Beispiel #1
0
        /// <summary>
        /// Initializes a new instance of the <see cref="Buffer" /> class.
        /// </summary>
        /// <param name="description">The description.</param>
        /// <param name="viewFlags">Type of the buffer.</param>
        /// <param name="viewFormat">The view format.</param>
        /// <param name="dataPointer">The data pointer.</param>
        protected Buffer InitializeFromImpl(BufferDescription description, BufferFlags viewFlags, PixelFormat viewFormat, IntPtr dataPointer)
        {
            bufferDescription = description;
            nativeDescription = ConvertToNativeDescription(GraphicsDevice, Description);
            ViewFlags         = viewFlags;
            InitCountAndViewFormat(out this.elementCount, ref viewFormat);
            ViewFormat = viewFormat;
            Recreate(dataPointer);

            if (GraphicsDevice != null)
            {
                GraphicsDevice.RegisterBufferMemoryUsage(SizeInBytes);
            }

            return(this);
        }
        /// <summary>
        /// Initializes a new instance of the <see cref="Buffer" /> class.
        /// </summary>
        /// <param name="description">The description.</param>
        /// <param name="viewFlags">Type of the buffer.</param>
        /// <param name="viewFormat">The view format.</param>
        /// <param name="dataPointer">The data pointer.</param>
        protected Buffer InitializeFromImpl(BufferDescription description, BufferFlags viewFlags, PixelFormat viewFormat, IntPtr dataPointer)
        {
            bufferDescription = description;
            nativeDescription = ConvertToNativeDescription(GraphicsDevice, Description);
            ViewFlags = viewFlags;
            InitCountAndViewFormat(out this.elementCount, ref viewFormat);
            ViewFormat = viewFormat;
            Recreate(dataPointer);

            if (GraphicsDevice != null)
            {
                GraphicsDevice.BuffersMemory += SizeInBytes/(float)0x100000;
            }

            return this;
        }
        private void BuildDepthBuffer()
        {
            DescriptorHeapDescription descDescriptorHeapDSB = new DescriptorHeapDescription()
            {
                DescriptorCount = 1,
                Type = DescriptorHeapType.DepthStencilView,
                Flags = DescriptorHeapFlags.None
            };

            DescriptorHeap descriptorHeapDSB = device.CreateDescriptorHeap(descDescriptorHeapDSB);
            ResourceDescription descDepth = new ResourceDescription()
            {
                Dimension = ResourceDimension.Texture2D,
                DepthOrArraySize = 1,
                MipLevels = 0,
                Flags = ResourceFlags.AllowDepthStencil,
                Width = (int)viewport.Width,
                Height = (int)viewport.Height,
                Format = Format.R32_Typeless,
                Layout = TextureLayout.Unknown,
                SampleDescription = new SampleDescription() { Count = 1 }
            };

            ClearValue dsvClearValue = new ClearValue()
            {
                Format = Format.D32_Float,
                DepthStencil = new DepthStencilValue()
                {
                    Depth = 1.0f,
                    Stencil = 0
                }
            };

            Resource renderTargetDepth = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, descDepth, ResourceStates.GenericRead, dsvClearValue);

            DepthStencilViewDescription depthDSV = new DepthStencilViewDescription()
            {
                Dimension = DepthStencilViewDimension.Texture2D,
                Format = Format.D32_Float,
                Texture2D = new DepthStencilViewDescription.Texture2DResource()
                {
                    MipSlice = 0
                }
            };

            device.CreateDepthStencilView(renderTargetDepth, depthDSV, descriptorHeapDSB.CPUDescriptorHandleForHeapStart);
            handleDSV = descriptorHeapDSB.CPUDescriptorHandleForHeapStart;
        }
Beispiel #4
0
        public override ImageCapture CaptureRenderTarget(RenderTarget surface)
        {
            IntPtr texNativePtr = RenderDeviceD3D11.GetTextureNativePointer(surface.Texture);

            SharpDX.Direct3D12.Resource            texture = new SharpDX.Direct3D12.Resource(texNativePtr);
            SharpDX.Direct3D12.ResourceDescription texDesc = texture.Description;

