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D2DRenderTargetBitmap を追加。
[strokestylet/CsWin10Desktop3.git] / FDK24 / メディア / デバイスリソース.cs
1 using System;
2 using System.Collections.Generic;
3 using System.Diagnostics;
4 using System.Linq;
5
6 namespace FDK.メディア
7 {
8         public class デバイスリソース
9         {
10                 public SharpDX.Size2F 設計画面サイズdpx = new SharpDX.Size2F( 640f, 480f );
11                 public SharpDX.Size2F 物理画面サイズpx = new SharpDX.Size2F( 0, 0 );     // (0, 0) は、サイズ依存リソース無効の印。
12                 public IntPtr ウィンドウハンドル = IntPtr.Zero;
13                 public float 視野角deg { get; set; } = 45f;
14                 public SharpDX.Matrix ビュー変換行列
15                 {
16                         get
17                         {
18                                 var カメラの位置 = new SharpDX.Vector3( 0f, 0f, ( -2f * this.dz( this.設計画面サイズdpx.Height, this.視野角deg ) ) );
19                                 var カメラの注視点 = new SharpDX.Vector3( 0f, 0f, 0f );
20                                 var カメラの上方向 = new SharpDX.Vector3( 0f, 1f, 0f );
21                                 var mat = SharpDX.Matrix.LookAtLH( カメラの位置, カメラの注視点, カメラの上方向 );
22                                 mat.Transpose();  // 転置
23                                 return mat;
24                         }
25                 }
26                 public SharpDX.Matrix 射影変換行列
27                 {
28                         get
29                         {
30                                 float dz = this.dz( this.設計画面サイズdpx.Height, this.視野角deg );
31                                 var mat = SharpDX.Matrix.PerspectiveFovLH(
32                                         SharpDX.MathUtil.DegreesToRadians( 視野角deg ),
33                                         設計画面サイズdpx.Width / 設計画面サイズdpx.Height,  // アスペクト比
34                                         -dz,  // 前方投影面までの距離
35                                         dz ); // 後方投影面までの距離
36                                 mat.Transpose();  // 転置
37                                 return mat;
38                         }
39                 }
40                 public SharpDX.MediaFoundation.DXGIDeviceManager DXGIDeviceManager => this.bs_DXGIDeviceManager;
41                 public SharpDX.DXGI.SwapChain SwapChain => this.bs_SwapChain;
42                 public SharpDX.Direct3D11.RenderTargetView D3DRenderTargetView => this.bs_D3DRenderTargetView;
43                 public SharpDX.Mathematics.Interop.RawViewportF[] D3DViewPort => this.bs_D3DViewPort;
44                 public SharpDX.Direct3D11.Texture2D D3DDepthStencil => this.bs_D3DDepthStencil;
45                 public SharpDX.Direct3D11.DepthStencilView D3DDepthStencilView => this.bs_D3DDepthStencilView;
46                 public SharpDX.Direct3D11.DepthStencilState D3DDepthStencilState => this.bs_D3DDepthStencilState;
47                 public SharpDX.Direct2D1.Factory2 D2DFactory2 => this.bs_D2DFactory2;
48                 public SharpDX.DirectWrite.Factory DWriteFactory => this.bs_DWriteFactory;
49                 public SharpDX.WIC.ImagingFactory2 WicImagingFactory2 => this.bs_WicImagingFactory2;
50                 public SharpDX.Direct2D1.Device1 D2DDevice1 => this.bs_D2DDevice1;
51                 public SharpDX.Direct2D1.DeviceContext1 D2DContext1 => this.bs_D2DContext1;
52                 public SharpDX.Direct2D1.Bitmap1 D2DRenderTargetBitmap => this.bs_D2DRenderTargetBitmap;
53
54                 public void すべてのリソースを作成する( System.Drawing.Size バックバッファサイズ, IntPtr ウィンドウハンドル )
55                 {
56                         this.物理画面サイズpx = new SharpDX.Size2F( バックバッファサイズ.Width, バックバッファサイズ.Height );
57                         this.ウィンドウハンドル = ウィンドウハンドル;
58
59                         this.すべてのリソースを作成する();
60                 }
61                 protected void すべてのリソースを作成する()
62                 {
63                         // これらが呼び出し前に設定されていること。
64                         Debug.Assert( ( 0f < this.物理画面サイズpx.Width ) && ( 0f < this.物理画面サイズpx.Height ) );
65                         Debug.Assert( IntPtr.Zero != this.ウィンドウハンドル );
66
67                         #region " D2DFactory2 を作成する。"
68                         //-----------------
69                         {
70                                 var デバッグレベル = SharpDX.Direct2D1.DebugLevel.None;
71 #if DEBUG
72                                 // プロジェクトがデバッグビルドに含まれている場合は、Direct2D デバッグレイヤーを SDK レイヤーを介して有効にする。
73                                 デバッグレベル = SharpDX.Direct2D1.DebugLevel.Information;
74 #endif
75                                 this.bs_D2DFactory2 = new SharpDX.Direct2D1.Factory2(
76                                         SharpDX.Direct2D1.FactoryType.SingleThreaded,
77                                         デバッグレベル );
78                         }
