本文整理汇总了C#中SharpDX.Direct3D11.InputLayout.Dispose方法的典型用法代码示例。如果您正苦于以下问题:C# InputLayout.Dispose方法的具体用法?C# InputLayout.Dispose怎么用?C# InputLayout.Dispose使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类SharpDX.Direct3D11.InputLayout
的用法示例。
在下文中一共展示了InputLayout.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: Main
private static void Main()
{
var form = new RenderForm("SharpDX - MiniTri Direct3D 11 Sample using Effects11 system");
Configuration.EnableObjectTracking = true;
// SwapChain description
var desc = new SwapChainDescription()
{
BufferCount = 1,
ModeDescription =
new ModeDescription(form.ClientSize.Width, form.ClientSize.Height,
new Rational(60, 1), Format.R8G8B8A8_UNorm),
IsWindowed = true,
OutputHandle = form.Handle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput
};
// Create Device and SwapChain
Device device;
SwapChain swapChain;
Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swapChain);
var context = device.ImmediateContext;
// Ignore all windows events
var factory = swapChain.GetParent<Factory>();
factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);
// New RenderTargetView from the backbuffer
var backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
var renderView = new RenderTargetView(device, backBuffer);
// Compile Vertex and Pixel shaders
var effectByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "fx_5_0", ShaderFlags.None, EffectFlags.None);
var effect = new Effect(device, effectByteCode);
var technique = effect.GetTechniqueByIndex(0);
var pass = technique.GetPassByIndex(0);
// Layout from VertexShader input signature
var passSignature = pass.Description.Signature;
var layout = new InputLayout(device, passSignature, new[]
{
new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0)
});
// Instantiate Vertex buffer from vertex data
var vertices = Buffer.Create(device, BindFlags.VertexBuffer, new[]
{
new Vector4(0.0f, 0.5f, 0.5f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4(0.5f, -0.5f, 0.5f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-0.5f, -0.5f, 0.5f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f)
});
// Prepare All the stages
context.InputAssembler.InputLayout = layout;
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 32, 0));
context.Rasterizer.SetViewport(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
context.OutputMerger.SetTargets(renderView);
// Main loop
RenderLoop.Run(form, () =>
{
context.ClearRenderTargetView(renderView, Color.Black);
for (int i = 0; i < technique.Description.PassCount; ++i)
{
pass.Apply(context);
context.Draw(3, 0);
}
swapChain.Present(0, PresentFlags.None);
});
// Release all resources
passSignature.Dispose();
effect.Dispose();
effectByteCode.Dispose();
vertices.Dispose();
layout.Dispose();
renderView.Dispose();
backBuffer.Dispose();
device.Dispose();
swapChain.Dispose();
factory.Dispose();
}
示例2: Main
//.........这里部分代码省略.........
});
// Create Constant Buffer
var contantBuffer = new Buffer(device, Utilities.SizeOf<Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
// Create Depth Buffer & View
var depthBuffer = new Texture2D(device, new Texture2DDescription()
{
Format = Format.D32_Float_S8X24_UInt,
ArraySize = 1,
MipLevels = 1,
Width = form.ClientSize.Width,
Height = form.ClientSize.Height,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
});
var depthView = new DepthStencilView(device, depthBuffer);
// Load texture and create sampler
var texture = Texture2D.FromFile<Texture2D>(device, "GeneticaMortarlessBlocks.jpg");
var textureView = new ShaderResourceView(device, texture);
var sampler = new SamplerState(device, new SamplerStateDescription()
{
Filter = Filter.MinMagMipLinear,
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
BorderColor = Color.Black,
ComparisonFunction = Comparison.Never,
MaximumAnisotropy = 16,
MipLodBias = 0,
MinimumLod = 0,
MaximumLod = 16,
});
// Prepare All the stages
context.InputAssembler.InputLayout = layout;
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, Utilities.SizeOf<Vector4>() + Utilities.SizeOf<Vector2>(), 0));
context.VertexShader.SetConstantBuffer(0, contantBuffer);
context.VertexShader.Set(vertexShader);
context.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
context.PixelShader.Set(pixelShader);
context.PixelShader.SetSampler(0, sampler);
context.PixelShader.SetShaderResource(0, textureView);
context.OutputMerger.SetTargets(depthView, renderView);
// Prepare matrices
var view = Matrix.LookAtLH(new Vector3(0, 0, -5), new Vector3(0, 0, 0), Vector3.UnitY);
var proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, form.ClientSize.Width / (float)form.ClientSize.Height, 0.1f, 100.0f);
var viewProj = Matrix.Multiply(view, proj);
// Use clock
var clock = new Stopwatch();
clock.Start();
// Main loop
RenderLoop.Run(form, () =>
{
var time = clock.ElapsedMilliseconds / 1000.0f;
// Clear views
context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
context.ClearRenderTargetView(renderView, Color.Black);
// Update WorldViewProj Matrix
var worldViewProj = Matrix.RotationX(time) * Matrix.RotationY(time * 2) * Matrix.RotationZ(time * .7f) * viewProj;
worldViewProj.Transpose();
context.UpdateSubresource(ref worldViewProj, contantBuffer);
// Draw the cube
context.Draw(36, 0);
// Present!
swapChain.Present(0, PresentFlags.None);
});
// Release all resources
vertexShaderByteCode.Dispose();
vertexShader.Dispose();
pixelShaderByteCode.Dispose();
pixelShader.Dispose();
vertices.Dispose();
layout.Dispose();
renderView.Dispose();
backBuffer.Dispose();
context.ClearState();
context.Flush();
device.Dispose();
context.Dispose();
swapChain.Dispose();
factory.Dispose();
}
示例3: Main
//.........这里部分代码省略.........
