本文整理汇总了C#中Effect.Dispose方法的典型用法代码示例。如果您正苦于以下问题:C# Effect.Dispose方法的具体用法?C# Effect.Dispose怎么用?C# Effect.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Effect
的用法示例。
在下文中一共展示了Effect.Dispose方法的8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
public static void Main(string[] args)
{
Device device;
Effect effect;
device = new Device(DriverType.Hardware, DeviceCreationFlags.None);
if (args.Length < 1)
{
Console.WriteLine("Usage: dumptech.exe <effect file>");
return;
}
string effect_file = args[0];
if (! File.Exists(effect_file))
{
Console.WriteLine("File not found: " + effect_file);
return;
}
try
{
var shader_bytecode = ShaderBytecode.FromFile(effect_file);
effect = new Effect(device, shader_bytecode);
}
catch (SharpDX.CompilationException e)
{
Console.WriteLine(e.Message + ": " + effect_file);
return;
}
//Console.WriteLine("technique count {0}", effect.Description.TechniqueCount);
for (int i = 0; i < effect.Description.TechniqueCount; i++)
{
var technique = effect.GetTechniqueByIndex(i);
Console.WriteLine("{0}\t{1}", i, technique.Description.Name);
}
if (effect != null)
effect.Dispose();
if (device != null)
device.Dispose();
}
示例2: DestroyInstance
public override void DestroyInstance(Effect fx)
{
fx.Dispose();
}
示例3: Main
static void Main()
{
var form = new RenderForm("SlimDX - MiniTri Direct3D 11 Sample");
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
};
Device device;
SwapChain swapChain;
Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, desc, out device, out swapChain);
device.Factory.SetWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);
Texture2D backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
var renderView = new RenderTargetView(device, backBuffer);
var bytecode = ShaderBytecode.CompileFromFile("MiniTri.fx", "fx_5_0", ShaderFlags.None, EffectFlags.None);
var effect = new Effect(device, bytecode);
var technique = effect.GetTechniqueByIndex(0);
var pass = technique.GetPassByIndex(0);
var layout = new InputLayout(device, pass.Description.Signature, new[] {
new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0)
});
var stream = new DataStream(3 * 32, 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;
var vertices = new SlimDX.Direct3D11.Buffer(device, stream, new BufferDescription()
{
BindFlags = BindFlags.VertexBuffer,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
SizeInBytes = 3 * 32,
Usage = ResourceUsage.Default
});
stream.Dispose();
device.ImmediateContext.OutputMerger.SetTargets(renderView);
device.ImmediateContext.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
MessagePump.Run(form, () =>
{
device.ImmediateContext.ClearRenderTargetView(renderView, Color.Black);
device.ImmediateContext.InputAssembler.InputLayout = layout;
device.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
device.ImmediateContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 32, 0));
for (int i = 0; i < technique.Description.PassCount; ++i)
{
pass.Apply(device.ImmediateContext);
device.ImmediateContext.Draw(3, 0);
}
swapChain.Present(0, PresentFlags.None);
});
bytecode.Dispose();
vertices.Dispose();
layout.Dispose();
effect.Dispose();
renderView.Dispose();
backBuffer.Dispose();
device.Dispose();
swapChain.Dispose();
}
示例4: Main
//.........这里部分代码省略.........
// Load effect from file. It is a basic effect that renders a full screen quad through
// an ortho projectio=n matrix
effect = Effect.FromFile(device, "Texture.fx", "fx_4_0", ShaderFlags.Debug, EffectFlags.None);
EffectTechnique technique = effect.GetTechniqueByIndex(0);
EffectPass pass = technique.GetPassByIndex(0);
InputLayout layout = new InputLayout(device, pass.Description.Signature, new[]
{
new InputElement(
"POSITION", 0,
Format.
R32G32B32A32_Float,
0, 0),
new InputElement(
"TEXCOORD", 0,
Format.
