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C# SwapChain.Dispose方法代码示例

本文整理汇总了C#中SwapChain.Dispose方法的典型用法代码示例。如果您正苦于以下问题:C# SwapChain.Dispose方法的具体用法?C# SwapChain.Dispose怎么用?C# SwapChain.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SwapChain的用法示例。


在下文中一共展示了SwapChain.Dispose方法的7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: CreateSwapchain

 public static SwapChain3 CreateSwapchain(RenderForm form, CommandQueue queue,Config config)
 {
     using (var Factory = new Factory4())
     {
         var swapChainDesc = new SwapChainDescription()
         {
             BufferCount = config.FrameCount,
             ModeDescription = new ModeDescription(config.Width, config.Height, new Rational(config.RefreshRate, 1), config.Format),
             Usage = Usage.RenderTargetOutput,
             SwapEffect = SwapEffect.FlipDiscard,
             OutputHandle = form.Handle,
             SampleDescription = new SampleDescription(config.SampleCount, config.SampleQuality),
             IsWindowed = true
         };
         var tempSwapChain = new SwapChain(Factory, queue, swapChainDesc);
         var SwapChain = tempSwapChain.QueryInterface<SwapChain3>();
         tempSwapChain.Dispose();
         return SwapChain;
     }
 }
开发者ID:dtysky,项目名称:TearsOfTimes-MinecraftRemake,代码行数:20,代码来源:DxHelper.cs

示例2: LoadPipeline

        private void LoadPipeline(RenderForm form)
        {
            int width = form.ClientSize.Width;
            int height = form.ClientSize.Height;

            viewport.Width = width;
            viewport.Height = height;
            viewport.MaxDepth = 1.0f;

            scissorRect.Right = width;
            scissorRect.Bottom = height;

            #if DEBUG
            // Enable the D3D12 debug layer.
            {
                DebugInterface.Get().EnableDebugLayer();
            }
            #endif
            device = new Device(null, SharpDX.Direct3D.FeatureLevel.Level_11_0);
            using (var factory = new Factory4())
            {
                // Describe and create the command queue.
                CommandQueueDescription queueDesc = new CommandQueueDescription(CommandListType.Direct);
                commandQueue = device.CreateCommandQueue(queueDesc);

                // Describe and create the swap chain.
                SwapChainDescription swapChainDesc = new SwapChainDescription()
                {
                    BufferCount = FrameCount,
                    ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                    Usage = Usage.RenderTargetOutput,
                    SwapEffect = SwapEffect.FlipDiscard,
                    OutputHandle = form.Handle,
                    //Flags = SwapChainFlags.None,
                    SampleDescription = new SampleDescription(1, 0),
                    IsWindowed = true
                };

                SwapChain tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc);
                swapChain = tempSwapChain.QueryInterface<SwapChain3>();
                tempSwapChain.Dispose();
                frameIndex = swapChain.CurrentBackBufferIndex;
            }

            // Create descriptor heaps.
            // Describe and create a render target view (RTV) descriptor heap.
            DescriptorHeapDescription rtvHeapDesc = new DescriptorHeapDescription()
            {
                DescriptorCount = FrameCount,
                Flags = DescriptorHeapFlags.None,
                Type = DescriptorHeapType.RenderTargetView
            };

            renderTargetViewHeap = device.CreateDescriptorHeap(rtvHeapDesc);

            DescriptorHeapDescription srvHeapDesc = new DescriptorHeapDescription()
            {
                DescriptorCount = 1,
                Flags = DescriptorHeapFlags.ShaderVisible,
                Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView
            };

            shaderRenderViewHeap = device.CreateDescriptorHeap(srvHeapDesc);

            rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView);

            // Create frame resources.
            CpuDescriptorHandle rtvHandle = renderTargetViewHeap.CPUDescriptorHandleForHeapStart;
            for (int n = 0; n < FrameCount; n++)
            {
                renderTargets[n] = swapChain.GetBackBuffer<Resource>(n);
                device.CreateRenderTargetView(renderTargets[n], null, rtvHandle);
                rtvHandle += rtvDescriptorSize;
            }

            commandAllocator = device.CreateCommandAllocator(CommandListType.Direct);
        }
开发者ID:RobyDX,项目名称:SharpDX_D3D12HelloWorld,代码行数:77,代码来源:HelloTexture.cs

