private static OutputDuplication GetDisplayDuplicate( string displayName, out OutputDescription description) { // This much simpler code will grab an arbitrary display but // works in most single output systems. It's useful for enabling // debug on a device. /*using var device = new SharpDX.Direct3D11.Device( * DriverType.Hardware, DeviceCreationFlags.Debug); * using var dxgiDevice = device.QueryInterface<SharpDX.DXGI.Device>(); * using var dxgiAdapter = dxgiDevice.GetParent<Adapter>(); * using var dxgiOutput = dxgiAdapter.GetOutput(0); * using var output1 = dxgiOutput.QueryInterface<Output1>(); * return output1.DuplicateOutput(device);*/ using var factory = new Factory4(); var availableAdaptors = factory.Adapters; var output = availableAdaptors .SelectMany(t => t.Outputs) .FirstOrDefault(t => displayName == null ? t.Description.IsAttachedToDesktop == true : t.Description.DeviceName == displayName); if (output == null) { throw new DriveNotFoundException(displayName); } var foundDeviceName = output.Description.DeviceName; using var dxgiAdapter = output.GetParent <Adapter>(); using var device = new SharpDX.Direct3D11.Device(dxgiAdapter); var dxgiOutput = dxgiAdapter.Outputs .Single(t => t.Description.DeviceName == foundDeviceName); using var output1 = dxgiOutput.QueryInterface <Output1>(); description = output1.Description; return(output1.DuplicateOutput(device)); }
public static SwapChain3 CreateSwapchain(RenderForm form, CommandQueue queue, Config config) { using (var Factory = new Factory4()) { var swapChainDesc = new SwapChainDescription() { BufferCount = config.FrameCount, ModeDescription = new ModeDescription(config.Width, config.Height, new Rational(config.RefreshRate, 1), config.Format), Usage = Usage.RenderTargetOutput, SwapEffect = SwapEffect.FlipDiscard, OutputHandle = form.Handle, SampleDescription = new SampleDescription(config.SampleCount, config.SampleQuality), IsWindowed = true }; var tempSwapChain = new SwapChain(Factory, queue, swapChainDesc); var SwapChain = tempSwapChain.QueryInterface <SwapChain3>(); tempSwapChain.Dispose(); return(SwapChain); } }
/// <summary> /// Creates the rendering pipeline. /// </summary> void LoadPipeline() { // create swap chain descriptor var swapChainDescription1 = new SwapChainDescription1() { AlphaMode = AlphaMode.Unspecified, BufferCount = SwapBufferCount, Usage = Usage.RenderTargetOutput, SwapEffect = SwapEffect.FlipSequential, SampleDescription = new SampleDescription(1, 0), Format = Format.R8G8B8A8_UNorm, Width = width, Height = height }; // enable debug layer using (var debugInterface = DebugInterface.Get()) debugInterface.EnableDebugLayer(); // create device using (var factory = new Factory4()) { #if USE_WARP using (var warpAdapter = factory.GetWarpAdapter()) { device = Collect(new Device(warpAdapter, FeatureLevel.Level_12_0)); } #else using (var adapter = factory.Adapters[1]) { device = Collect(new Device(adapter, FeatureLevel.Level_11_0)); } #endif commandQueue = Collect(device.CreateCommandQueue(new CommandQueueDescription(CommandListType.Direct))); CreateSwapChain(ref swapChainDescription1, factory); } // create command queue and allocator objects commandListAllocator = Collect(device.CreateCommandAllocator(CommandListType.Direct)); }
/// <summary> /// Initializes the <see cref="GraphicsDevice" />. /// </summary> /// <param name="parameters"> [in,out] Options for controlling the operation. </param> public void Initialize(ref GameGraphicsParameters parameters) { if (IsInitialized) { return; } _vSync = parameters.UseVSync ? 1 : 0; using (Factory4 factory4 = new Factory4()) { _dxgiFactory = factory4.QueryInterface <Factory5>(); } ModeDescription modeDescription = new ModeDescription( parameters.Width, parameters.Height, parameters.Rational, parameters.Format); if (parameters.AdapterLuid != -1 && parameters.OutputIndex != -1) { using (Adapter adapter = _dxgiFactory.GetAdapterByLuid(parameters.AdapterLuid)) using (Output output = adapter.GetOutput(parameters.OutputIndex)) { _adapter4 = adapter.QueryInterface <Adapter4>(); _output6 = output.QueryInterface <Output6>(); _output6.GetClosestMatchingMode( null, modeDescription, out modeDescription); } } else { IEnumerable <Adapter> adapters = _dxgiFactory.Adapters1 .Where( a => (a.Description1.Flags & AdapterFlags.Software) != AdapterFlags.Software && a.GetOutputCount() > 0) .Select( a => (adapter: a, featureLevel: SharpDX.Direct3D11.Device.GetSupportedFeatureLevel(a))) .GroupBy(t => t.featureLevel) .OrderByDescending(t => t.Key) .First() .Select(k => k.adapter); _adapter4 = null; foreach (Adapter adapter in adapters) { using (adapter) { for (int o = 0; o < adapter.GetOutputCount(); o++) { using (Output output = adapter.GetOutput(o)) { output.GetClosestMatchingMode( null, modeDescription, out ModeDescription desc); if (_adapter4 == null || desc.RefreshRate.Numerator / desc.RefreshRate.Denominator > modeDescription.RefreshRate.Numerator / modeDescription.RefreshRate.Denominator) { modeDescription = desc; Interlocked.Exchange(ref _output6, output.QueryInterface <Output6>())?.Dispose(); Interlocked.Exchange(ref _adapter4, adapter.QueryInterface <Adapter4>())?.Dispose(); } } } } } } // ReSharper disable once VariableHidesOuterVariable Device CreateDevice(in GameGraphicsParameters parameters) { if (_adapter4 != null) { Console.WriteLine("------- GRAPHIC CARD INFORMATION -------"); Console.WriteLine($"Luid:\t\t\t{_adapter4.Description2.Luid}"); Console.WriteLine( $"Description:\t\t{_adapter4.Description2.Description.TrimEnd('\t', ' ', '\r', '\n', (char)0)}"); Console.WriteLine($"DeviceId:\t\t{_adapter4.Description2.DeviceId}"); Console.WriteLine($"VendorId:\t\t{_adapter4.Description2.VendorId}"); Console.WriteLine($"Revision:\t\t{_adapter4.Description2.Revision}"); Console.WriteLine($"SubsystemId:\t\t{_adapter4.Description2.SubsystemId}"); #if x64 Console.WriteLine(); Console.WriteLine($"SystemMemory:\t\t{_adapter4.Description2.DedicatedSystemMemory}"); Console.WriteLine($"VideoMemory:\t\t{_adapter4.Description2.DedicatedVideoMemory}"); Console.WriteLine($"SharedSystemMemory:\t{_adapter4.Description2.SharedSystemMemory}"); #endif Console.WriteLine(); Console.WriteLine($"Format:\t\t\t{modeDescription.Format}"); Console.WriteLine($"Width x Height:\t\t{modeDescription.Width} x {modeDescription.Height}"); Console.WriteLine( $"RefreshRate:\t\t{modeDescription.RefreshRate} ({modeDescription.RefreshRate.Numerator / modeDescription.RefreshRate.Denominator}HZ)"); Console.WriteLine($"Scaling:\t\t{modeDescription.Scaling}"); Console.WriteLine($"ScanlineOrdering:\t{modeDescription.ScanlineOrdering}"); Console.WriteLine(); Console.WriteLine($"DeviceName:\t\t{_output6.Description.DeviceName}"); Console.WriteLine( $"DesktopBounds:\t\t{_output6.Description.DesktopBounds.Left};{_output6.Description.DesktopBounds.Top};{_output6.Description.DesktopBounds.Right};{_output6.Description.DesktopBounds.Bottom}"); Console.WriteLine($"MonitorHandle:\t\t{_output6.Description.MonitorHandle}"); Console.WriteLine($"IsAttachedToDesktop:\t{_output6.Description.IsAttachedToDesktop}"); Console.WriteLine($"Rotation:\t\t{_output6.Description.Rotation}"); Console.WriteLine("----------------------------------------\n"); return(new Device(_adapter4, parameters.DeviceCreationFlags, s_featureLevels)); } return(new Device(parameters.DriverType, parameters.DeviceCreationFlags, s_featureLevels)); } using (Device defaultDevice = CreateDevice(in parameters)) { _d3DDevice5 = defaultDevice.QueryInterface <Device5>(); } _d3DDeviceContext = _d3DDevice5.ImmediateContext3.QueryInterface <DeviceContext4>(); _dxgiDevice4 = _d3DDevice5.QueryInterface <Device4>(); SampleDescription sampleDescription = new SampleDescription(1, 0); if (parameters.EnableMultiSampling && parameters.MultiSampleCount != MultiSampleCount.None) { sampleDescription.Count = (int)parameters.MultiSampleCount; sampleDescription.Quality = Math.Max( _d3DDevice5.CheckMultisampleQualityLevels( modeDescription.Format, sampleDescription.Count) - 1, 0); } SwapChainDescription swapChainDescription = new SwapChainDescription { BufferCount = parameters.BufferCount, ModeDescription = modeDescription, IsWindowed = true, OutputHandle = parameters.Handle, SampleDescription = sampleDescription, SwapEffect = parameters.SwapEffect, Usage = parameters.Usage, Flags = parameters.SwapChainFlags }; using (SwapChain swapChain = new SwapChain(_dxgiFactory, _d3DDevice5, swapChainDescription)) { _swapChain4 = swapChain.QueryInterface <SwapChain4>(); } _dxgiFactory.MakeWindowAssociation(parameters.Handle, parameters.WindowAssociationFlags); _swapChain4.ResizeTarget(ref modeDescription); SetFullscreenState(parameters.DisplayType == DisplayType.Fullscreen); _resizeParameters = new ResizeParameters { BufferCount = parameters.BufferCount, Width = parameters.Width, Height = parameters.Height, SwapChainFlags = parameters.SwapChainFlags }; Resize(_resizeParameters); _blendStates = new BlendStates(this); _depthStencilStates = new DepthStencilStates(this); _rasterizerStates = new RasterizerStates(this); _samplerStates = new SamplerStates(this); _textures = new Textures(this); IsInitialized = true; }
/// <summary> /// Initializes a new instance of the <see cref="Device3"/> class. /// </summary> /// <param name="factory"><para>The <see cref="Factory4"/> object used when creating the <see cref="SharpDX.Direct2D1.Device3"/>. </para></param> /// <param name="device"><para>The <see cref="SharpDX.DXGI.Device"/> object used when creating the <see cref="SharpDX.Direct2D1.Device3"/>. </para></param> /// <remarks> /// Each call to CreateDevice returns a unique <see cref="SharpDX.Direct2D1.Device3"/> object.The <see cref="SharpDX.DXGI.Device"/> object is obtained by calling QueryInterface on an ID3D10Device or an ID3D11Device. /// </remarks> /// <unmanaged>HRESULT ID2D1Factory3::CreateDevice([In] IDXGIDevice* dxgiDevice,[Out] ID2D1Device2** d2dDevice2)</unmanaged> public Device3(Factory4 factory, SharpDX.DXGI.Device3 device) : base(IntPtr.Zero) { factory.CreateDevice(device, this); }
private void LoadPipeline(RenderForm form) { int width = form.ClientSize.Width; int height = form.ClientSize.Height; viewport.Width = width; viewport.Height = height; viewport.MaxDepth = 1.0f; scissorRect.Right = width; scissorRect.Bottom = height; device = new Device(null, SharpDX.Direct3D.FeatureLevel.Level_11_0); using (var factory = new Factory4()) { var queueDesc = new CommandQueueDescription(CommandListType.Direct); commandQueue = device.CreateCommandQueue(queueDesc); var swapChainDesc = new SwapChainDescription() { BufferCount = FrameCount, ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm), Usage = Usage.RenderTargetOutput, SwapEffect = SwapEffect.FlipDiscard, OutputHandle = form.Handle, SampleDescription = new SampleDescription(1, 0), IsWindowed = true }; var tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc); swapChain = tempSwapChain.QueryInterface <SwapChain3>(); frameIndex = swapChain.CurrentBackBufferIndex; } var rtvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = FrameCount, Flags = DescriptorHeapFlags.None, Type = DescriptorHeapType.RenderTargetView }; renderTargetViewHeap = device.CreateDescriptorHeap(rtvHeapDesc); rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView); var srvCbvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = 1, Flags = DescriptorHeapFlags.ShaderVisible, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView }; srvCbvHeap = device.CreateDescriptorHeap(srvCbvHeapDesc); var rtcHandle = renderTargetViewHeap.CPUDescriptorHandleForHeapStart; for (int n = 0; n < FrameCount; n++) { renderTargets[n] = swapChain.GetBackBuffer <Resource>(n); device.CreateRenderTargetView(renderTargets[n], null, rtcHandle); rtcHandle += rtvDescriptorSize; } var svHeapDesc = new DescriptorHeapDescription() { Type = DescriptorHeapType.Sampler, DescriptorCount = 10, Flags = DescriptorHeapFlags.ShaderVisible, NodeMask = 0 }; samplerViewHeap = device.CreateDescriptorHeap(svHeapDesc); commandAllocator = device.CreateCommandAllocator(CommandListType.Direct); }