R32G32_Float,
16, 0)
});
//effect.GetVariableByName("mWorld").AsMatrix().SetMatrix(
// Matrix.Translation(Layout.OrthographicTransform(Vector2.Zero, 99, size)));
//effect.GetVariableByName("mView").AsMatrix().SetMatrix(qCam.View);
//effect.GetVariableByName("mProjection").AsMatrix().SetMatrix(qCam.OrthoProjection);
//effect.GetVariableByName("tDiffuse").AsResource().SetResource(srv);
// Set RT and Viewports
device.OutputMerger.SetTargets(renderView);
device.Rasterizer.SetViewports(new Viewport(0, 0, size.Width, size.Height, 0.0f, 1.0f));
// Create solid rasterizer state
RasterizerStateDescription rDesc = new RasterizerStateDescription()
{
CullMode = CullMode.None,
IsDepthClipEnabled = true,
FillMode = FillMode.Solid,
IsAntialiasedLineEnabled = false,
IsFrontCounterclockwise = true,
//IsMultisampleEnabled = true,
};
RasterizerState rState = RasterizerState.FromDescription(device, rDesc);
device.Rasterizer.State = rState;
Texture2DDescription rtDesc = new Texture2DDescription
{
ArraySize = 1,
Width = size.Width,
Height = size.Height,
BindFlags = BindFlags.RenderTarget,
CpuAccessFlags = CpuAccessFlags.None,
Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
OptionFlags = ResourceOptionFlags.None,
Usage = ResourceUsage.Default,
MipLevels = 1,
SampleDescription = new SampleDescription(1, 0)
};
rtTex = new Texture2D(device, rtDesc);
rv = new RenderTargetView(device, rtTex);
stereoizedTexture = Make3D(sourceTexture);
//ResizeDevice(new Size(1920, 1080), true);
Console.WriteLine(form.ClientSize);
// Main Loop
MessagePump.Run(form, () =>
{
device.ClearRenderTargetView(renderView, Color.Cyan);
//device.InputAssembler.SetInputLayout(layout);
//device.InputAssembler.SetPrimitiveTopology(PrimitiveTopology.TriangleList);
//device.OutputMerger.SetTargets(rv);
//device.InputAssembler.SetVertexBuffers(0,
// new VertexBufferBinding(vertices, 24, 0));
//device.InputAssembler.SetIndexBuffer(indices, Format.R16_UInt, 0);
//for (int i = 0; i < technique.Description.PassCount; ++i)
//{
// // Render the full screen quad
// pass.Apply();
// device.DrawIndexed(6, 0, 0);
//}
ResourceRegion stereoSrcBox = new ResourceRegion { Front = 0, Back = 1, Top = 0, Bottom = size.Height, Left = 0, Right = size.Width };
device.CopySubresourceRegion(stereoizedTexture, 0, stereoSrcBox, backBuffer, 0, 0, 0, 0);
//device.CopyResource(rv.Resource, backBuffer);
swapChain.Present(0, PresentFlags.None);
});
// Dispose resources
vertices.Dispose();
layout.Dispose();
effect.Dispose();
renderView.Dispose();
backBuffer.Dispose();
device.Dispose();
swapChain.Dispose();
rState.Dispose();
stereoizedTexture.Dispose();
sourceTexture.Dispose();
indices.Dispose();
srv.Dispose();
}
示例5: Main
//.........这里部分代码省略.........
device.Factory.SetWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);
Texture2D backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
var renderView = new RenderTargetView(device, backBuffer);
var bytecode = ShaderBytecode.CompileFromFile("Render.fx", "fx_5_0", ShaderFlags.None, EffectFlags.None);
var effect = new Effect(device, bytecode);
var technique = effect.GetTechniqueByIndex(0);
var pass = technique.GetPassByIndex(0);
String errors;
var computeByteCode = ShaderBytecode.CompileFromFile("compute.fx", "CS", "cs_5_0", ShaderFlags.None, EffectFlags.None, null, null, out errors);
var compute = new ComputeShader(device, computeByteCode);
// shader variable handles
var conwayResourceH = effect.GetVariableByName("tex").AsResource();
var resolutionInvH = effect.GetVariableByName("resolutionInv").AsVector();
resolutionInvH.Set(new Vector2(1.0f / form.ClientSize.Width, 1.0f / form.ClientSize.Height));
EffectVectorVariable lightPosSSH = effect.GetVariableByName("lightPosSS").AsVector();
// create texture, fill it with random data
