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C# Texture2D.Dispose方法代码示例

本文整理汇总了C#中Texture2D.Dispose方法的典型用法代码示例。如果您正苦于以下问题:C# Texture2D.Dispose方法的具体用法?C# Texture2D.Dispose怎么用?C# Texture2D.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Texture2D的用法示例。


在下文中一共展示了Texture2D.Dispose方法的10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: Make3D

        private static Texture2D Make3D(Texture2D stereoTexture)
        {
            NvStereoImageHeader header = new NvStereoImageHeader(0x4433564e, 3840, 1080, 4, 0x00000002);

            // stereoTexture contains a stereo image with the left eye image on the left half
            // and the right eye image on the right half
            // this staging texture will have an extra row to contain the stereo signature
            Texture2DDescription stagingDesc = new Texture2DDescription()
                                                   {
                                                       ArraySize = 1,
                                                       Width = 2*size.Width,
                                                       Height = size.Height + 1,
                                                       BindFlags = BindFlags.None,
                                                       CpuAccessFlags = CpuAccessFlags.Write,
                                                       Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
                                                       OptionFlags = ResourceOptionFlags.None,
                                                       Usage = ResourceUsage.Staging,
                                                       MipLevels = 1,
                                                       SampleDescription = new SampleDescription(1, 0)
                                                   };
            Texture2D staging = new Texture2D(device, stagingDesc);

            // Identify the source texture region to copy (all of it)
            ResourceRegion stereoSrcBox = new ResourceRegion
                                              {Front = 0, Back = 1, Top = 0, Bottom = size.Height, Left = 0, Right = 2*size.Width};
            // Copy it to the staging texture
            device.CopySubresourceRegion(stereoTexture, 0, stereoSrcBox, staging, 0, 0, 0, 0);

            // Open the staging texture for reading
            DataRectangle box = staging.Map(0, MapMode.Write, SlimDX.Direct3D10.MapFlags.None);
            // Go to the last row
            //box.Data.Seek(stereoTexture.Description.Width*stereoTexture.Description.Height*4, System.IO.SeekOrigin.Begin);
            box.Data.Seek(box.Pitch*1080, System.IO.SeekOrigin.Begin);
            // Write the NVSTEREO header
            box.Data.Write(data, 0, data.Length);
            staging.Unmap(0);

            // Create the final stereoized texture
            Texture2DDescription finalDesc = new Texture2DDescription()
                                                 {
                                                     ArraySize = 1,
                                                     Width = 2 * size.Width,
                                                     Height = size.Height + 1,
                                                     BindFlags = BindFlags.ShaderResource,
                                                     CpuAccessFlags = CpuAccessFlags.Write,
                                                     Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
                                                     OptionFlags = ResourceOptionFlags.None,
                                                     Usage = ResourceUsage.Dynamic,
                                                     MipLevels = 1,
                                                     SampleDescription = new SampleDescription(1, 0)
                                                 };

            // Copy the staging texture on a new texture to be used as a shader resource
            Texture2D final = new Texture2D(device, finalDesc);
            device.CopyResource(staging, final);
            staging.Dispose();
            return final;
        }
开发者ID:yong-ja,项目名称:starodyssey,代码行数:58,代码来源:Program.cs

示例2: PresentHook


//.........这里部分代码省略.........
                            // Copy the subresource region, we are dealing with a flat 2D texture with no MipMapping, so 0 is the subresource index
                            theTexture.Device.ImmediateContext.CopySubresourceRegion(theTexture, 0, new ResourceRegion()
                            {
                                Top = regionToCapture.Top,
                                Bottom = regionToCapture.Bottom,
                                Left = regionToCapture.Left,
                                Right = regionToCapture.Right,
                                Front = 0,
                                Back = 1 // Must be 1 or only black will be copied
                            }, textureDest, 0, 0, 0, 0);

                            // Note: it would be possible to capture multiple frames and process them in a background thread

                            // Copy to memory and send back to host process on a background thread so that we do not cause any delay in the rendering pipeline
                            Guid requestId = this.Request.RequestId; // this.Request gets set to null, so copy the RequestId for use in the thread
                            ThreadPool.QueueUserWorkItem(delegate
                            {
                                //FileStream fs = new FileStream(@"c:\temp\temp.bmp", FileMode.Create);
                                //Texture2D.ToStream(testSubResourceCopy, ImageFileFormat.Bmp, fs);