static void Main() { const int samples = 512; const int latency = 24; var devices = DirectSoundCapture.GetDevices(); //var capture = new DirectSoundCapture(devices.OrderByDescending(d => d.Description.Contains("Mic")).First().DriverGuid); var capture = new DirectSoundCapture(devices.OrderByDescending(d => d.Description.Contains("Mix")).First().DriverGuid); var audioFormat = new WaveFormat(); var audioBuffer = new CaptureBuffer(capture, new CaptureBufferDescription { BufferBytes = audioFormat.ConvertLatencyToByteSize(latency), Format = audioFormat }); audioBuffer.Start(true); using (var form = new Form()) using (var factory = new Factory4()) { form.Text = "AudioDX"; form.ClientSize = new System.Drawing.Size(1024, 768); form.StartPosition = FormStartPosition.CenterScreen; Device11 device; SwapChain swapChain; Device11.CreateWithSwapChain( DriverType.Hardware, DeviceCreationFlags.None, new SwapChainDescription { IsWindowed = true, BufferCount = 1, OutputHandle = form.Handle, SampleDescription = new SampleDescription(1, 0), ModeDescription = new ModeDescription(form.ClientSize.Width, form.ClientSize.Height, new Rational(60, 1), Format.B8G8R8A8_UNorm), Usage = Usage.RenderTargetOutput, SwapEffect = SwapEffect.Discard }, out device, out swapChain); var context = device.ImmediateContext; var backBuffer = swapChain.GetBackBuffer <Texture2D>(0); var backBufferView = new RenderTargetView(device, backBuffer); backBuffer.Dispose(); var depthBuffer = new Texture2D(device, new Texture2DDescription { Format = Format.D16_UNorm, ArraySize = 1, MipLevels = 1, Width = form.ClientSize.Width, Height = form.ClientSize.Height, SampleDescription = new SampleDescription(1, 0), BindFlags = BindFlags.DepthStencil }); var depthBufferView = new DepthStencilView(device, depthBuffer); depthBuffer.Dispose(); Shapes.Sphere.Load(device); Shapes.Cube.Load(device); Shapes.Billboard.Load(device); Shaders.Normal.Load(device); Shaders.Color.Load(device); var rasterizerStateDescription = RasterizerStateDescription.Default(); //rasterizerStateDescription.FillMode = FillMode.Wireframe; //rasterizerStateDescription.IsFrontCounterClockwise = true; //rasterizerStateDescription.CullMode = CullMode.Back; var rasterizerState = new RasterizerState(device, rasterizerStateDescription); var blendStateDescription = BlendStateDescription.Default(); //blendStateDescription.RenderTarget[0] = new RenderTargetBlendDescription(true, BlendOption.SourceAlpha, BlendOption.InverseSourceAlpha, BlendOperation.Add, BlendOption.SourceAlpha, BlendOption.DestinationAlpha, BlendOperation.Add, ColorWriteMaskFlags.All); var blendState = new BlendState(device, blendStateDescription); var depthStateDescription = DepthStencilStateDescription.Default(); depthStateDescription.DepthComparison = Comparison.LessEqual; depthStateDescription.IsDepthEnabled = true; depthStateDescription.IsStencilEnabled = false; var depthStencilState = new DepthStencilState(device, depthStateDescription); var samplerStateDescription = SamplerStateDescription.Default(); samplerStateDescription.Filter = Filter.MinMagMipLinear; samplerStateDescription.AddressU = TextureAddressMode.Wrap; samplerStateDescription.AddressV = TextureAddressMode.Wrap; var samplerState = new SamplerState(device, samplerStateDescription); var startTime = DateTime.Now; var frame = 0; var size = form.ClientSize; var audioData = new byte[audioFormat.ConvertLatencyToByteSize(latency)]; var audioIndex = 0; var leftWaveForm = new float[samples * 8]; var rightWaveForm = new float[samples * 8]; for (var sample = 0; sample < samples; sample++) { leftWaveForm[(sample * 8) + 0] = -1.0f + ((float)sample / (samples - 1) * 2.0f); rightWaveForm[(sample * 8) + 0] = -1.0f + ((float)sample / (samples - 1) * 2.0f); } var waveFormBufferDescription = new BufferDescription { BindFlags = BindFlags.VertexBuffer, SizeInBytes = leftWaveForm.Length * sizeof(float), CpuAccessFlags = CpuAccessFlags.Write, Usage = ResourceUsage.Dynamic }; //var leftWaveFormVertexBuffer = Buffer11.Create(device, leftWaveForm, waveFormBufferDescription); //var rightWaveFormVertexBuffer = Buffer11.Create(device, rightWaveForm, waveFormBufferDescription); //var leftWaveFormVertexBufferBinding = new VertexBufferBinding(leftWaveFormVertexBuffer, 8 * sizeof(float), 0); //var rightWaveFormVertexBufferBinding = new VertexBufferBinding(rightWaveFormVertexBuffer, 8 * sizeof(float), 0); var leftFrequencies = new float[samples]; var rightFrequencies = new float[samples]; //var rotation = 0.0f; RenderLoop.Run(form, () => { if (audioBuffer.CurrentCapturePosition != audioBuffer.CurrentRealPosition) { audioBuffer.Read(audioData, 0, audioData.Length, 0, LockFlags.None); //for (var sample = 0; sample < samples; sample++) //{ // leftWaveForm[(sample * 8) + 1] = -BitConverter.ToInt16(audioData, sample * 4) / (float)short.MinValue; // rightWaveForm[(sample * 8) + 1] = -BitConverter.ToInt16(audioData, (sample * 4) + 2) / (float)short.MinValue; //} //DataStream stream; //context.MapSubresource(leftWaveFormVertexBuffer, 0, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out stream); //stream.WriteRange(leftWaveForm); //context.UnmapSubresource(leftWaveFormVertexBuffer, 0); //stream.Dispose(); //context.MapSubresource(rightWaveFormVertexBuffer, 0, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out stream); //stream.WriteRange(rightWaveForm); //context.UnmapSubresource(rightWaveFormVertexBuffer, 0); //stream.Dispose(); for (var sample = 0; sample < samples; sample++) { leftFrequencies[sample] = 0.0f; rightFrequencies[sample] = 0.0f; for (var sample2 = 0; sample2 < samples; sample2++) { var theta = -2.0f * MathUtil.Pi * (float)sample2 * (float)sample / (samples << 1); var value = (float)Math.Cos(theta); leftFrequencies[sample] += value * (-BitConverter.ToInt16(audioData, sample2 * 4) / (float)short.MinValue); rightFrequencies[sample] += value * (-BitConverter.ToInt16(audioData, (sample2 * 4) + 2) / (float)short.MinValue); } } //for (var sample = 0; sample < samples; sample++) //{ // leftWaveForm[(sample * 8) + 1] = Math.Abs(leftFrequencies[sample]); // rightWaveForm[(sample * 8) + 1] = Math.Abs(rightFrequencies[sample]); //var angle = ((float)sample / (float)samples) * MathUtil.TwoPi; //var sin = (float)Math.Sin(angle); //var cos = (float)Math.Cos(angle); //leftWaveForm[(sample * 8) + 0] = (Math.Abs(leftFrequencies[sample]) + 10.0f) * sin * -0.01f; //leftWaveForm[(sample * 8) + 1] = (Math.Abs(leftFrequencies[sample]) + 10.0f) * cos * -0.01f; //rightWaveForm[(sample * 8) + 0] = (Math.Abs(rightFrequencies[sample]) + 10.0f) * sin * 0.01f; //rightWaveForm[(sample * 8) + 1] = (Math.Abs(rightFrequencies[sample]) + 10.0f) * cos * -0.01f; //} //context.MapSubresource(leftWaveFormVertexBuffer, 0, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out stream); //stream.WriteRange(leftWaveForm); //context.UnmapSubresource(leftWaveFormVertexBuffer, 0); //stream.Dispose(); //context.MapSubresource(rightWaveFormVertexBuffer, 0, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out stream); //stream.WriteRange(rightWaveForm); //context.UnmapSubresource(rightWaveFormVertexBuffer, 0); //stream.Dispose(); } if (form.ClientSize != size) { Utilities.Dispose(ref backBufferView); Utilities.Dispose(ref depthBufferView); if (form.ClientSize.Width != 0 && form.ClientSize.Height != 0) { swapChain.ResizeBuffers(1, form.ClientSize.Width, form.ClientSize.Height, Format.B8G8R8A8_UNorm, SwapChainFlags.None); backBuffer = swapChain.GetBackBuffer <Texture2D>(0); backBufferView = new RenderTargetView(device, backBuffer); backBuffer.Dispose(); depthBuffer = new Texture2D(device, new Texture2DDescription { Format = Format.D16_UNorm, ArraySize = 1, MipLevels = 1, Width = form.ClientSize.Width, Height = form.ClientSize.Height, SampleDescription = new SampleDescription(1, 0), BindFlags = BindFlags.DepthStencil }); depthBufferView = new DepthStencilView(device, depthBuffer); depthBuffer.Dispose(); } size = form.ClientSize; } var ratio = (float)form.ClientSize.Width / (float)form.ClientSize.Height; var projection = Matrix.PerspectiveFovRH(3.14f / 3.0f, ratio, 0.01f, 1000); var view = Matrix.LookAtRH(new Vector3(0, 2, 50), Vector3.Zero, Vector3.UnitY); //var world = Matrix.Scaling(1.0f + Math.Abs(((leftWaveForm[audioIndex + 1]) * 0.01f))) * Matrix.RotationY(Environment.TickCount / 2000.0f); //var world = Matrix.RotationY(rotation); //var world = Matrix.Scaling(1.0f + ((audioData[audioIndex] + audioData[audioIndex + 1] << 8) * 0.00001f)) * Matrix.RotationY(Environment.TickCount / 1000.0f); //audioIndex += 8; //if (audioIndex >= leftWaveForm.Length) // audioIndex = 0; //rotation += 0.01f; //var worldViewProjection = world * view * projection; //var diffuse = new Vector4(1, 0, 0, 0.5f); //Shaders.Color.WorldViewProjection(context, ref worldViewProjection); //Shaders.Color.Emissive(context, ref diffuse); context.Rasterizer.SetViewport(0, 0, form.ClientSize.Width, form.ClientSize.Height); context.OutputMerger.SetTargets(depthBufferView, backBufferView); context.ClearRenderTargetView(backBufferView, new RawColor4(0, 0, 0, 1)); context.ClearDepthStencilView(depthBufferView, DepthStencilClearFlags.Depth, 1.0f, 0); //Shaders.Color.Apply(context); //Shapes.Sphere.Begin(context); //Shapes.Cube.Begin(context); //Shapes.Billboard.Begin(context); context.Rasterizer.State = rasterizerState; context.OutputMerger.SetBlendState(blendState); context.OutputMerger.SetDepthStencilState(depthStencilState); context.PixelShader.SetSampler(0, samplerState); context.PixelShader.SetShaderResource(0, null); //Shapes.Sphere.Draw(context); //Shapes.Cube.Draw(context); //Shapes.Billboard.Draw(context); // Draw Waveforms //diffuse = new Vector4(0, 0, 1, 0.5f); //Shaders.Color.Apply(context); //worldViewProjection = Matrix.Scaling(1, 0.1f, 1) * Matrix.Translation(0, 0.1f, 0); //worldViewProjection = Matrix.Scaling(1, 1, 1) * Matrix.Translation(-0.5f, 0, 0); //Shaders.Color.WorldViewProjection(context, ref worldViewProjection); //Shaders.Color.Emissive(context, ref diffuse); //context.InputAssembler.PrimitiveTopology = PrimitiveTopology.LineStrip; //context.InputAssembler.SetVertexBuffers(0, leftWaveFormVertexBufferBinding); //context.Draw(samples, 0); //worldViewProjection = Matrix.Scaling(1, 0.1f, 1) * Matrix.Translation(0, -0.1f, 0); //Shaders.Color.WorldViewProjection(context, ref worldViewProjection); //context.InputAssembler.SetVertexBuffers(0, rightWaveFormVertexBufferBinding); //context.Draw(samples, 0); // Draw Frequencies Shapes.Billboard.Begin(context); Shaders.Color.Apply(context); var emissive = new Vector4(0.2f, 0.2f, 0.8f, 1); Shaders.Color.Emissive(context, ref emissive); for (var sample = 0; sample < samples; sample++) { var volume = 1 + (int)(Math.Abs(leftFrequencies[sample]) * 10.0f); for (var pixel = 0; pixel < volume; pixel++) { //var worldViewProjection = Matrix.Scaling(0.5f) * Matrix.Translation(-256.0f + sample, Math.Abs(leftFrequencies[sample]) * 10.0f, 0) * view * projection; var worldViewProjection = Matrix.Scaling(0.5f) * Matrix.Translation(-50.0f + sample, pixel, 0) * view * projection; Shaders.Color.WorldViewProjection(context, ref worldViewProjection); emissive = new Vector4(pixel * 0.06f, 0.0f, 0.8f - (pixel * 0.02f), 1); Shaders.Color.Emissive(context, ref emissive); Shapes.Billboard.Draw(context); } } swapChain.Present(1, PresentFlags.None); frame++; }); MessageBox.Show((frame / DateTime.Now.Subtract(startTime).TotalSeconds).ToString() + " FPS"); } }
public void Initialize(Int32 width, Int32 height, IntPtr outputHandle) { // provide a convinent syntax that ensures the correct use of IDisposable objects // only factory is enabled in this scope using (var factory = new Factory4()) { m_Desc = new SwapChainDescription() { BufferCount = FrameCount, ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm), Usage = Usage.RenderTargetOutput, OutputHandle = outputHandle, SwapEffect = SwapEffect.FlipDiscard, SampleDescription = new SampleDescription(1, 0), //@TODO enable 4xMSAA IsWindowed = true, }; using (var tempSwapChain = new SwapChain(factory, m_CommandListPoolRef.CommandQueue, m_Desc)) // @TODO - temporary //CommandQueue cmdQueue = H1Global<H1ManagedRenderer>.Instance.m_CommandQueue; //using (var tempSwapChain = new SwapChain(factory, cmdQueue, m_Desc)) { m_DXGISwapChain = tempSwapChain.QueryInterface <SwapChain3>(); } } // set the back buffer resources for (Int32 n = 0; n < FrameCount; ++n) { m_BackBuffers.Add(m_DXGISwapChain.GetBackBuffer <SharpDX.Direct3D12.Resource>(n)); } // @TODO need to move this chunk of codes to SwapChain #region Temp //@TODO - temp //H1DX12Device deviceDX12 = m_CommandListPoolRef.Device; H1DX12Device deviceDX12 = H1Global <H1ManagedRenderer> .Instance.Dx12Device; // create RTV descriptor heap deviceDX12.RenderTargetDescriptorCache.Initialize(deviceDX12.Device, FrameCount, false, H1ViewType.RenderTargetView); // create DSV descriptor heap deviceDX12.DepthStencilDescriptorCache.Initialize(deviceDX12.Device, 1, false, H1ViewType.DepthStencilView); // create CBV descriptor heap //H1DescriptorHeap generalHeap = new H1DescriptorHeap(); //generalHeap.Initialize(m_Device, 2, true, H1ViewType.ConstantBufferView); //m_GlobalDescriptorHeaps.Add(generalHeap); // create frame resource // 1. RTV for (Int32 n = 0; n < FrameCount; ++n) { // get available alloc cpu address (internally update cursor in H1DescriptorHeap) CpuDescriptorHandle rtvHandle = deviceDX12.RenderTargetDescriptorCache.GetAvailableAllocCpuAddress(); SharpDX.Direct3D12.Resource resourceForRTV = GetBackBuffer(n); deviceDX12.Device.CreateRenderTargetView(resourceForRTV, null, rtvHandle); } // 2. DSV DepthStencilViewDescription dsvDesc = new DepthStencilViewDescription(); dsvDesc.Format = SharpDX.DXGI.Format.D32_Float; dsvDesc.Dimension = DepthStencilViewDimension.Texture2D; dsvDesc.Flags = DepthStencilViewFlags.None; ClearValue depthOptimizedClearValue = new ClearValue(); depthOptimizedClearValue.Format = SharpDX.DXGI.Format.D32_Float; depthOptimizedClearValue.DepthStencil.Depth = 1.0f; depthOptimizedClearValue.DepthStencil.Stencil = 0; m_DepthStencil = deviceDX12.Device.CreateCommittedResource( new HeapProperties(HeapType.Default), HeapFlags.None, ResourceDescription.Texture2D(SharpDX.DXGI.Format.D32_Float, width, height, 1, 0, 1, 0, ResourceFlags.AllowDepthStencil), ResourceStates.DepthWrite, depthOptimizedClearValue); CpuDescriptorHandle dsvHandle = deviceDX12.DepthStencilDescriptorCache.GetAvailableAllocCpuAddress(); deviceDX12.Device.CreateDepthStencilView(m_DepthStencil, dsvDesc, dsvHandle); #endregion }
