Beispiel #1
0
        void GenerateIfRequired()
        {
            if (_buffer != null)
            {
                return;
            }

            // TODO: To use Immutable resources we would need to delay creation of
            // the Buffer until SetData() and recreate them if set more than once.

            var accessflags = SharpDX.Direct3D11.CpuAccessFlags.None;
            var usage       = SharpDX.Direct3D11.ResourceUsage.Default;

            if (_isDynamic)
            {
                accessflags |= SharpDX.Direct3D11.CpuAccessFlags.Write;
                usage        = SharpDX.Direct3D11.ResourceUsage.Dynamic;
            }

            _buffer = new SharpDX.Direct3D11.Buffer(GraphicsDevice._d3dDevice,
                                                    VertexDeclaration.VertexStride * VertexCount,
                                                    usage,
                                                    SharpDX.Direct3D11.BindFlags.VertexBuffer,
                                                    accessflags,
                                                    SharpDX.Direct3D11.ResourceOptionFlags.None,
                                                    0      // StructureSizeInBytes
                                                    );

            _binding = new SharpDX.Direct3D11.VertexBufferBinding(_buffer, VertexDeclaration.VertexStride, 0);
        }
        private void GenerateIfRequired()
        {
            if (_buffer != null)
            {
                return;
            }

            // TODO: To use true Immutable resources we would need to delay creation of
            // the Buffer until SetData() and recreate them if set more than once.

            var accessflags = SharpDX.Direct3D11.CpuAccessFlags.None;
            var resUsage    = SharpDX.Direct3D11.ResourceUsage.Default;

            if (IsDynamic)
            {
                accessflags |= SharpDX.Direct3D11.CpuAccessFlags.Write;
                resUsage     = SharpDX.Direct3D11.ResourceUsage.Dynamic;
            }

            _buffer = new SharpDX.Direct3D11.Buffer(
                GraphicsDevice._d3dDevice,
                Capacity * ElementType.TypeSize(),
                resUsage,
                SharpDX.Direct3D11.BindFlags.IndexBuffer,
                accessflags,
                SharpDX.Direct3D11.ResourceOptionFlags.None,
                0); // StructureSizeInBytes
        }
Beispiel #3
0
        protected override void Dispose(bool disposing)
        {
            if (!IsDisposed)
            {
#if DIRECTX
                if (disposing)
                {
                    if (_buffer != null)
                    {
                        _buffer.Dispose();
                        _buffer = null;
                    }
                }
#elif PSM
                //Do nothing
                _buffer = null;
#elif !PORTABLE
                GraphicsDevice.AddDisposeAction(() =>
                {
                    GL.DeleteBuffers(1, ref ibo);
                    GraphicsExtensions.CheckGLError();
                });
#endif
            }
            base.Dispose(disposing);
        }
Beispiel #4
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        protected IndexBuffer(GraphicsDevice graphicsDevice, IndexElementSize indexElementSize, int indexCount, BufferUsage usage, bool dynamic)
        {
            if (graphicsDevice == null)
            {
                throw new ArgumentNullException("GraphicsDevice is null");
            }
            this.GraphicsDevice   = graphicsDevice;
            this.IndexElementSize = indexElementSize;
            this.IndexCount       = indexCount;
            this.BufferUsage      = usage;

            _isDynamic = dynamic;

#if DIRECTX
            GenerateIfRequired();
#elif PSM
            if (indexElementSize != IndexElementSize.SixteenBits)
            {
                throw new NotImplementedException("PSS Currently only supports ushort (SixteenBits) index elements");
            }
            _buffer = new ushort[indexCount];
#elif !PORTABLE
            Threading.BlockOnUIThread(GenerateIfRequired);
#endif
        }
Beispiel #5
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        void GenerateIfRequired()
        {
            if (_buffer != null)
            {
                return;
            }

            // TODO: To use true Immutable resources we would need to delay creation of
            // the Buffer until SetData() and recreate them if set more than once.

            var sizeInBytes = IndexCount * (this.IndexElementSize == IndexElementSize.SixteenBits ? 2 : 4);

            var accessflags = SharpDX.Direct3D11.CpuAccessFlags.None;
            var resUsage    = SharpDX.Direct3D11.ResourceUsage.Default;

            if (_isDynamic)
            {
                accessflags |= SharpDX.Direct3D11.CpuAccessFlags.Write;
                resUsage     = SharpDX.Direct3D11.ResourceUsage.Dynamic;
            }

            _buffer = new SharpDX.Direct3D11.Buffer(GraphicsDevice._d3dDevice,
                                                    sizeInBytes,
                                                    resUsage,
                                                    SharpDX.Direct3D11.BindFlags.IndexBuffer,
                                                    accessflags,
                                                    SharpDX.Direct3D11.ResourceOptionFlags.None,
                                                    0      // StructureSizeInBytes
                                                    );
        }
Beispiel #6
0
 /// <summary>
 /// Initializes a new instance of the <see cref="MeshCache"/> class.
 /// </summary>
 /// <param name="vertexBuffer">The vertex buffer.</param>
 /// <param name="tagGroups">The tag groups.</param>
 public MeshCache(DXBuffer vertexBuffer, IEnumerable<TagGroup> tagGroups)
 {
     _vertexBuffer = vertexBuffer;
     _tagGroups = tagGroups;
     IsPrelit = false;
     _localMatrix = DXMatrix.Identity;
 }
Beispiel #7
0
 /// <summary>
 /// Initializes a new instance of the <see cref="MeshCache"/> class.
 /// </summary>
 /// <param name="vertexBuffer">The vertex buffer.</param>
 /// <param name="tagGroups">The tag groups.</param>
 /// <param name="localMatrix">The local matrix.</param>
 public MeshCache(DXBuffer vertexBuffer, IEnumerable<TagGroup> tagGroups, DXMatrix localMatrix)
 {
     _vertexBuffer = vertexBuffer;
     _tagGroups = tagGroups;
     IsPrelit = false;
     _localMatrix = localMatrix;
 }
        protected IndexBuffer(GraphicsDevice graphicsDevice, IndexElementSize indexElementSize, int indexCount, BufferUsage bufferUsage, bool dynamic)
        {
            if (graphicsDevice == null)
            {
                throw new ArgumentNullException("Graphics Device Cannot Be Null");
            }
            this.graphicsDevice   = graphicsDevice;
            this.IndexElementSize = indexElementSize;
            this.IndexCount       = indexCount;
            this.BufferUsage      = bufferUsage;

            var sizeInBytes = indexCount * (this.IndexElementSize == IndexElementSize.SixteenBits ? 2 : 4);

            _isDynamic = dynamic;

#if DIRECTX
            // TODO: To use true Immutable resources we would need to delay creation of
            // the Buffer until SetData() and recreate them if set more than once.

            var accessflags = SharpDX.Direct3D11.CpuAccessFlags.None;
            var usage       = SharpDX.Direct3D11.ResourceUsage.Default;

            if (dynamic)
            {
                accessflags |= SharpDX.Direct3D11.CpuAccessFlags.Write;
                usage        = SharpDX.Direct3D11.ResourceUsage.Dynamic;
            }

            _buffer = new SharpDX.Direct3D11.Buffer(graphicsDevice._d3dDevice,
                                                    sizeInBytes,
                                                    usage,
                                                    SharpDX.Direct3D11.BindFlags.IndexBuffer,
                                                    accessflags,
                                                    SharpDX.Direct3D11.ResourceOptionFlags.None,
                                                    0      // StructureSizeInBytes
                                                    );
#elif PSS
            if (indexElementSize != IndexElementSize.SixteenBits)
            {
                throw new NotImplementedException("PSS Currently only supports ushort (SixteenBits) index elements");
            }
            _buffer = new ushort[indexCount];
#else
            Threading.BlockOnUIThread(() =>
            {
#if IPHONE || ANDROID
                GL.GenBuffers(1, ref ibo);
#else
                GL.GenBuffers(1, out ibo);
#endif
                GraphicsExtensions.CheckGLError();
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo);
                GraphicsExtensions.CheckGLError();
                GL.BufferData(BufferTarget.ElementArrayBuffer,
                              (IntPtr)sizeInBytes, IntPtr.Zero, dynamic ? BufferUsageHint.StreamDraw : BufferUsageHint.StaticDraw);
                GraphicsExtensions.CheckGLError();
            });
#endif
        }
Beispiel #9
0
 /// <summary>
 /// Initializes a new instance of the <see cref="MeshCache"/> class.
 /// </summary>
 /// <param name="vertexBuffer">The vertex buffer.</param>
 /// <param name="tagGroups">The tag groups.</param>
 /// <param name="localMatrix">The local matrix.</param>
 /// <param name="isPrelit">if set to <c>true</c> [is prelit].</param>
 /// <param name="tag">The tag.</param>
 public MeshCache(DXBuffer vertexBuffer, IEnumerable<TagGroup> tagGroups, DXMatrix localMatrix, bool isPrelit, int? tag)
 {
     _vertexBuffer = vertexBuffer;
     _tagGroups = tagGroups;
     _localMatrix = localMatrix;
     IsPrelit = isPrelit;
     Tag = tag;
 }
Beispiel #10
0
 private void InitializeTriangle()
 {
     triangleVertexBuffer = SharpDX.Direct3D11.Buffer.Create <SharpDX.Vector3>(d3dDevice, SharpDX.Direct3D11.BindFlags.VertexBuffer, vertices);
     idexBuffer           = SharpDX.Direct3D11.Buffer.Create <int>(d3dDevice, SharpDX.Direct3D11.BindFlags.IndexBuffer, indexes);
     constBuffer          = new SharpDX.Direct3D11.Buffer(d3dDevice, SharpDX.Utilities.SizeOf <SharpDX.Color4>(), SharpDX.Direct3D11.ResourceUsage.Default, SharpDX.Direct3D11.BindFlags.ConstantBuffer, SharpDX.Direct3D11.CpuAccessFlags.None, SharpDX.Direct3D11.ResourceOptionFlags.None, 0);
     SharpDX.Color4 color = new SharpDX.Color4(1f, 0f, 1f, 1);
     d3dDeviceContext.UpdateSubresource(ref color, constBuffer);
 }
Beispiel #11
0
        private void PlatformGetData <T>(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct
        {
            GenerateIfRequired();

            if (_isDynamic)
            {
                throw new NotImplementedException();
            }
            else
            {
                var deviceContext = GraphicsDevice._d3dContext;