示例3: LoadPipeline

        private void LoadPipeline(RenderForm form)
        {
            int width = form.ClientSize.Width;
            int height = form.ClientSize.Height;

            viewport.Width = width;
            viewport.Height = height;
            viewport.MaxDepth = 1.0f;

            scissorRect.Right = width;
            scissorRect.Bottom = height;

            #if DEBUG
            // Enable the D3D12 debug layer.
            {
                DebugInterface.Get().EnableDebugLayer();
            }
            #endif
            device = new Device(null, SharpDX.Direct3D.FeatureLevel.Level_11_0);
            using (var factory = new Factory4())
            {
                // Describe and create the command queue.
                CommandQueueDescription queueDesc = new CommandQueueDescription(CommandListType.Direct);
                commandQueue = device.CreateCommandQueue(queueDesc);

                // Describe and create the swap chain.
                SwapChainDescription swapChainDesc = new SwapChainDescription()
                {
                    BufferCount = FrameCount,
                    ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                    Usage = Usage.RenderTargetOutput,
                    SwapEffect = SwapEffect.FlipDiscard,
                    OutputHandle = form.Handle,
                    //Flags = SwapChainFlags.None,
                    SampleDescription = new SampleDescription(1, 0),
                    IsWindowed = true
                };

                SwapChain tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc);
                swapChain = tempSwapChain.QueryInterface<SwapChain3>();
                tempSwapChain.Dispose();
                frameIndex = swapChain.CurrentBackBufferIndex;
            }

            // Create descriptor heaps.
            // Describe and create a render target view (RTV) descriptor heap.
            DescriptorHeapDescription rtvHeapDesc = new DescriptorHeapDescription()
            {
                DescriptorCount = FrameCount,
                Flags = DescriptorHeapFlags.None,
                Type = DescriptorHeapType.RenderTargetView
            };

            renderTargetViewHeap = device.CreateDescriptorHeap(rtvHeapDesc);

            rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView);

            // Create frame resources.
            CpuDescriptorHandle rtvHandle = renderTargetViewHeap.CPUDescriptorHandleForHeapStart;
            for (int n = 0; n < FrameCount; n++)
            {
                renderTargets[n] = swapChain.GetBackBuffer<Resource>(n);
                device.CreateRenderTargetView(renderTargets[n], null, rtvHandle);
                rtvHandle += rtvDescriptorSize;
            }

            //create depth buffer;
            DescriptorHeapDescription dsvHeapDesc = new DescriptorHeapDescription()
            {
                DescriptorCount = FrameCount,
                Flags = DescriptorHeapFlags.None,
                Type = DescriptorHeapType.DepthStencilView
            };
            depthStencilViewHeap = device.CreateDescriptorHeap(dsvHeapDesc);
            CpuDescriptorHandle dsvHandle = depthStencilViewHeap.CPUDescriptorHandleForHeapStart;

            ClearValue depthOptimizedClearValue = new ClearValue()
            {
                Format = Format.D32_Float,
                DepthStencil = new DepthStencilValue() { Depth = 1.0F, Stencil = 0 },
            };

            depthTarget = device.CreateCommittedResource(
                new HeapProperties(HeapType.Default),
                HeapFlags.None,
                new ResourceDescription(ResourceDimension.Texture2D, 0, width, height, 1, 0, Format.D32_Float, 1, 0, TextureLayout.Unknown, ResourceFlags.AllowDepthStencil),
                ResourceStates.DepthWrite, depthOptimizedClearValue);

            var depthView = new DepthStencilViewDescription()
            {
                Format = Format.D32_Float,
                Dimension = DepthStencilViewDimension.Texture2D,
                Flags = DepthStencilViewFlags.None,
            };