//创建设备 private void LoadPipeline(SharpDX.Windows.RenderForm form) { width = form.ClientSize.Width; height = form.ClientSize.Height; //创建视口 viewPort = new ViewportF(0, 0, width, height); //创建裁剪矩形 scissorRectangle = new Rectangle(0, 0, width, height); #if DEBUG //启用调试层 { DebugInterface.Get().EnableDebugLayer(); } #endif device = new Device(null, SharpDX.Direct3D.FeatureLevel.Level_11_0); //工厂化 using (var factory = new Factory4()) { //创建命令队列 CommandQueueDescription queueDesc = new CommandQueueDescription(CommandListType.Direct); commandQueue = device.CreateCommandQueue(queueDesc); //创建交换链 SwapChainDescription swapChainDesc = new SwapChainDescription() { BufferCount = FrameCount, ModeDescription = new ModeDescription( width, height, //缓存大小,一般与窗口大小相同 new Rational(60, 1), //刷新率,60hz Format.R8G8B8A8_UNorm), //像素格式,8位RGBA格式 Usage = Usage.RenderTargetOutput, //CPU访问缓冲权限 SwapEffect = SwapEffect.FlipDiscard, //描述处理曲面后的缓冲区内容 OutputHandle = form.Handle, //获取渲染窗口句柄 Flags = SwapChainFlags.None, //描述交换链的行为 SampleDescription = new SampleDescription(1, 0), //一重采样 IsWindowed = true //true为窗口显示,false为全屏显示 }; //创建交换链 SwapChain tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc); swapChain = tempSwapChain.QueryInterface <SwapChain3>(); tempSwapChain.Dispose(); frameIndex = swapChain.CurrentBackBufferIndex;//获取交换链的当前缓冲区的索引 } //创建描述符堆 //创建一个渲染目标视图(RTV)的描述符堆 DescriptorHeapDescription rtvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = FrameCount, //堆中的描述符数 Flags = DescriptorHeapFlags.None, //结果值指定符堆,None表示堆的默认用法 Type = DescriptorHeapType.RenderTargetView //堆中的描述符类型 }; renderTargetViewHeap = device.CreateDescriptorHeap(rtvHeapDesc); //获取给定类型的描述符堆的句柄增量的大小,将句柄按正确的数量递增到描述符数组中 rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView); //创建一个CBV的描述符堆 var cbvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = 1, Flags = DescriptorHeapFlags.ShaderVisible, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView }; constantBufferViewHeap = device.CreateDescriptorHeap(cbvHeapDesc); //创建一个SRV的描述符堆 var srvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = 1, Flags = DescriptorHeapFlags.ShaderVisible, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView }; shaderRenderViewHeap = device.CreateDescriptorHeap(srvHeapDesc); srvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView); //构建资源描述符来填充描述符堆 //获取指向描述符堆起始处的指针 CpuDescriptorHandle srvHandle = shaderRenderViewHeap.CPUDescriptorHandleForHeapStart; //创建渲染目标视图 //获取堆中起始的CPU描述符句柄,for循环为交换链中的每一个缓冲区都创建了一个RTV(渲染目标视图) CpuDescriptorHandle rtvHandle = renderTargetViewHeap.CPUDescriptorHandleForHeapStart; for (int n = 0; n < FrameCount; n++) { //获得交换链的第n个缓冲区 renderTargets[n] = swapChain.GetBackBuffer <Resource>(n); device.CreateRenderTargetView( renderTargets[n], //指向渲染目标对象的指针 null, //指向描述渲染目标视图结构的指针 rtvHandle); //CPU描述符句柄,表示渲染目标视图的堆的开始 rtvHandle += rtvDescriptorSize; } //创建命令分配器对象 commandAllocator = device.CreateCommandAllocator(CommandListType.Direct); bundleAllocator = device.CreateCommandAllocator(CommandListType.Bundle); }
private void CreateWindowResources() { // Wait until all previous GPU work is complete. WaitForGPU(); // Clear the previous window size specific content. for (int i = 0; i < FrameCount; i++) { renderTargets[i] = null; } // Calculate the necessary render target size in pixels. var outputSize = new Size2(); outputSize.Width = window.ClientSize.Width; outputSize.Height = window.ClientSize.Height; // Prevent zero size DirectX content from being created. outputSize.Width = Math.Max(outputSize.Width, 640); outputSize.Height = Math.Max(outputSize.Width, 480); if (swapChain != null) { // If the swap chain already exists, resize it. swapChain.ResizeBuffers(FrameCount, outputSize.Width, outputSize.Height, Format.B8G8R8A8_UNorm, SwapChainFlags.None); if (!DXDebug.ValidateDevice(device)) { throw new ArgumentNullException(nameof(device)); } } else { using (var factory = new Factory4()) { // Otherwise, create a new one using the same adapter as the existing Direct3D device. SwapChainDescription swapChainDesc = new SwapChainDescription() { BufferCount = FrameCount, ModeDescription = new ModeDescription(outputSize.Width, outputSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm), Usage = Usage.RenderTargetOutput, SwapEffect = SwapEffect.FlipDiscard, OutputHandle = window.Handle, SampleDescription = new SampleDescription(1, 0), IsWindowed = true, }; var tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc); swapChain = tempSwapChain.QueryInterface <SwapChain3>(); swapChain.DebugName = "SwapChain"; tempSwapChain.Dispose(); } } // Create a render target view of the swap chain back buffer. var descriptorHeapDesc = new DescriptorHeapDescription() { DescriptorCount = FrameCount, Type = DescriptorHeapType.RenderTargetView, Flags = DescriptorHeapFlags.None }; rtvHeap = device.CreateDescriptorHeap(descriptorHeapDesc); rtvHeap.Name = "Render Target View Descriptor Heap"; // All pending GPU work was already finished. Update the tracked fence values // to the last value signaled. for (int i = 0; i < FrameCount; i++) { fenceValues[i] = fenceValues[currentFrame]; } currentFrame = 0; var rtvDescriptor = rtvHeap.CPUDescriptorHandleForHeapStart; rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView); for (int i = 0; i < FrameCount; i++) { renderTargets[i] = swapChain.GetBackBuffer <Resource>(i); device.CreateRenderTargetView(renderTargets[i], null, rtvDescriptor + (rtvDescriptorSize * i)); renderTargets[i].Name = $"Render Target {i}"; } viewport = new ViewportF(); viewport.Width = outputSize.Width; viewport.Height = outputSize.Height; viewport.MaxDepth = 1.0f; scissorRect = new Rectangle(); scissorRect.Right = outputSize.Width; scissorRect.Bottom = outputSize.Height; }
static void Main() { var initError = EVRInitError.None; system = OpenVR.Init(ref initError); if (initError != EVRInitError.None) { return; } compositor = OpenVR.Compositor; compositor.CompositorBringToFront(); compositor.FadeGrid(5.0f, false); count = OpenVR.k_unMaxTrackedDeviceCount; currentPoses = new TrackedDevicePose_t[count]; nextPoses = new TrackedDevicePose_t[count]; controllers = new List <uint>(); controllerModels = new RenderModel_t[count]; controllerTextures = new RenderModel_TextureMap_t[count]; controllerTextureViews = new ShaderResourceView[count]; controllerVertexBuffers = new SharpDX.Direct3D11.Buffer[count]; controllerIndexBuffers = new SharpDX.Direct3D11.Buffer[count]; controllerVertexBufferBindings = new VertexBufferBinding[count]; for (uint device = 0; device < count; device++) { var deviceClass = system.GetTrackedDeviceClass(device); switch (deviceClass) { case ETrackedDeviceClass.HMD: headset = device; break; case ETrackedDeviceClass.Controller: controllers.Add(device); break; } } uint width = 0; uint height = 0; system.GetRecommendedRenderTargetSize(ref width, ref height); headsetSize = new Size((int)width, (int)height); windowSize = new Size(960, 540); var leftEyeProjection = Convert(system.GetProjectionMatrix(EVREye.Eye_Left, 0.01f, 1000.0f)); var rightEyeProjection = Convert(system.GetProjectionMatrix(EVREye.Eye_Right, 0.01f, 1000.0f)); var leftEyeView = Convert(system.GetEyeToHeadTransform(EVREye.Eye_Left)); var rightEyeView = Convert(system.GetEyeToHeadTransform(EVREye.Eye_Right)); foreach (var controller in controllers) { var modelName = new StringBuilder(255, 255); var propertyError = ETrackedPropertyError.TrackedProp_Success; var length = system.GetStringTrackedDeviceProperty(controller, ETrackedDeviceProperty.Prop_RenderModelName_String, modelName, 255, ref propertyError); if (propertyError == ETrackedPropertyError.TrackedProp_Success) { var modelName2 = modelName.ToString(); while (true) { var pointer = IntPtr.Zero; var modelError = EVRRenderModelError.None; modelError = OpenVR.RenderModels.LoadRenderModel_Async(modelName2, ref pointer); if (modelError == EVRRenderModelError.Loading) { continue; } if (modelError == EVRRenderModelError.None) { var renderModel = System.Runtime.InteropServices.Marshal.PtrToStructure <RenderModel_t>(pointer); controllerModels[controller] = renderModel; break; } } while (true) { var pointer = IntPtr.Zero; var textureError = EVRRenderModelError.None; textureError = OpenVR.RenderModels.LoadTexture_Async(controllerModels[controller].diffuseTextureId, ref pointer); if (textureError == EVRRenderModelError.Loading) { continue; } if (textureError == EVRRenderModelError.None) { var texture = System.Runtime.InteropServices.Marshal.PtrToStructure <RenderModel_TextureMap_t>(pointer); controllerTextures[controller] = texture; break; } } } } int adapterIndex = 0; system.GetDXGIOutputInfo(ref adapterIndex); using (var form = new Form()) using (var factory = new Factory4()) { form.ClientSize = windowSize; var adapter = factory.GetAdapter(adapterIndex); var swapChainDescription = new SwapChainDescription { BufferCount = 1, Flags = SwapChainFlags.None, IsWindowed = true, ModeDescription = new ModeDescription { Format = Format.B8G8R8A8_UNorm, Width = form.ClientSize.Width, Height = form.ClientSize.Height, RefreshRate = new Rational(60, 1) }, OutputHandle = form.Handle, SampleDescription = new SampleDescription(1, 0), SwapEffect = SwapEffect.Discard, Usage = Usage.RenderTargetOutput }; SharpDX.Direct3D11.Device.CreateWithSwapChain(adapter, DeviceCreationFlags.None, swapChainDescription, out device, out swapChain); factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.None); context = device.ImmediateContext; using (var backBuffer = swapChain.GetBackBuffer <Texture2D>(0)) backBufferView = new RenderTargetView(device, backBuffer); var depthBufferDescription = new Texture2DDescription { Format = Format.D16_UNorm, ArraySize = 1, MipLevels = 1, Width = form.ClientSize.Width, Height = form.ClientSize.Height, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.DepthStencil, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }; using (var depthBuffer = new Texture2D(device, depthBufferDescription)) depthStencilView = new DepthStencilView(device, depthBuffer); // Create Eye Textures var eyeTextureDescription = new Texture2DDescription { ArraySize = 1, BindFlags = BindFlags.RenderTarget, CpuAccessFlags = CpuAccessFlags.None, Format = Format.B8G8R8A8_UNorm, Width = headsetSize.Width, Height = headsetSize.Height, MipLevels = 1, OptionFlags = ResourceOptionFlags.None, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default }; var leftEyeTexture = new Texture2D(device, eyeTextureDescription); var rightEyeTexture = new Texture2D(device, eyeTextureDescription); var leftEyeTextureView = new RenderTargetView(device, leftEyeTexture); var rightEyeTextureView = new RenderTargetView(device, rightEyeTexture); // Create Eye Depth Buffer eyeTextureDescription.BindFlags = BindFlags.DepthStencil; eyeTextureDescription.Format = Format.D32_Float; var eyeDepth = new Texture2D(device, eyeTextureDescription); var eyeDepthView = new DepthStencilView(device, eyeDepth); Shapes.Cube.Load(device); Shapes.Sphere.Load(device); Shaders.Position.Load(device); Shaders.Normal.Load(device); Shaders.NormalTexture.Load(device); // Load Controller Models foreach (var controller in controllers) { var model = controllerModels[controller]; controllerVertexBuffers[controller] = new SharpDX.Direct3D11.Buffer(device, model.rVertexData, new BufferDescription { BindFlags = BindFlags.VertexBuffer, SizeInBytes = (int)model.unVertexCount * 32 }); controllerVertexBufferBindings[controller] = new VertexBufferBinding(controllerVertexBuffers[controller], 32, 0); controllerIndexBuffers[controller] = new SharpDX.Direct3D11.Buffer(device, model.rIndexData, new BufferDescription { BindFlags = BindFlags.IndexBuffer, SizeInBytes = (int)model.unTriangleCount * 3 * 2 }); var texture = controllerTextures[controller]; using (var texture2d = new Texture2D(device, new Texture2DDescription { ArraySize = 1, BindFlags = BindFlags.ShaderResource, Format = Format.R8G8B8A8_UNorm, Width = texture.unWidth, Height = texture.unHeight, MipLevels = 1, SampleDescription = new SampleDescription(1, 0) }, new DataRectangle(texture.rubTextureMapData, texture.unWidth * 4))) controllerTextureViews[controller] = new ShaderResourceView(device, texture2d); } worldViewProjectionBuffer = new SharpDX.Direct3D11.Buffer(device, Utilities.SizeOf <Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0); var rasterizerStateDescription = RasterizerStateDescription.Default(); //rasterizerStateDescription.FillMode = FillMode.Wireframe; rasterizerStateDescription.IsFrontCounterClockwise = true; //rasterizerStateDescription.CullMode = CullMode.None; rasterizerState = new RasterizerState(device, rasterizerStateDescription); var blendStateDescription = BlendStateDescription.Default(); blendStateDescription.RenderTarget[0].BlendOperation = BlendOperation.Add; blendStateDescription.RenderTarget[0].SourceBlend = BlendOption.SourceAlpha; blendStateDescription.