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C# DataStream.Release方法代码示例

本文整理汇总了C#中DataStream.Release方法的典型用法代码示例。如果您正苦于以下问题:C# DataStream.Release方法的具体用法?C# DataStream.Release怎么用?C# DataStream.Release使用的例子?那么, 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DataStream的用法示例。


在下文中一共展示了DataStream.Release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

        private static void Main()
        {
            var form = new RenderForm("SharpDX - MiniTri Direct3D 11 Sample");

            // SwapChain description
            var desc = new SwapChainDescription()
                           {
                               BufferCount = 1,
                               ModeDescription=
                                   new ModeDescription(form.ClientSize.Width, form.ClientSize.Height,
                                                       new Rational(60, 1), Format.R8G8B8A8_UNorm),
                               IsWindowed = true,
                               OutputHandle = form.Handle,
                               SampleDescription = new SampleDescription(1, 0),
                               SwapEffect = SwapEffect.Discard,
                               Usage = Usage.RenderTargetOutput
                           };

            // Create Device and SwapChain
            Device device;
            SwapChain swapChain;
            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, desc, out device, out swapChain);
            var context = device.ImmediateContext;

            // Ignore all windows events
            Factory factory = swapChain.GetParent<Factory>();
            factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);

            // New RenderTargetView from the backbuffer
            Texture2D backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
            var renderView = new RenderTargetView(device, backBuffer);

            // Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "VS", "vs_4_0", ShaderFlags.None,
                                                                      EffectFlags.None);
            var vertexShader = new VertexShader(device, vertexShaderByteCode);

            var pixelShaderByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "PS", "ps_4_0", ShaderFlags.None,
                                                                     EffectFlags.None);
            var pixelShader = new PixelShader(device, pixelShaderByteCode);

            // Layout from VertexShader input signature
            var layout = new InputLayout(device, ShaderSignature.GetInputSignature(vertexShaderByteCode), new[] {
                new InputElement("POSITION",0,Format.R32G32B32A32_Float,0,0),
                new InputElement("COLOR",0,Format.R32G32B32A32_Float,16,0)
            });

            // Write vertex data to a datastream
            var stream = new DataStream(32*3, true, true);
            stream.WriteRange(new[]
                                  {
                                      new Vector4(0.0f, 0.5f, 0.5f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
                                      new Vector4(0.5f, -0.5f, 0.5f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
                                      new Vector4(-0.5f, -0.5f, 0.5f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f)
                                  });
            stream.Position = 0;

            // Instantiate Vertex buiffer from vertex data
            var vertices = new Buffer(device, stream, new BufferDescription()
                                                          {
                                                              BindFlags = BindFlags.VertexBuffer,
                                                              CpuAccessFlags = CpuAccessFlags.None,
                                                              OptionFlags = ResourceOptionFlags.None,
                                                              SizeInBytes = 32*3,
                                                              Usage = ResourceUsage.Default,
                                                              StructureByteStride = 0
                                                          });
            stream.Release();

            // Prepare All the stages
            context.InputAssembler.SetInputLayout(layout);
            context.InputAssembler.SetPrimitiveTopology(PrimitiveTopology.TriangleList);
            context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 32, 0));
            context.VertexShader.Set(vertexShader);
            context.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
            context.PixelShader.Set(pixelShader);
            context.OutputMerger.SetTargets(renderView);

            // Main loop
            RenderLoop.Run(form, () =>
                                      {
                                          context.ClearRenderTargetView(renderView, new Color4(1.0f, 0.0f, 0.0f, 0.0f));
                                          context.Draw(3, 0);
                                          swapChain.Present(0, PresentFlags.None);
                                      });

            // Release all resources
            vertexShaderByteCode.Release();
            vertexShader.Release();
            pixelShaderByteCode.Release();
            pixelShader.Release();
            vertices.Release();
            layout.Release();
            renderView.Release();
            backBuffer.Release();
            context.ClearState();
            context.Flush();
            device.Release();
            context.Release();
            swapChain.Release();
//.........这里部分代码省略.........
开发者ID:leprosarium,项目名称:red-stone-simulator,代码行数:101,代码来源:Program.cs


注:本文中的DataStream.Release方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。