本文整理汇总了C#中Buffer.Dispose方法的典型用法代码示例。如果您正苦于以下问题:C# Buffer.Dispose方法的具体用法?C# Buffer.Dispose怎么用?C# Buffer.Dispose使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Buffer
的用法示例。
在下文中一共展示了Buffer.Dispose方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Main
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
var form = new Form1();
Device device;
SwapChain swapChain;
ShaderSignature inputSignature;
VertexShader vertexShader;
GeometryShader geometryShader;
PixelShader pixelShader;
var description = new SwapChainDescription()
{
BufferCount = 2,
Usage = Usage.RenderTargetOutput,
OutputHandle = form.Handle,
IsWindowed = true,
ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm),
SampleDescription = new SampleDescription(1, 0),
Flags = SwapChainFlags.AllowModeSwitch,
SwapEffect = SwapEffect.Discard
};
Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, description, out device, out swapChain);
// create a view of our render target, which is the backbuffer of the swap chain we just created
RenderTargetView renderTarget;
using (var resource = Resource.FromSwapChain<Texture2D>(swapChain, 0))
renderTarget = new RenderTargetView(device, resource);
// setting a viewport is required if you want to actually see anything
var context = device.ImmediateContext;
var viewport = new Viewport(0.0f, 0.0f, form.ClientSize.Width, form.ClientSize.Height);
context.OutputMerger.SetTargets(renderTarget);
context.Rasterizer.SetViewports(viewport);
// load and compile the vertex shader
using (var bytecode = ShaderBytecode.CompileFromFile("Voxel.fx", "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None))
{
inputSignature = ShaderSignature.GetInputSignature(bytecode);
vertexShader = new VertexShader(device, bytecode);
}
using (var bytecode = ShaderBytecode.CompileFromFile("Voxel.fx", "GS", "gs_4_0", ShaderFlags.None, EffectFlags.None))
{
geometryShader = new GeometryShader(device, bytecode);
}
// load and compile the pixel shader
using (var bytecode = ShaderBytecode.CompileFromFile("Voxel.fx", "PS", "ps_4_0", ShaderFlags.None, EffectFlags.None))
pixelShader = new PixelShader(device, bytecode);
// create test vertex data, making sure to rewind the stream afterward
var vertices = new DataStream(12 * 3, true, true);
vertices.Write(new Vector3(0.0f, 0.5f, 0.5f));
vertices.Write(new Vector3(0.5f, -0.5f, 0.5f));
vertices.Write(new Vector3(-0.5f, -0.5f, 0.5f));
vertices.Position = 0;
// create the vertex layout and buffer
var elements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0) };
var layout = new InputLayout(device, inputSignature, elements);
var vertexBuffer = new Buffer(device, vertices, 12 * 3, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
// configure the Input Assembler portion of the pipeline with the vertex data
context.InputAssembler.InputLayout = layout;
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer, 12, 0));
// set the shaders
context.VertexShader.Set(vertexShader);
// context.GeometryShader.Set(geometryShader);
context.PixelShader.Set(pixelShader);
// prevent DXGI handling of alt+enter, which doesn't work properly with Winforms
using (var factory = swapChain.GetParent<Factory>())
factory.SetWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAltEnter);
// handle alt+enter ourselves
form.KeyDown += (o, e) =>
{
if (e.Alt && e.KeyCode == Keys.Enter)
swapChain.IsFullScreen = !swapChain.IsFullScreen;
};
// handle form size changes
form.Resize += (o, e) =>
{
renderTarget.Dispose();
swapChain.ResizeBuffers(2, 0, 0, Format.R8G8B8A8_UNorm, SwapChainFlags.AllowModeSwitch);
using (var resource = Resource.FromSwapChain<Texture2D>(swapChain, 0))
renderTarget = new RenderTargetView(device, resource);
context.OutputMerger.SetTargets(renderTarget);
};
MessagePump.Run(form, () =>
//.........这里部分代码省略.........