            // Transition PIXEL_SHADER_RESOURCE -> COPY_SOURCE
            SharpDX.Direct3D12.ResourceBarrier barrier = new SharpDX.Direct3D12.ResourceBarrier();
            barrier.Type       = SharpDX.Direct3D12.ResourceBarrierType.Transition;
            barrier.Flags      = SharpDX.Direct3D12.ResourceBarrierFlags.None;
            barrier.Transition = new SharpDX.Direct3D12.ResourceTransitionBarrier(texture,
                                                                                  SharpDX.Direct3D12.ResourceStates.PixelShaderResource,
                                                                                  SharpDX.Direct3D12.ResourceStates.CopySource)
            {
                Subresource = 0
            };

            _commands.ResourceBarrier(barrier);

            long totalBytes;

            long[] rowSize = { 0 };
            _dev.GetCopyableFootprints(ref texDesc, 0, 1, 0, null, null, rowSize, out totalBytes);
            long pitch = (rowSize[0] + 255) & ~255;

            // Create staging texture
            SharpDX.Direct3D12.HeapProperties heap;
            heap.Type                 = SharpDX.Direct3D12.HeapType.Readback;
            heap.CPUPageProperty      = SharpDX.Direct3D12.CpuPageProperty.Unknown;
            heap.MemoryPoolPreference = SharpDX.Direct3D12.MemoryPool.Unknown;
            heap.CreationNodeMask     = 0;
            heap.VisibleNodeMask      = 0;

            SharpDX.Direct3D12.ResourceDescription desc;
            desc.Dimension         = SharpDX.Direct3D12.ResourceDimension.Buffer;
            desc.Alignment         = 0;
            desc.Width             = pitch * texDesc.Height * 4;
            desc.Height            = 1;
            desc.DepthOrArraySize  = 1;
            desc.MipLevels         = 1;
            desc.Format            = SharpDX.DXGI.Format.Unknown;
            desc.SampleDescription = new SampleDescription {
                Count = 1, Quality = 0
            };
            desc.Layout = SharpDX.Direct3D12.TextureLayout.RowMajor;
            desc.Flags  = SharpDX.Direct3D12.ResourceFlags.None;

            SharpDX.Direct3D12.Resource stagingTex = _dev.CreateCommittedResource(heap, SharpDX.Direct3D12.HeapFlags.None,
                                                                                  desc, SharpDX.Direct3D12.ResourceStates.CopyDestination, null);

            SharpDX.Direct3D12.TextureCopyLocation copySrc = new SharpDX.Direct3D12.TextureCopyLocation(texture, 0);
            SharpDX.Direct3D12.TextureCopyLocation copyDst = new SharpDX.Direct3D12.TextureCopyLocation(texture,
                                                                                                        new SharpDX.Direct3D12.PlacedSubResourceFootprint
            {
                Offset    = 0,
                Footprint = new SharpDX.Direct3D12.SubResourceFootprint
                {
                    Width    = (int)texDesc.Width,
                    Height   = (int)texDesc.Height,
                    Depth    = 1,
                    RowPitch = (int)pitch,
                    Format   = texDesc.Format
                }
            });

            // Wait GPU completion
            _commands.CopyTextureRegion(copyDst, 0, 0, 0, copySrc, null);
            _commands.Close();
            _queue.ExecuteCommandList(_commands);
            WaitForGpu();

            // Ensure image capture object is created with the appropriate size
            if (_imageCapture == null || _imageCapture.Width != desc.Width || _imageCapture.Height != desc.Height)
            {
                _imageCapture = new ImageCapture((uint)desc.Width, (uint)desc.Height);
            }