                                DateTime startCopyToSystemMemory = DateTime.Now;
                                using (MemoryStream ms = new MemoryStream())
                                {
                                    Texture2D.ToStream(textureDest.Device.ImmediateContext, textureDest, ImageFileFormat.Bmp, ms);
                                    ms.Position = 0;
                                    this.DebugMessage("PresentHook: Copy to System Memory time: " + (DateTime.Now - startCopyToSystemMemory).ToString());

                                    DateTime startSendResponse = DateTime.Now;
                                    SendResponse(ms, requestId);
                                    this.DebugMessage("PresentHook: Send response time: " + (DateTime.Now - startSendResponse).ToString());
                                }

                                // Free the textureDest as we no longer need it.
                                textureDest.Dispose();
                                textureDest = null;
                                this.DebugMessage("PresentHook: Full Capture time: " + (DateTime.Now - startTime).ToString());
                            });

                            // Prevent the request from being processed a second time
                            this.Request = null;

                            // Make sure we free up the resolved texture if it was created
                            if (textureResolved != null)
                            {
                                textureResolved.Dispose();
                                textureResolved = null;
                            }
                        }
                        this.DebugMessage("PresentHook: Copy BackBuffer time: " + (DateTime.Now - startTime).ToString());
                        this.DebugMessage("PresentHook: Request End");
                    }
                    #endregion

                    #region TODO: Draw overlay (after screenshot so we don't capture overlay as well)
                    if (this.ShowOverlay)
                    {
                        // Note: Direct3D 11 doesn't have font support, so I believe the approach is to use
                        //       a Direct3D 10.1 device with Direct2d, render to a texture, and then blend
                        //       this into the Direct3D 11 backbuffer - hmm sounds like fun.
                        // http://forums.create.msdn.com/forums/t/38961.aspx
                        // http://www.gamedev.net/topic/547920-how-to-use-d2d-with-d3d11/
                    }
                    #endregion
                }
                catch (Exception e)
                {
开发者ID:spazzarama,项目名称:Afterglow,代码行数:67,代码来源:DXHookD3D11.cs

示例3: 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();
        }
开发者ID:yong-ja,项目名称:starodyssey,代码行数:101,代码来源:Program.cs

示例4: PresentHook


//.........这里部分代码省略.........

                                // Copy the subresource region, we are dealing with a flat 2D texture with no MipMapping, so 0 is the subresource index
                                theTexture.Device.CopySubresourceRegion(theTexture, 0, new ResourceRegion()
                                {
                                    Top = regionToCapture.Top,
                                    Bottom = regionToCapture.Bottom,
                                    Left = regionToCapture.Left,
                                    Right = regionToCapture.Right,
                                    Front = 0,
                                    Back = 1 // Must be 1 or only black will be copied
                                }, textureDest, 0, 0, 0, 0);

                                // Note: it would be possible to capture multiple frames and process them in a background thread

                                // Copy to memory and send back to host process on a background thread so that we do not cause any delay in the rendering pipeline
                                Guid requestId = this.Request.RequestId; // this.Request gets set to null, so copy the RequestId for use in the thread
                                ThreadPool.QueueUserWorkItem(delegate
                                {
                                    //FileStream fs = new FileStream(@"c:\temp\temp.bmp", FileMode.Create);
                                    //Texture2D.ToStream(testSubResourceCopy, ImageFileFormat.Bmp, fs);

                                    DateTime startCopyToSystemMemory = DateTime.Now;
                                    using (MemoryStream ms = new MemoryStream())
                                    {
                                        Texture2D.ToStream(textureDest, ImageFileFormat.Bmp, ms);
                                        ms.Position = 0;
                                        this.DebugMessage("PresentHook: Copy to System Memory time: " + (DateTime.Now - startCopyToSystemMemory).ToString());

                                        DateTime startSendResponse = DateTime.Now;
                                        SendResponse(ms, requestId);
                                        this.DebugMessage("PresentHook: Send response time: " + (DateTime.Now - startSendResponse).ToString());
                                    }

                                    // Free the textureDest as we no longer need it.
                                    textureDest.Dispose();
                                    textureDest = null;
                                    this.DebugMessage("PresentHook: Full Capture time: " + (DateTime.Now - startTime).ToString());
                                });

                                // Make sure we free up the resolved texture if it was created
                                if (textureResolved != null)
                                {
                                    textureResolved.Dispose();
                                    textureResolved = null;
                                }
                            }

