepthStencil1D target)
 {
     return(target == null ? null : target._defaultView);
 }