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C# Direct3D11.DepthStencilView类代码示例

本文整理汇总了C#中SharpDX.Direct3D11.DepthStencilView的典型用法代码示例。如果您正苦于以下问题:C# DepthStencilView类的具体用法?C# DepthStencilView怎么用?C# DepthStencilView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。


DepthStencilView类属于SharpDX.Direct3D11命名空间,在下文中一共展示了DepthStencilView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: PlatformConstruct

        private void PlatformConstruct(GraphicsDevice graphicsDevice, int width, int height, bool mipMap,
            SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
        {
            // Setup the multisampling description.
            var multisampleDesc = new SharpDX.DXGI.SampleDescription(1, 0);
            if (preferredMultiSampleCount > 1)
            {
                multisampleDesc.Count = preferredMultiSampleCount;
                multisampleDesc.Quality = (int)StandardMultisampleQualityLevels.StandardMultisamplePattern;
            }

            // Create a descriptor for the depth/stencil buffer.
            // Allocate a 2-D surface as the depth/stencil buffer.
            // Create a DepthStencil view on this surface to use on bind.
            using (var depthBuffer = new SharpDX.Direct3D11.Texture2D(graphicsDevice._d3dDevice, new Texture2DDescription
            {
                Format = SharpDXHelper.ToFormat(preferredDepthFormat),
                ArraySize = 1,
                MipLevels = 1,
                Width = width,
                Height = height,
                SampleDescription = multisampleDesc,
                BindFlags = BindFlags.DepthStencil,
            }))
            {
                // Create the view for binding to the device.
                _depthStencilView = new DepthStencilView(graphicsDevice._d3dDevice, depthBuffer, new DepthStencilViewDescription()
                {
                    Format = SharpDXHelper.ToFormat(preferredDepthFormat),
                    Dimension = DepthStencilViewDimension.Texture2D
                });
            }
        }
开发者ID:KennethYap,项目名称:MonoGame,代码行数:33,代码来源:RenderTarget3D.DirectX.cs

示例2: DepthBuffer

        public DepthBuffer(Dx11ChainedDevice device, int width, int height)
        {
            try
            {
                _device = device;
                _depthBuffer = new Texture2D(_device.Device, new Texture2DDescription
                {
                    Format = Format.D32_Float_S8X24_UInt,
                    ArraySize = 1,
                    MipLevels = 1,
                    Width = width,
                    Height = height,
                    SampleDescription = new SampleDescription(1, 0),
                    Usage = ResourceUsage.Default,
                    BindFlags = BindFlags.DepthStencil,
                    CpuAccessFlags = CpuAccessFlags.None,
                    OptionFlags = ResourceOptionFlags.None
                });

                _depthView = new DepthStencilView(device.Device, _depthBuffer);
            }
            catch
            {
                Dispose();
                throw;
            }
        }
开发者ID:truongan012,项目名称:Pulse,代码行数:27,代码来源:DepthBuffer.cs

示例3: DepthStencilSurface

		/// <summary>
		/// 
		/// </summary>
		/// <param name="dsv"></param>
		internal DepthStencilSurface ( DepthStencilView dsv, DepthFormat format, int width, int height, int sampleCount )
		{
			Width			=	width;
			Height			=	height;
			Format			=	format;
			SampleCount		=	sampleCount;
			DSV				=	dsv;
		}
开发者ID:demiurghg,项目名称:FusionEngine,代码行数:12,代码来源:DepthStencilSurface.cs

示例4: RenderTexture

        public RenderTexture(Device device, Vector2I size)
        {
            var textureDesc = new Texture2DDescription
            {
                Width = size.X,
                Height = size.Y,
                MipLevels = 1,
                ArraySize = 1,
                Format = Format.R32G32B32A32_Float,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None
            };

            _renderTargetTexture = new Texture2D(device, textureDesc);

            _renderTargetView = new RenderTargetView(device, _renderTargetTexture,
                new RenderTargetViewDescription
                {
                    Format = textureDesc.Format,
                    Dimension = RenderTargetViewDimension.Texture2D,
                    Texture2D = { MipSlice = 0 },
                });

            // Create the render target view.
            ShaderResourceView = new ShaderResourceView(device, _renderTargetTexture,
                new ShaderResourceViewDescription
                {
                    Format = textureDesc.Format,
                    Dimension = ShaderResourceViewDimension.Texture2D,
                    Texture2D = { MipLevels = 1, MostDetailedMip = 0 },
                });

