Beispiel #1
0
        public CommandBufferD3D11(CommandQueueD3D11 commandQueue, ID3D11DeviceContext context)
            : base(commandQueue)
        {
            D3D11Context = context;
            _context1    = context.QueryInterfaceOrNull <ID3D11DeviceContext1>();
            _annotation  = context.QueryInterfaceOrNull <ID3DUserDefinedAnnotation>();
            _isImmediate = context.GetContextType() == DeviceContextType.Immediate;

            if (!_isImmediate)
            {
                // The runtime emulates command lists.
                _needWorkaround = !((DeviceD3D11)commandQueue.Device).SupportsCommandLists;
            }
        }
Beispiel #2
0
        private unsafe void SaveScreenshot(string path, ContainerFormat format = ContainerFormat.Jpeg)
        {
            var             d3d11GraphicsDevice = ((D3D11GraphicsDevice)_graphicsDevice !);
            ID3D11Texture2D source = Headless ? d3d11GraphicsDevice !.OffscreenTexture : d3d11GraphicsDevice !.BackBufferTexture;

            path = Path.Combine(AppContext.BaseDirectory, path);

            using (ID3D11Texture2D staging = d3d11GraphicsDevice !.CaptureTexture(source))
            {
                staging.DebugName = "STAGING";

                var textureDesc = staging !.Description;

                // Determine source format's WIC equivalent
                Guid pfGuid = default;
                bool sRGB   = false;
                switch (textureDesc.Format)
                {
                case Format.R32G32B32A32_Float:
                    pfGuid = WICPixelFormat.Format128bppRGBAFloat;
                    break;

                case Format.R16G16B16A16_Float:
                    pfGuid = WICPixelFormat.Format64bppRGBAHalf;
                    break;

                case Format.R16G16B16A16_UNorm:
                    pfGuid = WICPixelFormat.Format64bppRGBA;
                    break;

                // DXGI 1.1
                case Format.R10G10B10_Xr_Bias_A2_UNorm:
                    pfGuid = WICPixelFormat.Format32bppRGBA1010102XR;
                    break;

                case Format.R10G10B10A2_UNorm:
                    pfGuid = WICPixelFormat.Format32bppRGBA1010102;
                    break;

                case Format.B5G5R5A1_UNorm:
                    pfGuid = WICPixelFormat.Format16bppBGRA5551;
                    break;

                case Format.B5G6R5_UNorm:
                    pfGuid = WICPixelFormat.Format16bppBGR565;
                    break;

                case Format.R32_Float:
                    pfGuid = WICPixelFormat.Format32bppGrayFloat;
                    break;

                case Format.R16_Float:
                    pfGuid = WICPixelFormat.Format16bppGrayHalf;
                    break;

                case Format.R16_UNorm:
                    pfGuid = WICPixelFormat.Format16bppGray;
                    break;

                case Format.R8_UNorm:
                    pfGuid = WICPixelFormat.Format8bppGray;
                    break;

                case Format.A8_UNorm:
                    pfGuid = WICPixelFormat.Format8bppAlpha;
                    break;

                case Format.R8G8B8A8_UNorm:
                    pfGuid = WICPixelFormat.Format32bppRGBA;
                    break;

                case Format.R8G8B8A8_UNorm_SRgb:
                    pfGuid = WICPixelFormat.Format32bppRGBA;
                    sRGB   = true;
                    break;

                case Format.B8G8R8A8_UNorm:     // DXGI 1.1
                    pfGuid = WICPixelFormat.Format32bppBGRA;
                    break;

                case Format.B8G8R8A8_UNorm_SRgb:     // DXGI 1.1
                    pfGuid = WICPixelFormat.Format32bppBGRA;
                    sRGB   = true;
                    break;

                case Format.B8G8R8X8_UNorm:     // DXGI 1.1
                    pfGuid = WICPixelFormat.Format32bppBGR;
                    break;

                case Format.B8G8R8X8_UNorm_SRgb:     // DXGI 1.1
                    pfGuid = WICPixelFormat.Format32bppBGR;
                    sRGB   = true;
                    break;

                default:
                    Console.WriteLine($"ERROR: ScreenGrab does not support all DXGI formats ({textureDesc.Format})");
                    return;
                }

                using var wicFactory = new IWICImagingFactory2();
                //using IWICBitmapDecoder decoder = wicFactory.CreateDecoderFromFileName(path);

