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(); }
public DeviceD3D11(IDXGIFactory1 factory, bool validation) { DXGIFactory = factory; var adapters = DXGIFactory.EnumAdapters1(); for (var i = 0; i < adapters.Length; i++) { var adapter = adapters[0]; var desc = adapter.Description1; // Don't select the Basic Render Driver adapter. if ((desc.Flags & AdapterFlags.Software) != AdapterFlags.None) { continue; } var creationFlags = DeviceCreationFlags.BgraSupport /* | DeviceCreationFlags.VideoSupport*/; if (validation) { creationFlags |= DeviceCreationFlags.Debug; } if (D3D11CreateDevice( null, DriverType.Hardware, creationFlags, s_featureLevels, out D3D11Device, out FeatureLevel, out D3D11DeviceContext).Failure) { // Remove debug flag not being supported. creationFlags &= ~DeviceCreationFlags.Debug; if (D3D11CreateDevice(null, DriverType.Hardware, creationFlags, s_featureLevels, out D3D11Device, out FeatureLevel, out D3D11DeviceContext).Failure) { throw new GraphicsException("Cannot create D3D11 Device"); } } DXGIAdapter = adapter; break; } D3D11Device1 = D3D11Device.QueryInterfaceOrNull <ID3D11Device1>(); // Detect multithreading FeatureDataThreading featureDataThreading = default; if (D3D11Device.CheckFeatureSupport(DirectX.Direct3D11.Feature.Threading, ref featureDataThreading)) { SupportsConcurrentResources = featureDataThreading.DriverConcurrentCreates; SupportsCommandLists = featureDataThreading.DriverCommandLists; } // Init device features. InitializeFeatures(); // Create command queue's. _graphicsCommandQueue = new CommandQueueD3D11(this, D3D11DeviceContext); _computeCommandQueue = new CommandQueueD3D11(this, CommandQueueType.Compute); _copyCommandQueue = new CommandQueueD3D11(this, CommandQueueType.Copy); }