            //bind depth buffer
            device.CreateDepthStencilView(depthTarget, null, dsvHandle);

            commandAllocator = device.CreateCommandAllocator(CommandListType.Direct);
            bundleAllocator = device.CreateCommandAllocator(CommandListType.Bundle);
//.........这里部分代码省略.........
开发者ID:RobyDX,项目名称:SharpDX_D3D12HelloWorld,代码行数:101,代码来源:HelloDepthBuffer.cs

示例4: Main

        static void Main(string[] args)
        {
            // Select a File to play
            var openFileDialog = new OpenFileDialog { Title = "Select a file", Filter = "Media Files(*.WMV;*.MP4;*.AVI)|*.WMV;*.MP4;*.AVI" };
            var result = openFileDialog.ShowDialog();
            if (result == DialogResult.Cancel)
            {
                return;
            }

            // Initialize MediaFoundation
            MediaManager.Startup();

            var renderForm = new SharpDX.Windows.RenderForm();

            device = CreateDeviceForVideo(out dxgiManager);

            // Creates the MediaEngineClassFactory
            var mediaEngineFactory = new MediaEngineClassFactory();
            
            //Assign our dxgi manager, and set format to bgra
            MediaEngineAttributes attr = new MediaEngineAttributes();
            attr.VideoOutputFormat = (int)SharpDX.DXGI.Format.B8G8R8A8_UNorm;
            attr.DxgiManager = dxgiManager;

            // Creates MediaEngine for AudioOnly 
            var mediaEngine = new MediaEngine(mediaEngineFactory, attr, MediaEngineCreateFlags.None);

            // Register our PlayBackEvent
            mediaEngine.PlaybackEvent += OnPlaybackCallback;

            // Query for MediaEngineEx interface
            mediaEngineEx = mediaEngine.QueryInterface<MediaEngineEx>();

            // Opens the file
            var fileStream = openFileDialog.OpenFile();
            
            // Create a ByteStream object from it
            var stream = new ByteStream(fileStream);

            // Creates an URL to the file
            var url = new Uri(openFileDialog.FileName, UriKind.RelativeOrAbsolute);

            // Set the source stream
            mediaEngineEx.SetSourceFromByteStream(stream, url.AbsoluteUri);

            // Wait for MediaEngine to be ready
            if (!eventReadyToPlay.WaitOne(1000))
            {
                Console.WriteLine("Unexpected error: Unable to play this file");
            }

            //Create our swapchain
            swapChain = CreateSwapChain(device, renderForm.Handle);

            //Get DXGI surface to be used by our media engine
            var texture = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
            var surface = texture.QueryInterface<SharpDX.DXGI.Surface>();

            //Get our video size
            int w, h;
            mediaEngine.GetNativeVideoSize(out w, out h);

            // Play the music
            mediaEngineEx.Play();

            long ts;

            RenderLoop.Run(renderForm, () =>
            {
                //Transfer frame if a new one is available
                if (mediaEngine.OnVideoStreamTick(out ts))
                {
                    mediaEngine.TransferVideoFrame(surface, null, new SharpDX.Rectangle(0, 0, w, h), null);
                }

                swapChain.Present(1, SharpDX.DXGI.PresentFlags.None);
            });

            mediaEngine.Shutdown();
            swapChain.Dispose();
            device.Dispose();
        }
开发者ID:MaybeMars,项目名称:SharpDX-Samples,代码行数:83,代码来源:Program.cs

示例5: LoadPipeline

        private void LoadPipeline(RenderForm form)
        {
            int width = form.ClientSize.Width;
            int height = form.ClientSize.Height;

            #if DEBUG
            // Enable the D3D12 debug layer.
            {
                DebugInterface.Get().EnableDebugLayer();
            }
            #endif
            device = new Device(null, SharpDX.Direct3D.FeatureLevel.Level_11_0);
            using (var factory = new Factory4())
            {
                // Describe and create the command queue.
                CommandQueueDescription queueDesc = new CommandQueueDescription(CommandListType.Direct);
                commandQueue = device.CreateCommandQueue(queueDesc);