                            this.DebugMessage("PresentHook: Copy BackBuffer time: " + (DateTime.Now - startTime).ToString());
                            this.DebugMessage("PresentHook: Request End");
                        }
                        finally
                        {
                            // Prevent the request from being processed a second time
                            this.Request = null;
                        }

                    }
                    #endregion

                    #region Example: Draw overlay (after screenshot so we don't capture overlay as well)
                    if (this.ShowOverlay)
                    {
                        using (Texture2D texture = Texture2D.FromSwapChain<SlimDX.Direct3D10.Texture2D>(swapChain, 0))
                        {
                            if (_lastFrame != null)
                            {
                                FontDescription fd = new SlimDX.Direct3D10.FontDescription()
                                {
                                    Height = 16,
                                    FaceName = "Times New Roman",
                                    IsItalic = false,
                                    Width = 0,
                                    MipLevels = 1,
                                    CharacterSet = SlimDX.Direct3D10.FontCharacterSet.Default,
                                    Precision = SlimDX.Direct3D10.FontPrecision.Default,
                                    Quality = SlimDX.Direct3D10.FontQuality.Antialiased,
                                    PitchAndFamily = FontPitchAndFamily.Default | FontPitchAndFamily.DontCare
                                };

                                using (Font font = new Font(texture.Device, fd))
                                {
                                    DrawText(font, new Vector2(100, 100), String.Format("{0}", DateTime.Now), new Color4(System.Drawing.Color.Red.R, System.Drawing.Color.Red.G, System.Drawing.Color.Red.B, System.Drawing.Color.Red.A));
                                }
                            }
                            _lastFrame = DateTime.Now;
                        }
                    }
                    #endregion
                }
                catch (Exception e)
                {
                    // If there is an error we do not want to crash the hooked application, so swallow the exception
                    this.DebugMessage("PresentHook: Exeception: " + e.GetType().FullName + ": " + e.Message);
                }

                // As always we need to call the original method, note that EasyHook has already repatched the original method
                // so calling it here will not cause an endless recursion to this function
                return swapChain.Present(syncInterval, flags).Code;
            }
        }
开发者ID:spazzarama,项目名称:Afterglow,代码行数:101,代码来源:DXHookD3D10_1.cs

示例5: CreateTexArray

        public ShaderResourceView CreateTexArray(string arrayName, params string[] filenames)
        {
            if (_textures.ContainsKey(arrayName))
                return _textures[arrayName];

            //
            // Load the texture elements individually from file.  These textures
            // won't be used by the GPU (0 bind flags), they are just used to
            // load the image data from file.  We use the STAGING usage so the
            // CPU can read the resource.
            //

            int arraySize = filenames.Length;

            var srcTex = new Texture2D[arraySize];
            for(int i = 0; i < arraySize; ++i)
            {
                var loadInfo = new ImageLoadInformation
                                   {
                                       Usage = ResourceUsage.Staging,
                                       BindFlags = BindFlags.None,
                                       CpuAccessFlags = CpuAccessFlags.Read | CpuAccessFlags.Write,
                                       OptionFlags = ResourceOptionFlags.None,
                                       Format = Format.R8G8B8A8_UNorm,
                                       FilterFlags = FilterFlags.None,
                                       MipFilterFlags = FilterFlags.None
                                   };

                srcTex[i] = Texture2D.FromFile(_dxDevice, filenames[i], loadInfo);
            }

            //
            // Create the texture array.  Each element in the texture
            // array has the same format/dimensions.
            //
            var texElementDesc = srcTex[0].Description;
            var texArrayDesc = new Texture2DDescription
                                   {
                                       Width = texElementDesc.Width,
                                       Height = texElementDesc.Height,
                                       MipLevels = texElementDesc.MipLevels,
                                       ArraySize = arraySize,
                                       Format = Format.R8G8B8A8_UNorm,
                                       SampleDescription = new SampleDescription(1, 0),
                                       Usage = ResourceUsage.Default,
                                       BindFlags = BindFlags.ShaderResource,
                                       CpuAccessFlags = CpuAccessFlags.None,
                                       OptionFlags = ResourceOptionFlags.None
                                   };

            var texArray = new Texture2D(_dxDevice, texArrayDesc);

            //
            // Copy individual texture elements into texture array.
            //

            // for each texture element...
            for (int i = 0; i < arraySize; ++i)
            {
                // for each mipmap level...
                for (int j = 0; j < texElementDesc.MipLevels; ++j)
                {
                    var mappedTex2D = srcTex[i].Map(j, MapMode.Read, MapFlags.None);