                // Copy the buffer to a staging resource
                var stagingDesc = _buffer.Description;
                stagingDesc.BindFlags      = SharpDX.Direct3D11.BindFlags.None;
                stagingDesc.CpuAccessFlags = SharpDX.Direct3D11.CpuAccessFlags.Read | SharpDX.Direct3D11.CpuAccessFlags.Write;
                stagingDesc.Usage          = SharpDX.Direct3D11.ResourceUsage.Staging;
                stagingDesc.OptionFlags    = SharpDX.Direct3D11.ResourceOptionFlags.None;
                using (var stagingBuffer = new SharpDX.Direct3D11.Buffer(GraphicsDevice._d3dDevice, stagingDesc))
                {
                    lock (GraphicsDevice._d3dContext)
                        deviceContext.CopyResource(_buffer, stagingBuffer);

                    int TsizeInBytes = SharpDX.Utilities.SizeOf <T>();
                    var dataHandle   = GCHandle.Alloc(data, GCHandleType.Pinned);
                    try
                    {
                        var startBytes = startIndex * TsizeInBytes;
                        var dataPtr    = (IntPtr)(dataHandle.AddrOfPinnedObject().ToInt64() + startBytes);

                        lock (GraphicsDevice._d3dContext)
                        {
                            // Map the staging resource to a CPU accessible memory
                            var box = deviceContext.MapSubresource(stagingBuffer, 0, SharpDX.Direct3D11.MapMode.Read, SharpDX.Direct3D11.MapFlags.None);

                            if (vertexStride == TsizeInBytes)
                            {
                                SharpDX.Utilities.CopyMemory(dataPtr, box.DataPointer + offsetInBytes, vertexStride * elementCount);
                            }
                            else
                            {
                                for (int i = 0; i < elementCount; i++)
                                {
                                    SharpDX.Utilities.CopyMemory(dataPtr + i * TsizeInBytes, box.DataPointer + i * vertexStride + offsetInBytes, TsizeInBytes);
                                }
                            }

                            // Make sure that we unmap the resource in case of an exception
                            deviceContext.UnmapSubresource(stagingBuffer, 0);
                        }
                    }
                    finally
                    {
                        dataHandle.Free();
                    }
                }
            }
        }
 private void PlatformInitialize()
 {
     // Allocate the hardware constant buffer.
     var desc = new SharpDX.Direct3D11.BufferDescription();
     desc.SizeInBytes = _buffer.Length;
     desc.Usage = SharpDX.Direct3D11.ResourceUsage.Default;
     desc.BindFlags = SharpDX.Direct3D11.BindFlags.ConstantBuffer;
     desc.CpuAccessFlags = SharpDX.Direct3D11.CpuAccessFlags.None;
     lock (GraphicsDevice._d3dContext)
         _cbuffer = new SharpDX.Direct3D11.Buffer(GraphicsDevice._d3dDevice, desc);
 }
Beispiel #13
0
        void InitializeP()
        {
            int       N = cc.c.N;
            const int INIT_THREAD_GROUPS = 256;

            PBuf         = gpu.CreateBufferRW((2 + INIT_THREAD_GROUPS) * N, 4, 1); // for betaList[] and affinityFactor[]
            cc.c.chacedP = false;

            using (var sd = gpu.LoadShader("TsneDx.InitializeP.cso"))
                using (var sd3 = gpu.LoadShader("TsneDx.InitializeP3.cso")) {
                    // Calcualtes the distanceFactor[].
                    gpu.SetShader(sd3);
                    cc.c.cmd         = 1;
                    cc.c.groupNumber = 64;
                    for (int bIdx = 0; bIdx < N; bIdx += cc.c.groupNumber)
                    {
                        cc.c.blockIdx = bIdx;
                        cc.Upload();
                        gpu.Run(cc.c.groupNumber);
                    }

                    cc.c.cmd = 2;
                    // cc.c.groupNumber, groupMax[0..groupNumber] are the maximal values of matrix sub-section.
                    cc.Upload();
                    gpu.Run();

                    // Calculates the betaList[].
                    gpu.SetShader(sd3);
                    cc.c.cmd         = 3;
                    cc.c.groupNumber = INIT_THREAD_GROUPS;
                    for (int bIdx = 0; bIdx < N; bIdx += cc.c.groupNumber)
                    {
                        cc.c.blockIdx = bIdx;
                        cc.Upload();
                        gpu.Run(cc.c.groupNumber);
                    }

                    // calculates the affinityFactor[]
                    gpu.SetShader(sd3);
                    cc.c.cmd         = 4;
                    cc.c.groupNumber = 128; // groupNumber must be smaller than GroupSize as required by next command.
                    for (int bIdx = 0; bIdx < N; bIdx += cc.c.groupNumber)
                    {
                        cc.c.blockIdx = bIdx;
                        cc.Upload();
                        gpu.Run(cc.c.groupNumber);
                    }

                    gpu.SetShader(sd);
                    // cc.c.groupNumber must contains the number of partial sumes in groupMax[].
                    cc.Upload();
                    gpu.Run();
                }
        }
Beispiel #14
0
        private void PlatformInitialize()
        {
            // Allocate the hardware constant buffer.
            var desc = new SharpDX.Direct3D11.BufferDescription();

            desc.SizeInBytes    = _buffer.Length;
            desc.Usage          = SharpDX.Direct3D11.ResourceUsage.Default;
            desc.BindFlags      = SharpDX.Direct3D11.BindFlags.ConstantBuffer;
            desc.CpuAccessFlags = SharpDX.Direct3D11.CpuAccessFlags.None;
            lock (GraphicsDevice._d3dContext)
                _cbuffer = new SharpDX.Direct3D11.Buffer(GraphicsDevice._d3dDevice, desc);
        }
Beispiel #15
0
        protected VertexBuffer(GraphicsDevice graphicsDevice, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage bufferUsage, bool dynamic)
        {
            if (graphicsDevice == null)
            {
                throw new ArgumentNullException("Graphics Device Cannot Be null");
            }

            this.GraphicsDevice    = graphicsDevice;
            this.VertexDeclaration = vertexDeclaration;
            this.VertexCount       = vertexCount;
            this.BufferUsage       = bufferUsage;

            // Make sure the graphics device is assigned in the vertex declaration.
            if (vertexDeclaration.GraphicsDevice != graphicsDevice)
            {
                vertexDeclaration.GraphicsDevice = graphicsDevice;
            }

            _isDynamic = dynamic;

#if DIRECTX
            // TODO: To use Immutable resources we would need to delay creation of
            // the Buffer until SetData() and recreate them if set more than once.

            var accessflags = SharpDX.Direct3D11.CpuAccessFlags.None;
            var usage       = SharpDX.Direct3D11.ResourceUsage.Default;

            if (dynamic)
            {
                accessflags |= SharpDX.Direct3D11.CpuAccessFlags.Write;
                usage        = SharpDX.Direct3D11.ResourceUsage.Dynamic;
            }

            _buffer = new SharpDX.Direct3D11.Buffer(graphicsDevice._d3dDevice,
                                                    vertexDeclaration.VertexStride * vertexCount,
                                                    usage,
                                                    SharpDX.Direct3D11.BindFlags.VertexBuffer,
                                                    accessflags,
                                                    SharpDX.Direct3D11.ResourceOptionFlags.None,
                                                    0      // StructureSizeInBytes
                                                    );

            _binding = new SharpDX.Direct3D11.VertexBufferBinding(_buffer, VertexDeclaration.VertexStride, 0);
#elif PSM
            //Do nothing, we cannot create the storage array yet
#else
            Threading.BlockOnUIThread(GenerateIfRequired);
#endif
        }
Beispiel #16
0
        void CalculateP()
        {
            int N = cc.c.N;

            distanceBuf = gpu.CreateBufferRW((N * N - N) / 2, 4, 0);
            using (var shader = gpu.LoadShader("TsneDx.CreateDistanceCache.cso")) {
                gpu.SetShader(shader);
                int groupNr = 256;
                for (int i = 0; i < N; i += groupNr)
                {
                    cc.c.blockIdx = i;
                    cc.Upload();
                    gpu.Run(groupNr);
                }
            }

            PBuf         = gpu.CreateBufferRW(N * N, 4, 1);
            cc.c.chacedP = true;
            using (var sd = gpu.LoadShader("TsneDx.CalculateP.cso")) {
                // Calculate the squared distance matrix in to P
                using (var sd2 = gpu.LoadShader("TsneDx.CalculatePFromCache.cso")) {
                    gpu.SetShader(sd2);
                    gpu.Run(64);
                }
                gpu.SetShader(sd);