            // Map and copy to image
            byte[] dst = _imageCapture.Pixels;
            IntPtr src = stagingTex.Map(0);

            for (int i = 0; i < desc.Height; ++i)
            {
                int dstRow = i * (int)_imageCapture.Stride;
                int srcRow = i * (int)pitch;

                for (int j = 0; j < desc.Width; j++)
                {
                    // RGBA -> BGRA
                    dst[dstRow + 4 * j + 2] = Noesis.Marshal.ReadByte(src, srcRow + 4 * j + 0);
                    dst[dstRow + 4 * j + 1] = Noesis.Marshal.ReadByte(src, srcRow + 4 * j + 1);
                    dst[dstRow + 4 * j + 0] = Noesis.Marshal.ReadByte(src, srcRow + 4 * j + 2);
                    dst[dstRow + 4 * j + 3] = Noesis.Marshal.ReadByte(src, srcRow + 4 * j + 3);
                }
            }

            stagingTex.Unmap(0);

            return(_imageCapture);
        }
Beispiel #5
0
        void CreateBuffers()
        {
            SharpDX.Direct3D12.CpuDescriptorHandle rtv   = _heapRTV.CPUDescriptorHandleForHeapStart;
            SharpDX.Direct3D12.HeapFlags           flags = SharpDX.Direct3D12.HeapFlags.None;

            _frameIndex = _swapChain.CurrentBackBufferIndex;
            SharpDX.DXGI.SwapChainDescription1 swapChainDesc = _swapChain.Description1;

            // TODO: Check ID3D12Device8 to enable D3D12_HEAP_FLAG_CREATE_NOT_ZEROED

            SharpDX.Direct3D12.ResourceDescription desc = new SharpDX.Direct3D12.ResourceDescription();
            desc.Dimension         = SharpDX.Direct3D12.ResourceDimension.Texture2D;
            desc.Alignment         = 0;
            desc.Width             = swapChainDesc.Width;
            desc.Height            = swapChainDesc.Height;
            desc.DepthOrArraySize  = 1;
            desc.MipLevels         = 1;
            desc.SampleDescription = _sampleDesc;
            desc.Layout            = SharpDX.Direct3D12.TextureLayout.Unknown;

            SharpDX.Direct3D12.HeapProperties heap = new SharpDX.Direct3D12.HeapProperties();
            heap.Type                 = SharpDX.Direct3D12.HeapType.Default;
            heap.CPUPageProperty      = SharpDX.Direct3D12.CpuPageProperty.Unknown;
            heap.MemoryPoolPreference = SharpDX.Direct3D12.MemoryPool.Unknown;
            heap.CreationNodeMask     = 0;
            heap.VisibleNodeMask      = 0;

            SharpDX.Direct3D12.ClearValue clearValue = new SharpDX.Direct3D12.ClearValue();
            clearValue.Format = _format;
            clearValue.Color  = new SharpDX.Mathematics.Interop.RawVector4(0.0f, 0.0f, 0.0f, 0.0f);

            for (int i = 0; i < FrameCount; i++)
            {
                desc.Format = _format;
                desc.Flags  = SharpDX.Direct3D12.ResourceFlags.AllowRenderTarget;

                _backBuffers[i] = _swapChain.GetBackBuffer <SharpDX.Direct3D12.Resource>(i);

                if (_sampleDesc.Count != 1)
                {
                    _backBuffersAA[i] = _dev.CreateCommittedResource(heap, flags, desc, SharpDX.Direct3D12.ResourceStates.ResolveSource, clearValue);
                    _dev.CreateRenderTargetView(_backBuffersAA[i], null, rtv);
                }
                else
                {
                    SharpDX.Direct3D12.RenderTargetViewDescription view = new SharpDX.Direct3D12.RenderTargetViewDescription();
                    view.Format               = _format;
                    view.Dimension            = SharpDX.Direct3D12.RenderTargetViewDimension.Texture2D;
                    view.Texture2D.MipSlice   = 0;
                    view.Texture2D.PlaneSlice = 0;

                    _dev.CreateRenderTargetView(_backBuffers[i], view, rtv);
                }

                rtv.Ptr += _sizeRTV;
            }

            // Stencil buffer
            clearValue.Format               = SharpDX.DXGI.Format.D24_UNorm_S8_UInt;
            clearValue.DepthStencil.Depth   = 0.0f;
            clearValue.DepthStencil.Stencil = 0;

            desc.Format = SharpDX.DXGI.Format.D24_UNorm_S8_UInt;
            desc.Flags  = SharpDX.Direct3D12.ResourceFlags.AllowDepthStencil;