                    _dxDevice.UpdateSubresource(
                        new DataBox(mappedTex2D.Pitch, 0, mappedTex2D.Data), texArray,
                        Resource.CalculateSubresourceIndex(j, i, texElementDesc.MipLevels));

                    srcTex[i].Unmap(j);
                }
            }

            //
            // Create a resource view to the texture array.
            //

            var viewDesc = new ShaderResourceViewDescription();
            viewDesc.Format = texArrayDesc.Format;
            viewDesc.Dimension = ShaderResourceViewDimension.Texture2DArray;
            viewDesc.MostDetailedMip = 0;
            viewDesc.MipLevels = texArrayDesc.MipLevels;
            viewDesc.FirstArraySlice = 0;
            viewDesc.ArraySize = arraySize;

            var texArrayRV = new ShaderResourceView(_dxDevice, texArray, viewDesc);

            //
            // Cleanup--we only need the resource view.
            //
            texArray.Dispose();

            for(int i = 0; i < arraySize; ++i)
                srcTex[i].Dispose();

            _textures.Add(arrayName, texArrayRV);

            return texArrayRV;
        }
开发者ID:kobush,项目名称:ManagedOpenNI,代码行数:98,代码来源:DxTextureManager.cs

示例6: CreateRenderTargets

        private void CreateRenderTargets(int width, int height)
        {
            var backBuffer = Resource.FromSwapChain<Texture2D>(SwapChain, 0);
            RenderTargetView = new RenderTargetView(Device, backBuffer);

            var depthDescription = new Texture2DDescription {
                ArraySize = 1,
                BindFlags = BindFlags.DepthStencil,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = Format.D32_Float,
                Height = backBuffer.Description.Height,
                Width = backBuffer.Description.Width,
                MipLevels = 1,
                OptionFlags = ResourceOptionFlags.None,
                SampleDescription = new SampleDescription(4, 4),
                Usage = ResourceUsage.Default
            };

            var depthBuffer = new Texture2D(Device, depthDescription);

            var depthStencilViewDescription = new DepthStencilViewDescription {
                Format = depthDescription.Format,
                Flags = DepthStencilViewFlags.None,
                Dimension = depthDescription.SampleDescription.Count > 1 ? DepthStencilViewDimension.Texture2DMultisampled : DepthStencilViewDimension.Texture2D,
                MipSlice = 0
            };

            DepthStencilView = new DepthStencilView(Device, depthBuffer, depthStencilViewDescription);

            Device.ImmediateContext.Rasterizer.SetViewports(new Viewport(0, 0, width, height, 0f, 1f));

            backBuffer.Dispose();
            depthBuffer.Dispose();
        }
开发者ID:carlt,项目名称:SubdivisionRenderer,代码行数:34,代码来源:D3DManager.cs

示例7: PresentHook


//.........这里部分代码省略.........
                            // Copy the subresource region, we are dealing with a flat 2D texture with no MipMapping, so 0 is the subresource index
                            theTexture.Device.ImmediateContext.CopySubresourceRegion(theTexture, 0, new ResourceRegion()
                            {
                                Top = regionToCapture.Top,
                                Bottom = regionToCapture.Bottom,
                                Left = regionToCapture.Left,
                                Right = regionToCapture.Right,
                                Front = 0,
                                Back = 1 // Must be 1 or only black will be copied
                            }, textureDest, 0, 0, 0, 0);

                            // Note: it would be possible to capture multiple frames and process them in a background thread

                            // Copy to memory and send back to host process on a background thread so that we do not cause any delay in the rendering pipeline
                            Guid requestId = this.Request.RequestId; // this.Request gets set to null, so copy the RequestId for use in the thread
                            ThreadPool.QueueUserWorkItem(delegate
                            {
                                //FileStream fs = new FileStream(@"c:\temp\temp.bmp", FileMode.Create);
                                //Texture2D.ToStream(testSubResourceCopy, ImageFileFormat.Bmp, fs);

                                DateTime startCopyToSystemMemory = DateTime.Now;
                                using (MemoryStream ms = new MemoryStream())
                                {
                                    Texture2D.ToStream(textureDest.Device.ImmediateContext, textureDest, ImageFileFormat.Bmp, ms);
                                    ms.Position = 0;
                                    this.DebugMessage("PresentHook: Copy to System Memory time: " + (DateTime.Now - startCopyToSystemMemory).ToString());