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha; blendStateDescription.RenderTarget[0].IsBlendEnabled = false; blendState = new BlendState(device, blendStateDescription); var depthStateDescription = DepthStencilStateDescription.Default(); depthStateDescription.DepthComparison = Comparison.LessEqual; depthStateDescription.IsDepthEnabled = true; depthStateDescription.IsStencilEnabled = false; depthStencilState = new DepthStencilState(device, depthStateDescription); var samplerStateDescription = SamplerStateDescription.Default(); samplerStateDescription.Filter = Filter.MinMagMipLinear; samplerStateDescription.AddressU = TextureAddressMode.Wrap; samplerStateDescription.AddressV = TextureAddressMode.Wrap; samplerState = new SamplerState(device, samplerStateDescription); startTime = DateTime.Now; frame = 0; windowSize = form.ClientSize; backgroundColor = new RawColor4(0.1f, 0.1f, 0.1f, 1); var vrEvent = new VREvent_t(); var eventSize = (uint)Utilities.SizeOf <VREvent_t>(); head = Matrix.Identity; // Initialize Audio var audioSamples = 1024; var audioDevices = DirectSoundCapture.GetDevices(); //var audioCapture = new DirectSoundCapture(devices.OrderByDescending(d => d.Description.Contains("Mic")).First().DriverGuid); var audioCapture = new DirectSoundCapture(audioDevices.OrderByDescending(d => d.Description.Contains("Mix")).First().DriverGuid); var audioFormat = new WaveFormat(); var audioLength = audioFormat.ConvertLatencyToByteSize(24); var audioData = new byte[audioLength]; var audioPosition = 0; var leftWaveForm = new float[1024 * 8]; var rightWaveForm = new float[1024 * 8]; for (var sample = 0; sample < 1024; sample++) { leftWaveForm[(sample * 8) + 0] = -1.0f + ((float)sample / 512.0f); rightWaveForm[(sample * 8) + 0] = -1.0f + ((float)sample / 512.0f); } var audioBuffer = new CaptureBuffer(audioCapture, new CaptureBufferDescription { BufferBytes = audioLength, Format = audioFormat }); audioBuffer.Start(true); var waveFormBufferDescription = new BufferDescription { BindFlags = BindFlags.VertexBuffer, SizeInBytes = leftWaveForm.Length * sizeof(float), CpuAccessFlags = CpuAccessFlags.Write, Usage = ResourceUsage.Dynamic }; var leftWaveFormVertexBuffer = SharpDX.Direct3D11.Buffer.Create(device, leftWaveForm, waveFormBufferDescription); var rightWaveFormVertexBuffer = SharpDX.Direct3D11.Buffer.Create(device, rightWaveForm, waveFormBufferDescription); var leftWaveFormVertexBufferBinding = new VertexBufferBinding(leftWaveFormVertexBuffer, 8 * sizeof(float), 0); var rightWaveFormVertexBufferBinding = new VertexBufferBinding(rightWaveFormVertexBuffer, 8 * sizeof(float), 0); RenderLoop.Run(form, () => { if (audioBuffer.CurrentCapturePosition != audioBuffer.CurrentRealPosition) { audioBuffer.Read(audioData, 0, audioData.Length, 0, LockFlags.None); for (var sample = 0; sample < 1024; sample++) { leftWaveForm[(sample * 8) + 1] = -BitConverter.ToInt16(audioData, sample * 4) / (float)short.MinValue; rightWaveForm[(sample * 8) + 1] = -BitConverter.ToInt16(audioData, (sample * 4) + 2) / (float)short.MinValue; } DataStream stream; context.MapSubresource(leftWaveFormVertexBuffer, 0, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out stream); stream.WriteRange(leftWaveForm); context.UnmapSubresource(leftWaveFormVertexBuffer, 0); stream.Dispose(); context.MapSubresource(rightWaveFormVertexBuffer, 0, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out stream); stream.WriteRange(rightWaveForm); context.UnmapSubresource(rightWaveFormVertexBuffer, 0); stream.Dispose(); } audioPosition += 8; if (audioPosition >= leftWaveForm.Length) { audioPosition = 0; } while (system.PollNextEvent(ref vrEvent, eventSize)) { switch ((EVREventType)vrEvent.eventType) { case EVREventType.VREvent_TrackedDeviceActivated: var controller = vrEvent.trackedDeviceIndex; controllers.Add(controller); var modelName = new StringBuilder(255, 255); var propertyError = ETrackedPropertyError.TrackedProp_Success; var length = system.GetStringTrackedDeviceProperty(controller, ETrackedDeviceProperty.Prop_RenderModelName_String, modelName, 255, ref propertyError); if (propertyError == ETrackedPropertyError.TrackedProp_Success) { var modelName2 = modelName.ToString(); while (true) { var pointer = IntPtr.Zero; var modelError = EVRRenderModelError.None; modelError = OpenVR.RenderModels.LoadRenderModel_Async(modelName2, ref pointer); if (modelError == EVRRenderModelError.Loading) { continue; } if (modelError == EVRRenderModelError.None) { var renderModel = System.Runtime.InteropServices.Marshal.PtrToStructure <RenderModel_t>(pointer); controllerModels[controller] = renderModel; // Load Controller Model var model = controllerModels[controller]; controllerVertexBuffers[controller] = new SharpDX.Direct3D11.Buffer(device, model.rVertexData, new BufferDescription { BindFlags = BindFlags.VertexBuffer, SizeInBytes = (int)model.unVertexCount * 32 }); controllerVertexBufferBindings[controller] = new VertexBufferBinding(controllerVertexBuffers[controller], 32, 0); controllerIndexBuffers[controller] = new SharpDX.Direct3D11.Buffer(device, model.rIndexData, new BufferDescription { BindFlags = BindFlags.IndexBuffer, SizeInBytes = (int)model.unTriangleCount * 3 * 2 }); break; } } while (true) { var pointer = IntPtr.Zero; var textureError = EVRRenderModelError.None; textureError = OpenVR.RenderModels.LoadTexture_Async(controllerModels[controller].diffuseTextureId, ref pointer); if (textureError == EVRRenderModelError.Loading) { continue; } if (textureError == EVRRenderModelError.None) { var textureMap = System.Runtime.InteropServices.Marshal.PtrToStructure <RenderModel_TextureMap_t>(pointer); controllerTextures[controller] = textureMap; using (var texture2d = new Texture2D(device, new Texture2DDescription { ArraySize = 1, BindFlags = BindFlags.ShaderResource, Format = Format.R8G8B8A8_UNorm, Width = textureMap.unWidth, Height = textureMap.unHeight, MipLevels = 1, SampleDescription = new SampleDescription(1, 0) }, new DataRectangle(textureMap.rubTextureMapData, textureMap.unWidth * 4))) controllerTextureViews[controller] = new ShaderResourceView(device, texture2d); break; } } } break; case EVREventType.VREvent_TrackedDeviceDeactivated: controllers.RemoveAll(c => c == vrEvent.trackedDeviceIndex); break; default: System.Diagnostics.Debug.WriteLine((EVREventType)vrEvent.eventType); break; } } if (form.ClientSize != windowSize) { Utilities.Dispose(ref backBufferView); if (form.ClientSize.Width != 0 && form.ClientSize.Height != 0) { swapChain.ResizeBuffers(1, form.ClientSize.Width, form.ClientSize.Height, Format.B8G8R8A8_UNorm, SwapChainFlags.None); using (var backBuffer = swapChain.GetBackBuffer <Texture2D>(0)) backBufferView = new RenderTargetView(device, backBuffer); } windowSize = form.ClientSize; } // Update Device Tracking compositor.WaitGetPoses(currentPoses, nextPoses); if (currentPoses[headset].bPoseIsValid) { Convert(ref currentPoses[headset].mDeviceToAbsoluteTracking, ref head); } foreach (var controller in controllers) { var controllerMatrix = Matrix.Identity; Convert(ref currentPoses[controller].mDeviceToAbsoluteTracking, ref controllerMatrix); } // Render Left Eye context.Rasterizer.SetViewport(0, 0, headsetSize.Width, headsetSize.Height); context.OutputMerger.SetTargets(eyeDepthView, leftEyeTextureView); context.OutputMerger.SetDepthStencilState(depthStencilState); context.ClearRenderTargetView(leftEyeTextureView, backgroundColor); context.ClearDepthStencilView(eyeDepthView, DepthStencilClearFlags.Depth, 1.0f, 0); Shaders.Normal.Apply(context); context.Rasterizer.State = rasterizerState; context.OutputMerger.SetBlendState(blendState); context.OutputMerger.SetDepthStencilState(depthStencilState); context.PixelShader.SetSampler(0, samplerState); var ratio = (float)headsetSize.Width / (float)headsetSize.Height; var projection = leftEyeProjection; var view = Matrix.Invert(leftEyeView * head); var world = Matrix.Scaling(1.0f + (Math.Abs(leftWaveForm[audioPosition + 1]) * 0.1f)) * Matrix.Translation(0, 1.0f, 0); worldViewProjection = world * view * projection; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.VertexShader.SetConstantBuffer(0, worldViewProjectionBuffer); //Shapes.Cube.Begin(context); //Shapes.Cube.Draw(context); Shapes.Sphere.Begin(context); Shapes.Sphere.Draw(context); // Draw Controllers context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; Shaders.NormalTexture.Apply(context); context.PixelShader.SetSampler(0, samplerState); foreach (var controller in controllers) { context.InputAssembler.SetVertexBuffers(0, controllerVertexBufferBindings[controller]); context.InputAssembler.SetIndexBuffer(controllerIndexBuffers[controller], Format.R16_UInt, 0); context.PixelShader.SetShaderResource(0, controllerTextureViews[controller]); Convert(ref currentPoses[controller].mDeviceToAbsoluteTracking, ref world); world = Matrix.Scaling(1.0f + (Math.Abs(leftWaveForm[audioPosition + 1]) * 0.5f)) * world; worldViewProjection = world * view * projection; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.VertexShader.SetConstantBuffer(0, worldViewProjectionBuffer); context.DrawIndexed((int)controllerModels[controller].unTriangleCount * 3 * 4, 0, 0); } // Draw Waveforms Shaders.Position.Apply(context); world = Matrix.Scaling(100, 2.5f, 1) * Matrix.Translation(0, 1, 1); worldViewProjection = world * view * projection; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.InputAssembler.PrimitiveTopology = PrimitiveTopology.LineStrip; context.InputAssembler.SetVertexBuffers(0, leftWaveFormVertexBufferBinding); context.Draw(1024, 0); world = Matrix.Scaling(100, 2.5f, 1) * Matrix.Translation(0, 1, -1); worldViewProjection = world * view * projection; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.InputAssembler.SetVertexBuffers(0, rightWaveFormVertexBufferBinding); context.Draw(1024, 0); // Present Left Eye var texture = new Texture_t { eType = ETextureType.DirectX, eColorSpace = EColorSpace.Gamma, handle = leftEyeTextureView.Resource.NativePointer }; var bounds = new VRTextureBounds_t { uMin = 0.0f, uMax = 1.0f, vMin = 0.0f, vMax = 1.0f, }; var submitError = compositor.Submit(EVREye.Eye_Left, ref texture, ref bounds, EVRSubmitFlags.Submit_Default); if (submitError != EVRCompositorError.None) { System.Diagnostics.Debug.WriteLine(submitError); } // Render Right Eye context.Rasterizer.SetViewport(0, 0, headsetSize.Width, headsetSize.Height); context.OutputMerger.SetTargets(eyeDepthView, rightEyeTextureView); context.OutputMerger.SetDepthStencilState(depthStencilState); context.ClearRenderTargetView(rightEyeTextureView, backgroundColor); context.ClearDepthStencilView(eyeDepthView, DepthStencilClearFlags.Depth, 1.0f, 0); Shaders.Normal.Apply(context); context.Rasterizer.State = rasterizerState; context.OutputMerger.SetBlendState(blendState); context.OutputMerger.SetDepthStencilState(depthStencilState); context.PixelShader.SetSampler(0, samplerState); projection = rightEyeProjection; view = Matrix.Invert(rightEyeView * head); world = Matrix.Scaling(1.0f + (Math.Abs(leftWaveForm[audioPosition + 1]) * 0.1f)) * Matrix.Translation(0, 1.0f, 0); worldViewProjection = world * view * projection; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.VertexShader.SetConstantBuffer(0, worldViewProjectionBuffer); //Shapes.Cube.Begin(context); //Shapes.Cube.Draw(context); Shapes.Sphere.Begin(context); Shapes.Sphere.Draw(context); // Draw Controllers context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; Shaders.NormalTexture.Apply(context); context.PixelShader.SetSampler(0, samplerState); foreach (var controller in controllers) { context.InputAssembler.SetVertexBuffers(0, controllerVertexBufferBindings[controller]); context.InputAssembler.SetIndexBuffer(controllerIndexBuffers[controller], Format.R16_UInt, 0); context.PixelShader.SetShaderResource(0, controllerTextureViews[controller]); Convert(ref currentPoses[controller].mDeviceToAbsoluteTracking, ref world); world = Matrix.Scaling(1.0f + (Math.Abs(leftWaveForm[audioPosition + 1]) * 0.5f)) * world; worldViewProjection = world * view * projection; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.VertexShader.SetConstantBuffer(0, worldViewProjectionBuffer); context.DrawIndexed((int)controllerModels[controller].unTriangleCount * 3 * 4, 0, 0); } // Draw Waveforms Shaders.Position.Apply(context); world = Matrix.Scaling(100, 2.5f, 1) * Matrix.Translation(0, 1, 1); worldViewProjection = world * view * projection; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.InputAssembler.PrimitiveTopology = PrimitiveTopology.LineStrip; context.InputAssembler.SetVertexBuffers(0, leftWaveFormVertexBufferBinding); context.Draw(1024, 0); world = Matrix.Scaling(100, 2.5f, 1) * Matrix.Translation(0, 1, -1); worldViewProjection = world * view * projection; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.InputAssembler.SetVertexBuffers(0, rightWaveFormVertexBufferBinding); context.Draw(1024, 0); // Present Right Eye texture.handle = rightEyeTextureView.Resource.NativePointer; submitError = compositor.Submit(EVREye.Eye_Right, ref texture, ref bounds, EVRSubmitFlags.Submit_Default); if (submitError != EVRCompositorError.None) { System.Diagnostics.Debug.WriteLine(submitError); } // Render Window context.Rasterizer.SetViewport(0, 0, windowSize.Width, windowSize.Height); context.OutputMerger.SetTargets(depthStencilView, backBufferView); context.OutputMerger.SetDepthStencilState(depthStencilState); context.ClearRenderTargetView(backBufferView, backgroundColor); context.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth, 1.0f, 0); Shaders.Normal.Apply(context); context.Rasterizer.State = rasterizerState; context.OutputMerger.SetBlendState(blendState); context.OutputMerger.SetDepthStencilState(depthStencilState); context.PixelShader.SetSampler(0, samplerState); ratio = (float)form.ClientSize.Width / (float)form.ClientSize.Height; projection = Matrix.PerspectiveFovRH(3.14f / 3.0f, ratio, 0.01f, 1000); view = Matrix.Invert(head); world = Matrix.Scaling(1.0f + (Math.Abs(leftWaveForm[audioPosition + 1]) * 0.1f)) * Matrix.Translation(0, 1.0f, 0); worldViewProjection = world * view * projection; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.VertexShader.SetConstantBuffer(0, worldViewProjectionBuffer); //Shapes.Cube.Begin(context); //Shapes.Cube.Draw(context); Shapes.Sphere.Begin(context); Shapes.Sphere.Draw(context); // Draw Controllers context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; Shaders.NormalTexture.Apply(context); context.PixelShader.SetSampler(0, samplerState); foreach (var controller in controllers) { context.InputAssembler.SetVertexBuffers(0, controllerVertexBufferBindings[controller]); context.InputAssembler.SetIndexBuffer(controllerIndexBuffers[controller], Format.R16_UInt, 0); Convert(ref currentPoses[controller].mDeviceToAbsoluteTracking, ref world); world = Matrix.Scaling(1.0f + (Math.Abs(leftWaveForm[audioPosition + 1]) * 0.5f)) * world; worldViewProjection = world * view * projection; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.VertexShader.SetConstantBuffer(0, worldViewProjectionBuffer); context.DrawIndexed((int)controllerModels[controller].unTriangleCount * 3 * 4, 0, 0); } // Draw Waveforms Shaders.Position.Apply(context); world = Matrix.Scaling(100, 2.5f, 1) * Matrix.Translation(0, 1, 1); worldViewProjection = world * view * projection; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.InputAssembler.PrimitiveTopology = PrimitiveTopology.LineStrip; context.InputAssembler.SetVertexBuffers(0, leftWaveFormVertexBufferBinding); context.Draw(1024, 0); world = Matrix.Scaling(100, 2.5f, 1) * Matrix.Translation(0, 1, -1); worldViewProjection = world * view * projection; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.InputAssembler.SetVertexBuffers(0, rightWaveFormVertexBufferBinding); context.Draw(1024, 0); // Show Backbuffer swapChain.Present(0, PresentFlags.None); }); } }
