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C# SwapChain类代码示例

本文整理汇总了C#中SwapChain的典型用法代码示例。如果您正苦于以下问题:C# SwapChain类的具体用法?C# SwapChain怎么用?C# SwapChain使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


SwapChain类属于命名空间,在下文中一共展示了SwapChain类的15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: InitDevice

        /// <summary>
        /// Create Direct3D device and swap chain
        /// </summary>
        public void InitDevice()
        {
            device = D3DDevice.CreateDeviceAndSwapChain(host.Handle);
            swapChain = device.SwapChain;

            // Create a render target view
            using (Texture2D pBuffer = swapChain.GetBuffer<Texture2D>(0))
            {
                renderTargetView = device.CreateRenderTargetView(pBuffer);
            }

            device.OM.RenderTargets = new OutputMergerRenderTargets(new RenderTargetView[] { renderTargetView }, null);

            // Setup the viewport
            Viewport vp = new Viewport()
            {
                Width = (uint)host.ActualWidth,
                Height = (uint)host.ActualHeight,
                MinDepth = 0.0f,
                MaxDepth = 1.0f,
                TopLeftX = 0,
                TopLeftY = 0
            };

            device.RS.Viewports = new Viewport[] { vp };
        } 
开发者ID:Corillian,项目名称:Windows-API-Code-Pack-1.1,代码行数:29,代码来源:TutorialWindow.xaml.cs

示例2: InitDevice

        /// <summary>
        /// Create Direct3D device and swap chain
        /// </summary>
        protected void InitDevice()
        {
            device = D3DDevice.CreateDeviceAndSwapChain(directControl.Handle);
            swapChain = device.SwapChain;

            // Create a render target view
            using (Texture2D pBuffer = swapChain.GetBuffer<Texture2D>(0))
            {
                renderTargetView = device.CreateRenderTargetView(pBuffer);
            }

            device.OM.RenderTargets = new OutputMergerRenderTargets(new RenderTargetView[] { renderTargetView });

            // Setup the viewport
            Viewport vp = new Viewport()
            {
                Width = (uint)directControl.ClientSize.Width,
                Height = (uint)directControl.ClientSize.Height,
                MinDepth = 0.0f,
                MaxDepth = 1.0f,
                TopLeftX = 0,
                TopLeftY = 0
            };

            device.RS.Viewports = new Viewport[] { vp };
        } 
开发者ID:Corillian,项目名称:Windows-API-Code-Pack-1.1,代码行数:29,代码来源:TutorialWindow.cs

示例3: D3D11RenderingPane

        public D3D11RenderingPane( Factory dxgiFactory, SlimDX.Direct3D11.Device d3D11Device, DeviceContext d3D11DeviceContext, D3D11HwndDescription d3D11HwndDescription )
        {
            mDxgiFactory = dxgiFactory;
            mD3D11Device = d3D11Device;
            mD3D11DeviceContext = d3D11DeviceContext;

            var swapChainDescription = new SwapChainDescription
                                       {
                                           BufferCount = 1,
                                           ModeDescription =
                                               new ModeDescription( d3D11HwndDescription.Width,
                                                                    d3D11HwndDescription.Height,
                                                                    new Rational( 60, 1 ),
                                                                    Format.R8G8B8A8_UNorm ),
                                           IsWindowed = true,
                                           OutputHandle = d3D11HwndDescription.Handle,
                                           SampleDescription = new SampleDescription( 1, 0 ),
                                           SwapEffect = SwapEffect.Discard,
                                           Usage = Usage.RenderTargetOutput
                                       };

            mSwapChain = new SwapChain( mDxgiFactory, mD3D11Device, swapChainDescription );
            mDxgiFactory.SetWindowAssociation( d3D11HwndDescription.Handle, WindowAssociationFlags.IgnoreAll );

            CreateD3D11Resources( d3D11HwndDescription.Width, d3D11HwndDescription.Height );

            PauseRendering = false;
        }
开发者ID:Rhoana,项目名称:Mojo,代码行数:28,代码来源:D3D11RenderingPane.cs

示例4: InitalizeGraphics

		private void InitalizeGraphics()
		{
			if (Window.RenderCanvasHandle == IntPtr.Zero)
				throw new InvalidOperationException("Window handle cannot be zero");