                // Normalize and symmetrizing the distance matrix
                cc.c.cmd = 4;
                cc.Upload();
                gpu.Run();

                // Convert the matrix to affinities.
                cc.c.cmd         = 2;
                cc.c.groupNumber = 4;
                for (int bIdx = 0; bIdx < N; bIdx += cc.c.groupNumber * GpuGroupSize)
                {
                    cc.c.blockIdx = bIdx;
                    cc.Upload();
                    gpu.Run(cc.c.groupNumber);
                }

                // Normalize and symmetrizing the affinity matrix
                gpu.SetShader(sd);
                cc.c.cmd = 3;
                cc.Upload();
                gpu.Run();
            }
        }
Beispiel #17
0
        void CreatedCachedStagingBuffer()
        {
            if (_cachedStagingBuffer != null)
            {
                return;
            }

            var stagingDesc = _buffer.Description;

            stagingDesc.BindFlags      = SharpDX.Direct3D11.BindFlags.None;
            stagingDesc.CpuAccessFlags = SharpDX.Direct3D11.CpuAccessFlags.Read | SharpDX.Direct3D11.CpuAccessFlags.Write;
            stagingDesc.Usage          = SharpDX.Direct3D11.ResourceUsage.Staging;
            stagingDesc.OptionFlags    = SharpDX.Direct3D11.ResourceOptionFlags.None;

            _cachedStagingBuffer = new SharpDX.Direct3D11.Buffer(GraphicsDevice._d3dDevice, stagingDesc);
        }
        /// <summary>
        /// Creates device-based resources to store a constant buffer, cube
        /// geometry, and vertex and pixel shaders. In some cases this will also
        /// store a geometry shader.
        /// </summary>
        public void CreateDeviceDependentResourcesAsync()
        {
            ReleaseDeviceDependentResources();

            // Create a constant buffer to store the model matrix.
            modelConstantBuffer = this.ToDispose(SharpDX.Direct3D11.Buffer.Create(
                                                     deviceResources.D3DDevice,
                                                     SharpDX.Direct3D11.BindFlags.ConstantBuffer,
                                                     ref modelConstantBufferData));

            // Create the Texture, ShaderResource and Sampler state
            lock (thisLock)
            {
                m_texture = this.ToDispose(new SharpDX.Direct3D11.Texture2D(deviceResources.D3DDevice, new SharpDX.Direct3D11.Texture2DDescription()
                {
                    Format            = SharpDX.DXGI.Format.R8G8B8A8_UNorm,
                    Width             = (int)m_mediaPlayer.PlaybackSession.NaturalVideoWidth,  //Width
                    Height            = (int)m_mediaPlayer.PlaybackSession.NaturalVideoHeight, //Height
                    MipLevels         = 1,
                    ArraySize         = 1,
                    BindFlags         = SharpDX.Direct3D11.BindFlags.ShaderResource | SharpDX.Direct3D11.BindFlags.RenderTarget,
                    Usage             = SharpDX.Direct3D11.ResourceUsage.Default,
                    CpuAccessFlags    = SharpDX.Direct3D11.CpuAccessFlags.None,
                    SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                    OptionFlags       = SharpDX.Direct3D11.ResourceOptionFlags.None
                }));

                m_textureView = this.ToDispose(new SharpDX.Direct3D11.ShaderResourceView(deviceResources.D3DDevice, m_texture));
            }

            m_quadTextureSamplerState = this.ToDispose(new SharpDX.Direct3D11.SamplerState(deviceResources.D3DDevice, new SharpDX.Direct3D11.SamplerStateDescription()
            {
                Filter             = SharpDX.Direct3D11.Filter.Anisotropic,
                AddressU           = SharpDX.Direct3D11.TextureAddressMode.Clamp,
                AddressV           = SharpDX.Direct3D11.TextureAddressMode.Clamp,
                AddressW           = SharpDX.Direct3D11.TextureAddressMode.Clamp,
                MaximumAnisotropy  = 3,
                MinimumLod         = 0,
                MaximumLod         = 3,
                MipLodBias         = 0,
                BorderColor        = new SharpDX.Mathematics.Interop.RawColor4(0, 0, 0, 0),
                ComparisonFunction = SharpDX.Direct3D11.Comparison.Never
            }));

            CreateD3D11Surface();
            LoadShaders();
        }
Beispiel #19
0
        public override void Dispose()
        {
#if DIRECTX
            if (_buffer != null)
            {
                _buffer.Dispose();
                _buffer = null;
            }
#elif PSS
            //Do nothing
            _vertexArray = null;
#else
            GL.DeleteBuffers(1, ref vbo);
            GraphicsExtensions.CheckGLError();
#endif
            base.Dispose();
        }
Beispiel #20
0
        protected IndexBuffer(GraphicsDevice graphicsDevice, IndexElementSize indexElementSize, int indexCount, BufferUsage usage, bool dynamic)
        {
            if (graphicsDevice == null)
            {
                throw new ArgumentNullException("GraphicsDevice is null");
            }
            this.GraphicsDevice   = graphicsDevice;
            this.IndexElementSize = indexElementSize;
            this.IndexCount       = indexCount;
            this.BufferUsage      = usage;

            var sizeInBytes = indexCount * (this.IndexElementSize == IndexElementSize.SixteenBits ? 2 : 4);

            _isDynamic = dynamic;

#if DIRECTX
            // TODO: To use true Immutable resources we would need to delay creation of
            // the Buffer until SetData() and recreate them if set more than once.

            var accessflags = SharpDX.Direct3D11.CpuAccessFlags.None;
            var resUsage    = SharpDX.Direct3D11.ResourceUsage.Default;

            if (dynamic)
            {
                accessflags |= SharpDX.Direct3D11.CpuAccessFlags.Write;
                resUsage     = SharpDX.Direct3D11.ResourceUsage.Dynamic;
            }

            _buffer = new SharpDX.Direct3D11.Buffer(graphicsDevice._d3dDevice,
                                                    sizeInBytes,
                                                    resUsage,
                                                    SharpDX.Direct3D11.BindFlags.IndexBuffer,
                                                    accessflags,
                                                    SharpDX.Direct3D11.ResourceOptionFlags.None,
                                                    0      // StructureSizeInBytes
                                                    );
#elif PSM
            if (indexElementSize != IndexElementSize.SixteenBits)
            {
                throw new NotImplementedException("PSS Currently only supports ushort (SixteenBits) index elements");
            }
            _buffer = new ushort[indexCount];
#else
            Threading.BlockOnUIThread(GenerateIfRequired);
#endif
        }
        private unsafe void PlatformGetData(int byteOffset, Span <byte> destination)
        {
            if (_buffer == null)
            {
                return;
            }

            if (IsDynamic)
            {
                throw new NotImplementedException();
            }

            // Copy the texture to a staging resource
            var stagingDesc = _buffer.Description;

            stagingDesc.BindFlags      = SharpDX.Direct3D11.BindFlags.None;
            stagingDesc.CpuAccessFlags = SharpDX.Direct3D11.CpuAccessFlags.Read | SharpDX.Direct3D11.CpuAccessFlags.Write;
            stagingDesc.Usage          = SharpDX.Direct3D11.ResourceUsage.Staging;
            stagingDesc.OptionFlags    = SharpDX.Direct3D11.ResourceOptionFlags.None;

            using (var stagingBuffer = new SharpDX.Direct3D11.Buffer(GraphicsDevice._d3dDevice, stagingDesc))
            {
                var deviceContext = GraphicsDevice._d3dContext;
                lock (deviceContext)
                {
                    deviceContext.CopyResource(_buffer, stagingBuffer);

                    // Map the staging resource to CPU accessible memory
                    try
                    {
                        var box = deviceContext.MapSubresource(
                            stagingBuffer, 0, SharpDX.Direct3D11.MapMode.Read, SharpDX.Direct3D11.MapFlags.None);

                        int srcBytes = Count * ElementType.TypeSize();
                        var byteSrc  = new ReadOnlySpan <byte>((void *)(box.DataPointer + byteOffset), srcBytes);
                        byteSrc.Slice(0, destination.Length).CopyTo(destination);
                    }
                    finally
                    {
                        // Make sure that we unmap the resource in case of an exception
                        deviceContext.UnmapSubresource(stagingBuffer, 0);
                    }
                }
            }
        }
Beispiel #22
0
        public GpuBufferArray(
            int elementSize,
            int elementCount,
            GpuDevice device,
            GpuResourceInfo resourceInfo) : base(device, elementCount * elementSize, resourceInfo)
        {
            ElementSize  = elementSize;
            ElementCount = elementCount;

            mResource = new SharpDX.Direct3D11.Buffer(GpuDevice.Device,
                                                      new SharpDX.Direct3D11.BufferDescription()
            {
                BindFlags           = GpuConvert.ToBindUsage(ResourceInfo.BindUsage),
                CpuAccessFlags      = GpuConvert.ToCpuAccessFlag(ResourceInfo.CpuAccessFlag),
                OptionFlags         = SharpDX.Direct3D11.ResourceOptionFlags.BufferStructured,
                SizeInBytes         = SizeInBytes,
                StructureByteStride = ElementSize,
                Usage = GpuConvert.ToHeapType(ResourceInfo.HeapType)
            });
        }
        private void Initialize()
        {
#if DIRECTX
            // Allocate the hardware constant buffer.
            var desc = new SharpDX.Direct3D11.BufferDescription();
            desc.SizeInBytes    = _buffer.Length;
            desc.Usage          = SharpDX.Direct3D11.ResourceUsage.Default;
            desc.BindFlags      = SharpDX.Direct3D11.BindFlags.ConstantBuffer;
            desc.CpuAccessFlags = SharpDX.Direct3D11.CpuAccessFlags.None;
            _cbuffer            = new SharpDX.Direct3D11.Buffer(graphicsDevice._d3dDevice, desc);
#elif OPENGL
            var data = new byte[_parameters.Length];
            for (var i = 0; i < _parameters.Length; i++)
            {
                data[i] = (byte)(_parameters[i] | _offsets[i]);
            }

