This repository has been archived by the owner on Mar 30, 2019. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 223
/
Direct3D11DemoApp.cs
111 lines (99 loc) · 3.91 KB
/
Direct3D11DemoApp.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
// Copyright (c) 2010-2013 SharpDX - Alexandre Mutel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
namespace SharpDX.Samples
{
/// <summary>
/// Root class for Direct3D10(.1) Demo App
/// </summary>
public class Direct3D11DemoApp : DemoApp
{
Direct3D11.Device _device;
SwapChain _swapChain;
Texture2D _backBuffer;
RenderTargetView _backBufferView;
/// <summary>
/// Returns the device
/// </summary>
public Direct3D11.Device Device
{
get
{
return _device;
}
}
/// <summary>
/// Returns the backbuffer used by the SwapChain
/// </summary>
public Texture2D BackBuffer
{
get
{
return _backBuffer;
}
}
/// <summary>
/// Returns the render target view on the backbuffer used by the SwapChain.
/// </summary>
public RenderTargetView BackBufferView
{
get
{
return _backBufferView;
}
}
protected override void Initialize(DemoConfiguration demoConfiguration)
{
// SwapChain description
var desc = new SwapChainDescription()
{
BufferCount = 1,
ModeDescription =
new ModeDescription(demoConfiguration.Width, demoConfiguration.Height,
new Rational(60, 1), Format.R8G8B8A8_UNorm),
IsWindowed = true,
OutputHandle = DisplayHandle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput
};
// Create Device and SwapChain
Direct3D11.Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.BgraSupport, new [] { FeatureLevel.Level_10_0 }, desc, out _device, out _swapChain);
// Ignore all windows events
Factory factory = _swapChain.GetParent<Factory>();
factory.MakeWindowAssociation(DisplayHandle, WindowAssociationFlags.IgnoreAll);
// New RenderTargetView from the backbuffer
_backBuffer = Texture2D.FromSwapChain<Texture2D>(_swapChain, 0);
_backBufferView = new RenderTargetView(_device, _backBuffer);
}
protected override void BeginDraw()
{
base.BeginDraw();
Device.ImmediateContext.Rasterizer.SetViewport(new Viewport(0, 0, Config.Width, Config.Height));
Device.ImmediateContext.OutputMerger.SetTargets(_backBufferView);
}
protected override void EndDraw()
{
_swapChain.Present(Config.WaitVerticalBlanking?1:0, PresentFlags.None);
}
}
}