示例#1
0
        public static Result TryCreate(
            IDXGIAdapter adapter,
            DriverType driverType,
            DeviceCreationFlags flags,
            FeatureLevel[] featureLevels,
            out ID3D11Device device,
            out ID3D11DeviceContext immediateContext)
        {
            var result = D3D11.CreateDevice(
                adapter,
                driverType,
                IntPtr.Zero,
                (int)flags,
                featureLevels,
                (featureLevels != null) ? featureLevels.Length : 0,
                D3D11.SdkVersion,
                out device,
                out FeatureLevel featureLevel,
                out immediateContext);

            if (result.Failure)
            {
                return(result);
            }

            if (immediateContext != null)
            {
                device.AddRef();
                device.ImmediateContext__ = immediateContext;
                immediateContext.Device__ = device;
            }

            return(result);
        }
示例#2
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)
                {
                    VorticeD3D11.D3D11CreateDevice(options.AdapterPtr,
                                                   Vortice.Direct3D.DriverType.Hardware,
                                                   flags,
                                                   new[]
                    {
                        Vortice.Direct3D.FeatureLevel.Level_11_1,
                        Vortice.Direct3D.FeatureLevel.Level_11_0,
                    },
                                                   out _device).CheckError();
                }
                else
                {
                    VorticeD3D11.D3D11CreateDevice(IntPtr.Zero,
                                                   Vortice.Direct3D.DriverType.Hardware,
                                                   flags,
                                                   new[]
                    {
                        Vortice.Direct3D.FeatureLevel.Level_11_1,
                        Vortice.Direct3D.FeatureLevel.Level_11_0,
                    },
                                                   out _device).CheckError();
                }
            }
            catch
            {
                VorticeD3D11.D3D11CreateDevice(IntPtr.Zero,
                                               Vortice.Direct3D.DriverType.Hardware,
                                               flags,
                                               null,
                                               out _device).CheckError();
            }

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

            if (swapchainDesc != null)
            {
                SwapchainDescription desc = swapchainDesc.Value;
                _mainSwapchain = new D3D11Swapchain(this, 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();
        }