79                         //-----------------
80                         #endregion
81                         #region " DWriteFactory を作成する。"
82                         //-----------------
83                         this.bs_DWriteFactory = new SharpDX.DirectWrite.Factory(
84                                 SharpDX.DirectWrite.FactoryType.Shared );
85                         //-----------------
86                         #endregion
87                         #region " WicImagingFactory2 を作成する。"
88                         //-----------------
89                         this.bs_WicImagingFactory2 = new SharpDX.WIC.ImagingFactory2();
90                         //-----------------
91                         #endregion
92
93                         var d3dDevice = (SharpDX.Direct3D11.Device) null;
94
95                         #region " DXGIDeviceManager を作成する。"
96                         //-----------------
97                         this.bs_DXGIDeviceManager = new SharpDX.MediaFoundation.DXGIDeviceManager();
98                         //-----------------
99                         #endregion
100                         #region " D3Dデバイス、スワップチェーンを作成する。"
101                         //----------------
102                         // スワップチェーン desc
103                         var swapChainDesc = new SharpDX.DXGI.SwapChainDescription() {
104                                 BufferCount = 2,
105                                 ModeDescription = new SharpDX.DXGI.ModeDescription() {
106                                         Width = (int) this.物理画面サイズpx.Width,
107                                         Height = (int) this.物理画面サイズpx.Height,
108                                         RefreshRate = new SharpDX.DXGI.Rational( 60, 1 ),
109                                         Format = SharpDX.DXGI.Format.B8G8R8A8_UNorm,  // D2D をサポートするなら B8G8R8A8 で。
110                                         Scaling = SharpDX.DXGI.DisplayModeScaling.Stretched,
111                                         ScanlineOrdering = SharpDX.DXGI.DisplayModeScanlineOrder.Progressive,
112                                 },
113                                 IsWindowed = true,
114                                 OutputHandle = ウィンドウハンドル,
115                                 SampleDescription = new SharpDX.DXGI.SampleDescription( 1, 0 ),
116                                 SwapEffect = SharpDX.DXGI.SwapEffect.Discard,
117                                 Usage = SharpDX.DXGI.Usage.RenderTargetOutput,
118                         };
119                         // 機能レベル
120                         var featureLevels = new SharpDX.Direct3D.FeatureLevel[] {
121                                 SharpDX.Direct3D.FeatureLevel.Level_11_0,
122                                 SharpDX.Direct3D.FeatureLevel.Level_10_1,
123                                 SharpDX.Direct3D.FeatureLevel.Level_10_0,
124                         };
125                         // デバイスとスワップチェーンを作成する。
126                         SharpDX.Direct3D11.Device.CreateWithSwapChain(
127                                 SharpDX.Direct3D.DriverType.Hardware,
128                                 SharpDX.Direct3D11.DeviceCreationFlags.BgraSupport,     // D2Dをサポートするなら必須。
129                                 featureLevels,
130                                 swapChainDesc,
131                                 out d3dDevice,
132                                 out this.bs_SwapChain );
133
134                         Trace.WriteLine( "D3Dデバイスとスワップチェーンを生成しました。" );
135                         Trace.WriteLine( $"機能レベル: {d3dDevice.FeatureLevel.ToString()}" );
136                         //----------------
137                         #endregion
138
139                         using( d3dDevice )
140                         {
141                                 // D3D 関連
142                                 #region " D3DDevice が ID3D11VideoDevice を実装してないならエラー。(Win8以降のPCでは実装されているはず。) "
143                                 //-----------------
144                                 using( var videoDevice = d3dDevice.QueryInterfaceOrNull<SharpDX.Direct3D11.VideoDevice>() )
145                                 {
146                                         if( null == videoDevice )
147                                                 throw new FDKException( "Direct3D11デバイスが、ID3D11VideoDevice をサポートしていません。" );
148                                 }
149                                 //-----------------
150                                 #endregion
151                                 #region " マルチスレッドモードを ON に設定する。DXVAを使う場合は必須。"
152                                 //-----------------
153                                 using( var multithread = d3dDevice.QueryInterfaceOrNull<SharpDX.Direct3D.DeviceMultithread>() )