// Use clock
var clock = new Stopwatch();
clock.Start();
// Declare texture for rendering
bool userResized = true;
Texture2D backBuffer = null;
RenderTargetView renderView = null;
Texture2D depthBuffer = null;
DepthStencilView depthView = null;
// Setup handler on resize form
form.UserResized += (sender, args) => userResized = true;
// Setup full screen mode change F5 (Full) F4 (Window)
form.KeyUp += (sender, args) =>
{
if (args.KeyCode == Keys.F5)
swapChain.SetFullscreenState(true, null);
else if (args.KeyCode == Keys.F4)
swapChain.SetFullscreenState(false, null);
else if (args.KeyCode == Keys.Escape)
form.Close();
};
// Main loop
RenderLoop.Run(form, () =>
{
// If Form resized
if (userResized)
{
// Dispose all previous allocated resources
ComObject.Dispose(ref backBuffer);
ComObject.Dispose(ref renderView);
ComObject.Dispose(ref depthBuffer);
ComObject.Dispose(ref depthView);
// Resize the backbuffer
swapChain.ResizeBuffers(desc.BufferCount, form.ClientSize.Width, form.ClientSize.Height, Format.Unknown, SwapChainFlags.None);
// Get the backbuffer from the swapchain
backBuffer = Texture2D.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 = form.ClientSize.Width,
Height = form.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
示例4: Main
//.........这里部分代码省略.........
String directory = null;
if (scene != null)
{
directory = Path.GetDirectoryName(path);
}
else
{
MessageBox.Show("Failed to open file: " + path + ". Either Assimp screwed up or the path is not valid.");
Application.Exit();
}
SceneLoader SceneLoader = new SceneLoader();
List<model> models = new List<model>();
for (int i = 0; i < scene.mNumMeshes; i++)
{
models.Add(SceneLoader.CreateMesh(device, scene.mMeshes[i], scene.mMaterials,directory));
}
//////////////////////////////
// Compile Vertex and Pixel shaders
var effectByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "fx_5_0", ShaderFlags.None, EffectFlags.None);
var effect = new Effect(device, effectByteCode);
var technique = effect.GetTechniqueByIndex(0);
var pass = technique.GetPassByIndex(0);
// Layout from VertexShader input signature
var passSignature = pass.Description.Signature;
// Layout from VertexShader input signature
var layout = new InputLayout(
device,
passSignature,
new[]
{
new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0)
});
// Prepare All the stages
context.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
context.OutputMerger.DepthStencilState = depthStencilState;
Input input = new Input(form);
//FreeLook FreeLook = new SharpExamples.FreeLook(input, (float)form.Width / (float)form.Height);
CameraFirstPerson FreeLook = new CameraFirstPerson(input, 0, 0, Vector3.Zero, form.Width, form.Height);
//FreeLook.SetEyeTarget(new Vector3(300), Vector3.Zero);
Clock Clock = new SharpExamples.Clock();
Clock.Start();
effect.GetVariableByName("projection").AsMatrix().SetMatrix(FreeLook.Projection);
// Main loop
RenderLoop.Run(form, () =>
{
foreach (var item in models)
{
context.InputAssembler.InputLayout = layout;
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
int SizeInBytes = Marshal.SizeOf(typeof(VertexPostitionTexture));
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(item.vertex, SizeInBytes, 0));
context.InputAssembler.SetIndexBuffer(item.indices, Format.R32_UInt, 0);
float elapsed = Clock.Update();
FreeLook.Update(elapsed);
effect.GetVariableByName("view").AsMatrix().SetMatrix(FreeLook.View);
effect.GetVariableByName("World").AsMatrix().SetMatrix(Matrix.Scaling(5));
effect.GetVariableByName("tex0").AsShaderResource().SetResource(item.ShaderResourceView);
context.ClearRenderTargetView(renderView, Colors.Black);
context.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1, 0);
for (int i = 0; i < technique.Description.PassCount; ++i)
{
pass.Apply(context);
context.DrawIndexed(item.numberIndices, 0, 0);
}
swapChain.Present(0, PresentFlags.None);
}
});
// Release all resources
foreach (var item in models)
{
item.vertex.Dispose();
item.indices.Dispose();
item.ShaderResourceView.Dispose();
}
layout.Dispose();
renderView.Dispose();
backBuffer.Dispose();
context.ClearState();
context.Flush();
device.Dispose();
context.Dispose();
swapChain.Dispose();
factory.Dispose();
}
示例5: Run
//.........这里部分代码省略.........
