Ejemplo n.º 1
0
        private static GraphicsPipelineStateDescription CreateGraphicsPipelineStateDescription(GraphicsDevice device, RootSignature rootSignature, InputElementDescription[] inputElements, byte[] vertexShader, byte[] pixelShader, byte[]?geometryShader, byte[]?hullShader, byte[]?domainShader)
        {
            RasterizerDescription rasterizerDescription = RasterizerDescription.CullNone;

            rasterizerDescription.FrontCounterClockwise = true;

            BlendDescription       blendDescription       = BlendDescription.AlphaBlend;
            InputLayoutDescription inputLayoutDescription = new InputLayoutDescription(inputElements.Select(i => Unsafe.As <InputElementDescription, Vortice.Direct3D12.InputElementDescription>(ref i)).ToArray());

            GraphicsPipelineStateDescription pipelineStateDescription = new GraphicsPipelineStateDescription
            {
                InputLayout           = inputLayoutDescription,
                RootSignature         = rootSignature.NativeRootSignature,
                VertexShader          = vertexShader,
                PixelShader           = pixelShader,
                GeometryShader        = geometryShader,
                HullShader            = hullShader,
                DomainShader          = domainShader,
                RasterizerState       = rasterizerDescription,
                BlendState            = blendDescription,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                StreamOutput          = new StreamOutputDescription()
            };

            Texture?depthStencilBuffer = device.CommandList.DepthStencilBuffer;

            if (depthStencilBuffer != null)
            {
                pipelineStateDescription.DepthStencilFormat = (Format)depthStencilBuffer.Description.Format;
            }

            Format[] renderTargetFormats = new Format[device.CommandList.RenderTargets.Length];

            for (int i = 0; i < renderTargetFormats.Length; i++)
            {
                renderTargetFormats[i] = (Format)((Texture)device.CommandList.RenderTargets[i]).Description.Format;
            }

            pipelineStateDescription.RenderTargetFormats = renderTargetFormats;

            return(pipelineStateDescription);
        }
Ejemplo n.º 2
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 internal PipelineState(GraphicsDevice device, RootSignature rootSignature, GraphicsPipelineStateDescription pipelineStateDescription)
 {
     IsCompute           = false;
     RootSignature       = rootSignature;
     NativePipelineState = device.NativeDevice.CreateGraphicsPipelineState(pipelineStateDescription);
 }
Ejemplo n.º 3
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 public PipelineState(GraphicsDevice device, RootSignature rootSignature, byte[] computeShader)
     : this(device, rootSignature, CreateComputePipelineStateDescription(rootSignature, computeShader))
 {
 }
Ejemplo n.º 4
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 public PipelineState(GraphicsDevice device, RootSignature rootSignature, InputElementDescription[] inputElements, byte[] vertexShader, byte[] pixelShader, byte[]?geometryShader = default, byte[]?hullShader = default, byte[]?domainShader = default)
     : this(device, rootSignature, CreateGraphicsPipelineStateDescription(device, rootSignature, inputElements, vertexShader, pixelShader, geometryShader, hullShader, domainShader))
 {
 }
 public XamlSwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters, SwapChainPanel swapChainPanel)
     : base(device, presentationParameters, CreateSwapChain(device, presentationParameters, swapChainPanel))
 {
     this.swapChainPanel = swapChainPanel;
 }