                                    DateTime startSendResponse = DateTime.Now;
                                    SendResponse(ms, requestId);
                                    this.DebugMessage("PresentHook: Send response time: " + (DateTime.Now - startSendResponse).ToString());
                                }

                                // Free the textureDest as we no longer need it.
                                textureDest.Dispose();
                                textureDest = null;
                                this.DebugMessage("PresentHook: Full Capture time: " + (DateTime.Now - startTime).ToString());
                            });

                            // Prevent the request from being processed a second time
                            this.Request = null;

                            // Make sure we free up the resolved texture if it was created
                            if (textureResolved != null)
                            {
                                textureResolved.Dispose();
                                textureResolved = null;
                            }
                        }
                        this.DebugMessage("PresentHook: Copy BackBuffer time: " + (DateTime.Now - startTime).ToString());
                        this.DebugMessage("PresentHook: Request End");
                    }
                    #endregion

                    #region overlay
                    if (idxhookUpdateimg != null)
                    {
                        imag = Image.FromStream(new MemoryStream(idxhookUpdateimg));
                        if (imag.Height == 1) { imag = null; }
                        idxhookUpdateimg = null;
                        this.DebugMessage("HOOKED");
                        this.DebugMessage("HWND: " + _swapChain.Description.OutputHandle.ToString());

                        if (imag != null)
                        {
                            using (MemoryStream stream = new MemoryStream())
                            {
开发者ID:xttx,项目名称:mCheats,代码行数:67,代码来源:DXHookD3D11.cs

示例8: 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();
        }
开发者ID:zhandb,项目名称:slimdx,代码行数:101,代码来源:Program.cs

示例9: SampleSprite

        /// Construct from text
        public SampleSprite(string text, uint argb, Font font, int positionX, int positionY)
        {
            int width = font.GetTextWidth(text, 0, text.Length);
            int height = font.Metrics.Height;

            // clamp to max size
            width = Math.Min( width, 2048 );

            var image = new Image(ImageMode.Rgba,
                              new ImageSize(width, height),
                              new ImageColor(0, 0, 0, 0) );

            image.DrawText(text,
                       new ImageColor((int)((argb >> 16) & 0xff),
                                      (int)((argb >> 8) & 0xff),
                                      (int)((argb >> 0) & 0xff),
                                      (int)((argb >> 24) & 0xff)),
                       font, new ImagePosition(0, 0));

            var texture = new Texture2D(width, height, false, PixelFormat.Rgba);
            texture.SetPixels(0, image.ToBuffer(), 0, 0, width, height);
            image.Dispose();

            SetTexture(texture);
            texture.Dispose();

            PositionX = positionX;
            PositionY = positionY;

            CenterX = texture.Width / 2;
            CenterY = texture.Height / 2;
            Degree = 0.0f;

            ScaleX = 1.0f;
            ScaleY = 1.0f;

            SetLifeTimer();
        }
开发者ID:hatano0x06,项目名称:EscapePenguin,代码行数:39,代码来源:SampleSprite.cs

示例10: ComputeBRDFIntegral

		unsafe void	ComputeBRDFIntegral( System.IO.FileInfo _TableFileName, uint _TableSize ) {

//			ComputeShader	CS = new ComputeShader( m_Device, new System.IO.FileInfo( "Shaders/ComputeBRDFIntegral.hlsl" ), "CS", new ShaderMacro[0] );
			ComputeShader	CS = new ComputeShader( m_Device, new System.IO.FileInfo( "Shaders/ComputeBRDFIntegral.hlsl" ), "CS", new ShaderMacro[] { new ShaderMacro( "IMPORTANCE_SAMPLING", "1" ) } );

			Texture2D		TexTable = new Texture2D( m_Device, _TableSize, _TableSize, 1, 1, PIXEL_FORMAT.RG32_FLOAT, false, true, null );
			TexTable.SetCSUAV( 0 );
			CS.Use();
			CS.Dispatch( _TableSize >> 4, _TableSize >> 4, 1 );
			CS.Dispose();



			string	DDSFileName = System.IO.Path.GetFileNameWithoutExtension( _TableFileName.FullName ) + ".dds";
//			DirectXTexManaged.TextureCreator.CreateDDS( DDSFileName, TexTable );
throw new Exception( "Deprecated!" );


 
			Texture2D		TexTableStaging = new Texture2D( m_Device, _TableSize, _TableSize, 1, 1, PIXEL_FORMAT.RG32_FLOAT, true, false, null );
			TexTableStaging.CopyFrom( TexTable );
			TexTable.Dispose();