                //using Stream stream = File.OpenWrite(path);
                //using IWICStream wicStream = wicFactory.CreateStream(stream);
                using IWICStream wicStream      = wicFactory.CreateStream(path, FileAccess.Write);
                using IWICBitmapEncoder encoder = wicFactory.CreateEncoder(format, wicStream);
                // Create a Frame encoder
                using IWICBitmapFrameEncode frame = encoder.CreateNewFrame(out SharpGen.Runtime.Win32.IPropertyBag2? props);
                frame.Initialize(props);
                frame.SetSize(textureDesc.Width, textureDesc.Height);
                frame.SetResolution(72, 72);

                // Screenshots don't typically include the alpha channel of the render target
                Guid targetGuid;
                switch (textureDesc.Format)
                {
                case Format.R32G32B32A32_Float:
                case Format.R16G16B16A16_Float:
                    //if (IsWIC2())
                {
                    targetGuid = WICPixelFormat.Format96bppRGBFloat;
                }
                    //else
                    //{
                    //    targetGuid = WICPixelFormat.Format24bppBGR;
                    //}
                    break;

                case Format.R16G16B16A16_UNorm:
                    targetGuid = WICPixelFormat.Format48bppBGR;
                    break;

                case Format.B5G5R5A1_UNorm:
                    targetGuid = WICPixelFormat.Format16bppBGR555;
                    break;

                case Format.B5G6R5_UNorm:
                    targetGuid = WICPixelFormat.Format16bppBGR565;
                    break;

                case Format.R32_Float:
                case Format.R16_Float:
                case Format.R16_UNorm:
                case Format.R8_UNorm:
                case Format.A8_UNorm:
                    targetGuid = WICPixelFormat.Format8bppGray;
                    break;

                default:
                    targetGuid = WICPixelFormat.Format24bppBGR;
                    break;
                }
                frame.SetPixelFormat(targetGuid);

                ID3D11DeviceContext1 context = d3d11GraphicsDevice !.DeviceContext;

                const bool native = false;
                if (native)
                {
                    MappedSubresource mappedSubresource = context.Map(staging, 0, MapMode.Read);
                    int imageSize = mappedSubresource.RowPitch * textureDesc.Height;
                    if (targetGuid != pfGuid)
                    {
                        // Conversion required to write
                        using (IWICBitmap bitmapSource = wicFactory.CreateBitmapFromMemory(
                                   textureDesc.Width,
                                   textureDesc.Height,
                                   pfGuid,
                                   mappedSubresource.RowPitch,
                                   imageSize,
                                   mappedSubresource.DataPointer))
                        {
                            using (IWICFormatConverter formatConverter = wicFactory.CreateFormatConverter())
                            {
                                if (!formatConverter.CanConvert(pfGuid, targetGuid))
                                {
                                    context.Unmap(staging, 0);
                                    return;
                                }

                                formatConverter.Initialize(bitmapSource, targetGuid, BitmapDitherType.None, null, 0, BitmapPaletteType.MedianCut);
                                frame.WriteSource(formatConverter, new RectI(textureDesc.Width, textureDesc.Height));
                            }
                        }
                    }
                    else
                    {
                        // No conversion required
                        frame.WritePixels(textureDesc.Height, mappedSubresource.RowPitch, imageSize, mappedSubresource.DataPointer);
                    }
                }
                else
                {
                    int stride = WICPixelFormat.GetStride(pfGuid, textureDesc.Width);
                    ReadOnlySpan <Color> colors = context.MapReadOnly <Color>(staging);

                    if (targetGuid != pfGuid)
                    {
                        // Conversion required to write
                        using (IWICBitmap bitmapSource = wicFactory.CreateBitmapFromMemory(
                                   textureDesc.Width,
                                   textureDesc.Height,
                                   pfGuid,
                                   colors,
                                   stride))
                        {
                            using (IWICFormatConverter formatConverter = wicFactory.CreateFormatConverter())
                            {
                                if (!formatConverter.CanConvert(pfGuid, targetGuid))
                                {
                                    context.Unmap(staging, 0);
                                    return;
                                }