                // Describe and create the swap chain.
                SwapChainDescription swapChainDesc = new SwapChainDescription()
                {
                    BufferCount = FrameCount,
                    ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                    Usage = Usage.RenderTargetOutput,
                    SwapEffect = SwapEffect.FlipDiscard,
                    OutputHandle = form.Handle,
                    //Flags = SwapChainFlags.None,
                    SampleDescription = new SampleDescription(1, 0),
                    IsWindowed = true
                };

                SwapChain tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc);
                swapChain = tempSwapChain.QueryInterface<SwapChain3>();
                tempSwapChain.Dispose();
                frameIndex = swapChain.CurrentBackBufferIndex;
            }

            // Create descriptor heaps.
            // Describe and create a render target view (RTV) descriptor heap.
            renderTargetViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                DescriptorCount = FrameCount,
                Flags = DescriptorHeapFlags.None,
                Type = DescriptorHeapType.RenderTargetView
            });
            rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView);

            //create depth buffer;
            depthStencilViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                DescriptorCount = FrameCount,
                Flags = DescriptorHeapFlags.None,
                Type = DescriptorHeapType.DepthStencilView
            });

            //constant buffer view heap
            constantBufferViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                DescriptorCount = 100,
                Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView,
                Flags = DescriptorHeapFlags.ShaderVisible
            });

            //Create targets
            CreateTargets(width, height);

            //sampler buffer view heap
            samplerViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                DescriptorCount = 10,
                Type = DescriptorHeapType.Sampler,
                Flags = DescriptorHeapFlags.ShaderVisible
            });

            //bind sampler
            device.CreateSampler(new SamplerStateDescription()
            {
                Filter = Filter.ComparisonMinMagMipLinear,
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Wrap,
                AddressW = TextureAddressMode.Wrap,
                MinimumLod = float.MinValue,
                MaximumLod = float.MaxValue,
                MipLodBias = 0,
                MaximumAnisotropy = 0,
                ComparisonFunction = Comparison.Never
            }, samplerViewHeap.CPUDescriptorHandleForHeapStart);

            commandAllocator = device.CreateCommandAllocator(CommandListType.Direct);
            bundleAllocator = device.CreateCommandAllocator(CommandListType.Bundle);

            form.UserResized += (sender, e) =>
             {
                 isResizing = true;
             };
        }
开发者ID:RobyDX,项目名称:SharpDX_D3D12HelloWorld,代码行数:96,代码来源:HelloMesh.cs

示例6: LoadPipeline

        private void LoadPipeline(RenderForm form)
        {
            int width = form.ClientSize.Width;
            int height = form.ClientSize.Height;

            viewport.Width = width;
            viewport.Height = height;
            viewport.MaxDepth = 1.0f;

            scissorRect.Right = width;
            scissorRect.Bottom = height;

            #if DEBUG
            // Enable the D3D12 debug layer.
            {
                DebugInterface.Get().EnableDebugLayer();
            }
            #endif
            device = new Device(null, SharpDX.Direct3D.FeatureLevel.Level_12_0);
            using (var factory = new Factory4())
            {

                // Describe and create the command queue.
                CommandQueueDescription queueDesc = new CommandQueueDescription(CommandListType.Direct);
                commandQueue = device.CreateCommandQueue(queueDesc);

                // Describe and create the swap chain.
                SwapChainDescription swapChainDesc = new SwapChainDescription()
                {
                    BufferCount = FrameCount,
                    ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                    Usage = Usage.RenderTargetOutput,
                    SwapEffect = SwapEffect.FlipDiscard,
                    OutputHandle = form.Handle,
                    //Flags = SwapChainFlags.None,
                    SampleDescription = new SampleDescription(1, 0),
                    IsWindowed = true
                };

                SwapChain tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc);
                swapChain = tempSwapChain.QueryInterface<SwapChain3>();
                tempSwapChain.Dispose();
                frameIndex = swapChain.CurrentBackBufferIndex;
            }

            // Create descriptor heaps.
            // Describe and create a render target view (RTV) descriptor heap.
            DescriptorHeapDescription rtvHeapDesc = new DescriptorHeapDescription()
            {
                DescriptorCount = FrameCount,
                Flags = DescriptorHeapFlags.None,
                Type = DescriptorHeapType.RenderTargetView
            };

            renderTargetViewHeap = device.CreateDescriptorHeap(rtvHeapDesc);

            rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView);