Texture2DDescription textureDesc = new Texture2DDescription()
{
Width = form.ClientSize.Width,
Height = form.ClientSize.Height,
MipLevels = 1,
ArraySize = 1,
CpuAccessFlags = CpuAccessFlags.None,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
OptionFlags = ResourceOptionFlags.None,
BindFlags = BindFlags.UnorderedAccess | BindFlags.ShaderResource,
Format = Format.R32_Float
};
var random = new Random();
var data = new float[form.ClientSize.Width * form.ClientSize.Height];
for (int i = 0; i < form.ClientSize.Width; ++i)
{
for (int j = 0; j < form.ClientSize.Height; ++j)
data[i * form.ClientSize.Height + j] = (float)random.Next(2);
}
DataStream ds = new DataStream(data, true, false);
DataRectangle dataRect = new DataRectangle(4 * form.ClientSize.Width, ds);
Texture2D conwayTex = new Texture2D(device, textureDesc, dataRect);
// Create SRV and UAV over the same texture
UnorderedAccessView conwayUAV = new UnorderedAccessView(device, conwayTex);
ShaderResourceView conwaySRV = new ShaderResourceView(device, conwayTex);
// On the more typical setup where you switch shaders,
// you will have to set the texture after every
conwayResourceH.SetResource(conwaySRV);
device.ImmediateContext.OutputMerger.SetTargets(renderView);
device.ImmediateContext.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
device.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip;
Vector2 lightPosSS;
float angle = 0;
MessagePump.Run(form, () =>
{
// this does the light rotation
angle += 0.002f;
lightPosSS = new Vector2((float)Math.Sin(angle) * 0.5f + 0.5f, (float)Math.Cos(angle) * 0.5f + 0.5f);
lightPosSSH.Set(lightPosSS);
device.ImmediateContext.ComputeShader.Set(compute);
device.ImmediateContext.ComputeShader.SetUnorderedAccessView(conwayUAV, 0);
device.ImmediateContext.Dispatch(form.ClientSize.Width / 16 + 1, form.ClientSize.Height / 16 + 1, 1);
// After running the CS you have to unset UAV from the shader, so you can use it as SRV
device.ImmediateContext.ComputeShader.SetUnorderedAccessView(null, 0);
device.ImmediateContext.ClearRenderTargetView(renderView, Color.Black);
for (int i = 0; i < technique.Description.PassCount; ++i)
{
pass.Apply(device.ImmediateContext);
// No vertices are send as they are created in the vertex shader on the fly.
device.ImmediateContext.Draw(4, 0);
}
swapChain.Present(0, PresentFlags.None);
});
computeByteCode.Dispose();
conwayUAV.Dispose();
conwaySRV.Dispose();
conwayTex.Dispose();
ds.Dispose();
bytecode.Dispose();
effect.Dispose();
renderView.Dispose();
backBuffer.Dispose();
device.Dispose();
swapChain.Dispose();
}
示例6: Run
//.........这里部分代码省略.........
// ---------------------------------------------------------------------------------------------------
// Acquire the mutexes. These are needed to assure the device in use has exclusive access to the surface
// ---------------------------------------------------------------------------------------------------
var device10Mutex = textureD3D10.QueryInterface<KeyedMutex>();
var device11Mutex = textureD3D11.QueryInterface<KeyedMutex>();
// ---------------------------------------------------------------------------------------------------
// Main rendering loop
// ---------------------------------------------------------------------------------------------------
bool first = true;
RenderLoop
.Run(form,
() =>
{
if(first)
{
form.Activate();
first = false;
}
// clear the render target to black
context.ClearRenderTargetView(renderTargetView, Colors.DarkSlateGray);
// Draw the triangle
context.InputAssembler.InputLayout = layoutColor;
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBufferColor, VertexPositionColor.SizeInBytes, 0));
context.OutputMerger.BlendState = null;
var currentTechnique = effect.GetTechniqueByName("Color");
