示例#1
0
        public D3D11GraphicsDevice(D3D11DeviceOptions options, SwapchainDescription?swapchainDesc)
        {
            var flags = (DeviceCreationFlags)options.DeviceCreationFlags;

#if DEBUG
            flags |= DeviceCreationFlags.Debug;
#endif
            // If debug flag set but SDK layers aren't available we can't enable debug.
            if (0 != (flags & DeviceCreationFlags.Debug) && !Vortice.Direct3D11.D3D11.SdkLayersAvailable())
            {
                flags &= ~DeviceCreationFlags.Debug;
            }

            try
            {
                if (options.AdapterPtr != IntPtr.Zero)
                {
                    _dxgiAdapter = new IDXGIAdapter(options.AdapterPtr);
                    Vortice.Direct3D11.D3D11.D3D11CreateDevice(_dxgiAdapter,
                                                               Vortice.Direct3D.DriverType.Hardware,
                                                               flags,
                                                               new[]
                    {
                        Vortice.Direct3D.FeatureLevel.Level_11_1,
                        Vortice.Direct3D.FeatureLevel.Level_11_0,
                    },
                                                               out _device).CheckError();
                }
                else
                {
                    Vortice.Direct3D11.D3D11.D3D11CreateDevice(null,
                                                               Vortice.Direct3D.DriverType.Hardware,
                                                               flags,
                                                               new[]
                    {
                        Vortice.Direct3D.FeatureLevel.Level_11_1,
                        Vortice.Direct3D.FeatureLevel.Level_11_0,
                    },
                                                               out _device).CheckError();
                }
            }
            catch
            {
                Vortice.Direct3D11.D3D11.D3D11CreateDevice(null,
                                                           Vortice.Direct3D.DriverType.Hardware,
                                                           flags,
                                                           null,
                                                           out _device).CheckError();
            }

            using (var dxgiDevice = _device.QueryInterface <Vortice.DXGI.IDXGIDevice>())
            {
                // Store a pointer to the DXGI adapter.
                // This is for the case of no preferred DXGI adapter, or fallback to WARP.
                _dxgiAdapter = dxgiDevice.Adapter;
            }

            if (swapchainDesc != null)
            {
                SwapchainDescription desc = swapchainDesc.Value;
                _mainSwapchain = new D3D11Swapchain(_device, ref desc);
            }
            _immediateContext = _device.ImmediateContext;
            _device.CheckThreadingSupport(out _supportsConcurrentResources, out _supportsCommandLists);

            Features = new GraphicsDeviceFeatures(
                computeShader: true,
                geometryShader: true,
                tessellationShaders: true,
                multipleViewports: true,
                samplerLodBias: true,
                drawBaseVertex: true,
                drawBaseInstance: true,
                drawIndirect: true,
                drawIndirectBaseInstance: true,
                fillModeWireframe: true,
                samplerAnisotropy: true,
                depthClipDisable: true,
                texture1D: true,
                independentBlend: true,
                structuredBuffer: true,
                subsetTextureView: true,
                commandListDebugMarkers: _device.FeatureLevel >= Vortice.Direct3D.FeatureLevel.Level_11_1,
                bufferRangeBinding: _device.FeatureLevel >= Vortice.Direct3D.FeatureLevel.Level_11_1,
                shaderFloat64: _device.CheckFeatureSupport <FeatureDataDoubles>(Vortice.Direct3D11.Feature.Doubles).DoublePrecisionFloatShaderOps);

            _d3d11ResourceFactory = new D3D11ResourceFactory(this);
            _d3d11Info            = new BackendInfoD3D11(this);

            PostDeviceCreated();
        }
示例#2
0
 public override bool GetD3D11Info(out BackendInfoD3D11 info)
 {
     info = _d3d11Info;
     return(true);
 }
        public D3D11GraphicsDevice(GraphicsDeviceOptions options, SwapchainDescription?swapchainDesc)
        {
            DeviceCreationFlags flags = DeviceCreationFlags.None;
            bool debug = options.Debug;

#if DEBUG
            debug = true;
#endif
            if (debug)
            {
                flags = DeviceCreationFlags.Debug;
            }

            try
            {
                _device = new SharpDX.Direct3D11.Device(
                    SharpDX.Direct3D.DriverType.Hardware,
                    flags,
                    SharpDX.Direct3D.FeatureLevel.Level_11_1);
            }
            catch (SharpDXException)
            {
                try
                {
                    _device = new SharpDX.Direct3D11.Device(SharpDX.Direct3D.DriverType.Hardware, flags);
                }
                catch (SharpDXException ex) when(debug && (uint)ex.HResult == 0x887A002D)
                {
                    // The D3D11 debug layer is not installed. Create a normal device without debug support, instead.
                    _device = new SharpDX.Direct3D11.Device(SharpDX.Direct3D.DriverType.Hardware, DeviceCreationFlags.None);
                }
            }

            if (swapchainDesc != null)
            {
                SwapchainDescription desc = swapchainDesc.Value;
                _mainSwapchain = new D3D11Swapchain(_device, ref desc);
            }
            _immediateContext = _device.ImmediateContext;
            _device.CheckThreadingSupport(out _supportsConcurrentResources, out _supportsCommandLists);

            Features = new GraphicsDeviceFeatures(
                computeShader: true,
                geometryShader: true,
                tessellationShaders: true,
                multipleViewports: true,
                samplerLodBias: true,
                drawBaseVertex: true,
                drawBaseInstance: true,
                drawIndirect: true,
                drawIndirectBaseInstance: true,
                fillModeWireframe: true,
                samplerAnisotropy: true,
                depthClipDisable: true,
                texture1D: true,
                independentBlend: true,
                structuredBuffer: true,
                subsetTextureView: true,
                commandListDebugMarkers: _device.FeatureLevel >= SharpDX.Direct3D.FeatureLevel.Level_11_1,
                bufferRangeBinding: _device.FeatureLevel >= SharpDX.Direct3D.FeatureLevel.Level_11_1);

            _d3d11ResourceFactory = new D3D11ResourceFactory(this);
            _d3d11Info            = new BackendInfoD3D11(this);

            PostDeviceCreated();
        }