static void Main() { using (var form = new RenderForm()) using (var factory = new Factory4()) { Device11 device; SwapChain swapChain; Device11.CreateWithSwapChain( DriverType.Hardware, DeviceCreationFlags.None, new SwapChainDescription { IsWindowed = true, BufferCount = 1, OutputHandle = form.Handle, SampleDescription = new SampleDescription(1, 0), ModeDescription = new ModeDescription(form.ClientSize.Width, form.ClientSize.Height, new Rational(60, 1), Format.B8G8R8A8_UNorm), Usage = Usage.RenderTargetOutput, SwapEffect = SwapEffect.Discard, Flags = SwapChainFlags.None }, out device, out swapChain); var context = device.ImmediateContext; var backBuffer = swapChain.GetBackBuffer <Texture2D>(0); var backBufferView = new RenderTargetView(device, backBuffer); backBuffer.Dispose(); var depthBuffer = new Texture2D(device, new Texture2DDescription { Format = Format.D16_UNorm, ArraySize = 1, MipLevels = 1, Width = form.ClientSize.Width, Height = form.ClientSize.Height, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.DepthStencil, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }); var depthBufferView = new DepthStencilView(device, depthBuffer); depthBuffer.Dispose(); //Indices var indices = new int[] { 0, 1, 2, 0, 2, 3, 4, 6, 5, 4, 7, 6, 8, 9, 10, 8, 10, 11, 12, 14, 13, 12, 15, 14, 16, 18, 17, 16, 19, 18, 20, 21, 22, 20, 22, 23 }; //Vertices var vertices = new[] { ////TOP new ColoredVertex(new Vector3(-5, 5, 5), new Vector4(0, 1, 0, 0)), new ColoredVertex(new Vector3(5, 5, 5), new Vector4(0, 1, 0, 0)), new ColoredVertex(new Vector3(5, 5, -5), new Vector4(0, 1, 0, 0)), new ColoredVertex(new Vector3(-5, 5, -5), new Vector4(0, 1, 0, 0)), //BOTTOM new ColoredVertex(new Vector3(-5, -5, 5), new Vector4(1, 0, 1, 1)), new ColoredVertex(new Vector3(5, -5, 5), new Vector4(1, 0, 1, 1)), new ColoredVertex(new Vector3(5, -5, -5), new Vector4(1, 0, 1, 1)), new ColoredVertex(new Vector3(-5, -5, -5), new Vector4(1, 0, 1, 1)), //LEFT new ColoredVertex(new Vector3(-5, -5, 5), new Vector4(1, 0, 0, 1)), new ColoredVertex(new Vector3(-5, 5, 5), new Vector4(1, 0, 0, 1)), new ColoredVertex(new Vector3(-5, 5, -5), new Vector4(1, 0, 0, 1)), new ColoredVertex(new Vector3(-5, -5, -5), new Vector4(1, 0, 0, 1)), //RIGHT new ColoredVertex(new Vector3(5, -5, 5), new Vector4(1, 1, 0, 1)), new ColoredVertex(new Vector3(5, 5, 5), new Vector4(1, 1, 0, 1)), new ColoredVertex(new Vector3(5, 5, -5), new Vector4(1, 1, 0, 1)), new ColoredVertex(new Vector3(5, -5, -5), new Vector4(1, 1, 0, 1)), //FRONT new ColoredVertex(new Vector3(-5, 5, 5), new Vector4(0, 1, 1, 1)), new ColoredVertex(new Vector3(5, 5, 5), new Vector4(0, 1, 1, 1)), new ColoredVertex(new Vector3(5, -5, 5), new Vector4(0, 1, 1, 1)), new ColoredVertex(new Vector3(-5, -5, 5), new Vector4(0, 1, 1, 1)), //BACK new ColoredVertex(new Vector3(-5, 5, -5), new Vector4(0, 0, 1, 1)), new ColoredVertex(new Vector3(5, 5, -5), new Vector4(0, 0, 1, 1)), new ColoredVertex(new Vector3(5, -5, -5), new Vector4(0, 0, 1, 1)), new ColoredVertex(new Vector3(-5, -5, -5), new Vector4(0, 0, 1, 1)) }; var vertexBuffer = Buffer11.Create(device, BindFlags.VertexBuffer, vertices); var indexBuffer = Buffer11.Create(device, BindFlags.IndexBuffer, indices); var vertexBufferBinding = new VertexBufferBinding(vertexBuffer, Utilities.SizeOf <ColoredVertex>(), 0); var source = @" cbuffer data :register(b0) { float4x4 worldViewProj; }; struct VS_IN { float4 position : POSITION; float4 color : COLOR; }; struct PS_IN { float4 position : SV_POSITION; float4 color : COLOR; }; PS_IN VS( VS_IN input) { PS_IN output = (PS_IN)0; output.position = mul(worldViewProj,input.position); output.color=input.color; return output; } float4 PS( PS_IN input ) : SV_Target { return input.color; } "; var vertexShaderByteCode = ShaderBytecode.Compile(source, "VS", "vs_5_0"); var vertexShader = new VertexShader(device, vertexShaderByteCode); var pixelShader = new PixelShader(device, ShaderBytecode.Compile(source, "PS", "ps_5_0")); var layout = new InputLayout(device, ShaderSignature.GetInputSignature(vertexShaderByteCode), new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 12, 0) }); var worldViewProjectionBuffer = new Buffer11(device, Utilities.SizeOf <Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0); var rasterizerStateDescription = RasterizerStateDescription.Default(); var rasterizerState = new RasterizerState(device, rasterizerStateDescription); var blendStateDescription = BlendStateDescription.Default(); var blendState = new BlendState(device, blendStateDescription); var depthStateDescription = DepthStencilStateDescription.Default(); depthStateDescription.DepthComparison = Comparison.LessEqual; depthStateDescription.IsDepthEnabled = true; depthStateDescription.IsStencilEnabled = false; var depthStencilState = new DepthStencilState(device, depthStateDescription); var samplerStateDescription = SamplerStateDescription.Default(); samplerStateDescription.Filter = Filter.MinMagMipLinear; samplerStateDescription.AddressU = TextureAddressMode.Wrap; samplerStateDescription.AddressV = TextureAddressMode.Wrap; var samplerState = new SamplerState(device, samplerStateDescription); var startTime = DateTime.Now; var frame = 0; var size = form.ClientSize; RenderLoop.Run(form, () => { if (form.ClientSize != size) { Utilities.Dispose(ref backBufferView); Utilities.Dispose(ref depthBufferView); if (form.ClientSize.Width != 0 && form.ClientSize.Height != 0) { swapChain.ResizeBuffers(1, form.ClientSize.Width, form.ClientSize.Height, Format.B8G8R8A8_UNorm, SwapChainFlags.None); backBuffer = swapChain.GetBackBuffer <Texture2D>(0); backBufferView = new RenderTargetView(device, backBuffer); backBuffer.Dispose(); depthBuffer = new Texture2D(device, new Texture2DDescription { Format = Format.D16_UNorm, ArraySize = 1, MipLevels = 1, Width = form.ClientSize.Width, Height = form.ClientSize.Height, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.DepthStencil, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }); depthBufferView = new DepthStencilView(device, depthBuffer); depthBuffer.Dispose(); } size = form.ClientSize; } var ratio = (float)form.ClientSize.Width / (float)form.ClientSize.Height; var projection = Matrix.PerspectiveFovLH(3.14F / 3.0F, ratio, 1, 1000); var view = Matrix.LookAtLH(new Vector3(0, 10, -50), Vector3.Zero, Vector3.UnitY); var world = Matrix.RotationY(Environment.TickCount / 1000.0F); var worldViewProjection = world * view * projection; //worldViewProjection = Matrix.Identity; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.VertexShader.SetConstantBuffer(0, worldViewProjectionBuffer); context.Rasterizer.SetViewport(0, 0, form.ClientSize.Width, form.ClientSize.Height); context.OutputMerger.SetTargets(depthBufferView, backBufferView); context.ClearRenderTargetView(backBufferView, new RawColor4(0, 0, 0, 1)); context.ClearDepthStencilView(depthBufferView, DepthStencilClearFlags.Depth, 1.0f, 0); context.InputAssembler.InputLayout = layout; context.InputAssembler.SetVertexBuffers(0, vertexBufferBinding); context.InputAssembler.SetIndexBuffer(indexBuffer, Format.R32_UInt, 0); context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; context.VertexShader.Set(vertexShader); context.PixelShader.Set(pixelShader); context.GeometryShader.Set(null); context.DomainShader.Set(null); context.HullShader.Set(null); context.Rasterizer.State = rasterizerState; context.OutputMerger.SetBlendState(blendState); context.OutputMerger.SetDepthStencilState(depthStencilState); context.PixelShader.SetSampler(0, samplerState); context.DrawIndexed(indices.Length, 0, 0); swapChain.Present(0, PresentFlags.None); frame++; }); MessageBox.Show((frame / DateTime.Now.Subtract(startTime).TotalSeconds).ToString() + " FPS"); } }
private void LoadPipeline(RenderForm form) { int width = form.ClientSize.Width; int height = form.ClientSize.Height; viewport.Width = width; viewport.Height = height; viewport.MaxDepth = 1.0f; scissorRect.Right = width; scissorRect.Bottom = height; #if DEBUG // Enable the D3D12 debug layer. { DebugInterface.Get().EnableDebugLayer(); } #endif device = new Device(null, SharpDX.Direct3D.FeatureLevel.Level_12_0); using (var factory = new Factory4()) { // Describe and create the command queue. CommandQueueDescription queueDesc = new CommandQueueDescription(CommandListType.Direct); commandQueue = device.CreateCommandQueue(queueDesc); // Describe and create the swap chain. SwapChainDescription swapChainDesc = new SwapChainDescription() { BufferCount = FrameCount, ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm), Usage = Usage.RenderTargetOutput, SwapEffect = SwapEffect.FlipDiscard, OutputHandle = form.Handle, //Flags = SwapChainFlags.None, SampleDescription = new SampleDescription(1, 0), IsWindowed = true }; SwapChain tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc); swapChain = tempSwapChain.QueryInterface <SwapChain3>(); tempSwapChain.Dispose(); frameIndex = swapChain.CurrentBackBufferIndex; } // Create descriptor heaps. // Describe and create a render target view (RTV) descriptor heap. DescriptorHeapDescription rtvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = FrameCount, Flags = DescriptorHeapFlags.None, Type = DescriptorHeapType.RenderTargetView }; renderTargetViewHeap = device.CreateDescriptorHeap(rtvHeapDesc); rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView); //Init Direct3D11 device from Direct3D12 device device11 = SharpDX.Direct3D11.Device.CreateFromDirect3D12(device, SharpDX.Direct3D11.DeviceCreationFlags.BgraSupport, null, null, commandQueue); deviceContext11 = device11.ImmediateContext; device11on12 = device11.QueryInterface <SharpDX.Direct3D11.ID3D11On12Device>(); var d2dFactory = new SharpDX.Direct2D1.Factory(SharpDX.Direct2D1.FactoryType.MultiThreaded); // Create frame resources. CpuDescriptorHandle rtvHandle = renderTargetViewHeap.CPUDescriptorHandleForHeapStart; for (int n = 0; n < FrameCount; n++) { renderTargets[n] = swapChain.GetBackBuffer <Resource>(n); device.CreateRenderTargetView(renderTargets[n], null, rtvHandle); rtvHandle += rtvDescriptorSize; //init Direct2D surfaces SharpDX.Direct3D11.D3D11ResourceFlags format = new SharpDX.Direct3D11.D3D11ResourceFlags() { BindFlags = (int)SharpDX.Direct3D11.BindFlags.RenderTarget, CPUAccessFlags = (int)SharpDX.Direct3D11.CpuAccessFlags.None }; device11on12.CreateWrappedResource( renderTargets[n], format, (int)ResourceStates.Present, (int)ResourceStates.RenderTarget, typeof(SharpDX.Direct3D11.Resource).GUID, out wrappedBackBuffers[n]); //Init direct2D surface var d2dSurface = wrappedBackBuffers[n].QueryInterface <Surface>(); direct2DRenderTarget[n] = new SharpDX.Direct2D1.RenderTarget(d2dFactory, d2dSurface, new SharpDX.Direct2D1.RenderTargetProperties(new SharpDX.Direct2D1.PixelFormat(Format.Unknown, SharpDX.Direct2D1.AlphaMode.Premultiplied))); d2dSurface.Dispose(); } commandAllocator = device.CreateCommandAllocator(CommandListType.Direct); d2dFactory.Dispose(); //Init font var directWriteFactory = new SharpDX.DirectWrite.Factory(); textFormat = new SharpDX.DirectWrite.TextFormat(directWriteFactory, "Arial", SharpDX.DirectWrite.FontWeight.Bold, SharpDX.DirectWrite.FontStyle.Normal, 48) { TextAlignment = SharpDX.DirectWrite.TextAlignment.Leading, ParagraphAlignment = SharpDX.DirectWrite.ParagraphAlignment.Near }; textBrush = new SharpDX.Direct2D1.SolidColorBrush(direct2DRenderTarget[0], Color.White); directWriteFactory.Dispose(); }
public DXGIManager(CaptureSource captureSource) { _captureSource = captureSource; _factory = new Factory4(); _outputs = new List <DXGIOutputDuplication>(); foreach (Adapter adapter in _factory.Adapters) { List <Output> outputs = new List <Output>(); foreach (Output output in adapter.Outputs) { OutputDescription desc = output.Description; if (desc.IsAttachedToDesktop == false) { continue; } outputs.Add(output); } if (outputs.Count == 0) { continue; } SharpDX.Direct3D11.Device device = new SharpDX.Direct3D11.Device(adapter); try { foreach (Output output in outputs) { using (Output1 output1 = output.QueryInterface <Output1>()) { OutputDuplication outputDuplication = output1.DuplicateOutput(device); if (outputDuplication == null) { continue; } _outputs.Add( new DXGIOutputDuplication(adapter, device, outputDuplication, output1.Description)); } } } catch (SharpDXException e) { // desktop이 바뀐 후 복원되었을 때 곧바로 output1.DuplicateOutput을 호출하는 경우 // 일부 output에서 E_ACCESS_DENIED가 발생함. if (e.ResultCode == DXGIError.E_ACCESS_DENIED) { Dispose(); } } } if (this.Initialized == true) { CalcOutputRect(); } }
