本文整理匯總了C#中SiliconStudio.Xenko.Graphics.GraphicsDevice.UseOpenGLCreationContext方法的典型用法代碼示例。如果您正苦於以下問題:C# GraphicsDevice.UseOpenGLCreationContext方法的具體用法?C# GraphicsDevice.UseOpenGLCreationContext怎麽用?C# GraphicsDevice.UseOpenGLCreationContext使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類SiliconStudio.Xenko.Graphics.GraphicsDevice
的用法示例。
在下文中一共展示了GraphicsDevice.UseOpenGLCreationContext方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。
示例1: GraphicsDeviceFeatures
internal GraphicsDeviceFeatures(GraphicsDevice deviceRoot)
{
mapFeaturesPerFormat = new FeaturesPerFormat[256];
HasSRgb = true;
using (deviceRoot.UseOpenGLCreationContext())
{
Vendor = GL.GetString(StringName.Vendor);
Renderer = GL.GetString(StringName.Renderer);
#if SILICONSTUDIO_XENKO_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_XENKO_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");
deviceRoot.HasTextureRG = isOpenGLES3 || SupportedExtensions.Contains("GL_EXT_texture_rg");
HasSRgb = isOpenGLES3 || SupportedExtensions.Contains("GL_EXT_sRGB");
// 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2: GraphicsDeviceFeatures
internal GraphicsDeviceFeatures(GraphicsDevice deviceRoot)
{
mapFeaturesPerFormat = new FeaturesPerFormat[256];
HasSRgb = true;
using (deviceRoot.UseOpenGLCreationContext())
{
Vendor = GL.GetString(StringName.Vendor);
Renderer = GL.GetString(StringName.Renderer);
#if SILICONSTUDIO_XENKO_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(StringNameIndexed.Extensions, extensionIndex);
}
#endif
}
#if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
var isOpenGLES3 = deviceRoot.currentVersion >= 300;
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.HasTextureFloat = isOpenGLES3 || SupportedExtensions.Contains("GL_OES_texture_float");
deviceRoot.HasTextureHalf = isOpenGLES3 || SupportedExtensions.Contains("GL_OES_texture_half_float");
deviceRoot.HasRenderTargetFloat = isOpenGLES3 || SupportedExtensions.Contains("GL_EXT_color_buffer_float");
deviceRoot.HasRenderTargetHalf = isOpenGLES3 || SupportedExtensions.Contains("GL_EXT_color_buffer_half_float");
deviceRoot.HasVAO = isOpenGLES3 || SupportedExtensions.Contains("GL_OES_vertex_array_object");
deviceRoot.HasTextureRG = isOpenGLES3 || SupportedExtensions.Contains("GL_EXT_texture_rg");
deviceRoot.HasKhronosDebug = deviceRoot.currentVersion >= 320 || SupportedExtensions.Contains("GL_KHR_debug");
// Either 3.2+, or 3.1+ with GL_EXT_texture_buffer
// TODO: For now we don't have proper ES3 bindings on Android (and possibly iOS)
deviceRoot.HasTextureBuffers = false;
//deviceRoot.HasTextureBuffers = (deviceRoot.version >= 320)
// || (deviceRoot.version >= 310 && SupportedExtensions.Contains("GL_EXT_texture_buffer"));
HasSRgb = isOpenGLES3 || SupportedExtensions.Contains("GL_EXT_sRGB");
// Compute shaders available in OpenGL ES 3.1
HasComputeShaders = isOpenGLES3 && deviceRoot.currentVersion >= 1;
HasDoublePrecision = false;
HasDepthAsSRV = isOpenGLES3;
HasDepthAsReadOnlyRT = isOpenGLES3;
deviceRoot.HasDepthClamp = SupportedExtensions.Contains("GL_ARB_depth_clamp");
// TODO: from 3.1: draw indirect, separate shader object
// TODO: check tessellation & geometry shaders: GL_ANDROID_extension_pack_es31a
#else
deviceRoot.HasVAO = true;
deviceRoot.HasDXT = SupportedExtensions.Contains("GL_EXT_texture_compression_s3tc");
deviceRoot.HasTextureBuffers = true;
deviceRoot.HasKhronosDebug = deviceRoot.currentVersion >= 430 || SupportedExtensions.Contains("GL_KHR_debug");
// Compute shaders available in OpenGL 4.3
HasComputeShaders = deviceRoot.version >= 430;
HasDoublePrecision = SupportedExtensions.Contains("GL_ARB_vertex_attrib_64bit");
HasDepthAsSRV = deviceRoot.version >= 300;
HasDepthAsReadOnlyRT = deviceRoot.version >= 300;
deviceRoot.HasDepthClamp = deviceRoot.version >= 300;
// TODO: from 4.0: tessellation, draw indirect
// TODO: from 4.1: separate shader object
#endif
deviceRoot.HasAnisotropicFiltering = SupportedExtensions.Contains("GL_EXT_texture_filter_anisotropic");
HasResourceRenaming = true;
HasDriverCommandLists = false;
HasMultiThreadingConcurrentResources = false;
// TODO: Enum supported formats in mapFeaturesPerFormat
// Find shader model based on OpenGL version (might need to check extensions more carefully)
RequestedProfile = deviceRoot.requestedGraphicsProfile;
CurrentProfile = OpenGLUtils.GetFeatureLevel(deviceRoot.currentVersion);
}