            //Init Direct3D11 device from Direct3D12 device
            device11 = SharpDX.Direct3D11.Device.CreateFromDirect3D12(device, SharpDX.Direct3D11.DeviceCreationFlags.BgraSupport, null, null, commandQueue);
            deviceContext11 = device11.ImmediateContext;
            device11on12 = device11.QueryInterface<SharpDX.Direct3D11.ID3D11On12Device>();
            var d2dFactory = new SharpDX.Direct2D1.Factory(SharpDX.Direct2D1.FactoryType.MultiThreaded);

            // Create frame resources.
            CpuDescriptorHandle rtvHandle = renderTargetViewHeap.CPUDescriptorHandleForHeapStart;
            for (int n = 0; n < FrameCount; n++)
            {
                renderTargets[n] = swapChain.GetBackBuffer<Resource>(n);
                device.CreateRenderTargetView(renderTargets[n], null, rtvHandle);
                rtvHandle += rtvDescriptorSize;

                //init Direct2D surfaces
                SharpDX.Direct3D11.D3D11ResourceFlags format = new SharpDX.Direct3D11.D3D11ResourceFlags()
                {
                    BindFlags = (int)SharpDX.Direct3D11.BindFlags.RenderTarget,
                    CPUAccessFlags = (int)SharpDX.Direct3D11.CpuAccessFlags.None
                };

                device11on12.CreateWrappedResource(
                    renderTargets[n], format,
                    (int)ResourceStates.Present,
                    (int)ResourceStates.RenderTarget,
                    typeof(SharpDX.Direct3D11.Resource).GUID,
                    out wrappedBackBuffers[n]);

                //Init direct2D surface
                var d2dSurface = wrappedBackBuffers[n].QueryInterface<Surface>();
                direct2DRenderTarget[n] = new SharpDX.Direct2D1.RenderTarget(d2dFactory, d2dSurface, new SharpDX.Direct2D1.RenderTargetProperties(new SharpDX.Direct2D1.PixelFormat(Format.Unknown, SharpDX.Direct2D1.AlphaMode.Premultiplied)));
                d2dSurface.Dispose();
            }

            commandAllocator = device.CreateCommandAllocator(CommandListType.Direct);

            d2dFactory.Dispose();

            //Init font
            var directWriteFactory = new SharpDX.DirectWrite.Factory();
            textFormat = new SharpDX.DirectWrite.TextFormat(directWriteFactory, "Arial", SharpDX.DirectWrite.FontWeight.Bold, SharpDX.DirectWrite.FontStyle.Normal, 48) { TextAlignment = SharpDX.DirectWrite.TextAlignment.Leading, ParagraphAlignment = SharpDX.DirectWrite.ParagraphAlignment.Near };
            textBrush = new SharpDX.Direct2D1.SolidColorBrush(direct2DRenderTarget[0], Color.White);
//.........这里部分代码省略.........
开发者ID:RobyDX,项目名称:SharpDX_D3D12HelloWorld,代码行数:101,代码来源:HelloFont.cs

示例7: InitializeOculus


//.........这里部分代码省略.........
                    int textureIndex = eyeTexture.SwapTextureSet.CurrentIndex++;

                    immediateContext.OutputMerger.SetRenderTargets(eyeTexture.DepthStencilView, eyeTexture.RenderTargetViews[textureIndex]);
                    immediateContext.ClearRenderTargetView(eyeTexture.RenderTargetViews[textureIndex], Color.Black);
                    immediateContext.ClearDepthStencilView(eyeTexture.DepthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);
                    immediateContext.Rasterizer.SetViewport(eyeTexture.Viewport);
                    //added a custom rasterizer
                    immediateContext.Rasterizer.State = rasterizerState;