            _depthStencilView = new DepthStencilView(device, new Texture2D(device, new Texture2DDescription
            {
                Width = size.X,
                Height = size.Y,
                MipLevels = 1,
                ArraySize = 1,
                Format = Format.D24_UNorm_S8_UInt,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.DepthStencil,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None
            }), new DepthStencilViewDescription
            {
                Format = Format.D24_UNorm_S8_UInt,
                Dimension = DepthStencilViewDimension.Texture2D,
                Texture2D = new DepthStencilViewDescription.Texture2DResource { MipSlice = 0 }
            });
        }
开发者ID:ndech,项目名称:Alpha,代码行数:54,代码来源:RenderTexture.cs

示例5: ClearRenderTarget

        public void ClearRenderTarget(DeviceContext context, DepthStencilView depthStencilView, float red, float green, float blue, float alpha)
        {
            // Setup the color the buffer to.
            var color = new Color4(red, green, blue, alpha);

            // Clear the back buffer.
            context.ClearRenderTargetView(RenderTargetView, color);

            // Clear the depth buffer.
            context.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth, 1.0f, 0);
        }
开发者ID:nyx1220,项目名称:sharpdx-examples,代码行数:11,代码来源:RenderTexture.cs

示例6: ShadowMap

        public ShadowMap(Device device, int width, int height) {
            _width = width;
            _height = height;

            _viewport = new Viewport(0, 0, _width, _height, 0, 1.0f);

            var texDesc = new Texture2DDescription {
                Width = _width,
                Height = _height,
                MipLevels = 1,
                ArraySize = 1,
                Format = Format.R24G8_Typeless,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.DepthStencil | BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None
            };

            var depthMap = new Texture2D(device, texDesc) {
                DebugName = "shadowmap depthmap"
            };
            var dsvDesc = new DepthStencilViewDescription {
                Flags = DepthStencilViewFlags.None,
                Format = Format.D24_UNorm_S8_UInt,
                Dimension = DepthStencilViewDimension.Texture2D,
                Texture2D = new DepthStencilViewDescription.Texture2DResource() {
                    MipSlice = 0
                }
            };
            _depthMapDSV = new DepthStencilView(device, depthMap, dsvDesc);

            var srvDesc = new ShaderResourceViewDescription {
                Format = Format.R24_UNorm_X8_Typeless,
                Dimension = ShaderResourceViewDimension.Texture2D,
                Texture2D = new ShaderResourceViewDescription.Texture2DResource() {
                    MipLevels = texDesc.MipLevels,
                    MostDetailedMip = 0
                }
            };

            DepthMapSRV = new ShaderResourceView(device, depthMap, srvDesc);

            Utilities.Dispose(ref depthMap);

        }
开发者ID:Hozuki,项目名称:Noire,代码行数:46,代码来源:ShadowMap.cs

示例7: RenderTarget3D

		public RenderTarget3D(GraphicsDevice graphicsDevice, int width, int height, int depth, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
			:base (graphicsDevice, width, height, depth, mipMap, preferredFormat, true)
		{
			DepthStencilFormat = preferredDepthFormat;
			MultiSampleCount = preferredMultiSampleCount;
			RenderTargetUsage = usage;

            // If we don't need a depth buffer then we're done.
            if (preferredDepthFormat == DepthFormat.None)
                return;

#if DIRECTX

            // Setup the multisampling description.
            var multisampleDesc = new SharpDX.DXGI.SampleDescription(1, 0);
            if ( preferredMultiSampleCount > 1 )
            {
                multisampleDesc.Count = preferredMultiSampleCount;
                multisampleDesc.Quality = (int)StandardMultisampleQualityLevels.StandardMultisamplePattern;
            }

            // Create a descriptor for the depth/stencil buffer.
            // Allocate a 2-D surface as the depth/stencil buffer.
            // Create a DepthStencil view on this surface to use on bind.
            using (var depthBuffer = new SharpDX.Direct3D11.Texture2D(graphicsDevice._d3dDevice, new Texture2DDescription
            {
                Format = SharpDXHelper.ToFormat(preferredDepthFormat),
                ArraySize = 1,
                MipLevels = 1,
                Width = width,
                Height = height,
                SampleDescription = multisampleDesc,
                BindFlags = BindFlags.DepthStencil,
            }))
            {
                // Create the view for binding to the device.
                _depthStencilView = new DepthStencilView(graphicsDevice._d3dDevice, depthBuffer, new DepthStencilViewDescription()
                { 
                    Format = SharpDXHelper.ToFormat(preferredDepthFormat),
                    Dimension = DepthStencilViewDimension.Texture2D
                });
            }