            HashKey = MonoGame.Utilities.Hash.ComputeHash(data);
#endif
        }
Beispiel #24
0
        public GpuBuffer(
            int bufferSize,
            int elementSize,
            GpuDevice device,
            GpuResourceInfo resourceInfo) : base(device, bufferSize, resourceInfo)
        {
            ElementSize = elementSize;

            mResource = new SharpDX.Direct3D11.Buffer(GpuDevice.Device,
                                                      new SharpDX.Direct3D11.BufferDescription()
            {
                BindFlags           = GpuConvert.ToBindUsage(ResourceInfo.BindUsage),
                CpuAccessFlags      = GpuConvert.ToCpuAccessFlag(ResourceInfo.CpuAccessFlag),
                OptionFlags         = SharpDX.Direct3D11.ResourceOptionFlags.None,
                SizeInBytes         = SizeInBytes,
                StructureByteStride = ElementSize,
                Usage = GpuConvert.ToHeapType(ResourceInfo.HeapType)
            });

            Debug.Assert(bufferSize % elementSize == 0);
        }
        public static void RenderQuadTree2(SharpDevice device, SharpShader shader, SharpDX.Direct3D11.Buffer buffer, Matrix viewProjection)
        {
            if (secondQuadTreeMesh == null)
            {
                return;
            }

            secondQuadtreeRenderData.worldViewProjection = quadTreeTranslation * viewProjection;

            device.SetFillModeSolid();
            device.SetCullModeNone();
            device.SetDefaultBlendState();
            device.ApplyRasterState();
            device.UpdateAllStates();

            device.UpdateData(buffer, secondQuadtreeRenderData);
            device.DeviceContext.VertexShader.SetConstantBuffer(0, buffer);
            shader.Apply();

            secondQuadTreeMesh.Draw();
        }
        public async void CreateDeviceDependentResourcesAsync()
        {
            ReleaseDeviceDependentResources();

            var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
            var vertexShaderFilename = @"Content\Shaders\Camera Testing\VprtVertexShader.cso";
            var vertexShaderBytecode = await DirectXHelper.ReadDataAsync(await folder.GetFileAsync(vertexShaderFilename));

            vertexShader = ToDispose(new SharpDX.Direct3D11.VertexShader(deviceResources.D3DDevice, vertexShaderBytecode));

            SharpDX.Direct3D11.InputElement[] vertexDescription =
            {
                new SharpDX.Direct3D11.InputElement("POSITION", 0, SharpDX.DXGI.Format.R32G32B32_Float,  0, 0, SharpDX.Direct3D11.InputClassification.PerVertexData, 0),
                new SharpDX.Direct3D11.InputElement("TEXCOORD", 0, SharpDX.DXGI.Format.R32G32_Float,    12, 0, SharpDX.Direct3D11.InputClassification.PerVertexData, 0)
            };

            inputLayout = ToDispose(new SharpDX.Direct3D11.InputLayout(deviceResources.D3DDevice, vertexShaderBytecode, vertexDescription));

            var pixelShaderBytecode = await DirectXHelper.ReadDataAsync(await folder.GetFileAsync(@"Content\Shaders\Camera Testing\PixelShader.cso"));

            pixelShader = ToDispose(new SharpDX.Direct3D11.PixelShader(deviceResources.D3DDevice, pixelShaderBytecode));

            VertexPositionUV[] vertices =
            {
                new VertexPositionUV(new Vector3(-0.2f, -0.2f, 0.0f), new Vector2(0.0f, 0.0f)),
                new VertexPositionUV(new Vector3(0.2f,  -0.2f, 0.0f), new Vector2(1.0f, 0.0f)),
                new VertexPositionUV(new Vector3(0.2f,   0.2f, 0.0f), new Vector2(1.0f, 1.0f)),
                new VertexPositionUV(new Vector3(-0.2f,  0.2f, 0.0f), new Vector2(0.0f, 1.0f))
            };
            vertexBuffer = ToDispose(SharpDX.Direct3D11.Buffer.Create(deviceResources.D3DDevice, SharpDX.Direct3D11.BindFlags.VertexBuffer, vertices));

            ushort[] indices = { 0, 1, 2, 2, 3, 0 };
            indexBuffer = ToDispose(SharpDX.Direct3D11.Buffer.Create(deviceResources.D3DDevice, SharpDX.Direct3D11.BindFlags.IndexBuffer, indices));

            modelConstantBuffer = ToDispose(SharpDX.Direct3D11.Buffer.Create(deviceResources.D3DDevice, SharpDX.Direct3D11.BindFlags.ConstantBuffer, ref modelConstantBufferData));

            loadingFinished = true;
        }
Beispiel #27
0
        /// <summary>
        /// Creates device-based resources to store a constant buffer, cube
        /// geometry, and vertex and pixel shaders. In some cases this will also
        /// store a geometry shader.
        /// </summary>
        public async void CreateDeviceDependentResourcesAsync()
        {
            ReleaseDeviceDependentResources();

            usingVprtShaders = deviceResources.D3DDeviceSupportsVprt;

            var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;

            // On devices that do support the D3D11_FEATURE_D3D11_OPTIONS3::
            // VPAndRTArrayIndexFromAnyShaderFeedingRasterizer optional feature
            // we can avoid using a pass-through geometry shader to set the render
            // target array index, thus avoiding any overhead that would be
            // incurred by setting the geometry shader stage.
            var vertexShaderFileName = usingVprtShaders ? "Content\\Shaders\\VPRTVertexShader.cso" : "Content\\Shaders\\VertexShader.cso";

            // Load the compiled vertex shader.
            var vertexShaderByteCode = await DirectXHelper.ReadDataAsync(await folder.GetFileAsync(vertexShaderFileName));

            // After the vertex shader file is loaded, create the shader and input layout.
            vertexShader = this.ToDispose(new SharpDX.Direct3D11.VertexShader(
                                              deviceResources.D3DDevice,
                                              vertexShaderByteCode));

            SharpDX.Direct3D11.InputElement[] vertexDesc =
            {
                new SharpDX.Direct3D11.InputElement("POSITION", 0, SharpDX.DXGI.Format.R32G32B32_Float,  0, 0, SharpDX.Direct3D11.InputClassification.PerVertexData, 0),
                new SharpDX.Direct3D11.InputElement("COLOR",    0, SharpDX.DXGI.Format.R32G32B32_Float, 12, 0, SharpDX.Direct3D11.InputClassification.PerVertexData, 0),
            };

            inputLayout = this.ToDispose(new SharpDX.Direct3D11.InputLayout(
                                             deviceResources.D3DDevice,
                                             vertexShaderByteCode,
                                             vertexDesc));

            if (!usingVprtShaders)
            {
                // Load the compiled pass-through geometry shader.
                var geometryShaderByteCode = await DirectXHelper.ReadDataAsync(await folder.GetFileAsync("Content\\Shaders\\GeometryShader.cso"));

                // After the pass-through geometry shader file is loaded, create the shader.
                geometryShader = this.ToDispose(new SharpDX.Direct3D11.GeometryShader(
                                                    deviceResources.D3DDevice,
                                                    geometryShaderByteCode));
            }

            // Load the compiled pixel shader.
            var pixelShaderByteCode = await DirectXHelper.ReadDataAsync(await folder.GetFileAsync("Content\\Shaders\\PixelShader.cso"));

            // After the pixel shader file is loaded, create the shader.
            pixelShader = this.ToDispose(new SharpDX.Direct3D11.PixelShader(
                                             deviceResources.D3DDevice,
                                             pixelShaderByteCode));

            // Load mesh vertices. Each vertex has a position and a color.
            // Note that the cube size has changed from the default DirectX app
            // template. Windows Holographic is scaled in meters, so to draw the
            // cube at a comfortable size we made the cube width 0.2 m (20 cm).
            VertexPositionColor[] cubeVertices =
            {
                new VertexPositionColor(new Vector3(-0.1f, -0.1f, -0.1f), new Vector3(0.0f, 0.0f, 0.0f)),
                new VertexPositionColor(new Vector3(-0.1f, -0.1f,  0.1f), new Vector3(0.0f, 0.0f, 1.0f)),
                new VertexPositionColor(new Vector3(-0.1f,  0.1f, -0.1f), new Vector3(0.0f, 1.0f, 0.0f)),
                new VertexPositionColor(new Vector3(-0.1f,  0.1f,  0.1f), new Vector3(0.0f, 1.0f, 1.0f)),
                new VertexPositionColor(new Vector3(0.1f,  -0.1f, -0.1f), new Vector3(1.0f, 0.0f, 0.0f)),
                new VertexPositionColor(new Vector3(0.1f,  -0.1f,  0.1f), new Vector3(1.0f, 0.0f, 1.0f)),
                new VertexPositionColor(new Vector3(0.1f,   0.1f, -0.1f), new Vector3(1.0f, 1.0f, 0.0f)),
                new VertexPositionColor(new Vector3(0.1f,   0.1f,  0.1f), new Vector3(1.0f, 1.0f, 1.0f)),
            };

            vertexBuffer = this.ToDispose(SharpDX.Direct3D11.Buffer.Create(
                                              deviceResources.D3DDevice,
                                              SharpDX.Direct3D11.BindFlags.VertexBuffer,
                                              cubeVertices));

