Inheritance: System.DisposableBase
Ejemplo n.º 1
0
        /// <summary>
        /// Sets targets.
        /// </summary>
        /// <param name="renderTargets"></param>
        public void SetTargets(DepthStencilSurface depthStencil, params RenderTargetSurface[] renderTargets)
        {
            int w = -1;
            int h = -1;

            if (renderTargets.Length > 8)
            {
                throw new ArgumentException("Could not bind more than 8 render targets");
            }


            lock (deviceContext) {
                this.depthStencilSurface = depthStencil;
                renderTargets.CopyTo(renderTargetSurfaces, 0);


                if (depthStencil != null)
                {
                    w = depthStencil.Width;
                    h = depthStencil.Height;
                }

                if (renderTargets.Any())
                {
                    if (w == -1 || h == -1)
                    {
                        w = renderTargets.First().Width;
                        h = renderTargets.First().Height;
                    }

                    if (!renderTargets.All(surf => surf.Width == w && surf.Height == h))
                    {
                        throw new ArgumentException("All surfaces must be the same size", "renderTargets");
                    }
                }

                DepthStencilView   dsv  = depthStencil == null ? null : depthStencil.DSV;
                RenderTargetView[] rtvs = renderTargets.Select(rt => rt.RTV).ToArray();

                if (!rtvs.Any())
                {
                    deviceContext.OutputMerger.SetTargets(dsv, (RenderTargetView)null);
                }
                else
                {
                    deviceContext.OutputMerger.SetTargets(dsv, rtvs);
                }

                if (w > 0 && h > 0)
                {
                    SetViewport(0, 0, w, h);
                }
            }
        }
Ejemplo n.º 2
0
		/// <summary>
		/// Creates render target
		/// </summary>
		/// <param name="rs"></param>
		/// <param name="width"></param>
		/// <param name="height"></param>
		/// <param name="format"></param>
		public DepthStencilCube ( GraphicsDevice device, DepthFormat format, int size, int samples, string debugName = "" ) : base ( device )
		{
			bool msaa	=	samples > 1;

			CheckSamplesCount( samples );

			SampleCount	=	samples;

			Format		=	format;
			SampleCount	=	samples;
			Width		=	size;
			Height		=	size;
			Depth		=	1;

			var	texDesc	=	new Texture2DDescription();
				texDesc.Width				=	Width;
				texDesc.Height				=	Height;
				texDesc.ArraySize			=	6;
				texDesc.BindFlags			=	BindFlags.RenderTarget | BindFlags.ShaderResource;
				texDesc.CpuAccessFlags		=	CpuAccessFlags.None;
				texDesc.Format				=	Converter.ConvertToTex( format );
				texDesc.MipLevels			=	1;
				texDesc.OptionFlags			=	ResourceOptionFlags.TextureCube;
				texDesc.SampleDescription	=	new DXGI.SampleDescription(samples, 0);
				texDesc.Usage				=	ResourceUsage.Default;


			texCube	=	new D3D.Texture2D( device.Device, texDesc );


			var srvDesc	=	new ShaderResourceViewDescription();
				srvDesc.Dimension			=	samples > 1 ? ShaderResourceViewDimension.Texture2DMultisampled : ShaderResourceViewDimension.Texture2D;
				srvDesc.Format				=	Converter.ConvertToSRV( format );
				srvDesc.Texture2D.MostDetailedMip	=	0;
				srvDesc.Texture2D.MipLevels			=	1;

			SRV		=	new ShaderResourceView( device.Device, texCube );




