void DoRender() { // Retrieve existing pipeline states for backup RawColor4 oldBlendFactor; int oldSampleMask; int oldStencil; var oldPSBufs = context.PixelShader.GetConstantBuffers(0, 1); using (var oldVS = context.VertexShader.Get()) using (var oldPS = context.PixelShader.Get()) using (var oldGS = context.GeometryShader.Get()) using (var oldSamp = context.PixelShader.GetSamplers(0, 1).FirstOrDefault()) using (var oldBlendState = context.OutputMerger.GetBlendState(out oldBlendFactor, out oldSampleMask)) using (var oldIA = context.InputAssembler.InputLayout) using (var oldDepth = context.OutputMerger.GetDepthStencilState(out oldStencil)) { #region DrawingLogic // There is no input layout for this renderer context.InputAssembler.InputLayout = null; // The triangle strip input topology context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleStrip; // Disable depth write context.OutputMerger.SetDepthStencilState(disableDepthWrite); // Set the additive blend state if (!UseLightenBlend) { context.OutputMerger.SetBlendState(blendState, null, 0xFFFFFFFF); } else { context.OutputMerger.SetBlendState(blendStateLight, Color.White, 0xFFFFFFFF); } // Assign consume particle buffer SRV to vertex shader context.VertexShader.SetShaderResource(0, particleSRVs[1]); context.VertexShader.Set(vertexShader); // Set pixel shader resources context.PixelShader.SetShaderResource(0, particleTextureSRV); context.PixelShader.SetSampler(0, linearSampler); context.PixelShader.Set(pixelShader); SetConstants(); // Draw the number of quad instances stored in the // indirectArgsBuffer. The vertex shader will rely upon // the SV_VertexID and SV_InstanceID input semantics context.DrawInstancedIndirect(indirectArgsBuffer, 0); #endregion // Restore previous pipeline state context.VertexShader.Set(oldVS); context.PixelShader.SetConstantBuffers(0, oldPSBufs); context.PixelShader.Set(oldPS); context.GeometryShader.Set(oldGS); context.PixelShader.SetSampler(0, oldSamp); context.InputAssembler.InputLayout = oldIA; // Restore previous blend and depth state context.OutputMerger.SetBlendState(oldBlendState, oldBlendFactor, oldSampleMask); context.OutputMerger.SetDepthStencilState(oldDepth, oldStencil); } }
public void Draw(DeviceContext ctx) { if (this.props.AllowIndexBuffer) { ctx.DrawIndexedInstancedIndirect(this.buffer.Buffer, this.Prop.DrawOffset); } else { ctx.DrawInstancedIndirect(this.buffer.Buffer, this.Prop.DrawOffset); } }
protected override void DrawIndirectCore(DeviceBuffer indirectBuffer, uint offset, uint drawCount, uint stride) { PreDrawCommand(); D3D11Buffer d3d11Buffer = Util.AssertSubtype <DeviceBuffer, D3D11Buffer>(indirectBuffer); int currentOffset = (int)offset; for (uint i = 0; i < drawCount; i++) { _context.DrawInstancedIndirect(d3d11Buffer.Buffer, currentOffset); currentOffset += (int)stride; } }
public void Draw(DeviceContext ctx) { if (this.props.AllowIndexBuffer) { ctx.DrawIndexedInstancedIndirect(this.buffer.Buffer, this.Prop.DrawOffset); } else { ctx.DrawInstancedIndirect(this.buffer.Buffer, this.Prop.DrawOffset); } }
public override void Draw(DeviceContext ctx) { ctx.DrawInstancedIndirect(this.indbuffer.Buffer, 0); }
public void Draw(DeviceContext ctx) { ctx.DrawInstancedIndirect(this.indbuffer.Buffer, 0); }