            // Load mesh indices. Each trio of indices represents
            // a triangle to be rendered on the screen.
            // For example: 0,2,1 means that the vertices with indexes
            // 0, 2 and 1 from the vertex buffer compose the
            // first triangle of this mesh.
            ushort[] cubeIndices =
            {
                2, 1, 0, // -x
                2, 3, 1,

                6, 4, 5, // +x
                6, 5, 7,

                0, 1, 5, // -y
                0, 5, 4,

                2, 6, 7, // +y
                2, 7, 3,

                0, 4, 6, // -z
                0, 6, 2,

                1, 3, 7, // +z
                1, 7, 5,
            };

            indexCount = cubeIndices.Length;

            indexBuffer = this.ToDispose(SharpDX.Direct3D11.Buffer.Create(
                                             deviceResources.D3DDevice,
                                             SharpDX.Direct3D11.BindFlags.IndexBuffer,
                                             cubeIndices));

            // Create a constant buffer to store the model matrix.
            modelConstantBuffer = this.ToDispose(SharpDX.Direct3D11.Buffer.Create(
                                                     deviceResources.D3DDevice,
                                                     SharpDX.Direct3D11.BindFlags.ConstantBuffer,
                                                     ref modelConstantBufferData));

            // Once the cube is loaded, the object is ready to be rendered.
            loadingComplete = true;
        }
Beispiel #28
0
        protected VertexBuffer(GraphicsDevice graphicsDevice, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage bufferUsage, bool dynamic)
        {
            if (graphicsDevice == null)
            {
                throw new ArgumentNullException("Graphics Device Cannot Be null");
            }

            this.graphicsDevice    = graphicsDevice;
            this.VertexDeclaration = vertexDeclaration;
            this.VertexCount       = vertexCount;
            this.BufferUsage       = bufferUsage;

            // Make sure the graphics device is assigned in the vertex declaration.
            if (vertexDeclaration.GraphicsDevice != graphicsDevice)
            {
                vertexDeclaration.GraphicsDevice = graphicsDevice;
            }

            _isDynamic = dynamic;

#if DIRECTX
            // TODO: To use Immutable resources we would need to delay creation of
            // the Buffer until SetData() and recreate them if set more than once.

            var accessflags = SharpDX.Direct3D11.CpuAccessFlags.None;
            var usage       = SharpDX.Direct3D11.ResourceUsage.Default;

            if (dynamic)
            {
                accessflags |= SharpDX.Direct3D11.CpuAccessFlags.Write;
                usage        = SharpDX.Direct3D11.ResourceUsage.Dynamic;
            }

            _buffer = new SharpDX.Direct3D11.Buffer(graphicsDevice._d3dDevice,
                                                    vertexDeclaration.VertexStride * vertexCount,
                                                    usage,
                                                    SharpDX.Direct3D11.BindFlags.VertexBuffer,
                                                    accessflags,
                                                    SharpDX.Direct3D11.ResourceOptionFlags.None,
                                                    0      // StructureSizeInBytes
                                                    );

            _binding = new SharpDX.Direct3D11.VertexBufferBinding(_buffer, VertexDeclaration.VertexStride, 0);
#elif PSS
            //Do nothing, we cannot create the storage array yet
#else
            Threading.BlockOnUIThread(() =>
            {
                //GLExt.Oes.GenVertexArrays(1, out this.vao);
                //GLExt.Oes.BindVertexArray(this.vao);
#if IPHONE || ANDROID
                GL.GenBuffers(1, ref this.vbo);
#else
                GL.GenBuffers(1, out this.vbo);
#endif
                GraphicsExtensions.CheckGLError();
                GL.BindBuffer(BufferTarget.ArrayBuffer, this.vbo);
                GraphicsExtensions.CheckGLError();
                GL.BufferData(BufferTarget.ArrayBuffer,
                              new IntPtr(vertexDeclaration.VertexStride * vertexCount), IntPtr.Zero,
                              dynamic ? BufferUsageHint.StreamDraw : BufferUsageHint.StaticDraw);
                GraphicsExtensions.CheckGLError();
            });
#endif
        }
Beispiel #29
0
 public SkyboxRenderer(Device device)
 {
     this.device = device;
     bufferVs1   = device.CreateBuffer <VsData>();
     shader      = new Shader(device, "../../Skybox.hlsl", vertexEntry: "VS", pixelEntry: "PS");
 }
Beispiel #30
0
        private void Initialize()
        {
#if DIRECTX

            // Allocate the hardware constant buffer.
            var desc = new SharpDX.Direct3D11.BufferDescription();
            desc.SizeInBytes = _buffer.Length;
            desc.Usage = SharpDX.Direct3D11.ResourceUsage.Default;
            desc.BindFlags = SharpDX.Direct3D11.BindFlags.ConstantBuffer;
            desc.CpuAccessFlags = SharpDX.Direct3D11.CpuAccessFlags.None;
            lock (GraphicsDevice._d3dContext)
                _cbuffer = new SharpDX.Direct3D11.Buffer(GraphicsDevice._d3dDevice, desc);

#elif OPENGL 

            var data = new byte[_parameters.Length];
            for (var i = 0; i < _parameters.Length; i++)
            {
                data[i] = (byte)(_parameters[i] | _offsets[i]);
            }

            HashKey = MonoGame.Utilities.Hash.ComputeHash(data);

#endif
        }
Beispiel #31
0
 internal MeshDrawable(DXBuffer vertexBuffer, IEnumerable<TagGroup> tagGroups)
 {
     WorldMatrix = Matrix.Identity;
     VertexBuffer = vertexBuffer;
     TagGroups.AddRange(tagGroups.Select(tagGroup => new WeakReference<TagGroup>(tagGroup)));
 }
        /// <summary>
        /// Creates device-based resources to store a constant buffer, cube
        /// geometry, and vertex and pixel shaders. In some cases this will also
        /// store a geometry shader.
        /// </summary>
        public async void CreateDeviceDependentResourcesAsync()
        {
            ReleaseDeviceDependentResources();

            usingVprtShaders = deviceResources.D3DDeviceSupportsVprt;

            var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;

            // On devices that do support the D3D11_FEATURE_D3D11_OPTIONS3::
            // VPAndRTArrayIndexFromAnyShaderFeedingRasterizer optional feature
            // we can avoid using a pass-through geometry shader to set the render
            // target array index, thus avoiding any overhead that would be
            // incurred by setting the geometry shader stage.
            var vertexShaderFileName = usingVprtShaders ? "Content\\Shaders\\VPRTVertexShader.cso" : "Content\\Shaders\\VertexShader.cso";

            // Load the compiled vertex shader.
            var vertexShaderByteCode = await DirectXHelper.ReadDataAsync(await folder.GetFileAsync(vertexShaderFileName));

            // After the vertex shader file is loaded, create the shader and input layout.
            vertexShader = this.ToDispose(new SharpDX.Direct3D11.VertexShader(
                                              deviceResources.D3DDevice,
                                              vertexShaderByteCode));

            //TODO: Change VertexDesc to use new structure: VertexPositionTextureCoordinates
            SharpDX.Direct3D11.InputElement[] vertexDesc =
            {
                new SharpDX.Direct3D11.InputElement("POSITION", 0, SharpDX.DXGI.Format.R32G32B32_Float,  0, 0, SharpDX.Direct3D11.InputClassification.PerVertexData, 0),
                new SharpDX.Direct3D11.InputElement("TEXCOORD", 0, SharpDX.DXGI.Format.R32G32B32_Float, 12, 0, SharpDX.Direct3D11.InputClassification.PerVertexData, 0),
            };


            inputLayout = this.ToDispose(new SharpDX.Direct3D11.InputLayout(
                                             deviceResources.D3DDevice,
                                             vertexShaderByteCode,
                                             vertexDesc));

            if (!usingVprtShaders)
            {
                // Load the compiled pass-through geometry shader.
                var geometryShaderByteCode = await DirectXHelper.ReadDataAsync(await folder.GetFileAsync("Content\\Shaders\\GeometryShader.cso"));

                // After the pass-through geometry shader file is loaded, create the shader.
                geometryShader = this.ToDispose(new SharpDX.Direct3D11.GeometryShader(
                                                    deviceResources.D3DDevice,
                                                    geometryShaderByteCode));
            }

            // Load the compiled pixel shader.
            var pixelShaderByteCode = await DirectXHelper.ReadDataAsync(await folder.GetFileAsync("Content\\Shaders\\PixelShader.cso"));

            // After the pixel shader file is loaded, create the shader.
            pixelShader = this.ToDispose(new SharpDX.Direct3D11.PixelShader(
                                             deviceResources.D3DDevice,
                                             pixelShaderByteCode));

            //TODO: Use a photo editing app to create a texture, like GIMP2 with DDS Plugin, make sure photo width & height divisible by 4, for a cube must be an exact square
            //used Gimp 2 with DDS Plugin to create a 2000x2000 image and export at .dds file.
            //in the export options I used BC3_UNorm format, along with automatic MIP levels
            string textureName2 = "Content\\Textures\\nuwaupian_holding_fire3.dds";

