/// <summary> /// Configures resources that don't depend on the Direct3D device. /// </summary> private void CreateDeviceIndependentResources() { // Dispose previous references and set to null this.RemoveAndDispose(ref d2dFactory); this.RemoveAndDispose(ref dwriteFactory); this.RemoveAndDispose(ref wicFactory); // Initialize Direct2D resources. var debugLevel = SharpDX.Direct2D1.DebugLevel.None; #if DEBUG if (DirectXHelper.SdkLayersAvailable()) { debugLevel = SharpDX.Direct2D1.DebugLevel.Information; } #endif // Initialize the Direct2D Factory. d2dFactory = this.ToDispose( new SharpDX.Direct2D1.Factory2( SharpDX.Direct2D1.FactoryType.SingleThreaded, debugLevel ) ); // Initialize the DirectWrite Factory. dwriteFactory = this.ToDispose( new SharpDX.DirectWrite.Factory1(SharpDX.DirectWrite.FactoryType.Shared) ); // Initialize the Windows Imaging Component (WIC) Factory. wicFactory = this.ToDispose( new SharpDX.WIC.ImagingFactory2() ); }
/// <summary> /// Configures the Direct3D device, and stores handles to it and the device context. /// </summary> private void CreateDeviceResources() { DisposeDeviceAndContext(); // This flag adds support for surfaces with a different color channel ordering // than the API default. It is required for compatibility with Direct2D. DeviceCreationFlags creationFlags = DeviceCreationFlags.BgraSupport; #if DEBUG if (DirectXHelper.SdkLayersAvailable()) { // If the project is in a debug build, enable debugging via SDK Layers with this flag. creationFlags |= DeviceCreationFlags.Debug; } #endif // This array defines the set of DirectX hardware feature levels this app will support. // Note the ordering should be preserved. // Note that HoloLens supports feature level 11.1. The HoloLens emulator is also capable // of running on graphics cards starting with feature level 10.0. FeatureLevel[] featureLevels = { FeatureLevel.Level_12_1, FeatureLevel.Level_12_0, FeatureLevel.Level_11_1, FeatureLevel.Level_11_0, FeatureLevel.Level_10_1, FeatureLevel.Level_10_0 }; // Create the Direct3D 11 API device object and a corresponding context. try { if (null != dxgiAdapter) { using (var device = new Device(dxgiAdapter, creationFlags, featureLevels)) { // Store pointers to the Direct3D 11.1 API device. d3dDevice = this.ToDispose(device.QueryInterface <Device3>()); } } else { using (var device = new Device(DriverType.Hardware, creationFlags, featureLevels)) { // Store a pointer to the Direct3D device. d3dDevice = this.ToDispose(device.QueryInterface <Device3>()); } } } catch { // If the initialization fails, fall back to the WARP device. // For more information on WARP, see: // http://go.microsoft.com/fwlink/?LinkId=286690 using (var device = new Device(DriverType.Warp, creationFlags, featureLevels)) { d3dDevice = this.ToDispose(device.QueryInterface <Device3>()); } } // Cache the feature level of the device that was created. d3dFeatureLevel = d3dDevice.FeatureLevel; // Store a pointer to the Direct3D immediate context. d3dContext = this.ToDispose(d3dDevice.ImmediateContext3); // Acquire the DXGI interface for the Direct3D device. using (var dxgiDevice = d3dDevice.QueryInterface <SharpDX.DXGI.Device3>()) { // Wrap the native device using a WinRT interop object. IntPtr pUnknown; UInt32 hr = InteropStatics.CreateDirect3D11DeviceFromDXGIDevice(dxgiDevice.NativePointer, out pUnknown); if (hr == 0) { d3dInteropDevice = (IDirect3DDevice)Marshal.GetObjectForIUnknown(pUnknown); Marshal.Release(pUnknown); } // Store a pointer to the DXGI adapter. // This is for the case of no preferred DXGI adapter, or fallback to WARP. dxgiAdapter = this.ToDispose(dxgiDevice.Adapter.QueryInterface <SharpDX.DXGI.Adapter3>()); } // Check for device support for the optional feature that allows setting the render target array index from the vertex shader stage. var options = d3dDevice.CheckD3D113Features3(); if (options.VPAndRTArrayIndexFromAnyShaderFeedingRasterizer) { d3dDeviceSupportsVprt = true; } }