Beispiel #1
0
 public GpuSBuffer(Device device, T[] data)
 {
     StructCount = data.Length;
     StructSize  = System.Runtime.InteropServices.Marshal.SizeOf <T>();// (sizeof(T));
     BufferSize  = StructCount * StructSize;
     //var ds = new DataStream(new DataPointer()
     Buffer = Buffer.Create <T>(device, BindFlags.ShaderResource, data, BufferSize, ResourceUsage.Default, CpuAccessFlags.None, ResourceOptionFlags.BufferStructured, StructSize);
     //Buffer = new Buffer(device, BufferSize, ResourceUsage.Default, BindFlags.ShaderResource, CpuAccessFlags.None, ResourceOptionFlags.BufferStructured, StructSize);
     SRV = DXUtility.CreateShaderResourceView(device, Buffer, SharpDX.DXGI.Format.Unknown, SharpDX.Direct3D.ShaderResourceViewDimension.Buffer, 0, 0, StructCount, 0);
 }
Beispiel #2
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 public GpuBuffer(Device device, int itemSize, int itemCount)
 {
     StructSize    = System.Runtime.InteropServices.Marshal.SizeOf <T>();// sizeof(T)),
     StructCount   = itemCount * itemSize;
     ItemTotalSize = itemSize * StructSize;
     ItemCount     = itemCount;
     Size          = StructSize * itemSize * itemCount;
     Buffer        = DXUtility.CreateBuffer(device, Size, ResourceUsage.Default, BindFlags.ShaderResource | BindFlags.UnorderedAccess, 0, ResourceOptionFlags.BufferStructured, StructSize);
     SRV           = DXUtility.CreateShaderResourceView(device, Buffer, Format.Unknown, ShaderResourceViewDimension.Buffer, 0, 0, StructCount, 0);
     UAV           = DXUtility.CreateUnorderedAccessView(device, Buffer, Format.Unknown, UnorderedAccessViewDimension.Buffer, 0, StructCount, 0, 0);
 }
Beispiel #3
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 public GpuCBuffer(Device device, int count)
 {
     StructCount = count;
     StructSize  = System.Runtime.InteropServices.Marshal.SizeOf <T>();// (sizeof(T));
     BufferSize  = StructCount * StructSize;
     //Buffer = Buffer.Create<T>(device, BindFlags.ShaderResource, null, BufferSize, ResourceUsage.Dynamic, CpuAccessFlags.Write, ResourceOptionFlags.BufferStructured, StructSize);
     Buffer    = new Buffer(device, BufferSize, ResourceUsage.Dynamic, BindFlags.ShaderResource, CpuAccessFlags.Write, ResourceOptionFlags.BufferStructured, StructSize);
     SRV       = DXUtility.CreateShaderResourceView(device, Buffer, SharpDX.DXGI.Format.Unknown, SharpDX.Direct3D.ShaderResourceViewDimension.Buffer, 0, 0, StructCount, 0);
     Data      = new List <T>(count);
     DataArray = new T[count];
 }
Beispiel #4
0
        public void Init(Device device, int w, int h, Format f, int sc, int sq, bool depth, Format df)
        {
            VramUsage    = 0;
            Multisampled = (sc > 1);
            UseDepth     = depth;
            ResourceUsage               u    = ResourceUsage.Default;
            BindFlags                   b    = BindFlags.RenderTarget | BindFlags.ShaderResource;
            RenderTargetViewDimension   rtvd = RenderTargetViewDimension.Texture2D;
            ShaderResourceViewDimension srvd = ShaderResourceViewDimension.Texture2D;// D3D11_SRV_DIMENSION_TEXTURE2D;
            int       fs = DXUtility.ElementSize(f);
            int       wh = w * h;
            BindFlags db = BindFlags.DepthStencil;// | BindFlags.ShaderResource;// D3D11_BIND_DEPTH_STENCIL;
            DepthStencilViewDimension dsvd = DepthStencilViewDimension.Texture2D;
            Format dtexf = GetDepthTexFormat(df);
            Format dsrvf = GetDepthSrvFormat(df);

