本文整理汇总了C#中SiliconStudio.Paradox.Graphics.GraphicsDevice类的典型用法代码示例。如果您正苦于以下问题:C# GraphicsDevice类的具体用法?C# GraphicsDevice怎么用?C# GraphicsDevice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。
GraphicsDevice类属于SiliconStudio.Paradox.Graphics命名空间,在下文中一共展示了GraphicsDevice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: SwapChainGraphicsPresenter
public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
{
gameWindow = (iPhoneOSGameView)Description.DeviceWindowHandle.NativeHandle;
device.InitDefaultRenderTarget(presentationParameters);
backBuffer = device.DefaultRenderTarget;
DepthStencilBuffer = device.windowProvidedDepthTexture;
}
示例2: DepthStencilState
/// <summary>
/// Initializes a new instance of the <see cref="DepthStencilState"/> class.
/// </summary>
/// <param name="depthEnable">if set to <c>true</c> [depth enable].</param>
/// <param name="depthWriteEnable">if set to <c>true</c> [depth write enable].</param>
/// <param name="name">The name.</param>
private DepthStencilState(GraphicsDevice device, DepthStencilStateDescription depthStencilStateDescription)
: base(device)
{
Description = depthStencilStateDescription;
CreateNativeDeviceChild();
}
示例3: FromFileData
/// <summary>
/// Creates a texture from an image file data (png, dds, ...).
/// </summary>
/// <param name="graphicsDevice">The graphics device in which to create the texture</param>
/// <param name="data">The image file data</param>
/// <returns>The texture</returns>
public static Texture FromFileData(GraphicsDevice graphicsDevice, byte[] data)
{
Texture result;
var loadAsSRgb = graphicsDevice.ColorSpace == ColorSpace.Linear;
using (var imageStream = new MemoryStream(data))
{
using (var image = Image.Load(imageStream, loadAsSRgb))
{
result = Texture.New(graphicsDevice, image);
}
}
result.Reload = graphicsResource =>
{
using (var imageStream = new MemoryStream(data))
{
using (var image = Image.Load(imageStream, loadAsSRgb))
{
((Texture)graphicsResource).Recreate(image.ToDataBox());
}
}
};
return result;
}
示例4: DepthStencilBuffer
internal DepthStencilBuffer(GraphicsDevice device, Texture2D depthTexture, bool isReadOnly) : base(device)
{
DescriptionInternal = depthTexture.Description;
depthTexture.AddReferenceInternal();
Texture = depthTexture;
resourceId = Texture.ResourceId;
if (Description.Format == PixelFormat.D24_UNorm_S8_UInt ||
Description.Format == PixelFormat.D32_Float_S8X24_UInt)
{
IsDepthBuffer = true;
IsStencilBuffer = true;
}
else if (Description.Format == PixelFormat.D32_Float ||
Description.Format == PixelFormat.D16_UNorm)
{
IsDepthBuffer = true;
IsStencilBuffer = false;
}
else
throw new NotSupportedException("The provided depth stencil format is currently not supported"); // implement composition for other formats
#if !SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGLES
if (isReadOnly)
{
if (device.versionMajor < 4)
{
needReadOnlySynchronization = true;
throw new NotImplementedException();
}
}
#endif
}
示例5: Shader
private Shader(GraphicsDevice device, ShaderStage shaderStage, byte[] shaderStageBytecode)
: base(device)
{
this.stage = shaderStage;
var shaderStageGl = ConvertShaderStage(shaderStage);
// Decode shader StageBytecode
var binarySerializationReader = new BinarySerializationReader(new MemoryStream(shaderStageBytecode));
var shaderBytecodeData = new OpenGLShaderBytecodeData();
shaderBytecodeData.Serialize(binarySerializationReader, ArchiveMode.Deserialize);
using (GraphicsDevice.UseOpenGLCreationContext())
{
resourceId = GL.CreateShader(shaderStageGl);
if (shaderBytecodeData.IsBinary)
{
GL.ShaderBinary(1, ref resourceId, (BinaryFormat)shaderBytecodeData.BinaryFormat, shaderBytecodeData.Binary, shaderBytecodeData.Binary.Length);
}
else
{
GL.ShaderSource(resourceId, shaderBytecodeData.Source);
GL.CompileShader(resourceId);
var log = GL.GetShaderInfoLog(resourceId);
int compileStatus;
GL.GetShader(resourceId, ShaderParameter.CompileStatus, out compileStatus);
if (compileStatus != 1)
throw new InvalidOperationException(string.Format("Error while compiling GLSL shader: {0}", log));
}
}
}