			SwapChainDescription swapChainDesc = new SwapChainDescription()
			{
				BufferCount = 1,
				Flags = SwapChainFlags.None,
				IsWindowed = true,
				OutputHandle = Window.RenderCanvasHandle,
				SwapEffect = SwapEffect.Discard,
				Usage = Usage.RenderTargetOutput,
				ModeDescription = new ModeDescription()
				{
					Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
					//Format = SlimDX.DXGI.Format.B8G8R8A8_UNorm,
					Width = Window.ClientSize.Width,
					Height = Window.ClientSize.Height,
					RefreshRate = new Rational(60, 1),
					Scaling = DisplayModeScaling.Unspecified,
					ScanlineOrdering = DisplayModeScanlineOrdering.Unspecified
				},
				SampleDescription = new SampleDescription(1, 0)
			};

			var giFactory = new SlimDX.DXGI.Factory();
			var adapter = giFactory.GetAdapter(0);

			Device device;
			SwapChain swapChain;
			Device.CreateWithSwapChain(adapter, DriverType.Hardware, DeviceCreationFlags.None, swapChainDesc, out device, out swapChain);
			_swapChain = swapChain;
			GraphicsDevice = device;

			// create a view of our render target, which is the backbuffer of the swap chain we just created
			using (var resource = SlimDX.Direct3D10.Resource.FromSwapChain<Texture2D>(swapChain, 0))
			{
				_backBuffer = new RenderTargetView(device, resource);
			}

			// setting a viewport is required if you want to actually see anything
			var viewport = new Viewport(0, 0, Window.ClientSize.Width, Window.ClientSize.Height);
			device.OutputMerger.SetTargets(_backBuffer);
			device.Rasterizer.SetViewports(viewport);

			CreateDepthStencil();
			LoadVisualizationEffect();

			// Allocate a large buffer to write the PhysX visualization vertices into
			// There's more optimized ways of doing this, but for this sample a large buffer will do
			_userPrimitivesBuffer = new SlimDX.Direct3D10.Buffer(GraphicsDevice, VertexPositionColor.SizeInBytes * 50000, ResourceUsage.Dynamic, BindFlags.VertexBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None);

			var elements = new[]
			{
				new InputElement("Position", 0, Format.R32G32B32A32_Float, 0, 0),
				new InputElement("Color", 0, Format.R32G32B32A32_Float, 16, 0)
			};
			_inputLayout = new InputLayout(GraphicsDevice, _visualizationEffect.RenderScenePass0.Description.Signature, elements);
		}
开发者ID:dkushner,项目名称:PhysX.NET,代码行数:60,代码来源:Engine.cs

示例5: CreateDeviceSwapChainAndRenderTarget

        public static void CreateDeviceSwapChainAndRenderTarget(Form form,
            out Device device, out SwapChain swapChain, out RenderTargetView renderTarget)
        {
            try
            {
                // the debug mode requires the sdk to be installed otherwise an exception is thrown
                device = new Device(DeviceCreationFlags.Debug);
            }
            catch (Direct3D10Exception)
            {
                device = new Device(DeviceCreationFlags.None);
            }

            var swapChainDescription = new SwapChainDescription();
            var modeDescription = new ModeDescription();
            var sampleDescription = new SampleDescription();

            modeDescription.Format = Format.R8G8B8A8_UNorm;
            modeDescription.RefreshRate = new Rational(60, 1);
            modeDescription.Scaling = DisplayModeScaling.Unspecified;
            modeDescription.ScanlineOrdering = DisplayModeScanlineOrdering.Unspecified;

            modeDescription.Width = WIDTH;
            modeDescription.Height = HEIGHT;

            sampleDescription.Count = 1;
            sampleDescription.Quality = 0;

            swapChainDescription.ModeDescription = modeDescription;
            swapChainDescription.SampleDescription = sampleDescription;
            swapChainDescription.BufferCount = 1;
            swapChainDescription.Flags = SwapChainFlags.None;
            swapChainDescription.IsWindowed = true;
            swapChainDescription.OutputHandle = form.Handle;
            swapChainDescription.SwapEffect = SwapEffect.Discard;
            swapChainDescription.Usage = Usage.RenderTargetOutput;

            using (var factory = new Factory())
            {
                swapChain = new SwapChain(factory, device, swapChainDescription);
            }

            using (var resource = swapChain.GetBuffer<Texture2D>(0))
            {
                renderTarget = new RenderTargetView(device, resource);
            }

            var viewport = new Viewport
            {
                X = 0,
                Y = 0,
                Width = WIDTH,
                Height = HEIGHT,
                MinZ = 0.0f,
                MaxZ = 1.0f
            };

            device.Rasterizer.SetViewports(viewport);
            device.OutputMerger.SetTargets(renderTarget);
        }
开发者ID:Christof,项目名称:afterglow,代码行数:60,代码来源:EmptyWindow.cs