154                                 {
155                                         if( null == multithread )
156                                                 throw new FDKException( "Direct3D11デバイスが、ID3D10Multithread をサポートしていません。" );
157
158                                         multithread.SetMultithreadProtected( true );
159                                 }
160                                 //-----------------
161                                 #endregion
162                                 #region " DXGIデバイスマネージャに D3Dデバイスを登録する。"
163                                 //-----------------
164                                 this.DXGIDeviceManager.ResetDevice( d3dDevice );
165                                 //-----------------
166                                 #endregion
167                                 #region " すべての Windows イベントを無視する。具体的には PrintScreen と Alt+Enter 。"
168                                 //----------------
169                                 using( var factory = this.bs_SwapChain.GetParent<SharpDX.DXGI.Factory>() )
170                                 {
171                                         factory.MakeWindowAssociation( ウィンドウハンドル, SharpDX.DXGI.WindowAssociationFlags.IgnoreAll );
172                                 }
173                                 //----------------
174                                 #endregion
175                                 #region " 深度ステンシルステートを作成する。"
176                                 //----------------
177                                 var DepthSencil = new SharpDX.Direct3D11.DepthStencilStateDescription() {
178                                         IsDepthEnabled = true,  // 深度テストあり
179                                         DepthWriteMask = SharpDX.Direct3D11.DepthWriteMask.All,     // 書き込む
180                                         DepthComparison = SharpDX.Direct3D11.Comparison.Less,   // 手前の物体を描画
181                                         IsStencilEnabled = false,   // ステンシルテストなし。
182                                         StencilReadMask = 0,    // ステンシル読み込みマスク。
183                                         StencilWriteMask = 0,   // ステンシル書き込みマスク。
184
185                                         // 面が表を向いている場合のステンシル・テストの設定
186                                         FrontFace = new SharpDX.Direct3D11.DepthStencilOperationDescription() {
187                                                 FailOperation = SharpDX.Direct3D11.StencilOperation.Keep,   // 維持
188                                                 DepthFailOperation = SharpDX.Direct3D11.StencilOperation.Keep,  // 維持
189                                                 PassOperation = SharpDX.Direct3D11.StencilOperation.Keep,   // 維持
190                                                 Comparison = SharpDX.Direct3D11.Comparison.Never,   // 常に失敗
191                                         },
192
193                                         // 面が裏を向いている場合のステンシル・テストの設定
194                                         BackFace = new SharpDX.Direct3D11.DepthStencilOperationDescription() {
195                                                 FailOperation = SharpDX.Direct3D11.StencilOperation.Keep,   // 維持
196                                                 DepthFailOperation = SharpDX.Direct3D11.StencilOperation.Keep,  // 維持
197                                                 PassOperation = SharpDX.Direct3D11.StencilOperation.Keep,   // 維持
198                                                 Comparison = SharpDX.Direct3D11.Comparison.Always,  // 常に成功
199                                         },
200                                 };
201                                 this.bs_D3DDepthStencilState = new SharpDX.Direct3D11.DepthStencilState( d3dDevice, DepthSencil );
202                                 //----------------
203                                 #endregion
204
205                                 // D2D 関連
206                                 #region " D2DDevice を作成する。"
207                                 //-----------------
208                                 using( var dxgiDevice = d3dDevice.QueryInterfaceOrNull<SharpDX.DXGI.Device>() )
209                                 {
210                                         if( null == dxgiDevice )
211                                                 throw new FDKException( "Direct3D11デバイスが、IDXGIDevice3 をサポートしていません。" );
212
213                                         this.bs_D2DDevice1 = new SharpDX.Direct2D1.Device1( this.D2DFactory2, dxgiDevice );
214                                 }
215                                 //-----------------
216                                 #endregion
217                                 #region " D2Dの既定のコンテキスト D2DContext1 を作成する。"
218                                 //-----------------