示例6: SwapChainGraphicsPresenter
public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
{
gameWindow = (iPhoneOSGameView)Description.DeviceWindowHandle.NativeHandle;
device.InitDefaultRenderTarget(presentationParameters);
backBuffer = Texture.New2D(device, Description.BackBufferWidth, Description.BackBufferHeight, presentationParameters.BackBufferFormat, TextureFlags.RenderTarget | TextureFlags.ShaderResource);
}
示例7: DepthStencilState
private DepthStencilState(GraphicsDevice device, DepthStencilStateDescription depthStencilStateDescription)
: base(device)
{
Description = depthStencilStateDescription;
depthFunction = Description.DepthBufferFunction.ToOpenGLDepthFunction();
}
示例8: Shader
private Shader(GraphicsDevice device, ShaderStage shaderStage, byte[] shaderBytecode)
: base(device)
{
this.stage = shaderStage;
switch (shaderStage)
{
case ShaderStage.Vertex:
NativeDeviceChild = new VertexShader(device.NativeDevice, shaderBytecode);
NativeInputSignature = shaderBytecode;
break;
case ShaderStage.Hull:
NativeDeviceChild = new HullShader(device.NativeDevice, shaderBytecode);
break;
case ShaderStage.Domain:
NativeDeviceChild = new DomainShader(device.NativeDevice, shaderBytecode);
break;
case ShaderStage.Geometry:
NativeDeviceChild = new GeometryShader(device.NativeDevice, shaderBytecode);
break;
case ShaderStage.Pixel:
NativeDeviceChild = new PixelShader(device.NativeDevice, shaderBytecode);
break;
case ShaderStage.Compute:
NativeDeviceChild = new ComputeShader(device.NativeDevice, shaderBytecode);
break;
default:
throw new ArgumentOutOfRangeException("shaderStage");
}
}
示例9: CreateDebugPrimitive
public override MeshDraw CreateDebugPrimitive(GraphicsDevice device)
{
if (cachedDebugPrimitive != null) return cachedDebugPrimitive;
var verts = new VertexPositionNormalTexture[pointsList.Count];
for (var i = 0; i < pointsList.Count; i++)
{
verts[i].Position = pointsList[i];
verts[i].TextureCoordinate = Vector2.Zero;
verts[i].Normal = Vector3.Zero;
}
var intIndices = indicesList.Select(x => (int)x).ToArray();
////calculate basic normals
////todo verify, winding order might be wrong?
for (var i = 0; i < indicesList.Count; i += 3)
{
var i1 = intIndices[i];
var i2 = intIndices[i + 1];
var i3 = intIndices[i + 2];
var a = verts[i1];
var b = verts[i2];
var c = verts[i3];
var n = Vector3.Cross((b.Position - a.Position), (c.Position - a.Position));
n.Normalize();
verts[i1].Normal = verts[i2].Normal = verts[i3].Normal = n;
}
var meshData = new GeometricMeshData<VertexPositionNormalTexture>(verts, intIndices, false);
cachedDebugPrimitive = new GeometricPrimitive(device, meshData).ToMeshDraw();
return cachedDebugPrimitive;
}
示例10: BlendStateFactory
/// <summary>
/// Initializes a new instance of the <see cref="BlendStateFactory"/> class.
/// </summary>
/// <param name="device">The device.</param>
internal BlendStateFactory(GraphicsDevice device)
{
var blendDescription = new BlendStateDescription(Blend.One, Blend.Zero);
blendDescription.SetDefaults();
Default = BlendState.New(device, blendDescription).DisposeBy(device);
Default.Name = "Default";
Additive = BlendState.New(device, new BlendStateDescription(Blend.SourceAlpha, Blend.One)).DisposeBy(device);
Additive.Name = "Additive";
AlphaBlend = BlendState.New(device, new BlendStateDescription(Blend.One, Blend.InverseSourceAlpha)).DisposeBy(device);
AlphaBlend.Name = "AlphaBlend";
NonPremultiplied = BlendState.New(device, new BlendStateDescription(Blend.SourceAlpha, Blend.InverseSourceAlpha)).DisposeBy(device);
NonPremultiplied.Name = "NonPremultiplied";
Opaque = BlendState.New(device, new BlendStateDescription(Blend.One, Blend.Zero)).DisposeBy(device);
Opaque.Name = "Opaque";
var colorDisabledDescription = new BlendStateDescription();
colorDisabledDescription.SetDefaults();
colorDisabledDescription.RenderTargets[0].ColorWriteChannels = ColorWriteChannels.None;
ColorDisabled = BlendState.New(device, colorDisabledDescription).DisposeBy(device);
ColorDisabled.Name = "ColorDisabled";
}
示例11: GraphicsDeviceFeatures
internal GraphicsDeviceFeatures(GraphicsDevice deviceRoot)