            //TODO: Create the SamplerState
            var samplerStateDescription = new SharpDX.Direct3D11.SamplerStateDescription();

            samplerStateDescription.Filter      = SharpDX.Direct3D11.Filter.MinMagMipLinear;
            samplerStateDescription.AddressU    = SharpDX.Direct3D11.TextureAddressMode.Wrap;
            samplerStateDescription.AddressV    = SharpDX.Direct3D11.TextureAddressMode.Wrap;
            samplerStateDescription.AddressW    = SharpDX.Direct3D11.TextureAddressMode.Wrap;
            samplerStateDescription.BorderColor = new SharpDX.Mathematics.Interop.RawColor4(0f, 0f, 0f, 1f);

            samplerState = new SharpDX.Direct3D11.SamplerState(deviceResources.D3DDevice, samplerStateDescription);

            //TODO: Use the TextureLoader class to create a bitmap source from a .DDS texture file
            //Retreived TextureLoader from DirectXTK or DirectText Tool
            var bitmapSource2 = TextureLoader.LoadBitmap(new SharpDX.WIC.ImagingFactory2(), textureName2);

            //TODO: Create a Texture Description to describe the texture you'll be using or converting to
            var textDesc = new SharpDX.Direct3D11.Texture2DDescription()
            {
                Width             = bitmapSource2.Size.Width,
                Height            = bitmapSource2.Size.Height,
                ArraySize         = 6,
                BindFlags         = SharpDX.Direct3D11.BindFlags.ShaderResource,
                Usage             = SharpDX.Direct3D11.ResourceUsage.Default,
                CpuAccessFlags    = SharpDX.Direct3D11.CpuAccessFlags.None,
                Format            = SharpDX.DXGI.Format.R8G8B8A8_UNorm,
                MipLevels         = 1,
                OptionFlags       = SharpDX.Direct3D11.ResourceOptionFlags.TextureCube,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
            };

            //TODO: Create Shader Resource View
            var shaderResourceDesc = new SharpDX.Direct3D11.ShaderResourceViewDescription()
            {
                Format      = textDesc.Format,
                Dimension   = SharpDX.Direct3D.ShaderResourceViewDimension.TextureCube,
                TextureCube = new SharpDX.Direct3D11.ShaderResourceViewDescription.TextureCubeResource()
                {
                    MipLevels = textDesc.MipLevels, MostDetailedMip = 0
                }
            };

            //TODO: Create 6 pointers for the 6 sides of the cube, each pointing to an 2000x2000 image you want to display
            IntPtr[] ptrImages = new IntPtr[6];

            //TODO: Get the Stride of each image - stride is the size of 1 row pixels
            int stride = bitmapSource2.Size.Width * 4;

            //TODO: for each of the 6 pointers, create a buffer to hold the pixels using the DataStream object,
            using (var buffer = new SharpDX.DataStream(bitmapSource2.Size.Height * stride, true, true))
            {
                //TODO: for each of the 6 data streams, copy the pixels into a buffer
                // Copy the content of the WIC to the buffer
                bitmapSource2.CopyPixels(stride, buffer);

                //TODO: for each of the 6 pointers get the IntPtr to the buffers, taking care not get rid of the buffers, pointers, or datastreams before we can create the texture cube
                ptrImages[0] = buffer.DataPointer;


                using (var buffer1 = new SharpDX.DataStream(bitmapSource2.Size.Height * stride, true, true))
                {
                    // Copy the content of the WIC to the buffer
                    bitmapSource2.CopyPixels(stride, buffer1);
                    ptrImages[1] = buffer1.DataPointer;


                    using (var buffer2 = new SharpDX.DataStream(bitmapSource2.Size.Height * stride, true, true))
                    {
                        // Copy the content of the WIC to the buffer
                        bitmapSource2.CopyPixels(stride, buffer2);
                        ptrImages[2] = buffer2.DataPointer;

                        using (var buffer3 = new SharpDX.DataStream(bitmapSource2.Size.Height * stride, true, true))
                        {
                            // Copy the content of the WIC to the buffer
                            bitmapSource2.CopyPixels(stride, buffer3);
                            ptrImages[3] = buffer3.DataPointer;

                            using (var buffer4 = new SharpDX.DataStream(bitmapSource2.Size.Height * stride, true, true))
                            {
                                // Copy the content of the WIC to the buffer
                                bitmapSource2.CopyPixels(stride, buffer4);
                                ptrImages[4] = buffer4.DataPointer;

                                using (var buffer5 = new SharpDX.DataStream(bitmapSource2.Size.Height * stride, true, true))
                                {
                                    // Copy the content of the WIC to the buffer
                                    bitmapSource2.CopyPixels(stride, buffer5);
                                    ptrImages[5] = buffer5.DataPointer;


                                    //TODO: create a DataBox of the 6 pixel buffers. The DataBox is the typed array which we described in the TextureDescription and ShaderResource Description to hold the 6 sides
                                    var dataRects = new SharpDX.DataBox[] { new SharpDX.DataBox(ptrImages[0], stride, 0),
                                                                            new SharpDX.DataBox(ptrImages[1], stride, 0),
                                                                            new SharpDX.DataBox(ptrImages[2], stride, 0),
                                                                            new SharpDX.DataBox(ptrImages[3], stride, 0),
                                                                            new SharpDX.DataBox(ptrImages[4], stride, 0),
                                                                            new SharpDX.DataBox(ptrImages[5], stride, 0) };

                                    //TODO: Now create the TextureCube
                                    var texture2D = new SharpDX.Direct3D11.Texture2D(deviceResources.D3DDevice, textDesc, dataRects);

                                    //TODO: Now create the TextureShaderResourceView - which will be used in the PixelShader, after this point we can release all the buffers
                                    textureResource = new SharpDX.Direct3D11.ShaderResourceView(deviceResources.D3DDevice, texture2D, shaderResourceDesc);
                                }
                            }
                        }
                    }
                }
            }

            //TODO: Change to VertexPositionCoordinate
            // Load mesh vertices. Each vertex has a position and a color.
            // Note that the cube size has changed from the default DirectX app
            // template. Windows Holographic is scaled in meters, so to draw the
            // cube at a comfortable size we made the cube width 0.2 m (20 cm).
            VertexPositionCoordinate[] cubeVertices =
            {
                new VertexPositionCoordinate(new Vector3(-0.1f, -0.1f, -0.1f), new Vector3(0.0f, 0.0f, 0.0f)),
                new VertexPositionCoordinate(new Vector3(-0.1f, -0.1f,  0.1f), new Vector3(0.0f, 0.0f, 1.0f)),
                new VertexPositionCoordinate(new Vector3(-0.1f,  0.1f, -0.1f), new Vector3(0.0f, 1.0f, 0.0f)),
                new VertexPositionCoordinate(new Vector3(-0.1f,  0.1f,  0.1f), new Vector3(0.0f, 1.0f, 1.0f)),
                new VertexPositionCoordinate(new Vector3(0.1f,  -0.1f, -0.1f), new Vector3(1.0f, 0.0f, 0.0f)),
                new VertexPositionCoordinate(new Vector3(0.1f,  -0.1f,  0.1f), new Vector3(1.0f, 0.0f, 1.0f)),
                new VertexPositionCoordinate(new Vector3(0.1f,   0.1f, -0.1f), new Vector3(1.0f, 1.0f, 0.0f)),
                new VertexPositionCoordinate(new Vector3(0.1f,   0.1f,  0.1f), new Vector3(1.0f, 1.0f, 1.0f)),
            };

            vertexBuffer = this.ToDispose(SharpDX.Direct3D11.Buffer.Create(
                                              deviceResources.D3DDevice,
                                              SharpDX.Direct3D11.BindFlags.VertexBuffer,
                                              cubeVertices));

            // Load mesh indices. Each trio of indices represents
            // a triangle to be rendered on the screen.
            // For example: 0,2,1 means that the vertices with indexes
            // 0, 2 and 1 from the vertex buffer compose the
            // first triangle of this mesh.
            ushort[] cubeIndices =
            {
                2, 1, 0, // -x
                2, 3, 1,

                6, 4, 5, // +x
                6, 5, 7,

                0, 1, 5, // -y
                0, 5, 4,

                2, 6, 7, // +y
                2, 7, 3,

                0, 4, 6, // -z
                0, 6, 2,

                1, 3, 7, // +z
                1, 7, 5,
            };

            indexCount = cubeIndices.Length;

            indexBuffer = this.ToDispose(SharpDX.Direct3D11.Buffer.Create(
                                             deviceResources.D3DDevice,
                                             SharpDX.Direct3D11.BindFlags.IndexBuffer,
                                             cubeIndices));

            // Create a constant buffer to store the model matrix.
            modelConstantBuffer = this.ToDispose(SharpDX.Direct3D11.Buffer.Create(
                                                     deviceResources.D3DDevice,
                                                     SharpDX.Direct3D11.BindFlags.ConstantBuffer,
                                                     ref modelConstantBufferData));

            // Once the cube is loaded, the object is ready to be rendered.
            loadingComplete = true;
        }
        private void ComputeSphere(int tessellation, bool invertn)
        {
            if (tessellation < 3)
            {
                new Exception("tesselation parameter out of range");
            }

            int verticalSegments   = tessellation;
            int horizontalSegments = tessellation * 2;
            int vertCount          = (verticalSegments + 1) * (horizontalSegments + 1);
            int idxCount           = (verticalSegments) * (horizontalSegments + 1) * 6;

            float radius = 0.5f; // Diameter of the default Sphere will always be 1 to stay aligned


