private static Texture CreateWhiteTexture(GraphicsDevice device) { const int Size = 2; var whiteData = new Color[Size * Size]; for (int i = 0; i < Size * Size; i++) { whiteData[i] = Color.White; } return(Texture.New2D(device, Size, Size, PixelFormat.R8G8B8A8_UNorm, whiteData)); }
/// <summary> /// Creates the depth stencil buffer. /// </summary> protected virtual void CreateDepthStencilBuffer() { // If no depth stencil buffer, just return if (Description.DepthStencilFormat == PixelFormat.None) { return; } // Creates the depth stencil buffer. var flags = TextureFlags.DepthStencil; if (GraphicsDevice.Features.CurrentProfile >= GraphicsProfile.Level_10_0) { flags |= TextureFlags.ShaderResource; } var depthTexture = Texture.New2D(GraphicsDevice, Description.BackBufferWidth, Description.BackBufferHeight, Description.DepthStencilFormat, flags); DepthStencilBuffer = depthTexture.DisposeBy(this); }
/// <summary> /// Creates the texture. /// </summary> /// <param name="width">The width.</param> /// <param name="height">The height.</param> /// <param name="mipmap">if set to <c>true</c> [mipmap].</param> /// <param name="dynamic">if set to <c>true</c> [dynamic].</param> /// <returns></returns> public override TextureBase CreateTexture(int width, int height, bool mipmap, bool dynamic) { if (width == 0 || height == 0) { return(null); } Texture2D native = null; if (dynamic) { native = Texture2D.New2D(GraphicsDevice, width, height, PixelFormat.R8G8B8A8_UNorm, usage: GraphicsResourceUsage.Dynamic); } else { native = Texture2D.New2D(GraphicsDevice, width, height, PixelFormat.R8G8B8A8_UNorm); } XenkoTexture texture = new XenkoTexture(native); return(texture); }
public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters) { device.InitDefaultRenderTarget(presentationParameters); backBuffer = Texture.New2D(device, Description.BackBufferWidth, Description.BackBufferHeight, presentationParameters.BackBufferFormat, TextureFlags.RenderTarget | TextureFlags.ShaderResource); }