219                                 this.bs_D2DContext1 = new SharpDX.Direct2D1.DeviceContext1( this.D2DDevice1, SharpDX.Direct2D1.DeviceContextOptions.None );
220
221                                 // 現在のディスプレイDPI を取得し、D2DContext に設定する。
222                                 this.D2DContext1.DotsPerInch = this.D2DFactory2.DesktopDpi;
223                                 //-----------------
224                                 #endregion
225                         }
226
227                         this.サイズに依存するリソースを作成する();
228                 }
229                 public void すべてのリソースを解放する()
230                 {
231                         FDK.Utilities.解放する( ref this.bs_WicImagingFactory2 );
232                         FDK.Utilities.解放する( ref this.bs_DWriteFactory );
233                         FDK.Utilities.解放する( ref this.bs_D2DFactory2 );
234
235                         // D2D 関連
236                         FDK.Utilities.解放する( ref this.bs_D2DContext1 );
237                         FDK.Utilities.解放する( ref this.bs_D2DDevice1 );
238
239                         // D3D 関連
240                         var d3dDevice = (SharpDX.Direct3D11.Device) null;
241                         using( var d3dLock = new FDK.同期.AutoD3DDeviceLock( this.DXGIDeviceManager, out d3dDevice ) )
242                         {
243                                 d3dDevice.ImmediateContext?.ClearState();   // デバイスステートをクリアする。
244                                 this.bs_SwapChain?.SetFullscreenState( fullscreen: false, targetRef: null );    // スワップチェインをウインドウモードにする。
245
246                                 this.サイズに依存するリソースを解放する();
247
248                                 FDK.Utilities.解放する( ref this.bs_D3DDepthStencilState );
249                                 FDK.Utilities.解放する( ref this.bs_SwapChain );
250                                 this.bs_DXGIDeviceManager?.ResetDevice( null );
251                                 FDK.Utilities.解放する( ref this.bs_DXGIDeviceManager );
252                         }
253                 }
254                 public void サイズに依存するリソースを作成する()
255                 {
256                         #region " スワップチェーンのサイズを変更する。"
257                         //----------------
258                         Debug.Assert( null != this.SwapChain ); // スワップチェーンは、デバイスとともに、すでに生成される。
259                         this.SwapChain.ResizeBuffers(
260                                 bufferCount: 2,
261                                 width: (int) this.物理画面サイズpx.Width,
262                                 height: (int) this.物理画面サイズpx.Height,
263                                 newFormat: SharpDX.DXGI.Format.R8G8B8A8_UNorm,
264                                 swapChainFlags: SharpDX.DXGI.SwapChainFlags.AllowModeSwitch );
265                         //----------------
266                         #endregion
267
268                         // D3D 関連
269                         using( var backBuffer = SharpDX.Direct3D11.Texture2D.FromSwapChain<SharpDX.Direct3D11.Texture2D>( this.bs_SwapChain, 0 ) )
270                         {
271                                 var d3dDevice = (SharpDX.Direct3D11.Device) null;
272                                 using( var d3dLock = new FDK.同期.AutoD3DDeviceLock( this.DXGIDeviceManager, out d3dDevice ) )
273                                 {
274                                         #region " RenderTargetView の作成 "
275                                         //----------------
276                                         this.bs_D3DRenderTargetView = new SharpDX.Direct3D11.RenderTargetView( d3dDevice, backBuffer );
277                                         //----------------
278                                         #endregion
279                                         #region " 深度ステンシルテクスチャの作成 "
280                                         //----------------
281                                         var descDepth = backBuffer.Description;
282                                         //descDepth.Width = backBuffer.Description.Width;       → backBuffer に同じ
283                                         //descDepth.Height = backBuffer.Description.Height;     → 同上
284                                         descDepth.MipLevels = 1;    // ミップマップレベル数
285                                         descDepth.ArraySize = 1;    // 配列サイズ
286                                         descDepth.Format = SharpDX.DXGI.Format.D32_Float;   // フォーマット(深度のみ)
287                                         descDepth.Usage = SharpDX.Direct3D11.ResourceUsage.Default; // デフォルト使用法
288                                         descDepth.BindFlags = SharpDX.Direct3D11.BindFlags.DepthStencil;    // 深度ステンシル
289                                         descDepth.CpuAccessFlags = SharpDX.Direct3D11.CpuAccessFlags.None;  // CPUからはアクセスしない