for (var pass = 0; pass < currentTechnique.Description.PassCount; ++pass)
{
using (var effectPass = currentTechnique.GetPassByIndex(pass))
{
System.Diagnostics.Debug.Assert(effectPass.IsValid, "Invalid EffectPass");
effectPass.Apply(context);
}
context.Draw(3, 0);
};
// Draw Ellipse on the shared Texture2D
device10Mutex.Acquire(0, 100);
renderTarget2D.BeginDraw();
renderTarget2D.Clear(Colors.Black);
renderTarget2D.DrawGeometry(tesselatedGeometry, solidColorBrush);
renderTarget2D.DrawEllipse(new Ellipse(center, 200, 200), solidColorBrush, 20, null);
renderTarget2D.EndDraw();
device10Mutex.Release(0);
// Draw the shared texture2D onto the screen, blending the 2d content in
device11Mutex.Acquire(0, 100);
var srv = new ShaderResourceView(device11, textureD3D11);
effect.GetVariableByName("g_Overlay").AsShaderResource().SetResource(srv);
context.InputAssembler.InputLayout = layoutOverlay;
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip;
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBufferOverlay, VertexPositionTexture.SizeInBytes, 0));
context.OutputMerger.BlendState = blendStateTransparent;
currentTechnique = effect.GetTechniqueByName("Overlay");
for (var pass = 0; pass < currentTechnique.Description.PassCount; ++pass)
{
using (var effectPass = currentTechnique.GetPassByIndex(pass))
{
System.Diagnostics.Debug.Assert(effectPass.IsValid, "Invalid EffectPass");
effectPass.Apply(context);
}
context.Draw(4, 0);
}
srv.Dispose();
device11Mutex.Release(0);
swapChain.Present(0, PresentFlags.None);
});
// dispose everything
vertexBufferColor.Dispose();
vertexBufferOverlay.Dispose();
layoutColor.Dispose();
layoutOverlay.Dispose();
effect.Dispose();
shaderByteCode.Dispose();
renderTarget2D.Dispose();
swapChain.Dispose();
device11.Dispose();
device10.Dispose();
textureD3D10.Dispose();
textureD3D11.Dispose();
factory1.Dispose();
adapter1.Dispose();
sharedResource.Dispose();
factory2D.Dispose();
surface.Dispose();
solidColorBrush.Dispose();
blendStateTransparent.Dispose();
device10Mutex.Dispose();
device11Mutex.Dispose();
}
示例7: TestFloats
public void TestFloats()
{
var device = GraphicsDevice.New();
// Compile a toolkit effect from a file
var result = new EffectCompiler().CompileFromFile("TestEffectValueArray.fx");
// Check that we don't have any errors
Assert.False(result.HasErrors);
var bytecode = result.EffectData;
var effect = new Effect(device, bytecode);
// Test for floats
// When uploading a float[16], each float in the array will be aligned to the closest float4
// So it is actually as using a float4[16] array. The toolkit is managing this to avoid a
// user to have to remap to a float4. For efficiency, It is recommended to directly use float4
// whenever possible.
var floats = new float[16];
for (int i = 0; i < floats.Length; i++)
{
floats[i] = i;
}
effect.Parameters["Floats"].SetValue(floats);
var localFloats = effect.Parameters["Floats"].GetValueArray<float>(floats.Length);
Assert.That(Utilities.Compare(floats, localFloats), Is.True);
var buffer = Buffer.Structured.New<float>(device, floats.Length, true);
effect.Parameters["FloatsOut"].SetResource(buffer);
effect.CurrentTechnique = effect.Techniques["TestFloats"];
effect.CurrentTechnique.Passes[0].Apply();
device.Dispatch(floats.Length, 1, 1);
var computeFloats = buffer.GetData<float>();
Assert.That(Utilities.Compare(floats, computeFloats), Is.True);
// Test with float2 array
var floats2 = new Vector2[8];
for (int i = 0; i < floats2.Length; i++)
{
floats2[i] = new Vector2(i * 2, i * 2 + 1);
}
effect.Parameters["Floats2"].SetValue(floats2);
var localFloats2 = effect.Parameters["Floats2"].GetValueArray<Vector2>(floats2.Length);
Assert.That(Utilities.Compare(floats2, localFloats2), Is.True);
var bufferFloats2 = Buffer.Structured.New<Vector2>(device, floats2.Length, true);