			//
			//	Create surfaces :
			//
			surfaces	=	new DepthStencilSurface[ 6 ];

			for ( int face=0; face<6; face++) {

				var rtvDesc = new DepthStencilViewDescription();
					rtvDesc.Texture2DArray.MipSlice			=	0;
					rtvDesc.Texture2DArray.FirstArraySlice	=	face;
					rtvDesc.Texture2DArray.ArraySize		=	1;
					rtvDesc.Dimension						=	msaa ? DepthStencilViewDimension.Texture2DMultisampledArray : DepthStencilViewDimension.Texture2DArray;
					rtvDesc.Format							=	Converter.ConvertToDSV( format );

				var dsv	=	new DepthStencilView( device.Device, texCube, rtvDesc );

				int subResId	=	Resource.CalculateSubResourceIndex( 0, face, 1 );

				surfaces[face]	=	new DepthStencilSurface( dsv, format, Width, Height, SampleCount );
			}
		}
Ejemplo n.º 3
0
		/// <summary>
		/// Clear depth stencil surface
		/// </summary>
		/// <param name="surface"></param>
		/// <param name="depth"></param>
		/// <param name="stencil"></param>
		public void Clear ( DepthStencilSurface surface, float depth = 1, byte stencil = 0 )
		{
			lock (deviceContext) {
				deviceContext.ClearDepthStencilView( surface.DSV, DepthStencilClearFlags.Depth|DepthStencilClearFlags.Stencil, depth, stencil );
			}
		}
Ejemplo n.º 4
0
		/// <summary>
		/// 
		/// </summary>
		/// <param name="depthStencil"></param>
		/// <param name="renderTargets"></param>
		public void GetTargets ( out DepthStencilSurface depthStencil, out RenderTargetSurface[] renderTargets )
		{
			depthStencil	=	depthStencilSurface;
			renderTargets	=	renderTargetSurfaces.ToArray();
		}
Ejemplo n.º 5
0
		/// <summary>
		/// Sets targets.
		/// </summary>
		/// <param name="renderTargets"></param>
		public void SetTargets ( DepthStencilSurface depthStencil, params RenderTargetSurface[] renderTargets )
		{
			int w = -1;
			int h = -1;

			if (renderTargets.Length>8) {
				throw new ArgumentException("Could not bind more than 8 render targets");
			}


			lock (deviceContext) {

				this.depthStencilSurface	=	depthStencil;
				renderTargets.CopyTo( renderTargetSurfaces, 0 );


				if (depthStencil!=null) {
					w	=	depthStencil.Width;
					h	=	depthStencil.Height;
				}

				if (renderTargets.Any()) {
				
					if (w==-1 || h==-1) {
						w	=	renderTargets.First().Width;
						h	=	renderTargets.First().Height;
					}
				
					if ( !renderTargets.All( surf => surf.Width == w && surf.Height == h ) ) {
						throw new ArgumentException("All surfaces must be the same size", "renderTargets");
					}
				}

				DepthStencilView	dsv		=	depthStencil == null ? null : depthStencil.DSV;
				RenderTargetView[] 	rtvs	=	renderTargets.Select( rt => rt.RTV ).ToArray();

				if (!rtvs.Any()) {
					deviceContext.OutputMerger.SetTargets( dsv, (RenderTargetView)null );
				} else {
					deviceContext.OutputMerger.SetTargets( dsv, rtvs );
				}

				if (w>0 && h>0) {
					SetViewport( 0, 0, w, h );
				}
			}
		}
Ejemplo n.º 6
0
		/// <summary>
		/// 
		/// </summary>
		/// <param name="gameTime"></param>
		internal void RenderShadow ( GameTime gameTime, Viewport viewport, Matrix view, Matrix projection, RenderTargetSurface particleShadow, DepthStencilSurface depthBuffer )
		{
			var colorTarget	=	particleShadow;
			var depthTarget	=	depthBuffer;

			RenderGeneric( "Particles Shadow", gameTime, null, viewport, view, projection, colorTarget, depthTarget, null, Flags.DRAW_SHADOW );
		}
Ejemplo n.º 7
0
		/// <summary>
		/// 
		/// </summary>
		void RenderGeneric ( string passName, GameTime gameTime, Camera camera, Viewport viewport, Matrix view, Matrix projection, RenderTargetSurface colorTarget, DepthStencilSurface depthTarget, ShaderResource depthValues, Flags flags )
		{
			var device	=	Game.GraphicsDevice;

			if (rs.SkipParticles) {
				return;
			}


			using ( new PixEvent(passName) ) {

				device.ResetStates();