290                                         descDepth.OptionFlags = SharpDX.Direct3D11.ResourceOptionFlags.None;    // その他の設定なし
291                                         this.bs_D3DDepthStencil = new SharpDX.Direct3D11.Texture2D( d3dDevice, descDepth );
292                                         //----------------
293                                         #endregion
294                                         #region " 深度ステンシルビューの作成 "
295                                         //----------------
296                                         var descDSV = new SharpDX.Direct3D11.DepthStencilViewDescription() {
297                                                 Format = descDepth.Format,
298                                                 Dimension = SharpDX.Direct3D11.DepthStencilViewDimension.Texture2D,
299                                                 Flags = SharpDX.Direct3D11.DepthStencilViewFlags.None,
300                                         };
301                                         descDSV.Texture2D.MipSlice = 0;
302                                         this.bs_D3DDepthStencilView = new SharpDX.Direct3D11.DepthStencilView( d3dDevice, this.bs_D3DDepthStencil, descDSV );
303                                         //----------------
304                                         #endregion
305                                         #region " ビューポートの設定 "
306                                         //----------------
307                                         this.bs_D3DViewPort[ 0 ] = new SharpDX.Mathematics.Interop.RawViewportF() {
308                                                 X = 0.0f,
309                                                 Y = 0.0f,
310                                                 Width = (float) backBuffer.Description.Width,
311                                                 Height = (float) backBuffer.Description.Height,
312                                                 MinDepth = 0.0f,
313                                                 MaxDepth = 1.0f,
314                                         };
315                                         //----------------
316                                         #endregion
317                                         #region " テクスチャの共有リソースの作成 "
318                                         //----------------
319                                         FDK.メディア.テクスチャ.共有リソースを作成する( this );
320                                         //----------------
321                                         #endregion
322                                 }
323                         }
324
325                         // D2D 関連
326                         using( var backbuffer =SharpDX.DXGI.Surface.FromSwapChain( this.bs_SwapChain, 0 ) )
327                         {
328                                 #region " D2Dの既定のレンダーターゲットビットマップを作成する。"
329                                 //-----------------
330                                 var dpi = this.D2DContext1.DotsPerInch;
331
332                                 // DXGIスワップチェーンのバックバッファとデータを共有するD2Dターゲットビットマップを作成する。ビューではなく共有リソース。
333                                 this.bs_D2DRenderTargetBitmap = new SharpDX.Direct2D1.Bitmap1(
334                                         this.D2DContext1,   // このコンテキストを通じて、
335                                         backbuffer, // バックバッファとデータを共有する。
336                                         new SharpDX.Direct2D1.BitmapProperties1(
337                                                 new SharpDX.Direct2D1.PixelFormat( backbuffer.Description.Format, SharpDX.Direct2D1.AlphaMode.Premultiplied ),
338                                                 dpi.Width,
339                                                 dpi.Height,
340                                                 SharpDX.Direct2D1.BitmapOptions.Target | SharpDX.Direct2D1.BitmapOptions.CannotDraw ) );
341                                 //-----------------
342                                 #endregion
343                                 #region " テキストのアンチエイリアシングを設定する。Grayscale が、すべての Windows ストアアプリで推奨される。"
344                                 //-----------------
345                                 this.D2DContext1.TextAntialiasMode = SharpDX.Direct2D1.TextAntialiasMode.Grayscale;
346                                 //-----------------
347                                 #endregion
348                         }
349
350                 }
351                 public void サイズに依存するリソースを解放する()
352                 {
353                         // D2D 関連
354                         FDK.Utilities.解放する( ref this.bs_D2DRenderTargetBitmap );
355
356                         // D3D 関連
357                         var d3dDevice = (SharpDX.Direct3D11.Device) null;
