private void UpdateBackBuffer() { IDirect3DSurface surface = HolographicFrame.GetRenderingParameters(HolographicFrame.CurrentPrediction.CameraPoses[0]).Direct3D11BackBuffer; IDirect3DDxgiInterfaceAccess surfaceDxgiInterfaceAccess = surface as IDirect3DDxgiInterfaceAccess; IntPtr resource = surfaceDxgiInterfaceAccess.GetInterface(ID3D11Resource); if (backBuffer == null || backBuffer.NativeResource.NativePointer != resource) { // Clean up references to previous resources. backBuffer?.Dispose(); LeftEyeBuffer?.Dispose(); RightEyeBuffer?.Dispose(); // This can change every frame as the system moves to the next buffer in the // swap chain. This mode of operation will occur when certain rendering modes // are activated. Texture2D d3DBackBuffer = new Texture2D(resource); backBuffer = new Texture(GraphicsDevice).InitializeFromImpl(d3DBackBuffer, false); LeftEyeBuffer = backBuffer.ToTextureView(new TextureViewDescription() { ArraySlice = 0, Type = ViewType.Single }); RightEyeBuffer = backBuffer.ToTextureView(new TextureViewDescription() { ArraySlice = 1, Type = ViewType.Single }); } Description.BackBufferFormat = backBuffer.Format; Description.BackBufferWidth = backBuffer.Width; Description.BackBufferHeight = backBuffer.Height; }
public static Texture ToTextureView(this Texture texture, ViewType type, int arraySlice, int mipLevel) { var viewDescription = texture.ViewDescription; viewDescription.Type = type; viewDescription.ArraySlice = arraySlice; viewDescription.MipLevel = mipLevel; return(texture.ToTextureView(viewDescription)); }
/// <summary> /// Gets a view on this depth stencil texture as a readonly depth stencil texture. /// </summary> /// <returns>A new texture object that is bouded to the requested view.</returns> public static Texture ToDepthStencilReadOnlyTexture(this Texture texture) { if (!texture.IsDepthStencil) { throw new NotSupportedException("This texture is not a valid depth stencil texture"); } var viewDescription = texture.ViewDescription; viewDescription.Flags = TextureFlags.DepthStencilReadOnly; return(texture.ToTextureView(viewDescription)); }