protected void InitDirect3D() { #if DEBUG // The Direct3D 12 debug layer may or may not be installed. It's installation can be // managed through settings page "Manage optional features" with a feature called // "Graphics Tools". // There may be a better solution to check for it instead of try/catch. If you happen // to know, please consider opening an issue or PR in the repo. try { DebugInterface.Get().EnableDebugLayer(); } catch (SharpDXException ex) when(ex.Descriptor.NativeApiCode == "DXGI_ERROR_SDK_COMPONENT_MISSING") { Debug.WriteLine("Failed to enable debug layer. Please ensure \"Graphics Tools\" feature is enabled in Windows \"Manage optional feature\" settings page"); } #endif _factory = new Factory4(); try { // Try to create hardware device. // Pass NULL to use the default adapter which is the first adapter that is enumerated by Factory.Adapters. // Ref: https://msdn.microsoft.com/en-us/library/windows/desktop/dn770336(v=vs.85).aspx Device = new Device(null, FeatureLevel.Level_11_0); } catch (SharpDXException) { // Fallback to WARP device. Adapter warpAdapter = _factory.GetWarpAdapter(); Device = new Device(warpAdapter, FeatureLevel.Level_11_0); } Fence = Device.CreateFence(0, FenceFlags.None); _fenceEvent = new AutoResetEvent(false); RtvDescriptorSize = Device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView); DsvDescriptorSize = Device.GetDescriptorHandleIncrementSize(DescriptorHeapType.DepthStencilView); CbvSrvUavDescriptorSize = Device.GetDescriptorHandleIncrementSize( DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView); // Check 4X MSAA quality support for our back buffer format. // All Direct3D 11 capable devices support 4X MSAA for all render // target formats, so we only need to check quality support. FeatureDataMultisampleQualityLevels msQualityLevels; msQualityLevels.Format = BackBufferFormat; msQualityLevels.SampleCount = 4; msQualityLevels.Flags = MultisampleQualityLevelFlags.None; msQualityLevels.QualityLevelCount = 0; Debug.Assert(Device.CheckFeatureSupport(Feature.MultisampleQualityLevels, ref msQualityLevels)); _m4xMsaaQuality = msQualityLevels.QualityLevelCount; #if DEBUG LogAdapters(); #endif CreateCommandObjects(); CreateSwapChain(); CreateRtvAndDsvDescriptorHeaps(); }
private void CreateSwapChain(ref SwapChainDescription1 swapChainDescription1, Factory4 factory) { using (var sc1 = new SwapChain1(factory, commandQueue, form.Handle, ref swapChainDescription1)) swapChain = Collect(sc1.QueryInterface <SwapChain3>()); }
static void Main() { var initError = EVRInitError.None; system = OpenVR.Init(ref initError); if (initError != EVRInitError.None) { return; } compositor = OpenVR.Compositor; compositor.CompositorBringToFront(); compositor.FadeGrid(5.0f, false); count = OpenVR.k_unMaxTrackedDeviceCount; currentPoses = new TrackedDevicePose_t[count]; nextPoses = new TrackedDevicePose_t[count]; controllers = new List <uint>(); controllerModels = new RenderModel_t[count]; controllerTextures = new RenderModel_TextureMap_t[count]; controllerTextureViews = new ShaderResourceView[count]; controllerVertexBuffers = new SharpDX.Direct3D11.Buffer[count]; controllerIndexBuffers = new SharpDX.Direct3D11.Buffer[count]; controllerVertexBufferBindings = new VertexBufferBinding[count]; controllerEmitters = new Emitter[count]; controllerVoices = new SourceVoice[count]; for (uint device = 0; device < count; device++) { var deviceClass = system.GetTrackedDeviceClass(device); switch (deviceClass) { case ETrackedDeviceClass.HMD: headset = device; break; case ETrackedDeviceClass.Controller: controllers.Add(device); break; } } uint width = 0; uint height = 0; system.GetRecommendedRenderTargetSize(ref width, ref height); headsetSize = new Size((int)width, (int)height); windowSize = new Size(960, 540); var leftEyeProjection = Convert(system.GetProjectionMatrix(EVREye.Eye_Left, 0.01f, 1000.0f)); var rightEyeProjection = Convert(system.GetProjectionMatrix(EVREye.Eye_Right, 0.01f, 1000.0f)); var leftEyeView = Convert(system.GetEyeToHeadTransform(EVREye.Eye_Left)); var rightEyeView = Convert(system.GetEyeToHeadTransform(EVREye.Eye_Right)); foreach (var controller in controllers) { var modelName = new StringBuilder(255, 255); var propertyError = ETrackedPropertyError.TrackedProp_Success; var length = system.GetStringTrackedDeviceProperty(controller, ETrackedDeviceProperty.Prop_RenderModelName_String, modelName, 255, ref propertyError); if (propertyError == ETrackedPropertyError.TrackedProp_Success) { var modelName2 = modelName.ToString(); while (true) { var pointer = IntPtr.Zero; var modelError = EVRRenderModelError.None; modelError = OpenVR.RenderModels.LoadRenderModel_Async(modelName2, ref pointer); if (modelError == EVRRenderModelError.Loading) { continue; } if (modelError == EVRRenderModelError.None) { var renderModel = System.Runtime.InteropServices.Marshal.PtrToStructure <RenderModel_t>(pointer); controllerModels[controller] = renderModel; break; } } while (true) { var pointer = IntPtr.Zero; var textureError = EVRRenderModelError.None; textureError = OpenVR.RenderModels.LoadTexture_Async(controllerModels[controller].diffuseTextureId, ref pointer); if (textureError == EVRRenderModelError.Loading) { continue; } if (textureError == EVRRenderModelError.None) { var texture = System.Runtime.InteropServices.Marshal.PtrToStructure <RenderModel_TextureMap_t>(pointer); controllerTextures[controller] = texture; break; } } } } int adapterIndex = 0; system.GetDXGIOutputInfo(ref adapterIndex); using (var form = new Form()) using (var factory = new Factory4()) { form.ClientSize = windowSize; var adapter = factory.GetAdapter(adapterIndex); var swapChainDescription = new SwapChainDescription { BufferCount = 1, Flags = SwapChainFlags.None, IsWindowed = true, ModeDescription = new ModeDescription { Format = Format.B8G8R8A8_UNorm, Width = form.ClientSize.Width, Height = form.ClientSize.Height, RefreshRate = new Rational(60, 1) }, OutputHandle = form.Handle, SampleDescription = new SampleDescription(1, 0), SwapEffect = SwapEffect.Discard, Usage = Usage.RenderTargetOutput }; SharpDX.Direct3D11.Device.CreateWithSwapChain(adapter, DeviceCreationFlags.None, swapChainDescription, out device, out swapChain); factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.None); context = device.ImmediateContext; using (var backBuffer = swapChain.GetBackBuffer <Texture2D>(0)) backBufferView = new RenderTargetView(device, backBuffer); var depthBufferDescription = new Texture2DDescription { Format = Format.D16_UNorm, ArraySize = 1, MipLevels = 1, Width = form.ClientSize.Width, Height = form.ClientSize.Height, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.DepthStencil, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }; using (var depthBuffer = new Texture2D(device, depthBufferDescription)) depthStencilView = new DepthStencilView(device, depthBuffer); // Create Eye Textures var eyeTextureDescription = new Texture2DDescription { ArraySize = 1, BindFlags = BindFlags.RenderTarget, CpuAccessFlags = CpuAccessFlags.None, Format = Format.B8G8R8A8_UNorm, Width = headsetSize.Width, Height = headsetSize.Height, MipLevels = 1, OptionFlags = ResourceOptionFlags.None, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default }; var leftEyeTexture = new Texture2D(device, eyeTextureDescription); var rightEyeTexture = new Texture2D(device, eyeTextureDescription); var leftEyeTextureView = new RenderTargetView(device, leftEyeTexture); var rightEyeTextureView = new RenderTargetView(device, rightEyeTexture); // Create Eye Depth Buffer eyeTextureDescription.BindFlags = BindFlags.DepthStencil; eyeTextureDescription.Format = Format.D32_Float; var eyeDepth = new Texture2D(device, eyeTextureDescription); var eyeDepthView = new DepthStencilView(device, eyeDepth); Shapes.Cube.Load(device); Shapes.Sphere.Load(device); Shaders.Load(device); // Load Controller Models foreach (var controller in controllers) { var model = controllerModels[controller]; controllerVertexBuffers[controller] = new SharpDX.Direct3D11.Buffer(device, model.rVertexData, new BufferDescription { BindFlags = BindFlags.VertexBuffer, SizeInBytes = (int)model.unVertexCount * 32 }); controllerVertexBufferBindings[controller] = new VertexBufferBinding(controllerVertexBuffers[controller], 32, 0); controllerIndexBuffers[controller] = new SharpDX.Direct3D11.Buffer(device, model.rIndexData, new BufferDescription { BindFlags = BindFlags.IndexBuffer, SizeInBytes = (int)model.unTriangleCount * 3 * 2 }); var texture = controllerTextures[controller]; using (var texture2d = new Texture2D(device, new Texture2DDescription { ArraySize = 1, BindFlags = BindFlags.ShaderResource, Format = Format.R8G8B8A8_UNorm, Width = texture.unWidth, Height = texture.unHeight, MipLevels = 1, SampleDescription = new SampleDescription(1, 0) }, new DataRectangle(texture.rubTextureMapData, texture.unWidth * 4))) controllerTextureViews[controller] = new ShaderResourceView(device, texture2d); } var controllerVertexShaderByteCode = SharpDX.D3DCompiler.ShaderBytecode.Compile(Properties.Resources.NormalTextureShader, "VS", "vs_5_0"); controllerVertexShader = new VertexShader(device, controllerVertexShaderByteCode); controllerPixelShader = new PixelShader(device, SharpDX.D3DCompiler.ShaderBytecode.Compile(Properties.Resources.NormalTextureShader, "PS", "ps_5_0")); var controllerLayout = new InputLayout(device, SharpDX.D3DCompiler.ShaderSignature.GetInputSignature(controllerVertexShaderByteCode), new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 24, 0) }); worldViewProjectionBuffer = new SharpDX.Direct3D11.Buffer(device, Utilities.SizeOf <Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0); var rasterizerStateDescription = RasterizerStateDescription.Default(); //rasterizerStateDescription.FillMode = FillMode.Wireframe; rasterizerStateDescription.IsFrontCounterClockwise = true; //rasterizerStateDescription.CullMode = CullMode.None; rasterizerState = new RasterizerState(device, rasterizerStateDescription); var blendStateDescription = BlendStateDescription.Default(); blendStateDescription.RenderTarget[0].BlendOperation = BlendOperation.Add; blendStateDescription.RenderTarget[0].SourceBlend = BlendOption.SourceAlpha; blendStateDescription.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha; blendStateDescription.RenderTarget[0].IsBlendEnabled = false; blendState = new BlendState(device, blendStateDescription); var depthStateDescription = DepthStencilStateDescription.Default(); depthStateDescription.DepthComparison = Comparison.LessEqual; depthStateDescription.IsDepthEnabled = true; depthStateDescription.IsStencilEnabled = false; depthStencilState = new DepthStencilState(device, depthStateDescription); var samplerStateDescription = SamplerStateDescription.Default(); samplerStateDescription.Filter = Filter.MinMagMipLinear; samplerStateDescription.AddressU = TextureAddressMode.Wrap; samplerStateDescription.AddressV = TextureAddressMode.Wrap; samplerState = new SamplerState(device, samplerStateDescription); startTime = DateTime.Now; frame = 0; windowSize = form.ClientSize; backgroundColor = new RawColor4(0.1f, 0.1f, 0.1f, 1); var vrEvent = new VREvent_t(); var eventSize = (uint)Utilities.SizeOf <VREvent_t>(); head = Matrix.Identity; // Initialize Audio audio = new XAudio2(); var voice = new MasteringVoice(audio); audio3d = new X3DAudio(Speakers.Stereo); foreach (var controller in controllers) { controllerEmitters[controller] = new Emitter { ChannelCount = 1, CurveDistanceScaler = 0.15f, OrientFront = Vector3.ForwardLH, OrientTop = Vector3.Up, Position = new Vector3(0, 0, 1000), //Velocity = Vector3.Zero }; } listener = new Listener { OrientFront = Vector3.ForwardLH, OrientTop = Vector3.Up, Position = new Vector3(0, 0, 1000) }; var audioFormat = new WaveFormat(44100, 32, 1); //var audioSource = new SourceVoice(audio, audioFormat); var audioBufferSize = audioFormat.ConvertLatencyToByteSize(1000); var audioStream = new DataStream(audioBufferSize, true, true); var audioSamples = audioBufferSize / audioFormat.BlockAlign; var random = new Random(); for (var sample = 0; sample < audioSamples; sample++) { audioStream.Write((float)random.NextFloat(-1, 1)); } audioStream.Position = 0; var audioBuffer = new AudioBuffer { Stream = audioStream, AudioBytes = audioBufferSize, LoopCount = 255 }; var audioSettings = new DspSettings(1, 2); foreach (var controller in controllers) { var audioSource = new SourceVoice(audio, audioFormat); audioSource.SubmitSourceBuffer(audioBuffer, null); audio3d.Calculate(listener, controllerEmitters[controller], CalculateFlags.Matrix, audioSettings); audioSource.SetOutputMatrix(1, 2, audioSettings.MatrixCoefficients); audioSource.Start(); controllerVoices[controller] = audioSource; } RenderLoop.Run(form, () => { while (system.PollNextEvent(ref vrEvent, eventSize)) { switch ((EVREventType)vrEvent.eventType) { case EVREventType.VREvent_TrackedDeviceActivated: var controller = vrEvent.trackedDeviceIndex; controllers.Add(controller); var modelName = new StringBuilder(255, 255); var propertyError = ETrackedPropertyError.TrackedProp_Success; var length = system.GetStringTrackedDeviceProperty(controller, ETrackedDeviceProperty.Prop_RenderModelName_String, modelName, 255, ref propertyError); if (propertyError == ETrackedPropertyError.TrackedProp_Success) { var