            VertexPositionTexture[] sphereVertArray = new VertexPositionTexture[vertCount];
            int[] cubeIndices = new int[idxCount];

            int writePos = 0;

            for (int i = 0; i <= verticalSegments; i++)
            {
                float v = 1 - (float)i / verticalSegments;

                float latitude = (float)(i * SharpDX.MathUtil.Pi /
                                         verticalSegments) - SharpDX.MathUtil.PiOverTwo;

                var dy  = (float)Math.Sin(latitude);
                var dxz = (float)Math.Cos(latitude);

                // Create a single ring of vertices at this latitude.
                for (ushort j = 0; j <= horizontalSegments; j++)
                {
                    float u = (float)j / horizontalSegments;

                    float longitude = (float)(j * SharpDX.MathUtil.TwoPi / horizontalSegments);
                    float dx        = (float)Math.Cos(longitude);
                    float dz        = (float)Math.Sin(longitude);
                    dx *= dxz;
                    dz *= dxz;

                    Vector3 vect3 = new Vector3(dx, dy, dz);
                    VertexPositionTexture vert;
                    vert.pos     = vect3 * radius;
                    vert.texture = new Vector2(u, v);

                    sphereVertArray[writePos] = vert;
                    writePos++;
                }
            }

            // Fill the index buffer with triangles joining each pair of latitude rings.
            int stride = horizontalSegments + 1;

            writePos = 0;
            for (int i = 0; i < verticalSegments; i++)
            {
                for (int j = 0; j <= horizontalSegments; j++)
                {
                    int nextI = i + 1;
                    int nextJ = (j + 1) % stride;

                    cubeIndices[writePos]   = i * stride + j;
                    cubeIndices[++writePos] = nextI * stride + j;
                    cubeIndices[++writePos] = i * stride + nextJ;

                    cubeIndices[++writePos] = i * stride + nextJ;
                    cubeIndices[++writePos] = nextI * stride + j;
                    cubeIndices[++writePos] = nextI * stride + nextJ;
                    writePos++;
                }
            }

            vertexBuffer = this.ToDispose(SharpDX.Direct3D11.Buffer.Create(
                                              deviceResources.D3DDevice,
                                              SharpDX.Direct3D11.BindFlags.VertexBuffer,
                                              sphereVertArray));

            indexCount = idxCount;

            indexBuffer = this.ToDispose(SharpDX.Direct3D11.Buffer.Create(
                                             deviceResources.D3DDevice,
                                             SharpDX.Direct3D11.BindFlags.IndexBuffer,
                                             cubeIndices));
        }
Beispiel #34
0
        public void MakeSphere(SharpDX.Direct3D11.Device d3dDevice)
        {
            // Layout from VertexShader input signature


            texture = Texture11.FromFile(d3dDevice, "earthMap.jpg");

            uint[] indexes = new uint[subDivisionsX * subDivisionsY * 6];
            float[] verts = new float[((subDivisionsX + 1) * (subDivisionsY + 1)) * 6];


            double lat, lng;

            uint index = 0;
            double latMin = 90;
            double latMax = -90;
            double lngMin = -180;
            double lngMax = 180;


            uint x1, y1;

            double latDegrees = latMax - latMin;
            double lngDegrees = lngMax - lngMin;

            double textureStepX = 1.0f / subDivisionsX;
            double textureStepY = 1.0f / subDivisionsY;
            for (y1 = 0; y1 <= subDivisionsY; y1++)
            {

                if (y1 != subDivisionsY)
                {
                    lat = latMax - (textureStepY * latDegrees * (double)y1);
                }
                else
                {
                    lat = latMin;
                }

                for (x1 = 0; x1 <= subDivisionsX; x1++)
                {
                    if (x1 != subDivisionsX)
                    {
                        lng = lngMin + (textureStepX * lngDegrees * (double)x1);
                    }
                    else
                    {
                        lng = lngMax;
                    }
                    index = (y1 * (subDivisionsX + 1) + x1) * 6;

                    GeoTo3d(verts, (int)index, lat, lng);
                }
            }

            triangleCount = (subDivisionsX) * (subDivisionsY) * 2;

            for (y1 = 0; y1 < subDivisionsY; y1++)
            {
                for (x1 = 0; x1 < subDivisionsX; x1++)
                {
                    index = (y1 * subDivisionsX * 6) + 6 * x1;
                    // First triangle in quad
                    indexes[index] = (y1 * (subDivisionsX + 1) + x1);
                    indexes[index + 1] = ((y1 + 1) * (subDivisionsX + 1) + x1);
                    indexes[index + 2] = (y1 * (subDivisionsX + 1) + (x1 + 1));

                    // Second triangle in quad
                    indexes[index + 3] = (y1 * (subDivisionsX + 1) + (x1 + 1));
                    indexes[index + 4] = ((y1 + 1) * (subDivisionsX + 1) + x1);
                    indexes[index + 5] = ((y1 + 1) * (subDivisionsX + 1) + (x1 + 1));
                }
            }

            vertices = SharpDX.Direct3D11.Buffer.Create(d3dDevice, SharpDX.Direct3D11.BindFlags.VertexBuffer, verts);

            vertexBufferBinding = new SharpDX.Direct3D11.VertexBufferBinding(vertices, sizeof(float) * 6, 0);

            indexBuffer = SharpDX.Direct3D11.Buffer.Create(d3dDevice, SharpDX.Direct3D11.BindFlags.IndexBuffer, indexes);


        }
Beispiel #35
0
        private void PlatformSetDataInternal <T>(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride, SetDataOptions options, int bufferSize, int elementSizeInBytes) where T : struct
        {
            GenerateIfRequired();

            if (_isDynamic)
            {
                // We assume discard by default.
                var mode = SharpDX.Direct3D11.MapMode.WriteDiscard;
                if ((options & SetDataOptions.NoOverwrite) == SetDataOptions.NoOverwrite)
                {
                    mode = SharpDX.Direct3D11.MapMode.WriteNoOverwrite;
                }

                var d3dContext = GraphicsDevice._d3dContext;
                lock (d3dContext)
                {
                    var dataBox = d3dContext.MapSubresource(_buffer, 0, mode, SharpDX.Direct3D11.MapFlags.None);
                    if (vertexStride == elementSizeInBytes)
                    {
                        SharpDX.Utilities.Write(dataBox.DataPointer + offsetInBytes, data, startIndex, elementCount);
                    }
                    else
                    {
                        for (int i = 0; i < elementCount; i++)
                        {
                            SharpDX.Utilities.Write(dataBox.DataPointer + offsetInBytes + i * vertexStride, data, startIndex + i, 1);
                        }
                    }

                    d3dContext.UnmapSubresource(_buffer, 0);
                }
            }
            else
            {
                var dataHandle = GCHandle.Alloc(data, GCHandleType.Pinned);
                try
                {
                    var startBytes = startIndex * elementSizeInBytes;
                    var dataPtr    = (IntPtr)(dataHandle.AddrOfPinnedObject().ToInt64() + startBytes);

                    var d3dContext = GraphicsDevice._d3dContext;

                    if (vertexStride == elementSizeInBytes)
                    {
                        var box = new SharpDX.DataBox(dataPtr, elementCount * elementSizeInBytes, 0);

                        var region = new SharpDX.Direct3D11.ResourceRegion();
                        region.Top    = 0;
                        region.Front  = 0;
                        region.Back   = 1;
                        region.Bottom = 1;
                        region.Left   = offsetInBytes;
                        region.Right  = offsetInBytes + (elementCount * elementSizeInBytes);

                        lock (d3dContext)
                            d3dContext.UpdateSubresource(box, _buffer, 0, region);
                    }
                    else
                    {
                        // Copy the buffer to a staging resource, so that any elements we don't write to will still be correct.
                        var stagingDesc = _buffer.Description;
                        stagingDesc.BindFlags      = SharpDX.Direct3D11.BindFlags.None;
                        stagingDesc.CpuAccessFlags = SharpDX.Direct3D11.CpuAccessFlags.Read | SharpDX.Direct3D11.CpuAccessFlags.Write;
                        stagingDesc.Usage          = SharpDX.Direct3D11.ResourceUsage.Staging;
                        stagingDesc.OptionFlags    = SharpDX.Direct3D11.ResourceOptionFlags.None;
                        using (var stagingBuffer = new SharpDX.Direct3D11.Buffer(GraphicsDevice._d3dDevice, stagingDesc))
                        {
                            lock (d3dContext)
                            {
                                d3dContext.CopyResource(_buffer, stagingBuffer);

                                // Map the staging resource to a CPU accessible memory
                                var box = d3dContext.MapSubresource(stagingBuffer, 0, SharpDX.Direct3D11.MapMode.Read,
                                                                    SharpDX.Direct3D11.MapFlags.None);

                                for (int i = 0; i < elementCount; i++)
                                {
                                    SharpDX.Utilities.CopyMemory(
                                        box.DataPointer + i * vertexStride + offsetInBytes,
                                        dataPtr + i * elementSizeInBytes, elementSizeInBytes);
                                }

                                // Make sure that we unmap the resource in case of an exception
                                d3dContext.UnmapSubresource(stagingBuffer, 0);