                    // Retrieve the eye rotation quaternion and use it to calculate the LookAt direction and the LookUp direction.
                    Quaternion rotationQuaternion = SharpDXHelpers.ToQuaternion(eyePoses[eyeIndex].Orientation);
                    Matrix rotationMatrix = Matrix.RotationQuaternion(rotationQuaternion);
                    Vector3 lookUp = Vector3.Transform(new Vector3(0, -1, 0), rotationMatrix).ToVector3();
                    Vector3 lookAt = Vector3.Transform(new Vector3(0, 0, 1), rotationMatrix).ToVector3();

                    Vector3 viewPosition = position - eyePoses[eyeIndex].Position.ToVector3();

                    //use this to get the first rotation to goal
                    Matrix world = Matrix.Scaling(1.0f) /** Matrix.RotationX(timeSinceStart*0.2f) */* Matrix.RotationY(timeSinceStart * 2 / 10f) /** Matrix.RotationZ(timeSinceStart*3/10f)*/;
                    Matrix viewMatrix = Matrix.LookAtRH(viewPosition, viewPosition + lookAt, lookUp);

                    Matrix projectionMatrix = OVR.ovrMatrix4f_Projection(eyeTexture.FieldOfView, 0.1f, 10.0f, OVR.ProjectionModifier.None).ToMatrix();
                    projectionMatrix.Transpose();

                    Matrix worldViewProjection = world * viewMatrix * projectionMatrix;
                    worldViewProjection.Transpose();

                    // Update the transformation matrix.
                    immediateContext.UpdateSubresource(ref worldViewProjection, constantBuffer);

                    // Draw the cube
                    //immediateContext.Draw(vertices.Length/2, 0);
                    immediateContext.DrawIndexed(indices.Length, 0, 0);
                }

                hmd.SubmitFrame(0, layers);

                immediateContext.CopyResource(mirrorTextureD3D11, backBuffer);
                swapChain.Present(0, PresentFlags.None);


                if (newTextureArrived == true)
                {
                    newTextureArrived = false;
                    DataBox map = device.ImmediateContext.MapSubresource(myTexture, 0, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None);

                    //load the BitMapSource with appropriate formating (Format32bppPRGBA)
                    SharpDX.WIC.BitmapSource bitMap = LoadBitmap(new SharpDX.WIC.ImagingFactory(), streamTexture);
                    //string newFile = Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName) + @"\img_merged.jpg";
                    //SharpDX.WIC.BitmapSource bitMap = LoadBitmapFromFile(new SharpDX.WIC.ImagingFactory(), newFile);

                    int width = bitMap.Size.Width;
                    int height = bitMap.Size.Height;
                    int stride = bitMap.Size.Width * 4;

                    bitMap.CopyPixels(stride, map.DataPointer, height * stride);

                    device.ImmediateContext.UnmapSubresource(myTexture, 0);

                    //bitMap.Dispose();
                    streamTexture.Seek(0, SeekOrigin.Begin);
                }


            });
            #endregion
            // Release all resources
            inputLayout.Dispose();
            constantBuffer.Dispose();
            indexBuffer.Dispose();
            vertexBuffer.Dispose();
            inputLayout.Dispose();
            shaderSignature.Dispose();
            pixelShader.Dispose();
            pixelShaderByteCode.Dispose();
            vertexShader.Dispose();
            vertexShaderByteCode.Dispose();
            mirrorTextureD3D11.Dispose();
            layers.Dispose();
            eyeTextures[0].Dispose();
            eyeTextures[1].Dispose();
            immediateContext.ClearState();
            immediateContext.Flush();
            immediateContext.Dispose();
            depthStencilState.Dispose();
            depthStencilView.Dispose();
            depthBuffer.Dispose();
            backBufferRenderTargetView.Dispose();
            backBuffer.Dispose();
            swapChain.Dispose();
            factory.Dispose();

            // Disposing the device, before the hmd, will cause the hmd to fail when disposing.
            // Disposing the device, after the hmd, will cause the dispose of the device to fail.
            // It looks as if the hmd steals ownership of the device and destroys it, when it's shutting down.
            // device.Dispose();

            hmd.Dispose();
            oculus.Dispose();
        }
开发者ID:MatejHrlec,项目名称:OculusView,代码行数:101,代码来源:OculusView.cs


注:本文中的SwapChain.Dispose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。