Beispiel #1
0
        static void setupDepthState(ref PipelineStateDesc desc, eShaderMacros macros)
        {
            // Enable depth for both opaque and transparent passes..
            desc.GraphicsPipeline.DepthStencilDesc.DepthEnable = true;
            desc.GraphicsPipeline.DepthStencilDesc.DepthFunc   = ComparisonFunction.Less;

            // ..and set it so the depth is written on opaque pass, but readonly on transparent one.
            // With some luck, this should allow early Z rejection on both passes, saving tremendous amount of pixel shader invocations and fillrate bandwidth.
            if (macros.HasFlag(eShaderMacros.OpaquePass))
            {
                desc.GraphicsPipeline.DepthStencilDesc.DepthWriteEnable = true;
            }
            else
            {
                desc.GraphicsPipeline.DepthStencilDesc.DepthWriteEnable = false;
                // desc.premultipliedAlphaBlending();

                RenderTargetBlendDesc blendDesc = new RenderTargetBlendDesc(false)
                {
                    BlendEnable = true,
                    SrcBlend    = BlendFactor.One,
                    DestBlend   = BlendFactor.InvSrcAlpha,

                    SrcBlendAlpha  = BlendFactor.One,
                    DestBlendAlpha = BlendFactor.One,
                    BlendOpAlpha   = BlendOperation.Max,
                };
                desc.GraphicsPipeline.BlendDesc.setRenderTarget(blendDesc);
            }
        }
Beispiel #2
0
        public VrmacStateBase(GpuResources resources, IRenderDevice device, ref PipelineStateDesc desc, iPipelineStateFactory stateFactory, eShaderMacros macros)
        {
            this.resources = resources;
            shaderMacros   = macros;

            layoutUniforms(stateFactory);
            stateFactory.setName($"2D state { macros }");

            stateFactory.layoutVariable(ShaderType.Vertex, ShaderResourceVariableType.Mutable, varPaletteTexture);
            stateFactory.layoutVariable(ShaderType.Pixel, ShaderResourceVariableType.Mutable, varPaletteTexture);

            if (macros.HasFlag(eShaderMacros.TextureAtlas))
            {
                stateFactory.layoutVariable(ShaderType.Pixel, ShaderResourceVariableType.Mutable, varSpriteAtlas);
                SamplerDesc samplerDesc = new SamplerDesc(false);
                stateFactory.layoutStaticSampler(ShaderType.Pixel, ref samplerDesc, varSpriteAtlas);

                resources.context.drawDevice.textureAtlas.resized.add(this, dropResourceBindings);
            }

            if (macros.HasFlag(eShaderMacros.TextRendering))
            {
                stateFactory.layoutVariable(ShaderType.Pixel, ShaderResourceVariableType.Mutable, varGrayscaleFontAtlas);
                SamplerDesc samplerDesc = new SamplerDesc(false);
                stateFactory.layoutStaticSampler(ShaderType.Pixel, ref samplerDesc, varGrayscaleFontAtlas);

                stateFactory.layoutVariable(ShaderType.Pixel, ShaderResourceVariableType.Mutable, varCleartypeFontAtlas);

                resources.initTextCBuffer();
            }

            declareResources(stateFactory);

            stateFactory.apply(ref desc);
            setupDepthState(ref desc, macros);

            pipelineState = device.CreatePipelineState(ref desc);

            resources.context.swapChainResized.add(this, (CSize s, double d) => dropResourceBindings());
            resources.paletteTexture.textureResized.add(this, dropResourceBindings);
        }
Beispiel #3
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        void layoutUniforms(iPipelineStateFactory stateFactory)
        {
            // See #if preprocessor expression in utils.hlsli around that buffer
            bool hasConstants = !shaderMacros.HasFlag(eShaderMacros.OpaquePass) || shaderMacros.HasFlag(eShaderMacros.TextRendering);

            if (hasConstants)
            {
                stateFactory.layoutVariable(ShaderType.Vertex, ShaderResourceVariableType.Mutable, varStaticConstantsBuffer);
                stateFactory.layoutVariable(ShaderType.Pixel, ShaderResourceVariableType.Mutable, varStaticConstantsBuffer);
            }
        }
Beispiel #4
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        VrmacStateBase compileState(eShaderMacros macros)
        {
            using (var dev = resources.context.renderContext.device)
                using (var stateFactory = dev.CreatePipelineStateFactory())
                {
                    PipelineStateDesc desc = createStateDesc();
                    setupIdLayout(stateFactory);
                    compileShaders(dev, stateFactory, "draw", macros);

                    if (macros.HasFlag(eShaderMacros.FewDrawCalls))
                    {
                        return(new FewDrawCallsState(resources, dev, ref desc, stateFactory, macros));
                    }

                    return(new MoreDrawCallsState(resources, dev, ref desc, stateFactory, macros));
                }
        }
Beispiel #5
0
 static string macroValue(eShaderMacros vals, eShaderMacros bit)
 {
     return(vals.HasFlag(bit) ? "1" : "0");
 }