                                formatConverter.Initialize(bitmapSource, targetGuid, BitmapDitherType.None, null, 0, BitmapPaletteType.MedianCut);
                                frame.WriteSource(formatConverter, new RectI(textureDesc.Width, textureDesc.Height));
                            }
                        }
                    }
                    else
                    {
                        // No conversion required
                        frame.WritePixels(textureDesc.Height, stride, colors);
                    }
                }

                context.Unmap(staging, 0);
                frame.Commit();
                encoder.Commit();
            }
        }
Beispiel #3
0
    private D3D11GraphicsDevice(Window?window, SizeI size, Format depthStencilFormat = Format.D32_Float)
    {
        Window = window;
        Size   = size;

        Factory = CreateDXGIFactory1 <IDXGIFactory2>();

        using (IDXGIAdapter1 adapter = GetHardwareAdapter())
        {
            DeviceCreationFlags creationFlags = DeviceCreationFlags.BgraSupport;
#if DEBUG
            if (SdkLayersAvailable())
            {
                creationFlags |= DeviceCreationFlags.Debug;
            }
#endif

            if (D3D11CreateDevice(
                    adapter,
                    DriverType.Unknown,
                    creationFlags,
                    s_featureLevels,
                    out ID3D11Device tempDevice, out FeatureLevel, out ID3D11DeviceContext tempContext).Failure)
            {
                // If the initialization fails, fall back to the WARP device.
                // For more information on WARP, see:
                // http://go.microsoft.com/fwlink/?LinkId=286690
                D3D11CreateDevice(
                    IntPtr.Zero,
                    DriverType.Warp,
                    creationFlags,
                    s_featureLevels,
                    out tempDevice, out FeatureLevel, out tempContext).CheckError();
            }

            Device        = tempDevice.QueryInterface <ID3D11Device1>();
            DeviceContext = tempContext.QueryInterface <ID3D11DeviceContext1>();
            tempContext.Dispose();
            tempDevice.Dispose();
        }

        if (window != null)
        {
            IntPtr hwnd = window.Handle;

            SwapChainDescription1 swapChainDescription = new()
            {
                Width             = window.ClientSize.Width,
                Height            = window.ClientSize.Height,
                Format            = Format.R8G8B8A8_UNorm,
                BufferCount       = FrameCount,
                BufferUsage       = Usage.RenderTargetOutput,
                SampleDescription = SampleDescription.Default,
                Scaling           = Scaling.Stretch,
                SwapEffect        = SwapEffect.FlipDiscard,
                AlphaMode         = AlphaMode.Ignore
            };

            SwapChainFullscreenDescription fullscreenDescription = new SwapChainFullscreenDescription
            {
                Windowed = true
            };

            SwapChain = Factory.CreateSwapChainForHwnd(Device, hwnd, swapChainDescription, fullscreenDescription);
            Factory.MakeWindowAssociation(hwnd, WindowAssociationFlags.IgnoreAltEnter);

            BackBufferTexture = SwapChain.GetBuffer <ID3D11Texture2D>(0);
            RenderTargetView  = Device.CreateRenderTargetView(BackBufferTexture);
        }
        else
        {
            // Create offscreen texture
            OffscreenTexture = Device.CreateTexture2D(Format.R8G8B8A8_UNorm, Size.Width, Size.Height, 1, 1, null, BindFlags.ShaderResource | BindFlags.RenderTarget);
            RenderTargetView = Device.CreateRenderTargetView(OffscreenTexture);
        }

        if (depthStencilFormat != Format.Unknown)
        {
            DepthStencilTexture = Device.CreateTexture2D(depthStencilFormat, Size.Width, Size.Height, 1, 1, null, BindFlags.DepthStencil);
            DepthStencilView    = Device.CreateDepthStencilView(DepthStencilTexture !, new DepthStencilViewDescription(DepthStencilTexture, DepthStencilViewDimension.Texture2D));
        }

        ReadOnlySpan <VertexPositionColor> triangleVertices = stackalloc VertexPositionColor[]
        {
            new VertexPositionColor(new Vector3(0f, 0.5f, 0.0f), new Color4(1.0f, 0.0f, 0.0f, 1.0f)),
            new VertexPositionColor(new Vector3(0.5f, -0.5f, 0.0f), new Color4(0.0f, 1.0f, 0.0f, 1.0f)),
            new VertexPositionColor(new Vector3(-0.5f, -0.5f, 0.0f), new Color4(0.0f, 0.0f, 1.0f, 1.0f))
        };

        bool dynamic = false;
        if (dynamic)
        {
            _vertexBuffer = Device.CreateBuffer(VertexPositionColor.SizeInBytes * 3, BindFlags.VertexBuffer, ResourceUsage.Dynamic, CpuAccessFlags.Write);
            MappedSubresource mappedSubresource = DeviceContext.Map(_vertexBuffer, 0, MapMode.WriteDiscard);
            triangleVertices.CopyTo(mappedSubresource.AsSpan <VertexPositionColor>(3));
            DeviceContext.Unmap(_vertexBuffer, 0);
        }
        else
        {
            _vertexBuffer = Device.CreateBuffer(triangleVertices, BindFlags.VertexBuffer);
        }