#endif // DIRECTX
        }
开发者ID:DrPandemic,项目名称:EraParadox,代码行数:45,代码来源:RenderTarget3D.cs

示例8: OnLoad

        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            if (DesignMode)
                return;

            // create swap chain, rendertarget
            var swapChainDesc = new SwapChainDescription()
            {
                BufferCount = 1,
                Usage = Usage.RenderTargetOutput,
                OutputHandle = videoPanel1.Handle,
                IsWindowed = true,
                ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                Flags = SwapChainFlags.AllowModeSwitch,
                SwapEffect = SwapEffect.Discard,
                SampleDescription = new SampleDescription(1, 0),
            };

            swapChain = new SwapChain(factory, device, swapChainDesc);

            // render target
            renderTarget = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
            renderTargetView = new RenderTargetView(device, renderTarget);

            // depth buffer
            var depthBufferDesc = new Texture2DDescription()
            {
                Width = videoPanel1.Width,
                Height = videoPanel1.Height,
                MipLevels = 1,
                ArraySize = 1,
                Format = Format.D32_Float, // necessary?
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.DepthStencil,
                CpuAccessFlags = CpuAccessFlags.None
            };
            depthStencil = new Texture2D(device, depthBufferDesc);
            depthStencilView = new DepthStencilView(device, depthStencil);

            // viewport
            viewport = new Viewport(0, 0, videoPanel1.Width, videoPanel1.Height, 0f, 1f);
        }
开发者ID:Dallemanden,项目名称:RoomAliveToolkit,代码行数:45,代码来源:Form1.cs

示例9: DXImageSource

        public DXImageSource(GraphicsDevice graphics, int width, int height)
        {
            if (width < 10) width = 10;
            if (height < 10) height = 10;

            _renderTarget = RenderTarget2D.New(graphics, width, height, SharpDX.Toolkit.Graphics.PixelFormat.B8G8R8A8.UNorm);
            _renderTargetView = new RenderTargetView(graphics, (SharpDX.Toolkit.Graphics.GraphicsResource)_renderTarget);

            SharpDX.Direct3D11.Texture2D depthBuffer = new SharpDX.Direct3D11.Texture2D(graphics, new Texture2DDescription()
            {
                Format = SharpDX.DXGI.Format.D24_UNorm_S8_UInt,
                ArraySize=1,
                MipLevels=0,
                Width = width,
                Height = height,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1,0),
                BindFlags = SharpDX.Direct3D11.BindFlags.DepthStencil
            });

            //_depthStencilBuffer = DepthStencilBuffer.New(graphics,width,height,DepthFormat.Depth24Stencil8);
            _depthStencilView = new DepthStencilView(graphics, depthBuffer);

            Texture2DDescription description = new Texture2DDescription()
            {
                Width = width,
                Height = height,
                MipLevels = 1,
                ArraySize = 1,
                Format = SharpDX.DXGI.Format.B8G8R8A8_UNorm,
                BindFlags = BindFlags.None,
                CpuAccessFlags = CpuAccessFlags.Read,
                SampleDescription = new SharpDX.DXGI.SampleDescription()
                {
                    Count = 1,
                    Quality = 0
                },
                Usage = ResourceUsage.Staging,
                OptionFlags = ResourceOptionFlags.None
            };
            _stagingTexture = SharpDX.Toolkit.Graphics.Texture2D.New(graphics, description);

            _buffer = new byte[width * height * 4];
            _writeableBitmap = new WriteableBitmap(
                width, height, 96, 96, PixelFormats.Bgr32, null);
        }
开发者ID:ukitake,项目名称:Stratum,代码行数:45,代码来源:DXImageSource.cs

示例10: OnSurfaceInvalidated

        protected override void OnSurfaceInvalidated(object sender, EventArgs e) {
            var swapChain = D3DApp11.I.SwapChain;
            var clientSize = D3DApp11.I.ControlWindow.ClientSize;
            var device = D3DApp11.I.D3DDevice;
            var immediateContext = D3DApp11.I.ImmediateContext;

            // Dispose all previous allocated resources
            Utilities.Dispose(ref _backBuffer);
            Utilities.Dispose(ref _renderView);
            Utilities.Dispose(ref _depthBuffer);
            Utilities.Dispose(ref _depthView);