            _stencilBuffer = _dev.CreateCommittedResource(heap, flags, desc, SharpDX.Direct3D12.ResourceStates.DepthWrite, clearValue);

            SharpDX.Direct3D12.CpuDescriptorHandle dsv = _heapDSV.CPUDescriptorHandleForHeapStart;
            _dev.CreateDepthStencilView(_stencilBuffer, null, dsv);

            // Viewport
            _viewport[0].TopLeftX = 0.0f;
            _viewport[0].TopLeftY = 0.0f;
            _viewport[0].Width    = desc.Width;
            _viewport[0].Height   = desc.Height;
            _viewport[0].MinDepth = 0.0f;
            _viewport[0].MaxDepth = 1.0f;
        }
        private void LoadAssets()
        {
            // Create the root signature description.
            var rootSignatureDesc = new RootSignatureDescription(

                RootSignatureFlags.AllowInputAssemblerInputLayout,
                // Root Parameters
                new[]
                {
                    new RootParameter(ShaderVisibility.All,
                        new []
                        {
                            new DescriptorRange()
                            {
                                RangeType = DescriptorRangeType.ShaderResourceView,
                                DescriptorCount = 1,
                                OffsetInDescriptorsFromTableStart = int.MinValue,
                                BaseShaderRegister = 0
                            },
                            new DescriptorRange()
                            {
                                RangeType = DescriptorRangeType.ConstantBufferView,
                                DescriptorCount = 1,
                                OffsetInDescriptorsFromTableStart = int.MinValue + 1,
                                BaseShaderRegister = 0
                            }
                        }),
                    new RootParameter(ShaderVisibility.Pixel,
                        new DescriptorRange()
                        {
                            RangeType = DescriptorRangeType.Sampler,
                            DescriptorCount = 1,
                            OffsetInDescriptorsFromTableStart = int.MinValue,
                            BaseShaderRegister = 0
                        }),
                });
                //// Samplers
                //new[]
                //{
                //    new StaticSamplerDescription(ShaderVisibility.Pixel, 0, 0)
                //    {
                //        Filter = Filter.MinimumMinMagMipPoint,
                //        AddressUVW = TextureAddressMode.Border,
                //    }
                //});

            rootSignature = device.CreateRootSignature(0, rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.
            #if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
            #endif

            #if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
            #endif

            #if DEBUG
            //var result = SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "GSMain", "gs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug);
            var geometryShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "GSMain", "gs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
            #endif

            // Define the vertex input layout.
            var inputElementDescs = new[]
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("TEXCOORD",0,Format.R32G32_Float,12,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            var psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                GeometryShader = geometryShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = new DepthStencilStateDescription()
                {
                    IsDepthEnabled = true,
                    DepthComparison = Comparison.LessEqual,
                    DepthWriteMask = DepthWriteMask.All,
                    IsStencilEnabled = false
                },
                SampleMask = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount = 1,
                Flags = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);
            commandList.Close();