// ---------------------------------------------------------------------------------------------------
// Acquire the mutexes. These are needed to assure the device in use has exclusive access to the surface
// ---------------------------------------------------------------------------------------------------
var device10Mutex = textureD3D10.QueryInterface<KeyedMutex>();
var device11Mutex = textureD3D11.QueryInterface<KeyedMutex>();
// ---------------------------------------------------------------------------------------------------
// Main rendering loop
// ---------------------------------------------------------------------------------------------------
bool first = true;
RenderLoop
.Run(form,
() =>
{
if(first)
{
form.Activate();
first = false;
}
// clear the render target to black
context.ClearRenderTargetView(renderTargetView, Colors.DarkSlateGray);
// Draw the triangle
context.InputAssembler.InputLayout = layoutColor;
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBufferColor, VertexPositionColor.SizeInBytes, 0));
context.OutputMerger.BlendState = null;
var currentTechnique = effect.GetTechniqueByName("Color");
for (var pass = 0; pass < currentTechnique.Description.PassCount; ++pass)
{
using (var effectPass = currentTechnique.GetPassByIndex(pass))
{
System.Diagnostics.Debug.Assert(effectPass.IsValid, "Invalid EffectPass");
effectPass.Apply(context);
}
context.Draw(3, 0);
};
// Draw Ellipse on the shared Texture2D
device10Mutex.Acquire(0, 100);
renderTarget2D.BeginDraw();
renderTarget2D.Clear(Colors.Black);
renderTarget2D.DrawGeometry(tesselatedGeometry, solidColorBrush);
renderTarget2D.DrawEllipse(new Ellipse(center, 200, 200), solidColorBrush, 20, null);
renderTarget2D.EndDraw();
device10Mutex.Release(0);
// Draw the shared texture2D onto the screen, blending the 2d content in
device11Mutex.Acquire(0, 100);
var srv = new ShaderResourceView(device11, textureD3D11);
effect.GetVariableByName("g_Overlay").AsShaderResource().SetResource(srv);
context.InputAssembler.InputLayout = layoutOverlay;
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip;
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBufferOverlay, VertexPositionTexture.SizeInBytes, 0));
context.OutputMerger.BlendState = blendStateTransparent;
currentTechnique = effect.GetTechniqueByName("Overlay");
for (var pass = 0; pass < currentTechnique.Description.PassCount; ++pass)
{
using (var effectPass = currentTechnique.GetPassByIndex(pass))
{
System.Diagnostics.Debug.Assert(effectPass.IsValid, "Invalid EffectPass");
effectPass.Apply(context);
}
context.Draw(4, 0);
}
srv.Dispose();
device11Mutex.Release(0);
swapChain.Present(0, PresentFlags.None);
});
// dispose everything
vertexBufferColor.Dispose();
vertexBufferOverlay.Dispose();
layoutColor.Dispose();
layoutOverlay.Dispose();
effect.Dispose();
shaderByteCode.Dispose();
renderTarget2D.Dispose();
swapChain.Dispose();
device11.Dispose();
device10.Dispose();
textureD3D10.Dispose();
textureD3D11.Dispose();
factory1.Dispose();
adapter1.Dispose();
sharedResource.Dispose();
factory2D.Dispose();
surface.Dispose();
solidColorBrush.Dispose();
blendStateTransparent.Dispose();
device10Mutex.Dispose();
device11Mutex.Dispose();
}
示例6: Main
//.........这里部分代码省略.........
Matrix proj = Matrix.Identity;
// Use the clock
var clock = new Stopwatch();
clock.Start();
// Declare texture for rendering (even though we aren't
// using texture here :) ); we also set up our swap chain back buffer
bool userResized = true;
Texture2D backBuffer = null;
RenderTargetView renderView = null;
Texture2D depthBuffer = null;
DepthStencilView depthView = null;
// Set up the light, a grey ambient light and a white positional light
// The positional light is currently located above and behind the cube
// (because it's + in Y and + in Z)
Vector4 lightAmbCol = new Vector4(0.0f, 0.0f, 0.0f, 1.0f);
Vector4 lightPntCol = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
Vector4 lightPntPos = new Vector4(200.0f, 100.0f, -10.0f, 1.0f);
// Handle events where we resize our window
form.UserResized += (sender, args) => userResized = true;
// Main loop: render the objects for each frame of our scene
RenderLoop.Run(form, () =>
{
// If the window was resized, we need to reorganise
// various properties of the window (don't worry about
// this right now)
if (userResized)
{
// Dispose all previous allocated resources
ComObject.Dispose(ref backBuffer);
ComObject.Dispose(ref renderView);
ComObject.Dispose(ref depthBuffer);
ComObject.Dispose(ref depthView);
// Resize the backbuffer
swapChain.ResizeBuffers(desc.BufferCount, form.ClientSize.Width, form.ClientSize.Height, Format.Unknown, SwapChainFlags.None);
// Get the backbuffer from the swapchain
backBuffer = Texture2D.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 = form.ClientSize.Width,
Height = form.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
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();
}