effect.Parameters["Floats2Out"].SetResource(bufferFloats2);
effect.CurrentTechnique.Passes[1].Apply();
device.Dispatch(floats2.Length, 1, 1);
var computeFloats2 = buffer.GetData<Vector2>();
Assert.That(Utilities.Compare(floats2, computeFloats2), Is.True);
// Test with float4 array
var floats4 = new Vector4[4];
for (int i = 0; i < floats4.Length; i++)
{
floats4[i] = new Vector4(i * 4, i * 4 + 1, i * 4 + 2, i * 4 + 3);
}
effect.Parameters["Floats4"].SetValue(floats4);
var localFloats4 = effect.Parameters["Floats4"].GetValueArray<Vector4>(floats4.Length);
Assert.That(Utilities.Compare(floats4, localFloats4), Is.True);
var bufferFloats4 = Buffer.Structured.New<Vector2>(device, floats4.Length, true);
effect.Parameters["Floats4Out"].SetResource(bufferFloats4);
effect.CurrentTechnique.Passes[2].Apply();
device.Dispatch(floats4.Length, 1, 1);
var computeFloats4 = buffer.GetData<Vector4>();
Assert.That(Utilities.Compare(floats4, computeFloats4), Is.True);
effect.Dispose();
device.Dispose();
}
示例8: TestMatrix
public void TestMatrix()
{
var device = GraphicsDevice.New();
// Compile a toolkit effect from a file
var result = new EffectCompiler().CompileFromFile("TestEffectValueArray.fx");
// Check that we don't have any errors
Assert.False(result.HasErrors);
var bytecode = result.EffectData;
var effect = new Effect(device, bytecode);
var matrices = new Matrix[4];
for (int i = 0; i < matrices.Length; i++)
{
matrices[i] = new Matrix();
for (int j = 0; j < 16; j++)
{
matrices[i][j] = (j + i * 16);
}
}
effect.Parameters["Matrices4x4"].SetValue(matrices);
effect.Parameters["Matrices4x3"].SetValue(matrices);
effect.Parameters["Matrices3x3"].SetValue(matrices);
effect.Parameters["Matrices3x4"].SetValue(matrices);
var locals4x4 = effect.Parameters["Matrices4x4"].GetMatrixArray(4);
var locals4x3 = effect.Parameters["Matrices4x3"].GetMatrixArray(4);
var locals3x3 = effect.Parameters["Matrices3x3"].GetMatrixArray(4);
var locals3x4 = effect.Parameters["Matrices3x4"].GetMatrixArray(4);
Assert.That(CompareMatrixArray(matrices, locals4x4, 4, 4), Is.True);
Assert.That(CompareMatrixArray(matrices, locals4x3, 4, 3), Is.True);
Assert.That(CompareMatrixArray(matrices, locals3x3, 3, 3), Is.True);
Assert.That(CompareMatrixArray(matrices, locals3x4, 3, 4), Is.True);
var local4x4 = effect.Parameters["Matrices4x4"].GetMatrix(3);
var local4x3 = effect.Parameters["Matrices4x3"].GetMatrix(3);
var local3x3 = effect.Parameters["Matrices3x3"].GetMatrix(3);
var local3x4 = effect.Parameters["Matrices3x4"].GetMatrix(3);
Assert.That(CompareMatrix(ref local4x4, ref matrices[3], 4, 4));
Assert.That(CompareMatrix(ref local4x3, ref matrices[3], 4, 3));
Assert.That(CompareMatrix(ref local3x3, ref matrices[3], 3, 3));
Assert.That(CompareMatrix(ref local3x4, ref matrices[3], 3, 4));
var buffer = Buffer.Structured.New<Matrix>(device, 4, true);
effect.Parameters["MatrixOut"].SetResource(buffer);
effect.CurrentTechnique = effect.Techniques["TestMatrices"];
effect.CurrentTechnique.Passes[0].Apply();
device.Dispatch(4, 1, 1);
var compute4x4 = Transpose(buffer.GetData<Matrix>());
Assert.That(CompareMatrixArray(matrices, compute4x4, 4, 4), Is.True);
effect.CurrentTechnique.Passes[1].Apply();
device.Dispatch(4, 1, 1);
var compute4x3 = Transpose(buffer.GetData<Matrix>());
Assert.That(CompareMatrixArray(matrices, compute4x3, 4, 3), Is.True);
effect.CurrentTechnique.Passes[2].Apply();
device.Dispatch(4, 1, 1);
var compute3x3 = Transpose(buffer.GetData<Matrix>());
Assert.That(CompareMatrixArray(matrices, compute3x3, 3, 3), Is.True);
effect.CurrentTechnique.Passes[3].Apply();
device.Dispatch(4, 1, 1);
var compute3x4 = Transpose(buffer.GetData<Matrix>());
Assert.That(CompareMatrixArray(matrices, compute3x4, 3, 4), Is.True);
effect.Dispose();
device.Dispose();
}