{
mapFeaturesPerFormat = new FeaturesPerFormat[256];
IsProfiled = false;
using (deviceRoot.UseOpenGLCreationContext())
{
Vendor = GL.GetString(StringName.Vendor);
Renderer = GL.GetString(StringName.Renderer);
#if SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGLES
SupportedExtensions = GL.GetString(StringName.Extensions).Split(' ');
#else
int numExtensions;
GL.GetInteger(GetPName.NumExtensions, out numExtensions);
SupportedExtensions = new string[numExtensions];
for (int extensionIndex = 0; extensionIndex < numExtensions; ++extensionIndex)
{
SupportedExtensions[extensionIndex] = GL.GetString(StringName.Extensions, extensionIndex);
}
#endif
}
#if SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGLES
var isOpenGLES3 = deviceRoot.versionMajor >= 3;
deviceRoot.HasDepth24 = isOpenGLES3 || SupportedExtensions.Contains("GL_OES_depth24");
deviceRoot.HasPackedDepthStencilExtension = SupportedExtensions.Contains("GL_OES_packed_depth_stencil");
deviceRoot.HasExtTextureFormatBGRA8888 = SupportedExtensions.Contains("GL_EXT_texture_format_BGRA8888")
|| SupportedExtensions.Contains("GL_APPLE_texture_format_BGRA8888");
deviceRoot.HasRenderTargetFloat = SupportedExtensions.Contains("GL_EXT_color_buffer_float");
deviceRoot.HasRenderTargetHalf = SupportedExtensions.Contains("GL_EXT_color_buffer_half_float");
deviceRoot.HasVAO = isOpenGLES3 || SupportedExtensions.Contains("GL_OES_vertex_array_object");
// Compute shaders available in OpenGL ES 3.1
HasComputeShaders = isOpenGLES3 && deviceRoot.versionMinor >= 1;
HasDoublePrecision = false;
// TODO: from 3.1: draw indirect, separate shader object
// TODO: check tessellation & geometry shaders: GL_ANDROID_extension_pack_es31a
#else
deviceRoot.HasVAO = true;
// Compute shaders available in OpenGL 4.3
HasComputeShaders = deviceRoot.versionMajor >= 4 && deviceRoot.versionMinor >= 3;
HasDoublePrecision = SupportedExtensions.Contains("GL_ARB_vertex_attrib_64bit");
// TODO: from 4.0: tessellation, draw indirect
// TODO: from 4.1: separate shader object
#endif
HasDriverCommandLists = false;
HasMultiThreadingConcurrentResources = false;
// TODO: Enum supported formats in mapFeaturesPerFormat
// Find shader model based on OpenGL version (might need to check extensions more carefully)
Profile = OpenGLUtils.GetFeatureLevel(deviceRoot.versionMajor, deviceRoot.versionMinor);
}
示例12: Texture3D
protected internal Texture3D(GraphicsDevice device, Texture3D texture) : base(device, texture, ViewType.Full, 0, 0)
{
#if SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGLES
throw new NotImplementedException();
#else
Target = TextureTarget.Texture3D;
#endif
}
示例13: Buffer
/// <summary>
/// Initializes a new instance of the <see cref="Buffer" /> class.
/// </summary>
/// <param name="device">The <see cref="GraphicsDevice"/>.</param>
/// <param name="description">The description.</param>
/// <param name="bufferFlags">Type of the buffer.</param>
/// <param name="viewFormat">The view format.</param>
/// <param name="dataPointer">The data pointer.</param>
protected Buffer(GraphicsDevice device, BufferDescription description, BufferFlags bufferFlags, PixelFormat viewFormat, IntPtr dataPointer) : base(device)
{
Description = description;
BufferFlags = bufferFlags;
ViewFormat = viewFormat;
//InitCountAndViewFormat(out this.elementCount, ref ViewFormat);
//Initialize(device.RootDevice, null);
}
示例14: PhysicsDebugEffect
public PhysicsDebugEffect(GraphicsDevice graphicsDevice)
: base(graphicsDevice, bytecode ?? (bytecode = EffectBytecode.FromBytesSafe(binaryBytecode)))
{
parameters = new ParameterCollection();
Color = new Color4(1.0f);
WorldViewProj = Matrix.Identity;
UseUv = true;
}
示例15: VertexArrayObject
private VertexArrayObject(GraphicsDevice graphicsDevice, EffectInputSignature shaderSignature, IndexBufferBinding indexBufferBinding, VertexBufferBinding[] vertexBufferBindings)
: base(graphicsDevice)
{
this.vertexBufferBindings = vertexBufferBindings;
this.indexBufferBinding = indexBufferBinding;
this.preferredInputSignature = shaderSignature;
CreateAttributes();
}