modelName2 = modelName.ToString(); while (true) { var pointer = IntPtr.Zero; var modelError = EVRRenderModelError.None; modelError = OpenVR.RenderModels.LoadRenderModel_Async(modelName2, ref pointer); if (modelError == EVRRenderModelError.Loading) { continue; } if (modelError == EVRRenderModelError.None) { var renderModel = System.Runtime.InteropServices.Marshal.PtrToStructure <RenderModel_t>(pointer); controllerModels[controller] = renderModel; // Load Controller Model var model = controllerModels[controller]; controllerVertexBuffers[controller] = new SharpDX.Direct3D11.Buffer(device, model.rVertexData, new BufferDescription { BindFlags = BindFlags.VertexBuffer, SizeInBytes = (int)model.unVertexCount * 32 }); controllerVertexBufferBindings[controller] = new VertexBufferBinding(controllerVertexBuffers[controller], 32, 0); controllerIndexBuffers[controller] = new SharpDX.Direct3D11.Buffer(device, model.rIndexData, new BufferDescription { BindFlags = BindFlags.IndexBuffer, SizeInBytes = (int)model.unTriangleCount * 3 * 2 }); break; } } while (true) { var pointer = IntPtr.Zero; var textureError = EVRRenderModelError.None; textureError = OpenVR.RenderModels.LoadTexture_Async(controllerModels[controller].diffuseTextureId, ref pointer); if (textureError == EVRRenderModelError.Loading) { continue; } if (textureError == EVRRenderModelError.None) { var textureMap = System.Runtime.InteropServices.Marshal.PtrToStructure <RenderModel_TextureMap_t>(pointer); controllerTextures[controller] = textureMap; using (var texture2d = new Texture2D(device, new Texture2DDescription { ArraySize = 1, BindFlags = BindFlags.ShaderResource, Format = Format.R8G8B8A8_UNorm, Width = textureMap.unWidth, Height = textureMap.unHeight, MipLevels = 1, SampleDescription = new SampleDescription(1, 0) }, new DataRectangle(textureMap.rubTextureMapData, textureMap.unWidth * 4))) controllerTextureViews[controller] = new ShaderResourceView(device, texture2d); break; } } controllerEmitters[controller] = new Emitter { ChannelCount = 1, CurveDistanceScaler = 0.15f, OrientFront = Vector3.ForwardLH, OrientTop = Vector3.Up, Position = new Vector3(0, 0, 1000), //Velocity = Vector3.Zero }; var audioSource = new SourceVoice(audio, audioFormat); audioSource.SubmitSourceBuffer(audioBuffer, null); audio3d.Calculate(listener, controllerEmitters[controller], CalculateFlags.Matrix, audioSettings); audioSource.SetOutputMatrix(1, 2, audioSettings.MatrixCoefficients); audioSource.Start(); controllerVoices[controller] = audioSource; } break; case EVREventType.VREvent_TrackedDeviceDeactivated: controllers.RemoveAll(c => c == vrEvent.trackedDeviceIndex); break; default: System.Diagnostics.Debug.WriteLine((EVREventType)vrEvent.eventType); break; } } if (form.ClientSize != windowSize) { Utilities.Dispose(ref backBufferView); if (form.ClientSize.Width != 0 && form.ClientSize.Height != 0) { swapChain.ResizeBuffers(1, form.ClientSize.Width, form.ClientSize.Height, Format.B8G8R8A8_UNorm, SwapChainFlags.None); using (var backBuffer = swapChain.GetBackBuffer <Texture2D>(0)) backBufferView = new RenderTargetView(device, backBuffer); } windowSize = form.ClientSize; } // Update Device Tracking compositor.WaitGetPoses(currentPoses, nextPoses); if (currentPoses[headset].bPoseIsValid) { Convert(ref currentPoses[headset].mDeviceToAbsoluteTracking, ref head); // Update Audio Listener listener.Position = head.TranslationVector * new Vector3(1, 1, -1); listener.OrientFront = head.Forward * new Vector3(1, 1, -1); listener.OrientTop = head.Up * new Vector3(1, 1, -1); } foreach (var controller in controllers) { var controllerMatrix = Matrix.Identity; Convert(ref currentPoses[controller].mDeviceToAbsoluteTracking, ref controllerMatrix); var position = controllerMatrix.TranslationVector * new Vector3(1, 1, -1); controllerEmitters[controller].Position = position; audio3d.Calculate(listener, controllerEmitters[controller], CalculateFlags.Matrix, audioSettings); controllerVoices[controller].SetOutputMatrix(1, 2, audioSettings.MatrixCoefficients); } // Render Left Eye context.Rasterizer.SetViewport(0, 0, headsetSize.Width, headsetSize.Height); context.OutputMerger.SetTargets(eyeDepthView, leftEyeTextureView); context.OutputMerger.SetDepthStencilState(depthStencilState); context.ClearRenderTargetView(leftEyeTextureView, backgroundColor); context.ClearDepthStencilView(eyeDepthView, DepthStencilClearFlags.Depth, 1.0f, 0); Shaders.Apply(context); context.Rasterizer.State = rasterizerState; context.OutputMerger.SetBlendState(blendState); context.OutputMerger.SetDepthStencilState(depthStencilState); context.PixelShader.SetSampler(0, samplerState); var ratio = (float)headsetSize.Width / (float)headsetSize.Height; var projection = leftEyeProjection; var view = Matrix.Invert(leftEyeView * head); var world = Matrix.Scaling(0.5f) * Matrix.Translation(0, 1.0f, 0); worldViewProjection = world * view * projection; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.VertexShader.SetConstantBuffer(0, worldViewProjectionBuffer); //Shapes.Cube.Begin(context); //Shapes.Cube.Draw(context); Shapes.Sphere.Begin(context); Shapes.Sphere.Draw(context); // Draw Controllers context.InputAssembler.InputLayout = controllerLayout; context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; context.VertexShader.Set(controllerVertexShader); context.PixelShader.Set(controllerPixelShader); context.GeometryShader.Set(null); context.DomainShader.Set(null); context.HullShader.Set(null); context.PixelShader.SetSampler(0, samplerState); foreach (var controller in controllers) { context.InputAssembler.SetVertexBuffers(0, controllerVertexBufferBindings[controller]); context.InputAssembler.SetIndexBuffer(controllerIndexBuffers[controller], Format.R16_UInt, 0); context.PixelShader.SetShaderResource(0, controllerTextureViews[controller]); Convert(ref currentPoses[controller].mDeviceToAbsoluteTracking, ref world); worldViewProjection = world * view * projection; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.VertexShader.SetConstantBuffer(0, worldViewProjectionBuffer); context.DrawIndexed((int)controllerModels[controller].unTriangleCount * 3 * 4, 0, 0); } var texture = new Texture_t { eType = ETextureType.DirectX, eColorSpace = EColorSpace.Gamma, handle = leftEyeTextureView.Resource.NativePointer }; var bounds = new VRTextureBounds_t { uMin = 0.0f, uMax = 1.0f, vMin = 0.0f, vMax = 1.0f, }; var submitError = compositor.Submit(EVREye.Eye_Left, ref texture, ref bounds, EVRSubmitFlags.Submit_Default); if (submitError != EVRCompositorError.None) { System.Diagnostics.Debug.WriteLine(submitError); } // Render Right Eye context.Rasterizer.SetViewport(0, 0, headsetSize.Width, headsetSize.Height); context.OutputMerger.SetTargets(eyeDepthView, rightEyeTextureView); context.OutputMerger.SetDepthStencilState(depthStencilState); context.ClearRenderTargetView(rightEyeTextureView, backgroundColor); context.ClearDepthStencilView(eyeDepthView, DepthStencilClearFlags.Depth, 1.0f, 0); Shaders.Apply(context); context.Rasterizer.State = rasterizerState; context.OutputMerger.SetBlendState(blendState); context.OutputMerger.SetDepthStencilState(depthStencilState); context.PixelShader.SetSampler(0, samplerState); projection = rightEyeProjection; view = Matrix.Invert(rightEyeView * head); world = Matrix.Scaling(0.5f) * Matrix.Translation(0, 1.0f, 0); worldViewProjection = world * view * projection; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.VertexShader.SetConstantBuffer(0, worldViewProjectionBuffer); //Shapes.Cube.Begin(context); //Shapes.Cube.Draw(context); Shapes.Sphere.Begin(context); Shapes.Sphere.Draw(context); // Draw Controllers context.InputAssembler.InputLayout = controllerLayout; context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; context.VertexShader.Set(controllerVertexShader); context.PixelShader.Set(controllerPixelShader); context.GeometryShader.Set(null); context.DomainShader.Set(null); context.HullShader.Set(null); context.PixelShader.SetSampler(0, samplerState); foreach (var controller in controllers) { context.InputAssembler.SetVertexBuffers(0, controllerVertexBufferBindings[controller]); context.InputAssembler.SetIndexBuffer(controllerIndexBuffers[controller], Format.R16_UInt, 0); context.PixelShader.SetShaderResource(0, controllerTextureViews[controller]); Convert(ref currentPoses[controller].mDeviceToAbsoluteTracking, ref world); worldViewProjection = world * view * projection; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.VertexShader.SetConstantBuffer(0, worldViewProjectionBuffer); context.DrawIndexed((int)controllerModels[controller].unTriangleCount * 3 * 4, 0, 0); } texture.handle = rightEyeTextureView.Resource.NativePointer; submitError = compositor.Submit(EVREye.Eye_Right, ref texture, ref bounds, EVRSubmitFlags.Submit_Default); if (submitError != EVRCompositorError.None) { System.Diagnostics.Debug.WriteLine(submitError); } // Render Window context.Rasterizer.SetViewport(0, 0, windowSize.Width, windowSize.Height); context.OutputMerger.SetTargets(depthStencilView, backBufferView); context.OutputMerger.SetDepthStencilState(depthStencilState); context.ClearRenderTargetView(backBufferView, backgroundColor); context.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth, 1.0f, 0); Shaders.Apply(context); context.Rasterizer.State = rasterizerState; context.OutputMerger.SetBlendState(blendState); context.OutputMerger.SetDepthStencilState(depthStencilState); context.PixelShader.SetSampler(0, samplerState); ratio = (float)form.ClientSize.Width / (float)form.ClientSize.Height; projection = Matrix.PerspectiveFovRH(3.14F / 3.0F, ratio, 0.01f, 1000); view = Matrix.Invert(head); world = Matrix.Scaling(0.5f) * Matrix.Translation(0, 1.0f, 0); worldViewProjection = world * view * projection; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.VertexShader.SetConstantBuffer(0, worldViewProjectionBuffer); //Shapes.Cube.Begin(context); //Shapes.Cube.Draw(context); Shapes.Sphere.Begin(context); Shapes.Sphere.Draw(context); // Draw Controllers context.InputAssembler.InputLayout = controllerLayout; context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; context.VertexShader.Set(controllerVertexShader); context.PixelShader.Set(controllerPixelShader); context.GeometryShader.Set(null); context.DomainShader.Set(null); context.HullShader.Set(null); context.PixelShader.SetSampler(0, samplerState); foreach (var controller in controllers) { context.InputAssembler.SetVertexBuffers(0, controllerVertexBufferBindings[controller]); context.InputAssembler.SetIndexBuffer(controllerIndexBuffers[controller], Format.R16_UInt, 0); Convert(ref currentPoses[controller].mDeviceToAbsoluteTracking, ref world); worldViewProjection = world * view * projection; context.UpdateSubresource(ref worldViewProjection, worldViewProjectionBuffer); context.VertexShader.SetConstantBuffer(0, worldViewProjectionBuffer); context.DrawIndexed((int)controllerModels[controller].unTriangleCount * 3 * 4, 0, 0); } // Show Backbuffer swapChain.Present(0, PresentFlags.None); }); audio.Dispose(); } }
private void LoadPipeline(RenderForm form) { int width = form.ClientSize.Width; int height = form.ClientSize.Height; viewport.Width = width; viewport.Height = height; viewport.MaxDepth = 1.0f; scissorRect.Right = width; scissorRect.Bottom = height; #if DEBUG // Enable the D3D12 debug layer. { DebugInterface.Get().EnableDebugLayer(); } #endif device = new Device(null, SharpDX.Direct3D.FeatureLevel.Level_11_0); using (var factory = new Factory4()) { // Describe and create the command queue. CommandQueueDescription queueDesc = new CommandQueueDescription(CommandListType.Direct); commandQueue = device.CreateCommandQueue(queueDesc); // Describe and create the swap chain. SwapChainDescription swapChainDesc = new SwapChainDescription() { BufferCount = FrameCount, ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm), Usage = Usage.RenderTargetOutput, SwapEffect = SwapEffect.FlipDiscard, OutputHandle = form.Handle, //Flags = SwapChainFlags.None, SampleDescription = new SampleDescription(1, 0), IsWindowed = true }; SwapChain tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc); swapChain = tempSwapChain.QueryInterface <SwapChain3>(); tempSwapChain.Dispose(); frameIndex = swapChain.CurrentBackBufferIndex; } // Create descriptor heaps. // Describe and create a render target view (RTV) descriptor heap. DescriptorHeapDescription rtvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = FrameCount, Flags = DescriptorHeapFlags.None, Type = DescriptorHeapType.RenderTargetView }; renderTargetViewHeap = device.CreateDescriptorHeap(rtvHeapDesc); rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView); // Create frame resources. CpuDescriptorHandle rtvHandle = renderTargetViewHeap.CPUDescriptorHandleForHeapStart; for (int n = 0; n < FrameCount; n++) { renderTargets[n] = swapChain.GetBackBuffer <Resource>(n); device.CreateRenderTargetView(renderTargets[n], null, rtvHandle); rtvHandle += rtvDescriptorSize; } //create depth buffer; DescriptorHeapDescription dsvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = FrameCount, Flags = DescriptorHeapFlags.None, Type = DescriptorHeapType.DepthStencilView }; depthStencilViewHeap = device.CreateDescriptorHeap(dsvHeapDesc); CpuDescriptorHandle dsvHandle = depthStencilViewHeap.CPUDescriptorHandleForHeapStart; ClearValue depthOptimizedClearValue = new ClearValue() { Format = Format.D32_Float, DepthStencil = new DepthStencilValue() { Depth = 1.0F, Stencil = 0 }, }; depthTarget = device.CreateCommittedResource( new HeapProperties(HeapType.Default), HeapFlags.None, new ResourceDescription(ResourceDimension.Texture2D, 0, width, height, 1, 0, Format.D32_Float, 1, 0, TextureLayout.Unknown, ResourceFlags.AllowDepthStencil), ResourceStates.DepthWrite, depthOptimizedClearValue); var depthView = new DepthStencilViewDescription() { Format = Format.D32_Float, Dimension = DepthStencilViewDimension.Texture2D, Flags = DepthStencilViewFlags.None, }; //bind depth buffer device.CreateDepthStencilView(depthTarget, null, dsvHandle); commandAllocator = device.CreateCommandAllocator(CommandListType.Direct); bundleAllocator = device.CreateCommandAllocator(CommandListType.Bundle); }