            // build vertex buffer

            var triangleVertices = new[]
            {
                //TOP
                new Vertex() {Position = new Vector3(-1f , 1f , 1f) , TexCoord = new Vector2(1f ,1f)} ,
                new Vertex() {Position = new Vector3(1f , 1f , 1f) , TexCoord = new Vector2(0f ,1f)} ,
                new Vertex() {Position = new Vector3(1f , 1f ,-1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(-1f , 1f ,-1f) , TexCoord = new Vector2(1f ,0f)} ,
                //BOTTOM
                new Vertex() {Position = new Vector3(-1f ,-1f , 1f) , TexCoord = new Vector2(1f ,1f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f , 1f) , TexCoord = new Vector2(0f ,1f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f ,-1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(-1f ,-1f ,-1f) , TexCoord = new Vector2(1f ,0f)} ,
                //LEFT
                new Vertex() {Position = new Vector3(-1f ,-1f , 1f) , TexCoord = new Vector2(0f ,1f)} ,
                new Vertex() {Position = new Vector3(-1f , 1f , 1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(-1f , 1f ,-1f) , TexCoord = new Vector2(1f ,0f)} ,
                new Vertex() {Position = new Vector3(-1f ,-1f ,-1f) , TexCoord = new Vector2(1f ,1f)} ,
                //RIGHT
                new Vertex() {Position = new Vector3(1f ,-1f , 1f) , TexCoord = new Vector2(1f ,1f)} ,
                new Vertex() {Position = new Vector3(1f , 1f , 1f) , TexCoord = new Vector2(1f ,0f)} ,
                new Vertex() {Position = new Vector3(1f , 1f ,-1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f ,-1f) , TexCoord = new Vector2(0f ,1f)} ,
                //FRONT
                new Vertex() {Position = new Vector3(-1f , 1f , 1f) , TexCoord = new Vector2(1f ,0f)} ,
                new Vertex() {Position = new Vector3(1f , 1f , 1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f , 1f) , TexCoord = new Vector2(0f ,1f)} ,
                new Vertex() {Position = new Vector3(-1f ,-1f , 1f) , TexCoord = new Vector2(1f ,1f)} ,
                //BACK
                new Vertex() {Position = new Vector3(-1f , 1f ,-1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(1f , 1f ,-1f) , TexCoord = new Vector2(1f ,0f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f ,-1f) , TexCoord = new Vector2(1f ,1f)} ,
                new Vertex() {Position = new Vector3(-1f ,-1f ,-1f) , TexCoord = new Vector2(0f ,1f)}
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            // build index buffer

            var triangleIndexes = new uint[]
            {
                0,1,2,
                0,2,3,

                4,6,5,
                4,7,6,

                8,9,10,
                8,10,11,

                12,14,13,
                12,15,14,

                16,18,17,
                16,19,18,

                20,21,22,
                20,22,23
            };

            int indexBufferSize = Utilities.SizeOf(triangleIndexes);

            indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead);
            IntPtr pIndexDataBegin = indexBuffer.Map(0);
            Utilities.Write(pIndexDataBegin, triangleIndexes, 0, triangleIndexes.Length);
            indexBuffer.Unmap(0);

            indexBufferView = new IndexBufferView();
            indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress;
            indexBufferView.SizeInBytes = indexBufferSize;
            indexBufferView.Format = Format.R32_UInt;

            // Create the texture.
            // Describe and create a Texture2D.
            var textureDesc = ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight, 1, 1, 1, 0, ResourceFlags.None, TextureLayout.Unknown, 0);
            texture = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, textureDesc, ResourceStates.GenericRead, null);

            // Copy data to the intermediate upload heap and then schedule a copy
            // from the upload heap to the Texture2D.
            byte[] textureData = Utilities.ReadStream(new FileStream("../../texture1.dds", FileMode.Open));

            texture.Name = "Texture";

            var handle = GCHandle.Alloc(textureData, GCHandleType.Pinned);
            var ptr = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0);
            texture.WriteToSubresource(0, null, ptr, TextureWidth * 4, textureData.Length);
            handle.Free();

            // Describe and create a SRV for the texture.
            var srvDesc = new ShaderResourceViewDescription
            {
                Shader4ComponentMapping = ((((0) & 0x7) |(((1) & 0x7) << 3) |(((2) & 0x7) << (3 * 2)) |(((3) & 0x7) << (3 * 3)) | (1 << (3 * 4)))),

                Format = textureDesc.Format,
                Dimension = ShaderResourceViewDimension.Texture2D,
                Texture2D =
                {
                    MipLevels = 1,
                    MostDetailedMip = 0,
                    PlaneSlice = 0,
                    ResourceMinLODClamp = 0.0f
                },
            };

            device.CreateShaderResourceView(texture, srvDesc, srvCbvHeap.CPUDescriptorHandleForHeapStart);