        InputElementDescription[] inputElementDescs = new[]
        {
            new InputElementDescription("POSITION", 0, Format.R32G32B32_Float, 0, 0),
            new InputElementDescription("COLOR", 0, Format.R32G32B32A32_Float, 12, 0)
        };

        Span <byte> vertexShaderByteCode = CompileBytecode("Triangle.hlsl", "VSMain", "vs_4_0");
        Span <byte> pixelShaderByteCode  = CompileBytecode("Triangle.hlsl", "PSMain", "ps_4_0");

        _vertexShader = Device.CreateVertexShader(vertexShaderByteCode);
        _pixelShader  = Device.CreatePixelShader(pixelShaderByteCode);
        _inputLayout  = Device.CreateInputLayout(inputElementDescs, vertexShaderByteCode);
    }
Beispiel #4
0
        private D3D11GraphicsDevice(Window?window, Size size)
        {
            Window = window;
            Size   = size;

            if (CreateDXGIFactory1(out Factory).Failure)
            {
                throw new InvalidOperationException("Cannot create IDXGIFactory1");
            }

            using (IDXGIAdapter1? adapter = GetHardwareAdapter())
            {
                DeviceCreationFlags creationFlags = DeviceCreationFlags.BgraSupport;
#if DEBUG
                if (SdkLayersAvailable())
                {
                    creationFlags |= DeviceCreationFlags.Debug;
                }
#endif

                if (D3D11CreateDevice(
                        adapter !,
                        DriverType.Unknown,
                        creationFlags,
                        s_featureLevels,
                        out ID3D11Device tempDevice, out FeatureLevel, out ID3D11DeviceContext tempContext).Failure)
                {
                    // If the initialization fails, fall back to the WARP device.
                    // For more information on WARP, see:
                    // http://go.microsoft.com/fwlink/?LinkId=286690
                    D3D11CreateDevice(
                        null,
                        DriverType.Warp,
                        creationFlags,
                        s_featureLevels,
                        out tempDevice, out FeatureLevel, out tempContext).CheckError();
                }

                Device        = tempDevice.QueryInterface <ID3D11Device1>();
                DeviceContext = tempContext.QueryInterface <ID3D11DeviceContext1>();
                tempContext.Dispose();
                tempDevice.Dispose();
            }

            if (window != null)
            {
                IntPtr hwnd = window.Handle;

                SwapChainDescription1 swapChainDescription = new SwapChainDescription1()
                {
                    Width             = window.ClientSize.Width,
                    Height            = window.ClientSize.Height,
                    Format            = Format.R8G8B8A8_UNorm,
                    BufferCount       = FrameCount,
                    Usage             = Vortice.DXGI.Usage.RenderTargetOutput,
                    SampleDescription = new SampleDescription(1, 0),
                    Scaling           = Scaling.Stretch,
                    SwapEffect        = SwapEffect.FlipDiscard,
                    AlphaMode         = AlphaMode.Ignore
                };

                SwapChainFullscreenDescription fullscreenDescription = new SwapChainFullscreenDescription
                {
                    Windowed = true
                };

                SwapChain = Factory.CreateSwapChainForHwnd(Device, hwnd, swapChainDescription, fullscreenDescription);
                Factory.MakeWindowAssociation(hwnd, WindowAssociationFlags.IgnoreAltEnter);

                BackBufferTexture = SwapChain.GetBuffer <ID3D11Texture2D>(0);
                RenderTargetView  = Device.CreateRenderTargetView(BackBufferTexture);
            }
            else
            {
                // Create offscreen texture
                OffscreenTexture = Device.CreateTexture2D(new Texture2DDescription(Format.R8G8B8A8_UNorm, Size.Width, Size.Height, 1, 1, BindFlags.ShaderResource | BindFlags.RenderTarget));
                RenderTargetView = Device.CreateRenderTargetView(OffscreenTexture);
            }
        }