void loadDevice() { _resources = new GraphicsResource[0]; _viewport.Width = WIDTH; _viewport.Height = HEIGHT; _viewport.MaxDepth = 1.0f; _scissorRect.Right = WIDTH; _scissorRect.Bottom = HEIGHT; #if DEBUG // Enable the D3D12 debug layer. { DebugInterface.Get().EnableDebugLayer(); } #endif using (var factory = new Factory4()) { _device = new Device(factory.GetAdapter(_adapterIndex), SharpDX.Direct3D.FeatureLevel.Level_12_1).QueryInterface <Device3>(); // Describe and create the command queue. CommandQueueDescription queueDesc = new CommandQueueDescription(CommandListType.Direct); _graphicsQueue = _device.CreateCommandQueue(queueDesc); // Describe and create the swap chain. SwapChainDescription swapChainDesc = new SwapChainDescription() { BufferCount = FRAME_COUNT, ModeDescription = new ModeDescription(WIDTH, HEIGHT, new Rational(60, 1), Format.R8G8B8A8_UNorm), Usage = Usage.RenderTargetOutput, SwapEffect = SwapEffect.FlipDiscard, OutputHandle = _window.Handle, Flags = SwapChainFlags.AllowModeSwitch, SampleDescription = new SampleDescription(1, 0), IsWindowed = true }; SwapChain tempSwapChain = new SwapChain(factory, _graphicsQueue, swapChainDesc); _swapChain = tempSwapChain.QueryInterface <SwapChain3>(); tempSwapChain.Dispose(); _frameIndex = _swapChain.CurrentBackBufferIndex; } // Create descriptor heaps. // Describe and create a render target view (RTV) descriptor heap. DescriptorHeapDescription rtvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = FRAME_COUNT, Flags = DescriptorHeapFlags.None, Type = DescriptorHeapType.RenderTargetView }; _renderTargetViewHeap = _device.CreateDescriptorHeap(rtvHeapDesc); DescriptorHeapDescription _dsvHeapDescription = new DescriptorHeapDescription() { DescriptorCount = 1, Flags = DescriptorHeapFlags.None, NodeMask = 0, Type = DescriptorHeapType.DepthStencilView }; _depthStencilView = _device.CreateDescriptorHeap(_dsvHeapDescription); _rtvDescriptorSize = _device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView); // Create frame resources. CpuDescriptorHandle rtvHandle = _renderTargetViewHeap.CPUDescriptorHandleForHeapStart; for (int n = 0; n < FRAME_COUNT; n++) { _renderTargets[n] = _swapChain.GetBackBuffer <Resource>(n); _device.CreateRenderTargetView(_renderTargets[n], null, rtvHandle); rtvHandle += _rtvDescriptorSize; } //Initialize Depth/Stencil Buffer _depthStencilDesc = new ResourceDescription(ResourceDimension.Texture2D, 0, _window.Width, _window.Height, 1, 1, Format.D24_UNorm_S8_UInt, 1, 0, TextureLayout.Unknown, ResourceFlags.AllowDepthStencil); _depthStencilClear = new ClearValue() { DepthStencil = new DepthStencilValue() { Depth = 1.0f, Stencil = 0 }, Format = Format.D24_UNorm_S8_UInt }; _depthStencilBuffer = _device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, _depthStencilDesc, ResourceStates.Common, _depthStencilClear); //Create Descriptor to mip level 0 of the entire resource using format of the resouce _device.CreateDepthStencilView(_depthStencilBuffer, null, DepthStencilHandle); _commandAllocator = _device.CreateCommandAllocator(CommandListType.Direct); _bundleCommandAllocator = _device.CreateCommandAllocator(CommandListType.Bundle); // Create the command list. _commandList = _device.CreateCommandList(CommandListType.Direct, _commandAllocator, null); _bundleCommandList = _device.CreateCommandList(CommandListType.Bundle, _bundleCommandAllocator, null); _commandList.ResourceBarrier(new ResourceBarrier(new ResourceTransitionBarrier(_depthStencilBuffer, ResourceStates.Common, ResourceStates.DepthWrite))); // Command lists are created in the recording state, but there is nothing // to record yet. The main loop expects it to be closed, so close it now. _bundleCommandList.Close(); }
private void CreateDeviceResources() { #if DEBUG Configuration.EnableObjectTracking = true; Configuration.ThrowOnShaderCompileError = false; // Enable the D3D12 debug layer. DebugInterface.Get().EnableDebugLayer(); #endif using (var factory = new Factory4()) { // Create the Direct3D 12 API device object device = new Device(null, SharpDX.Direct3D.FeatureLevel.Level_11_0); if (device == null) { // TODO: We want to be able to specify adaptor var adapter = factory.Adapters[0]; device = new Device(adapter, SharpDX.Direct3D.FeatureLevel.Level_11_0); } // Create the command queue. var queueDesc = new CommandQueueDescription(CommandListType.Direct); commandQueue = device.CreateCommandQueue(queueDesc); commandQueue.Name = $"CommandQueue"; // Create Command Allocator buffers. for (int i = 0; i < FrameCount; i++) { commandAllocators[i] = device.CreateCommandAllocator(CommandListType.Direct); commandAllocators[i].Name = $"CommandAllocator F{i}"; } } // Create RootSignature. var rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, new[] { new RootParameter(ShaderVisibility.Vertex, new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0, }), new RootParameter(ShaderVisibility.Pixel, new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0 }) }, new[] { new StaticSamplerDescription(ShaderVisibility.Pixel, 0, 0) { Filter = Filter.MinimumMinMagMipPoint, AddressUVW = TextureAddressMode.Border, } }); rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize()); // Create Constant Buffer View Heap. var cbvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = 1, Flags = DescriptorHeapFlags.ShaderVisible, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView, }; cbvHeap = device.CreateDescriptorHeap(cbvHeapDesc); cbvHeap.Name = "CBV Heap"; // Create Shader Render View Heap. var srvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = 1, Flags = DescriptorHeapFlags.ShaderVisible, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView, }; srvHeap = device.CreateDescriptorHeap(srvHeapDesc); srvHeap.Name = "SRV Heap"; // Create synchronization objects. fence = device.CreateFence(fenceValues[currentFrame], FenceFlags.None); fence.Name = $"Fence"; fenceValues[currentFrame]++; // Create an event handle to use for frame synchronization. fenceEvent = new AutoResetEvent(false); }
public Registration Register(string name, Factory4 factory) { return null; }
private void LoadPipeline(RenderForm form) { int width = form.ClientSize.Width; int height = form.ClientSize.Height; #if DEBUG // Enable the D3D12 debug layer. { DebugInterface.Get().EnableDebugLayer(); } #endif device = new Device(null, SharpDX.Direct3D.FeatureLevel.Level_11_0); using (var factory = new Factory4()) { // Describe and create the command queue. CommandQueueDescription queueDesc = new CommandQueueDescription(CommandListType.Direct); commandQueue = device.CreateCommandQueue(queueDesc); // Describe and create the swap chain. SwapChainDescription swapChainDesc = new SwapChainDescription() { BufferCount = FrameCount, ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm), Usage = Usage.RenderTargetOutput, SwapEffect = SwapEffect.FlipDiscard, OutputHandle = form.Handle, //Flags = SwapChainFlags.None, SampleDescription = new SampleDescription(1, 0), IsWindowed = true }; SwapChain tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc); swapChain = tempSwapChain.QueryInterface <SwapChain3>(); tempSwapChain.Dispose(); frameIndex = swapChain.CurrentBackBufferIndex; } // Create descriptor heaps. // Describe and create a render target view (RTV) descriptor heap. renderTargetViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription() { DescriptorCount = FrameCount, Flags = DescriptorHeapFlags.None, Type = DescriptorHeapType.RenderTargetView }); rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView); //create depth buffer; depthStencilViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription() { DescriptorCount = FrameCount, Flags = DescriptorHeapFlags.None, Type = DescriptorHeapType.DepthStencilView }); //constant buffer view heap constantBufferViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription() { DescriptorCount = 100, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView, Flags = DescriptorHeapFlags.ShaderVisible }); //Create targets CreateTargets(width, height); //sampler buffer view heap samplerViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription() { DescriptorCount = 10, Type = DescriptorHeapType.Sampler, Flags = DescriptorHeapFlags.ShaderVisible }); //bind sampler device.CreateSampler(new SamplerStateDescription() { Filter = Filter.ComparisonMinMagMipLinear, AddressU = TextureAddressMode.Wrap, AddressV = TextureAddressMode.Wrap, AddressW = TextureAddressMode.Wrap, MinimumLod = float.MinValue, MaximumLod = float.MaxValue, MipLodBias = 0, MaximumAnisotropy = 0, ComparisonFunction = Comparison.Never }, samplerViewHeap.CPUDescriptorHandleForHeapStart); commandAllocator = device.CreateCommandAllocator(CommandListType.Direct); bundleAllocator = device.CreateCommandAllocator(CommandListType.Bundle); form.UserResized += (sender, e) => { isResizing = true; }; }
public Registration Register(string name, Factory4 factory) { return(null); }
private void LoadPipeline(RenderForm form) { int width = form.ClientSize.Width; int height = form.ClientSize.Height; viewport.Width = width; viewport.Height = height; viewport.MaxDepth = 1.0f; scissorRect.Right = width; scissorRect.Bottom = height; #if DEBUG // Enable the D3D12 debug layer. { DebugInterface.Get().EnableDebugLayer(); } #endif device = new Device(null, SharpDX.Direct3D.FeatureLevel.Level_11_0); using (var factory = new Factory4()) { // Describe and create the command queue. var queueDesc = new CommandQueueDescription(CommandListType.Direct); commandQueue = device.CreateCommandQueue(queueDesc); // Describe and create the swap chain. var swapChainDesc = new SwapChainDescription() { BufferCount = FrameCount, ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm), Usage = Usage.RenderTargetOutput, SwapEffect = SwapEffect.FlipDiscard, OutputHandle = form.Handle, //Flags = SwapChainFlags.None, SampleDescription = new SampleDescription(1, 0), IsWindowed = true }; var tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc); swapChain = tempSwapChain.QueryInterface <SwapChain3>(); tempSwapChain.Dispose(); frameIndex = swapChain.CurrentBackBufferIndex; } // Create descriptor heaps. // Describe and create a render target view (RTV) descriptor heap. var rtvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = FrameCount, Flags = DescriptorHeapFlags.None, Type = DescriptorHeapType.RenderTargetView }; renderTargetViewHeap = device.CreateDescriptorHeap(rtvHeapDesc); rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView); // Create frame resources. var rtvHandle = renderTargetViewHeap.CPUDescriptorHandleForHeapStart; for (int n = 0; n < FrameCount; n++) { renderTargets[n] = swapChain.GetBackBuffer <Resource>(n); device.CreateRenderTargetView(renderTargets[n], null, rtvHandle); rtvHandle += rtvDescriptorSize; } commandAllocator = device.CreateCommandAllocator(CommandListType.Direct); }
public GraphicsHost(RenderForm window, bool hidden = false) { if (window == null) { throw new ArgumentNullException(nameof(window)); } this.window = window; if (!hidden) { this.window.Visible = true; } #if DEBUG Configuration.EnableObjectTracking = true; Configuration.ThrowOnShaderCompileError = false; #endif var swapChainDescription = new SwapChainDescription() { BufferCount = SwapBufferCount, ModeDescription = new ModeDescription(Format.R8G8B8A8_UNorm), Usage = Usage.RenderTargetOutput, OutputHandle = window.Handle, SwapEffect = SwapEffect.FlipDiscard, SampleDescription = new SampleDescription(1, 0), IsWindowed = true }; #if DEBUG // Enable the D3D12 debug layer. // DebugInterface.Get().EnableDebugLayer(); #endif try { // null == DriverType.Hardware device = new Device(null, FeatureLevel.Level_11_0); commandQueue = device.CreateCommandQueue(new CommandQueueDescription(CommandListType.Direct)); } catch (SharpDXException) { using (var factory = new Factory4()) { device = new Device(factory.GetWarpAdapter(), FeatureLevel.Level_11_0); commandQueue = device.CreateCommandQueue(new CommandQueueDescription(CommandListType.Direct)); } } using (var factory = new Factory1()) swapChain = new SwapChain(factory, commandQueue, swapChainDescription); commandListAllocator = device.CreateCommandAllocator(CommandListType.Direct); descriptorHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription() { Type = DescriptorHeapType.RenderTargetView, DescriptorCount = 1 }); commandList = device.CreateCommandList(CommandListType.Direct, commandListAllocator, null); renderTarget = swapChain.GetBackBuffer <Resource>(0); device.CreateRenderTargetView(renderTarget, null, descriptorHeap.CPUDescriptorHandleForHeapStart); viewport = new ViewportF(0, 0, this.Width, this.Height); scissorRectangle = new Rectangle(0, 0, this.Width, this.Height); fence = device.CreateFence(0, FenceFlags.None); currentFence = 1; commandList.Close(); eventHandle = new AutoResetEvent(false); WaitForPrevFrame(); }