示例6: DX11SwapChain

        public DX11SwapChain(DX11RenderContext context, IntPtr handle, Format format, SampleDescription sampledesc)
        {
            this.context = context;
            this.handle = handle;

            SwapChainDescription sd = new SwapChainDescription()
            {
                BufferCount = 1,
                ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), format),
                IsWindowed = true,
                OutputHandle = handle,
                SampleDescription = sampledesc,
                SwapEffect = SwapEffect.Discard,
                Usage = Usage.RenderTargetOutput | Usage.ShaderInput,
                Flags = SwapChainFlags.None
            };

            if (sd.SampleDescription.Count == 1 && context.IsFeatureLevel11)
            {
                sd.Usage |= Usage.UnorderedAccess;
                this.allowuav = true;
            }

            this.swapchain = new SwapChain(context.Device.Factory, context.Device, sd);

            this.Resource = Texture2D.FromSwapChain<Texture2D>(this.swapchain, 0);

            this.context.Factory.SetWindowAssociation(handle, WindowAssociationFlags.IgnoreAltEnter);

            this.RTV = new RenderTargetView(context.Device, this.Resource);
            this.SRV = new ShaderResourceView(context.Device, this.Resource);
            if (this.allowuav) { this.UAV = new UnorderedAccessView(context.Device, this.Resource); }

            this.desc = this.Resource.Description;
        }
开发者ID:kopffarben,项目名称:FeralTic,代码行数:35,代码来源:DX11SwapChain.cs

示例7: TestException

        public void TestException()
        {
            // Device is implicitly created with a DXGI Factory / Adapter
            var device = new Direct3D11.Device(DriverType.Hardware);

            // Create another DXGI Factory
            var factory = new SharpDX.DXGI.Factory1();

            try
            {
                // This call should raise a DXGI_ERROR_INVALID_CALL:
                // The reason is the SwapChain must be created with a d3d device that was created with the same factory
                // Because we were creating the D3D11 device without a DXGI factory, it is associated with another factory.
                var swapChain = new SwapChain(
                    factory,
                    device,
                    new SwapChainDescription()
                        {
                            BufferCount = 1,
                            Flags = SwapChainFlags.None,
                            IsWindowed = false,
                            ModeDescription = new ModeDescription(1024, 768, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                            SampleDescription = new SampleDescription(1, 0),
                            OutputHandle = IntPtr.Zero,
                            SwapEffect = SwapEffect.Discard,
                            Usage = Usage.RenderTargetOutput
                        });
            } catch (SharpDXException exception)
            {
                Assert.AreEqual(exception.Descriptor.NativeApiCode, "DXGI_ERROR_INVALID_CALL");
            }
        }
开发者ID:numo16,项目名称:SharpDX,代码行数:32,代码来源:TestResultDescriptor.cs

示例8: D3DApp

        protected D3DApp(IntPtr hInstance)
        {
            AppInst = hInstance;
            MainWindowCaption = "D3D11 Application";
            DriverType = DriverType.Hardware;
            ClientWidth = 800;
            ClientHeight = 600;
            Enable4XMsaa = false;
            Window = null;
            AppPaused = false;
            Minimized = false;
            Maximized = false;
            Resizing = false;
            Msaa4XQuality = 0;
            Device = null;
            ImmediateContext = null;
            SwapChain = null;
            DepthStencilBuffer = null;
            RenderTargetView = null;
            DepthStencilView = null;
            Viewport = new Viewport();
            Timer = new GameTimer();

            GD3DApp = this;
        }
开发者ID:remy22,项目名称:dx11,代码行数:25,代码来源:D3DApp.cs

示例9: Initialize

        public override void Initialize()
        {
            using (var fac = new Factory())
            {
                using (var tmpDevice = new Device(fac.GetAdapter(0), DriverType.Hardware, DeviceCreationFlags.None))
                {
                    using (var rf = new RenderForm())
                    {
                        var desc = new SwapChainDescription
                        {
                            BufferCount = 1,
                            Flags = SwapChainFlags.None,
                            IsWindowed = true,
                            ModeDescription = new ModeDescription(100, 100, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                            OutputHandle = rf.Handle,
                            SampleDescription = new SampleDescription(1, 0),
                            SwapEffect = SwapEffect.Discard,
                            Usage = Usage.RenderTargetOutput
                        };
                        using (var sc = new SwapChain(fac, tmpDevice, desc))
                        {
                            PresentPointer = Pulse.Magic.GetObjectVtableFunction(sc.ComPointer, VMT_PRESENT);
                            ResetTargetPointer = Pulse.Magic.GetObjectVtableFunction(sc.ComPointer, VMT_RESIZETARGET);
                        }
                    }
                }
            }