358                         using( var d3dLock = new FDK.同期.AutoD3DDeviceLock( this.DXGIDeviceManager, out d3dDevice ) )
359                         {
360                                 // 描画ターゲットを解除する。
361                                 d3dDevice.ImmediateContext.OutputMerger.ResetTargets();
362
363                                 FDK.メディア.テクスチャ.共有リソースを解放する();
364                                 FDK.Utilities.解放する( ref this.bs_D3DDepthStencilView );
365                                 FDK.Utilities.解放する( ref this.bs_D3DDepthStencil );
366                                 FDK.Utilities.解放する( ref this.bs_D3DRenderTargetView );
367                                 //FDK.Utilities.解放する( ref this.bs_SwapChain ); → スワップチェーンは解放しない(生成・解放はデバイスとセット)。
368
369                                 // (0,0)は、サイズ依存リソース無効の印。
370                                 this.物理画面サイズpx = new SharpDX.Size2F( 0, 0 );
371                         }
372                 }
373                 public void D3Dデバイスが消失していれば再構築する( out bool 異常状態なのでアプリを終了せよ )
374                 {
375                         var d3dDevice = (SharpDX.Direct3D11.Device) null;
376                         using( var d3dLock = new FDK.同期.AutoD3DDeviceLock( this.DXGIDeviceManager, out d3dDevice ) )
377                         {
378                                 異常状態なのでアプリを終了せよ = false;
379
380                                 var 削除理由 = d3dDevice.DeviceRemovedReason;
381                                 if( 削除理由.Success )
382                                         return;
383
384                                 var エラー詳細 = new[] {
385                                         new { Code = SharpDX.DXGI.ResultCode.DeviceHung.Code, Info = SharpDX.DXGI.ResultCode.DeviceHung.ApiCode, Rebuild = true },
386                                         new { Code = SharpDX.DXGI.ResultCode.DeviceReset.Code, Info = SharpDX.DXGI.ResultCode.DeviceReset.ApiCode, Rebuild = true },
387                                         new { Code = SharpDX.DXGI.ResultCode.DeviceRemoved.Code, Info = SharpDX.DXGI.ResultCode.DeviceRemoved.ApiCode, Rebuild = false },
388                                         new { Code = SharpDX.DXGI.ResultCode.DriverInternalError.Code, Info = SharpDX.DXGI.ResultCode.DriverInternalError.ApiCode, Rebuild = false },
389                                         new { Code = SharpDX.DXGI.ResultCode.InvalidCall.Code, Info = SharpDX.DXGI.ResultCode.InvalidCall.ApiCode, Rebuild = false },
390                                 }.First( ( エラー ) => エラー.Code == 削除理由.Code );  // 見つからないなら System.InvalidOperationException 。
391
392                                 Trace.WriteLine( $"D3Dデバイスが消失しました: {エラー詳細.Info}" );
393
394                                 if( エラー詳細.Rebuild )
395                                 {
396                                         this.すべてのリソースを解放する();
397                                         this.すべてのリソースを作成する();
398                                 }
399                                 else
400                                 {
401                                         異常状態なのでアプリを終了せよ = true;
402                                 }
403                         }
404                 }
405
406                 private float dz( float 高さdpx, float 視野角deg )
407                 {
408                         return (float) ( 高さdpx / ( 4.0 * Math.Tan( SharpDX.MathUtil.DegreesToRadians( 視野角deg / 2.0f ) ) ) );
409                 }
410
411                 #region " バックストア。"
412                 //----------------
413                 private SharpDX.Direct2D1.Factory2 bs_D2DFactory2 = null;
414                 private SharpDX.DirectWrite.Factory bs_DWriteFactory = null;
415                 private SharpDX.WIC.ImagingFactory2 bs_WicImagingFactory2 = null;
416                 private SharpDX.MediaFoundation.DXGIDeviceManager bs_DXGIDeviceManager = null;
417                 private SharpDX.DXGI.SwapChain bs_SwapChain = null;
418                 private SharpDX.Mathematics.Interop.RawViewportF[] bs_D3DViewPort = new SharpDX.Mathematics.Interop.RawViewportF[ 1 ];
419                 private SharpDX.Direct3D11.DepthStencilState bs_D3DDepthStencilState = null;
420                 private SharpDX.Direct3D11.RenderTargetView bs_D3DRenderTargetView = null;
421                 private SharpDX.Direct3D11.Texture2D bs_D3DDepthStencil = null;
422                 private SharpDX.Direct3D11.DepthStencilView bs_D3DDepthStencilView = null;
423                 private SharpDX.Direct2D1.Device1 bs_D2DDevice1 = null;
424                 private SharpDX.Direct2D1.DeviceContext1 bs_D2DContext1 = null;
425                 private SharpDX.Direct2D1.Bitmap1 bs_D2DRenderTargetBitmap = null;
426                 //----------------
427                 #endregion
428         }
429 }