            Texture    = DXUtility.CreateTexture2D(device, w, h, 1, 1, f, 1, 0, u, b, 0, 0);
            RTV        = DXUtility.CreateRenderTargetView(device, Texture, f, rtvd, 0, 0, 0);
            SRV        = DXUtility.CreateShaderResourceView(device, Texture, f, srvd, 1, 0, 0, 0);
            VramUsage += (wh * fs);

            if (Multisampled)
            {
                b    = BindFlags.RenderTarget;
                rtvd = RenderTargetViewDimension.Texture2DMultisampled;
                dsvd = DepthStencilViewDimension.Texture2DMultisampled;
                //srvd = ShaderResourceViewDimension.Texture2DMultisampled;

                TextureMS  = DXUtility.CreateTexture2D(device, w, h, 1, 1, f, sc, sq, u, b, 0, 0);
                MSRTV      = DXUtility.CreateRenderTargetView(device, TextureMS, f, rtvd, 0, 0, 0);
                VramUsage += (wh * fs) * sc;

                if (depth)
                {
                    DepthMS = DXUtility.CreateTexture2D(device, w, h, 1, 1, dtexf, sc, sq, u, db, 0, 0);
                    MSDSV   = DXUtility.CreateDepthStencilView(device, DepthMS, df, dsvd);
                    //DepthSRV = DXUtility.CreateShaderResourceView(device, DepthMS, dsrvf, srvd, 1, 0, 0, 0);
                    VramUsage += (wh * DXUtility.ElementSize(df)) * sc;
                }
            }
            else
            {
                if (depth)
                {
                    Depth = DXUtility.CreateTexture2D(device, w, h, 1, 1, dtexf, sc, sq, u, db, 0, 0);
                    DSV   = DXUtility.CreateDepthStencilView(device, Depth, df, dsvd);
                    //DepthSRV = DXUtility.CreateShaderResourceView(device, Depth, dsrvf, srvd, 1, 0, 0, 0);
                    VramUsage += (wh * DXUtility.ElementSize(df));
                }
            }
        }
Beispiel #5
0
        public void Init(Device device, int w, int h, int count, Format f, bool depth, Format df, int multisamplecount)
        {
            Count            = count;
            VramUsage        = 0;
            UseDepth         = depth;
            MultisampleCount = multisamplecount;
            Multisampled     = (multisamplecount > 1);
            ResourceUsage               u    = ResourceUsage.Default;
            BindFlags                   b    = BindFlags.RenderTarget | BindFlags.ShaderResource;
            int                         fs   = DXUtility.ElementSize(f);
            int                         wh   = w * h;
            BindFlags                   db   = BindFlags.DepthStencil | BindFlags.ShaderResource; // D3D11_BIND_DEPTH_STENCIL;
            RenderTargetViewDimension   rtvd = RenderTargetViewDimension.Texture2D;
            ShaderResourceViewDimension srvd = ShaderResourceViewDimension.Texture2D;             // D3D11_SRV_DIMENSION_TEXTURE2D;
            DepthStencilViewDimension   dsvd = DepthStencilViewDimension.Texture2D;

            if (Multisampled)
            {
                rtvd = RenderTargetViewDimension.Texture2DMultisampled;
                srvd = ShaderResourceViewDimension.Texture2DMultisampled;
                dsvd = DepthStencilViewDimension.Texture2DMultisampled;
            }

            Textures = new Texture2D[count];
            RTVs     = new RenderTargetView[count];
            SRVs     = new ShaderResourceView[count];

            for (int i = 0; i < count; i++)
            {
                Textures[i] = DXUtility.CreateTexture2D(device, w, h, 1, 1, f, multisamplecount, 0, u, b, 0, 0);
                RTVs[i]     = DXUtility.CreateRenderTargetView(device, Textures[i], f, rtvd, 0, 0, 0);
                SRVs[i]     = DXUtility.CreateShaderResourceView(device, Textures[i], f, srvd, 1, 0, 0, 0);
                VramUsage  += (wh * fs) * multisamplecount;
            }
            if (depth)
            {
                Format dtexf = GpuTexture.GetDepthTexFormat(df);
                Format dsrvf = GpuTexture.GetDepthSrvFormat(df);
                Depth      = DXUtility.CreateTexture2D(device, w, h, 1, 1, dtexf, multisamplecount, 0, u, db, 0, 0);
                DSV        = DXUtility.CreateDepthStencilView(device, Depth, df, dsvd);
                DepthSRV   = DXUtility.CreateShaderResourceView(device, Depth, dsrvf, srvd, 1, 0, 0, 0);
                VramUsage += (wh * DXUtility.ElementSize(df)) * multisamplecount;
            }
        }