				//
				//	Setup images :
				//
				if (Images!=null && !Images.IsDisposed) {
					imagesCB.SetData( Images.GetNormalizedRectangles( MaxImages ) );
				}

				SetupGPUParameters( 0, renderWorld, view, projection, flags );
				device.ComputeShaderConstants[0] = paramsCB ;

				//
				//	Render
				//
				using (new PixEvent("Drawing")) {

					device.ResetStates();
	
					//	target and viewport :
					device.SetTargets( depthTarget, colorTarget );
					device.SetViewport( viewport );

					//	params CB :			
					device.ComputeShaderConstants[0]	= paramsCB ;
					device.VertexShaderConstants[0]		= paramsCB ;
					device.GeometryShaderConstants[0]	= paramsCB ;
					device.PixelShaderConstants[0]		= paramsCB ;

					//	atlas CB :
					device.VertexShaderConstants[1]		= imagesCB ;
					device.GeometryShaderConstants[1]	= imagesCB ;
					device.PixelShaderConstants[1]		= imagesCB ;

					//	sampler & textures :
					device.PixelShaderSamplers[0]		=	SamplerState.LinearClamp4Mips ;

					device.PixelShaderResources[0]		=	Images==null? rs.WhiteTexture.Srv : Images.Texture.Srv;
					device.PixelShaderResources[5]		=	depthValues;
					device.GeometryShaderResources[1]	=	simulationBuffer ;
					device.GeometryShaderResources[2]	=	simulationBuffer ;
					device.GeometryShaderResources[3]	=	sortParticlesBuffer;
					device.GeometryShaderResources[4]	=	particleLighting;

					//	setup PS :
					device.PipelineState	=	factory[ (int)flags ];

					//	GPU time : 0.81 ms	-> 0.91 ms
					device.Draw( MaxSimulatedParticles, 0 );
				}
			}
		}
Ejemplo n.º 8
0
        /// <summary>
        /// Creates depth stencil texture, view and shader resource with format D24S8
        /// </summary>
        /// <param name="rs"></param>
        /// <param name="width"></param>
        /// <param name="height"></param>
        /// <param name="format"></param>
        public DepthStencil2D(GraphicsDevice device, DepthFormat format, int width, int height, int samples = 1) : base(device)
        {
            Log.Debug("DepthStencil2D: f:{0} w:{1} h:{2} s:{3}", format, width, height, samples);
            CheckSamplesCount(samples);

            Width       = width;
            Height      = height;
            Depth       = 1;
            Format      = format;
            SampleCount = samples;

            var bindFlags = BindFlags.DepthStencil;


            if (device.GraphicsProfile == GraphicsProfile.HiDef)
            {
                bindFlags |= BindFlags.ShaderResource;
            }
            else if (device.GraphicsProfile == GraphicsProfile.Reach)
            {
                if (samples == 1)
                {
                    bindFlags |= BindFlags.ShaderResource;
                }
            }


            var texDesc = new Texture2DDescription();

            texDesc.Width             = width;
            texDesc.Height            = height;
            texDesc.ArraySize         = 1;
            texDesc.BindFlags         = bindFlags;
            texDesc.CpuAccessFlags    = CpuAccessFlags.None;
            texDesc.Format            = Converter.ConvertToTex(format);
            texDesc.MipLevels         = 1;
            texDesc.OptionFlags       = ResourceOptionFlags.None;
            texDesc.SampleDescription = new DXGI.SampleDescription(samples, 0);
            texDesc.Usage             = ResourceUsage.Default;

            var dsvDesc = new DepthStencilViewDescription();

            dsvDesc.Dimension = samples > 1 ? DepthStencilViewDimension.Texture2DMultisampled : DepthStencilViewDimension.Texture2D;
            dsvDesc.Format    = Converter.ConvertToDSV(format);
            dsvDesc.Flags     = DepthStencilViewFlags.None;

            var srvDesc = new ShaderResourceViewDescription();

