/// <summary> /// /// </summary> private void CreateAndBindTargets() { //surfaceD3D.SetRenderTargetDX11(null); int width = System.Math.Max((int)ActualWidth, 100); int height = System.Math.Max((int)ActualHeight, 100); device.ImmediateContext.OutputMerger.ResetTargets(); Disposer.RemoveAndDispose(ref colorBufferView); Disposer.RemoveAndDispose(ref colorBuffer); Disposer.RemoveAndDispose(ref backBuffer); Disposer.RemoveAndDispose(ref depthStencilBufferView); Disposer.RemoveAndDispose(ref depthStencilBuffer); CreateSwapChain(); backBuffer = Texture2D.FromSwapChain <Texture2D>(swapChain, 0); #if DoubleBuffer int sampleCount = 1; int sampleQuality = 0; if (MSAA != MSAALevel.Disable) { do { var newSampleCount = sampleCount * 2; var newSampleQuality = device.CheckMultisampleQualityLevels(Format.B8G8R8A8_UNorm, newSampleCount) - 1; if (newSampleQuality < 0) { break; } sampleCount = newSampleCount; sampleQuality = newSampleQuality; if (sampleCount == (int)MSAA) { break; } } while (sampleCount < 32); } var sampleDesc = new SampleDescription(sampleCount, sampleQuality); var colordesc = new Texture2DDescription { BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, Format = Format.B8G8R8A8_UNorm, Width = width, Height = height, MipLevels = 1, SampleDescription = sampleDesc, Usage = ResourceUsage.Default, OptionFlags = ResourceOptionFlags.None, CpuAccessFlags = CpuAccessFlags.None, ArraySize = 1 }; colorBuffer = new Texture2D(device, colordesc); colorBufferView = new RenderTargetView(device, colorBuffer); #else var sampleDesc = swapChain.Description1.SampleDescription; colorBufferView = new RenderTargetView(device, backBuffer); #endif var depthdesc = new Texture2DDescription { BindFlags = BindFlags.DepthStencil, //Format = Format.D24_UNorm_S8_UInt, Format = Format.D32_Float_S8X24_UInt, Width = width, Height = height, MipLevels = 1, SampleDescription = sampleDesc, Usage = ResourceUsage.Default, OptionFlags = ResourceOptionFlags.None, CpuAccessFlags = CpuAccessFlags.None, ArraySize = 1, }; depthStencilBuffer = new Texture2D(device, depthdesc); depthStencilBufferView = new DepthStencilView(device, depthStencilBuffer); this.device.ImmediateContext.Rasterizer.SetScissorRectangle(0, 0, width, height); }
/// <summary> /// /// </summary> private void CreateAndBindTargets() { surfaceD3D.SetRenderTargetDX11(null); int width = System.Math.Max((int)ActualWidth, 100); int height = System.Math.Max((int)ActualHeight, 100); Disposer.RemoveAndDispose(ref colorBufferView); Disposer.RemoveAndDispose(ref depthStencilBufferView); Disposer.RemoveAndDispose(ref colorBuffer); Disposer.RemoveAndDispose(ref depthStencilBuffer); #if MSAA Disposer.RemoveAndDispose(ref renderTargetNMS); int sampleCount = 1; int sampleQuality = 0; if (IsMSAAEnabled) { do { var newSampleCount = sampleCount * 2; var newSampleQuality = device.CheckMultisampleQualityLevels(Format.B8G8R8A8_UNorm, newSampleCount) - 1; if (newSampleQuality < 0) { break; } sampleCount = newSampleCount; sampleQuality = newSampleQuality; } while (sampleCount < 32); } var sampleDesc = new SampleDescription(sampleCount, sampleQuality); var optionFlags = ResourceOptionFlags.None; #else var sampleDesc = new SampleDescription(1, 0); var optionFlags = ResourceOptionFlags.Shared; #endif var colordesc = new Texture2DDescription { BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, Format = Format.B8G8R8A8_UNorm, Width = width, Height = height, MipLevels = 1, SampleDescription = sampleDesc, Usage = ResourceUsage.Default, OptionFlags = optionFlags, CpuAccessFlags = CpuAccessFlags.None, ArraySize = 1 }; var depthdesc = new Texture2DDescription { BindFlags = BindFlags.DepthStencil, //Format = Format.D24_UNorm_S8_UInt, Format = Format.D32_Float_S8X24_UInt, Width = width, Height = height, MipLevels = 1, SampleDescription = sampleDesc, Usage = ResourceUsage.Default, OptionFlags = ResourceOptionFlags.None, CpuAccessFlags = CpuAccessFlags.None, ArraySize = 1, }; colorBuffer = new Texture2D(device, colordesc); depthStencilBuffer = new Texture2D(device, depthdesc); colorBufferView = new RenderTargetView(device, colorBuffer); depthStencilBufferView = new DepthStencilView(device, depthStencilBuffer); #if MSAA var colordescNMS = new Texture2DDescription { BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, Format = Format.B8G8R8A8_UNorm, Width = width, Height = height, MipLevels = 1, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, OptionFlags = ResourceOptionFlags.Shared, CpuAccessFlags = CpuAccessFlags.None, ArraySize = 1 }; renderTargetNMS = new Texture2D(device, colordescNMS); device.ImmediateContext.ResolveSubresource(colorBuffer, 0, renderTargetNMS, 0, Format.B8G8R8A8_UNorm); surfaceD3D.SetRenderTargetDX11(renderTargetNMS); #else this.surfaceD3D.SetRenderTargetDX11(this.colorBuffer); #endif }