            // Resize the backbuffer
            swapChain.ResizeBuffers(_swapChainDescription.BufferCount, clientSize.Width, clientSize.Height, Format.Unknown, SwapChainFlags.None);
            // Get the backbuffer from the swapchain
            _backBuffer = Resource.FromSwapChain<Texture2D>(swapChain, 0);

            // Renderview on the backbuffer
            _renderView = new RenderTargetView(device, _backBuffer);

            // Create the depth buffer
            _depthBuffer = new Texture2D(device, new Texture2DDescription() {
                Format = Format.D32_Float_S8X24_UInt,
                ArraySize = 1,
                MipLevels = 1,
                Width = clientSize.Width,
                Height = clientSize.Height,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.DepthStencil,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None
            });

            // Create the depth buffer view
            _depthView = new DepthStencilView(device, _depthBuffer);

            // Setup targets and viewport for rendering
            _viewport = new Viewport(0, 0, clientSize.Width, clientSize.Height, 0.0f, 1.0f);
            immediateContext.Rasterizer.SetViewport(_viewport);
            immediateContext.OutputMerger.SetTargets(_depthView, _renderView);

            base.OnSurfaceInvalidated(sender, e);
        }
开发者ID:Hozuki,项目名称:Noire,代码行数:44,代码来源:RenderTarget11.cs

示例11: SharpCubeTarget

        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="device">Device</param>
        /// <param name="size">Cube Size</param>
        /// <param name="format">Color Format</param>
        public SharpCubeTarget(SharpDevice device, int size, Format format)
        {
            Device = device;
            Size = size;

            Texture2D target = new Texture2D(device.Device, new Texture2DDescription()
            {
                Format = format,
                Width = size,
                Height = size,
                ArraySize = 6,
                BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                MipLevels = 1,
                OptionFlags = ResourceOptionFlags.TextureCube,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
            });

            _target = new RenderTargetView(device.Device, target);

            _resource = new ShaderResourceView(device.Device, target);

            ComObject.Dispose(ref target);

            var _zbufferTexture = new Texture2D(Device.Device, new Texture2DDescription()
            {
                Format = Format.D16_UNorm,
                ArraySize = 6,
                MipLevels = 1,
                Width = size,
                Height = size,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.DepthStencil,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.TextureCube
            });

            // Create the depth buffer view
            _zbuffer = new DepthStencilView(Device.Device, _zbufferTexture);
            ComObject.Dispose(ref _zbufferTexture);
        }
开发者ID:shrknt35,项目名称:SharpDX_Demo,代码行数:49,代码来源:SharpCubeTarget.cs

示例12: GenerateIfRequired

        private void GenerateIfRequired()
        {
            if (_renderTargetView != null)
                return;

            // Create a view interface on the rendertarget to use on bind.
            _renderTargetView = new RenderTargetView(GraphicsDevice._d3dDevice, GetTexture());

            // If we don't need a depth buffer then we're done.
            if (DepthStencilFormat == DepthFormat.None)
                return;

            // Setup the multisampling description.
            var multisampleDesc = new SharpDX.DXGI.SampleDescription(1, 0);
            if (MultiSampleCount > 1)
            {
                multisampleDesc.Count = MultiSampleCount;
                multisampleDesc.Quality = (int)StandardMultisampleQualityLevels.StandardMultisamplePattern;
            }

            // Create a descriptor for the depth/stencil buffer.
            // Allocate a 2-D surface as the depth/stencil buffer.
            // Create a DepthStencil view on this surface to use on bind.
            using (var depthBuffer = new SharpDX.Direct3D11.Texture2D(GraphicsDevice._d3dDevice, new Texture2DDescription
            {
                Format = SharpDXHelper.ToFormat(DepthStencilFormat),
                ArraySize = 1,
                MipLevels = 1,
                Width = width,
                Height = height,
                SampleDescription = multisampleDesc,
                BindFlags = BindFlags.DepthStencil,
            }))
            {
                // Create the view for binding to the device.
                _depthStencilView = new DepthStencilView(GraphicsDevice._d3dDevice, depthBuffer,
                    new DepthStencilViewDescription()
                    {
                        Format = SharpDXHelper.ToFormat(DepthStencilFormat),
                        Dimension = DepthStencilViewDimension.Texture2D
                    });
            }
        }
开发者ID:BrainSlugs83,项目名称:MonoGame,代码行数:43,代码来源:RenderTarget2D.DirectX.cs