            srvDesc.Dimension = samples > 1 ? ShaderResourceViewDimension.Texture2DMultisampled : ShaderResourceViewDimension.Texture2D;
            srvDesc.Format    = Converter.ConvertToSRV(format);
            srvDesc.Texture2D.MostDetailedMip = 0;
            srvDesc.Texture2D.MipLevels       = 1;

            tex2D = new D3D.Texture2D(device.Device, texDesc);

            var dsv = new DepthStencilView(device.Device, tex2D, dsvDesc);

            if (bindFlags.HasFlag(BindFlags.ShaderResource))
            {
                SRV = new ShaderResourceView(device.Device, tex2D, srvDesc);
            }

            surface = new DepthStencilSurface(dsv, format, width, height, samples);
        }
Ejemplo n.º 9
0
 /// <summary>
 /// Clear depth stencil surface
 /// </summary>
 /// <param name="surface"></param>
 /// <param name="depth"></param>
 /// <param name="stencil"></param>
 public void Clear(DepthStencilSurface surface, float depth = 1, byte stencil = 0)
 {
     lock (deviceContext) {
         deviceContext.ClearDepthStencilView(surface.DSV, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, depth, stencil);
     }
 }
Ejemplo n.º 10
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="depthStencil"></param>
 /// <param name="renderTargets"></param>
 public void GetTargets(out DepthStencilSurface depthStencil, out RenderTargetSurface[] renderTargets)
 {
     depthStencil  = depthStencilSurface;
     renderTargets = renderTargetSurfaces.ToArray();
 }
Ejemplo n.º 11
0
        /// <summary>
        /// Creates render target
        /// </summary>
        /// <param name="rs"></param>
        /// <param name="width"></param>
        /// <param name="height"></param>
        /// <param name="format"></param>
        public DepthStencilCube(GraphicsDevice device, DepthFormat format, int size, int samples, string debugName = "") : base(device)
        {
            bool msaa = samples > 1;

            CheckSamplesCount(samples);

            SampleCount = samples;

            Format      = format;
            SampleCount = samples;
            Width       = size;
            Height      = size;
            Depth       = 1;

            var texDesc = new Texture2DDescription();

            texDesc.Width             = Width;
            texDesc.Height            = Height;
            texDesc.ArraySize         = 6;
            texDesc.BindFlags         = BindFlags.RenderTarget | BindFlags.ShaderResource;
            texDesc.CpuAccessFlags    = CpuAccessFlags.None;
            texDesc.Format            = Converter.ConvertToTex(format);
            texDesc.MipLevels         = 1;
            texDesc.OptionFlags       = ResourceOptionFlags.TextureCube;
            texDesc.SampleDescription = new DXGI.SampleDescription(samples, 0);
            texDesc.Usage             = ResourceUsage.Default;


            texCube = new D3D.Texture2D(device.Device, texDesc);


            var srvDesc = new ShaderResourceViewDescription();

            srvDesc.Dimension = samples > 1 ? ShaderResourceViewDimension.Texture2DMultisampled : ShaderResourceViewDimension.Texture2D;
            srvDesc.Format    = Converter.ConvertToSRV(format);
            srvDesc.Texture2D.MostDetailedMip = 0;
            srvDesc.Texture2D.MipLevels       = 1;

            SRV = new ShaderResourceView(device.Device, texCube);



            //
            //	Create surfaces :
            //
            surfaces = new DepthStencilSurface[6];

            for (int face = 0; face < 6; face++)
            {
                var rtvDesc = new DepthStencilViewDescription();
                rtvDesc.Texture2DArray.MipSlice        = 0;
                rtvDesc.Texture2DArray.FirstArraySlice = face;
                rtvDesc.Texture2DArray.ArraySize       = 1;
                rtvDesc.Dimension = msaa ? DepthStencilViewDimension.Texture2DMultisampledArray : DepthStencilViewDimension.Texture2DArray;
                rtvDesc.Format    = Converter.ConvertToDSV(format);

                var dsv = new DepthStencilView(device.Device, texCube, rtvDesc);

                int subResId = Resource.CalculateSubResourceIndex(0, face, 1);

                surfaces[face] = new DepthStencilSurface(dsv, format, Width, Height, SampleCount);
            }
        }