            _presentDelegate = Pulse.Magic.RegisterDelegate<Direct3D10Present>(PresentPointer);
            _presentHook = Pulse.Magic.Detours.CreateAndApply(_presentDelegate, new Direct3D10Present(Callback), "D10Present");
        }
开发者ID:miceiken,项目名称:D3DDetour,代码行数:31,代码来源:D3D10.cs

示例10: Renderer

 public Renderer(int Width, int Height, IntPtr? OutputHandle)
 {
     if (Width < 1)
         Width = 1;
     if (Height < 1)
         Height = 1;
     bufferWidth = Width;
     bufferHeight = Height;
     deviceUsers++;
     if (device == null)
         device = new Device(DriverType.Hardware, DeviceCreationFlags.Debug | DeviceCreationFlags.BgraSupport, FeatureLevel.Level_11_0);
     if (OutputHandle.HasValue)
     {
         SwapChainDescription swapChainDesc = new SwapChainDescription()
         {
             BufferCount = 1,
             ModeDescription = new ModeDescription(BufferWidth, BufferHeight, new Rational(120, 1), Format.R8G8B8A8_UNorm),
             IsWindowed = true,
             OutputHandle = OutputHandle.Value,
             SampleDescription = BufferSampleDescription,
             SwapEffect = SwapEffect.Discard,
             Usage = Usage.RenderTargetOutput,
             Flags = SwapChainFlags.AllowModeSwitch,
         };
         swapChain = new SwapChain(device.Factory, Device, swapChainDesc);
         using (var factory = swapChain.GetParent<Factory>())
             factory.SetWindowAssociation(OutputHandle.Value, WindowAssociationFlags.IgnoreAltEnter);
     }
     LightingSystem = new ForwardLighting(this);
     SetupRenderTargets();
     LightingSystem.Initialize();
 }
开发者ID:RomanHodulak,项目名称:DeferredLightingD3D11,代码行数:32,代码来源:Renderer.cs

示例11: DrawDevice

        //-------------------------------------------------------------------
        // Constructor
        //-------------------------------------------------------------------
        public DrawDevice()
        {
            m_hwnd = IntPtr.Zero;
            m_pDevice = null;
            m_pSwapChain = null;

            m_d3dpp = null;
            m_Data = IntPtr.Zero;

            m_format = Format.X8R8G8B8;
            m_width = 0;
            m_height = 0;
            m_lDefaultStride = 0;
            m_PixelAR.Denominator = m_PixelAR.Numerator = 1;
            m_rcDest = Rectangle.Empty;

            VideoFormatDefs = new VideoFormatGUID[] {
                new VideoFormatGUID(MFMediaType.RGB32, TransformImage_RGB32, ARGB32_To_RGB32),
                new VideoFormatGUID(MFMediaType.RGB24, TransformImage_RGB24, ARGB32_To_RGB24),
                new VideoFormatGUID(MFMediaType.YUY2, TransformImage_YUY2, ARGB32_To_YUY2),
                new VideoFormatGUID(MFMediaType.NV12, TransformImage_NV12, ARGB32_To_NV12)
            };

            m_convertFn = null;
            m_bmpconvertFn = null;
        }
开发者ID:GoshaDE,项目名称:SuperMFLib,代码行数:29,代码来源:DrawDevice.cs

示例12: Initialize

        public override WriteableBitmap Initialize(Device device)
		{
			const int width = 600;
			const int height = 400;

			// Create device and swap chain.
            var swapChainPresenter = new WpfSwapChainPresenter();
			_swapChain = device.CreateSwapChain(width, height, swapChainPresenter);

			_deviceContext = device.ImmediateContext;

			// Create RenderTargetView from the backbuffer.
			var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);
			_renderTargetView = device.CreateRenderTargetView(backBuffer);

			// Create DepthStencilView.
			var depthStencilBuffer = device.CreateTexture2D(new Texture2DDescription
			{
				ArraySize = 1,
				MipLevels = 1,
				Width = width,
				Height = height,
				BindFlags = BindFlags.DepthStencil
			});
			var depthStencilView = device.CreateDepthStencilView(depthStencilBuffer);

			// Prepare all the stages.
			_deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, width, height, 0.0f, 1.0f));
			_deviceContext.OutputMerger.SetTargets(depthStencilView, _renderTargetView);

            return swapChainPresenter.Bitmap;
		}
开发者ID:modulexcite,项目名称:rasterizr,代码行数:32,代码来源:BasicWindowSample.cs