            SamplerStateDescription samplerDesc = new SamplerStateDescription
            {
                Filter = Filter.MinMagMipLinear,
                AddressU = TextureAddressMode.Clamp,
                AddressV = TextureAddressMode.Clamp,
                AddressW = TextureAddressMode.Clamp,
                MaximumAnisotropy = 0,
                MaximumLod = float.MaxValue,
                MinimumLod = -float.MaxValue,
                MipLodBias = 0,
                ComparisonFunction = Comparison.Never
            };

            device.CreateSampler(samplerDesc, samplerViewHeap.CPUDescriptorHandleForHeapStart);

            // build constant buffer

            constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(1024 * 64), ResourceStates.GenericRead);

            var cbDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes = (Utilities.SizeOf<ConstantBufferData>() + 255) & ~255
            };
            var srvCbvStep = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);
            device.CreateConstantBufferView(cbDesc, srvCbvHeap.CPUDescriptorHandleForHeapStart + srvCbvStep);

            constantBufferData = new ConstantBufferData
            {
                Project = Matrix.Identity
            };

            constantBufferPointer = constantBuffer.Map(0);
            Utilities.Write(constantBufferPointer, ref constantBufferData);

            // build depth buffer

            DescriptorHeapDescription descDescriptorHeapDSB = new DescriptorHeapDescription()
            {
                DescriptorCount = 1,
                Type = DescriptorHeapType.DepthStencilView,
                Flags = DescriptorHeapFlags.None
            };

            DescriptorHeap descriptorHeapDSB = device.CreateDescriptorHeap(descDescriptorHeapDSB);
            ResourceDescription descDepth = new ResourceDescription()
            {
                Dimension = ResourceDimension.Texture2D,
                DepthOrArraySize = 1,
                MipLevels = 0,
                Flags = ResourceFlags.AllowDepthStencil,
                Width = (int)viewport.Width,
                Height = (int)viewport.Height,
                Format = Format.R32_Typeless,
                Layout = TextureLayout.Unknown,
                SampleDescription = new SampleDescription() { Count = 1 }
            };

            ClearValue dsvClearValue = new ClearValue()
            {
                Format = Format.D32_Float,
                DepthStencil = new DepthStencilValue()
                {
                    Depth = 1.0f,
                    Stencil = 0
                }
            };

            Resource renderTargetDepth = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, descDepth, ResourceStates.GenericRead, dsvClearValue);

            DepthStencilViewDescription depthDSV = new DepthStencilViewDescription()
            {
                Dimension = DepthStencilViewDimension.Texture2D,
                Format = Format.D32_Float,
                Texture2D = new DepthStencilViewDescription.Texture2DResource()
                {
                    MipSlice = 0
                }
            };

            device.CreateDepthStencilView(renderTargetDepth, depthDSV, descriptorHeapDSB.CPUDescriptorHandleForHeapStart);
            handleDSV = descriptorHeapDSB.CPUDescriptorHandleForHeapStart;

            fence = device.CreateFence(0, FenceFlags.None);
            fenceValue = 1;
            fenceEvent = new AutoResetEvent(false);
        }
        private static TextureDescription ConvertFromNativeDescription(ResourceDescription description, bool isShaderResource = false)
        {
            var desc = new TextureDescription()
            {
                Dimension = TextureDimension.Texture2D,
                Width = (int)description.Width,
                Height = description.Height,
                Depth = 1,
                MultiSampleLevel = (MSAALevel)description.SampleDescription.Count,
                Format = (PixelFormat)description.Format,
                MipLevels = description.MipLevels,
                Usage = GraphicsResourceUsage.Default,
                ArraySize = description.DepthOrArraySize,
                Flags = TextureFlags.None
            };

            if ((description.Flags & ResourceFlags.AllowRenderTarget) != 0)
                desc.Flags |= TextureFlags.RenderTarget;
            if ((description.Flags & ResourceFlags.AllowUnorderedAccess) != 0)
                desc.Flags |= TextureFlags.UnorderedAccess;
            if ((description.Flags & ResourceFlags.AllowDepthStencil) != 0)
                desc.Flags |= TextureFlags.DepthStencil;
            if ((description.Flags & ResourceFlags.DenyShaderResource) == 0 && isShaderResource)
                desc.Flags |= TextureFlags.ShaderResource;

            return desc;
        }