示例13: SharpRenderTarget

        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="device">Device</param>
        /// <param name="width">Width</param>
        /// <param name="height">Height</param>
        /// <param name="format">Format</param>
        public SharpRenderTarget(SharpDevice device, int width, int height, Format format)
        {
            Device = device;
            Height = height;
            Width = width;

            Texture2D target = new Texture2D(device.Device, new Texture2DDescription()
            {
                Format = format,
                Width = width,
                Height = height,
                ArraySize = 1,
                BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                MipLevels = 1,
                OptionFlags = ResourceOptionFlags.None,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
            });

            _target = new RenderTargetView(device.Device, target);
            _resource = new ShaderResourceView(device.Device, target);
             target.Dispose();

            var _zbufferTexture = new Texture2D(Device.Device, new Texture2DDescription()
            {
                Format = Format.D16_UNorm,
                ArraySize = 1,
                MipLevels = 1,
                Width = width,
                Height = height,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.DepthStencil,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None
            });

            // Create the depth buffer view
            _zbuffer = new DepthStencilView(Device.Device, _zbufferTexture);
            _zbufferTexture.Dispose();
        }
开发者ID:JWEC,项目名称:SharpDX_Demo,代码行数:49,代码来源:SharpRenderTarget.cs

示例14: Dispose

        /// <summary>
        /// Dispose contained fields.
        /// </summary>
        public void Dispose()
        {
            if (SwapTextureSet != null)
            {
                SwapTextureSet.Dispose();
                SwapTextureSet = null;
            }

            if (Textures != null)
            {
                foreach (Texture2D texture in Textures)
                    texture.Dispose();

                Textures = null;
            }

            if (RenderTargetViews != null)
            {
                foreach (RenderTargetView renderTargetView in RenderTargetViews)
                    renderTargetView.Dispose();

                RenderTargetViews = null;
            }

            if (DepthBuffer != null)
            {
                DepthBuffer.Dispose();
                DepthBuffer = null;
            }

            if (DepthStencilView != null)
            {
                DepthStencilView.Dispose();
                DepthStencilView = null;
            }
        }
开发者ID:3dcustom,项目名称:tsoview-dx,代码行数:39,代码来源:EyeTexture.cs

示例15: Resize

        // ReSharper disable once FunctionComplexityOverflow
        public void Resize(int width, int height, bool bgra)
        {
            if (Texture != null)
                Texture.Dispose();

            if (Native != null)
                Native.Dispose();

            var texDesc = new Texture2DDescription
            {
                ArraySize = 1,
                BindFlags = BindFlags.RenderTarget,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = bgra ? SharpDX.DXGI.Format.B8G8R8A8_UNorm : SharpDX.DXGI.Format.R8G8B8A8_UNorm,
                Height = height,
                MipLevels = 1,
                OptionFlags = ResourceOptionFlags.None,
                SampleDescription = mContext.Multisampling,
                Usage = ResourceUsage.Default,
                Width = width
            };

            Texture = new Texture2D(mContext.Device, texDesc);

            var rtvd = new RenderTargetViewDescription
            {
                Dimension = RenderTargetViewDimension.Texture2DMultisampled,
                Format = texDesc.Format,

                Texture2DMS = new RenderTargetViewDescription.Texture2DMultisampledResource()
            };

            Native = new RenderTargetView(mContext.Device, Texture, rtvd);

            if (mDepthTexture != null)
                mDepthTexture.Dispose();

            if (mDepthView != null)
                mDepthView.Dispose();

            texDesc = new Texture2DDescription
            {
                ArraySize = 1,
                BindFlags = BindFlags.DepthStencil,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = SharpDX.DXGI.Format.D24_UNorm_S8_UInt,
                Height = height,
                MipLevels = 1,
                OptionFlags = ResourceOptionFlags.None,
                SampleDescription = mContext.Multisampling,
                Usage = ResourceUsage.Default,
                Width = width
            };

            mDepthTexture = new Texture2D(mContext.Device, texDesc);

            var dsvd = new DepthStencilViewDescription
            {
                Dimension = DepthStencilViewDimension.Texture2DMultisampled,
                Flags = DepthStencilViewFlags.None,
                Format = SharpDX.DXGI.Format.D24_UNorm_S8_UInt,
                Texture2DMS = new DepthStencilViewDescription.Texture2DMultisampledResource()
            };

            mDepthView = new DepthStencilView(mContext.Device, mDepthTexture, dsvd);
        }
开发者ID:Linrasis,项目名称:WoWEditor,代码行数:67,代码来源:RenderTarget.cs


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