                                // Copy back from staging resource to real buffer.
                                d3dContext.CopyResource(stagingBuffer, _buffer);
                            }
                        }
                    }
                }
                finally
                {
                    dataHandle.Free();
                }
            }
        }
Beispiel #36
0
        // Reduce give matrix to top PC components.
        public float[][] DoPca(float[][] A, int eigenCount)
        {
            GpuDevice gpu = new GpuDevice();
            var       cc  = gpu.CreateConstBuffer <PcaConstants>(0);

            bool transposing = (A.Length > A[0].Length);

            cc.c.eigenCount = eigenCount;
            cc.c.rows       = transposing ? A[0].Length : A.Length;
            cc.c.columns    = (!transposing) ? A[0].Length : A.Length;

            var resultBuf     = gpu.CreateBufferRW(3, 4, 1); // to receive the total changes.
            var resultStaging = gpu.CreateStagingBuffer(resultBuf);

            Buffer tableBuf = gpu.CreateBufferRO(cc.c.rows * cc.c.columns, 4, 0);

            double[] colMean = new double[A[0].Length];
            Parallel.For(0, A[0].Length, col => {
                colMean[col] = 0.0;
                for (int row = 0; row < A.Length; row++)
                {
                    colMean[col] += A[row][col];
                }
                colMean[col] /= A.Length;
            });

            using (var ds = gpu.NewWriteStream(tableBuf)) {
                float[] buf = new float[cc.c.rows * cc.c.columns];
                if (transposing)
                {
                    Parallel.For(0, cc.c.columns, col => {
                        int offset = col * cc.c.rows;
                        for (int row = 0; row < cc.c.rows; row++)
                        {
                            buf[offset + row] = (float)(A[col][row] - colMean[row]);
                        }
                    });
                }
                else
                {
                    Parallel.For(0, cc.c.columns, col => {
                        int offset = col * cc.c.rows;
                        for (int row = 0; row < cc.c.rows; row++)
                        {
                            buf[offset + row] = (float)(A[row][col] - colMean[col]);
                        }
                    });
                }
                ds.WriteRange(buf);
            }

            cc.c.covFactor = transposing ? 1.0f / (cc.c.columns - 1) : 1.0f / (cc.c.rows - 1);
            Buffer covBuf = gpu.CreateBufferRW(cc.c.rows * cc.c.rows, 4, 0);

            using (var shader = gpu.LoadShader("TsneDx.PcaCreateCovMatrix.cso")) {
                gpu.SetShader(shader);
                cc.c.groupNumber = 256;
                for (int iBlock = 0; iBlock < cc.c.rows; iBlock += cc.c.groupNumber)
                {
                    cc.c.iBlock = iBlock;
                    cc.Upload();
                    gpu.Run(cc.c.groupNumber);
                }
            }

            var eVectorBuf     = gpu.CreateBufferRW(cc.c.rows, 4, 2);
            var eVectorStaging = gpu.CreateStagingBuffer(eVectorBuf);
            var eVector2Buf    = gpu.CreateBufferRW(cc.c.rows, 4, 3);

            var sdInit   = gpu.LoadShader("TsneDx.PcaInitIteration.cso");
            var sdStep   = gpu.LoadShader("TsneDx.PcaIterateOneStep.cso");
            var sdNorm   = gpu.LoadShader("TsneDx.PcaCalculateNormal.cso");
            var sdAdjCov = gpu.LoadShader("TsneDx.PcaAdjustCovMatrix.cso");

            gpu.SetShader(sdInit);
            cc.c.eigenIdx = 0;
            cc.Upload();
            gpu.Run();

            float preEigen = 1e30f;
            float newEigen = 0;

            float[][] eVectors = new float[eigenCount][];
            double[]  eValues  = new double[eigenCount];

            for (int eigenIdx = 0; eigenIdx < eigenCount; eigenIdx++)
            {
                cc.c.groupNumber = 256;
                cc.Upload();

                for (int repeat = 0; repeat < MAX_ITERATION; repeat++)
                {
                    gpu.SetShader(sdStep);
                    gpu.Run(cc.c.groupNumber);
                    gpu.SetShader(sdNorm);
                    gpu.Run(1);
                    newEigen = gpu.ReadFloat(resultStaging, resultBuf);
                    double delta = Math.Abs((newEigen - preEigen) / preEigen);
                    if (delta < epsilon)
                    {
                        break;
                    }
                    preEigen = newEigen;
                }

                eValues[eigenIdx] = (double)newEigen;

                // Eigenvector with extrem small eigenvalue (i.e. 0.0) will be ignored and stop the calculation.
                if (Math.Abs(eValues[eigenIdx] / eValues[0]) < stopEpsilon)
                {
                    Array.Resize(ref eValues, eigenIdx);
                    Array.Resize(ref eVectors, eigenIdx);
                    break;
                }

                eVectors[eigenIdx] = new float[cc.c.rows];
                Array.Copy(gpu.ReadRange <float>(eVectorStaging, eVectorBuf, cc.c.rows), eVectors[eigenIdx], cc.c.rows);

                if (eigenIdx == (eigenCount - 1))
                {
                    break;
                }

                // Adjust the covariance matrix.
                gpu.SetShader(sdAdjCov);
                cc.c.groupNumber = 128;
                cc.Upload();
                gpu.Run(cc.c.groupNumber);

                // Initialize the iteration loop for the next eigen-vector.
                gpu.SetShader(sdInit);
                cc.c.eigenIdx = eigenIdx + 1;
                cc.Upload();
                gpu.Run();
                //CmdSynchronize();
            }

            if (!transposing)
            {
                using (var shader = gpu.LoadShader("TsneDx.PcaTransposeEigenvectors.cso")) {
                    int      eRows      = eVectors.Length;
                    int      eColumns   = eVectors[0].Length;
                    Buffer   eigenList1 = gpu.CreateBufferRO(eRows * eColumns, 4, 1);
                    double[] S          = eValues.Select(x => 1.0 / Math.Sqrt(Math.Abs(x * (eVectors[0].Length - 1)))).ToArray();
                    float[]  eVector1   = new float[eRows * eColumns];
                    for (int row = 0; row < eRows; row++)
                    {
                        for (int col = 0; col < eColumns; col++)
                        {
                            eVector1[row * eColumns + col] = (float)(S[row] * eVectors[row][col]);
                        }
                    }

                    using (var ds = gpu.NewWriteStream(eigenList1))
                        ds.WriteRange(eVector1);

                    Buffer eigenList2 = gpu.CreateBufferRW(eVectors.Length * cc.c.columns, 4, 4);
                    gpu.SetShader(shader);
                    cc.c.groupNumber = 128;
                    cc.c.eigenCount  = eVectors.Length;
                    cc.Upload();
                    gpu.Run(cc.c.groupNumber);

                    float[] eVectors2 = gpu.ReadRange <float>(eigenList2, eVectors.Length * cc.c.columns);
                    eVectors = new float[eVectors.Length][];
                    for (int row = 0; row < eVectors.Length; row++)
                    {
                        eVectors[row] = new float[cc.c.columns];
                    }
                    Parallel.For(0, eVectors.Length, row => {
                        Array.Copy(eVectors2, row * cc.c.columns, eVectors[row], 0, cc.c.columns);
                    });

                    TsneDx.SafeDispose(eigenList1, eigenList2);
                }
            }

            float[][] B = null;
            cc.c.rows       = A.Length;
            cc.c.columns    = A[0].Length;
            cc.c.eigenCount = eVectors.Length;
            cc.Upload();

            if (transposing)
            {
                // The tableBuf on GPU is in wrong matrix order. We need to upload the tableBuf in needed order here.
                TsneDx.SafeDispose(tableBuf);
                tableBuf = gpu.CreateBufferRO(cc.c.rows * cc.c.columns, 4, 0);
                Parallel.For(0, cc.c.rows, row => {
                    for (int col = 0; col < cc.c.columns; col++)
                    {
                        A[row][col] -= (float)colMean[col];
                    }
                });
                gpu.WriteMarix(tableBuf, A);
            }

            Buffer eigenTable = gpu.CreateBufferRO(cc.c.eigenCount * cc.c.columns, 4, 1);

            gpu.WriteMarix(eigenTable, eVectors);

            TsneDx.SafeDispose(resultBuf);
            resultBuf = gpu.CreateBufferRW(cc.c.rows * cc.c.eigenCount, 4, 1);

            using (var shader = gpu.LoadShader("TsneDx.PcaReduceMatrix.cso")) {
                try {
                    gpu.SetShader(shader);
                    const int GROUP_NR = 256;
                    gpu.Run(GROUP_NR);

                    float[] buf = gpu.ReadRange <float>(resultBuf, cc.c.rows * cc.c.eigenCount);
                    B = new float[cc.c.rows][];
                    for (int row = 0; row < cc.c.rows; row++)
                    {
                        B[row] = new float[cc.c.eigenCount];
                    }
                    Parallel.For(0, cc.c.rows, row => {
                        Array.Copy(buf, row * cc.c.eigenCount, B[row], 0, cc.c.eigenCount);
                    });
                } catch (SharpDX.SharpDXException ex) {
                    string msg = ex.Message;
                    Console.WriteLine("GPU operation timeouted: Please try to enlarge the TDR value");
                }
            }

            TsneDx.SafeDispose(eigenTable, sdInit, sdStep, sdNorm, sdAdjCov, eVectorBuf,
                               eVectorStaging, eVector2Buf, resultBuf, resultStaging, covBuf, tableBuf, cc, gpu);
            return(B);
        }
Beispiel #37
0
 public IndexBuffer(PPDDevice device, SharpDX.Direct3D11.Buffer buffer) : base(device)
 {
     _Buffer = buffer;
 }