Graphics Reference
In-Depth Information
In Direct3D 11, render target formats are not required to have
identical bits-per-element counts, that is a 32-bit render target
can be used alongside a 64-bit one.
3.
Within the CreateDeviceDependentResources() method, first clean up
any resources and retrieve the device from the DeviceManager property:
RemoveAndDispose(ref DSSRV);
RemoveAndDispose(ref DSV);
RemoveAndDispose(ref DS0);
RTs.ForEach(rt => RemoveAndDispose(ref rt));
SRVs.ForEach(srv => RemoveAndDispose(ref srv));
RTVs.ForEach(rtv => RemoveAndDispose(ref rtv));
RTs.Clear();
SRVs.Clear();
RTVs.Clear();
var device = DeviceManager.Direct3DDevice;
4.
Next, we will prepare the description for the render target textures, and the
Render Target Views (RTVs) and Shader Resource Views (SRVs) for these textures:
// Render Target texture description
var texDesc = new Texture2DDescription();
texDesc.BindFlags = BindFlags.ShaderResource |
BindFlags.RenderTarget;
texDesc.ArraySize = 1;
texDesc.CpuAccessFlags = CpuAccessFlags.None;
texDesc.Usage = ResourceUsage.Default;
texDesc.Width = width;
texDesc.Height = height;
texDesc.MipLevels = 1;
texDesc.SampleDescription = sampleDescription;
bool isMSAA = sampleDescription.Count > 1;
// Render Target View description
var rtvDesc = new RenderTargetViewDescription();
rtvDesc.Dimension = isMSAA ?
RenderTargetViewDimension.Texture2DMultisampled :
RenderTargetViewDimension.Texture2D;
rtvDesc.Texture2D.MipSlice = 0;
 
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