			// Write tables
			float2	Temp = new float2();
			float	F0_analytical;
			float	ambient_analytical;
			float	maxAbsoluteError_F0 = 0.0f;
			float	maxRelativeError_F0 = 0.0f;
			float	avgAbsoluteError_F0 = 0.0f;
			float	avgRelativeError_F0 = 0.0f;
			float	maxAbsoluteError_ambient = 0.0f;
			float	maxRelativeError_ambient = 0.0f;
			float	avgAbsoluteError_ambient = 0.0f;
			float	avgRelativeError_ambient = 0.0f;

			float2[]	Integral_SpecularReflectance = new float2[_TableSize];

			PixelsBuffer Buff = TexTableStaging.Map( 0, 0 );
			using ( System.IO.BinaryReader R = Buff.OpenStreamRead() )
				using ( System.IO.FileStream S = _TableFileName.Create() )
					using ( System.IO.BinaryWriter W = new System.IO.BinaryWriter( S ) )
						for ( int Y=0; Y < _TableSize; Y++ ) {
							float2	SumSpecularlyReflected = float2.Zero;
							for ( int X=0; X < _TableSize; X++ ) {
								Temp.x = R.ReadSingle();
								Temp.y = R.ReadSingle();
								W.Write( Temp.x );
								W.Write( Temp.y );

								SumSpecularlyReflected.x += Temp.x;
								SumSpecularlyReflected.y += Temp.y;

								// Check analytical solution
								float	NdotV = (float) X / (_TableSize-1);
								float	roughness = (float) Y / (_TableSize-1);
								AnalyticalBRDFIntegral_Order3( NdotV, roughness, out F0_analytical, out ambient_analytical );
//								AnalyticalBRDFIntegral_Order2( NdotV, roughness, out F0_analytical, out ambient_analytical );

								float	absoluteError_F0 = Math.Abs( F0_analytical - Temp.x );
								float	relativeError_F0 = F0_analytical > 1e-6f ? Temp.x / F0_analytical : 0.0f;
								maxAbsoluteError_F0 = Math.Max( maxAbsoluteError_F0, absoluteError_F0 );
								maxRelativeError_F0 = Math.Max( maxRelativeError_F0, relativeError_F0 );
								avgAbsoluteError_F0 += absoluteError_F0;
								avgRelativeError_F0 += relativeError_F0;

								float	absoluteError_ambient = Math.Abs( ambient_analytical - Temp.y );
								float	relativeError_ambient = ambient_analytical > 1e-6f ? Temp.x / ambient_analytical : 0.0f;
								maxAbsoluteError_ambient = Math.Max( maxAbsoluteError_ambient, absoluteError_ambient );
								maxRelativeError_ambient = Math.Max( maxRelativeError_ambient, relativeError_ambient );
								avgAbsoluteError_ambient += absoluteError_ambient;
								avgRelativeError_ambient += relativeError_ambient;
							}

							// Normalize and store "not specularly reflected" light
							SumSpecularlyReflected = SumSpecularlyReflected / _TableSize;

							float	sum_dielectric = 1.0f - (0.04f * SumSpecularlyReflected.x + SumSpecularlyReflected.y);
							float	sum_metallic = 1.0f - (SumSpecularlyReflected.x + SumSpecularlyReflected.y);

							Integral_SpecularReflectance[Y] = SumSpecularlyReflected;
						}
			TexTableStaging.UnMap( 0, 0 );

			avgAbsoluteError_F0 /= _TableSize*_TableSize;
			avgRelativeError_F0 /= _TableSize*_TableSize;
			avgAbsoluteError_ambient /= _TableSize*_TableSize;
			avgRelativeError_ambient /= _TableSize*_TableSize;

			string	TotalSpecularReflectionTableFileName = System.IO.Path.GetFileNameWithoutExtension( _TableFileName.FullName ) + ".table";
			using ( System.IO.FileStream S = new System.IO.FileInfo( TotalSpecularReflectionTableFileName ).Create() )
				using ( System.IO.BinaryWriter W = new System.IO.BinaryWriter( S ) )
					for ( int i=0; i < _TableSize; i++ ) {
						W.Write( Integral_SpecularReflectance[i].x );
						W.Write( Integral_SpecularReflectance[i].y );
					}
		}
开发者ID:Patapom,项目名称:GodComplex,代码行数:97,代码来源:AreaLightForm.cs


注:本文中的Texture2D.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。