示例13: DeviceContext10

        /// <summary>
        /// Initializes a new instance of the <see cref="DeviceContext10"/> class.
        /// </summary>
        /// <param name="handle">The window handle to associate with the device.</param>
        /// <param name="settings">The settings used to configure the device.</param>
        internal DeviceContext10(IntPtr handle, DeviceSettings10 settings)
        {
            if (handle == IntPtr.Zero)
                throw new ArgumentException("Value must be a valid window handle.", "handle");
            if (settings == null)
                throw new ArgumentNullException("settings");

            this.settings = settings;

            factory = new Factory();
            device = new Direct3D10.Device(factory.GetAdapter(settings.AdapterOrdinal), Direct3D10.DriverType.Hardware, settings.CreationFlags);

            swapChain = new SwapChain(factory, device, new SwapChainDescription
            {
                BufferCount = 1,
                Flags = SwapChainFlags.None,
                IsWindowed = true,
                ModeDescription = new ModeDescription(settings.Width, settings.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                OutputHandle = handle,
                SampleDescription = new SampleDescription(1, 0),
                SwapEffect = SwapEffect.Discard,
                Usage = Usage.RenderTargetOutput
            });

            factory.SetWindowAssociation(handle, WindowAssociationFlags.IgnoreAll | WindowAssociationFlags.IgnoreAltEnter);
        }
开发者ID:zhandb,项目名称:slimdx,代码行数:31,代码来源:DeviceContext10.cs

示例14: AfterEngineInit

        public void AfterEngineInit()
        {
            // Basics.
            {
                var deviceDesc = new Device.Descriptor {DebugDevice = true};
                renderDevice = new ClearSight.RendererDX12.Device(ref deviceDesc,
                    ClearSight.RendererDX12.Device.FeatureLevel.Level_11_0);

                var descCQ = new CommandQueue.Descriptor() {Type = CommandListType.Graphics};
                commandQueue = renderDevice.Create(ref descCQ);

                var wih = new WindowInteropHelper(window);
                var swapChainDesc = new SwapChain.Descriptor()
                {
                    AssociatedGraphicsQueue = commandQueue,

                    MaxFramesInFlight = 3,
                    BufferCount = 3,

                    Width = (uint) window.Width,
                    Height = (uint) window.Height,
                    Format = Format.R8G8B8A8_UNorm,

                    SampleCount = 1,
                    SampleQuality = 0,

                    WindowHandle = wih.Handle,
                    Fullscreen = false
                };
                swapChain = renderDevice.Create(ref swapChainDesc);

                var commandListDesc = new CommandList.Descriptor()
                {
                    Type = CommandListType.Graphics,
                    AllocationPolicy = new CommandListInFlightFrameAllocationPolicy(CommandListType.Graphics, swapChain)
                };
                commandList = renderDevice.Create(ref commandListDesc);
            }

            // Render targets.
            {
                var descHeapDesc = new DescriptorHeap.Descriptor()
                {
                    Type = DescriptorHeap.Descriptor.ResourceDescriptorType.RenderTarget,
                    NumResourceDescriptors = swapChain.Desc.BufferCount
                };
                descHeapRenderTargets = renderDevice.Create(ref descHeapDesc);

                var rtvViewDesc = new RenderTargetViewDescription()
                {
                    Format = swapChain.Desc.Format,
                    Dimension = Dimension.Texture2D,
                    Texture = new TextureSubresourceDesc(mipSlice: 0)
                };
                for (uint i = 0; i < swapChain.Desc.BufferCount; ++i)
                {
                    renderDevice.CreateRenderTargetView(descHeapRenderTargets, i, swapChain.BackbufferResources[i], ref rtvViewDesc);
                }
            }
        }
开发者ID:Wumpf,项目名称:ClearSight,代码行数:60,代码来源:Application.cs

示例15: RenderTarget

 public RenderTarget(Device device, SwapChain swapChain)
     : this()
 {
     Texture = _disposer.Add(Texture2D.FromSwapChain<Texture2D>(swapChain, 0));
     RenderTargetView = _disposer.Add(new RenderTargetView(device, Texture));
     ShaderResourceView = null;
     Viewport = new Viewport(0, 0, Width, Height, 0.0f, 1.0f);
 }
开发者ID:JoltSoftwareDevelopment,项目名称:Jolt.MashRoom,代码行数:8,代码来源:RenderTarget.cs


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