public static RootSignature CreateRootSignature()
 {
     RootSignatureDescription Description = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout,
         // Root Parameters
         new[]
         {
             new RootParameter(ShaderVisibility.Vertex,
                 new DescriptorRange()
                 {
                     RangeType = DescriptorRangeType.ConstantBufferView,
                     BaseShaderRegister = 0,
                     OffsetInDescriptorsFromTableStart = int.MinValue,
                     DescriptorCount = 1
                 })
         });
     return Engine.Instance.Core.Device.CreateRootSignature(Description.Serialize());
 }
Ejemplo n.º 2
0
        private void LoadAssets()
        {
            DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0 } };

            StaticSamplerDescription sampler = new StaticSamplerDescription()
            {
                Filter = Filter.MinimumMinMagMipPoint,
                AddressU = TextureAddressMode.Border,
                AddressV = TextureAddressMode.Border,
                AddressW = TextureAddressMode.Border,
                MipLODBias = 0,
                MaxAnisotropy = 0,
                ComparisonFunc = Comparison.Never,
                BorderColor = StaticBorderColor.TransparentBlack,
                MinLOD = 0.0f,
                MaxLOD = float.MaxValue,
                ShaderRegister = 0,
                RegisterSpace = 0,
                ShaderVisibility = ShaderVisibility.Pixel,
            };

            RootParameter[] rootParameters = new RootParameter[] { new RootParameter(ShaderVisibility.Pixel, ranges) };

            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootParameters, new StaticSamplerDescription[] { sampler });
            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.CompileFromFile("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.CompileFromFile("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

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                    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).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = false, 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);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a triangle.
            Vertex[] triangleVertices = new Vertex[]
            {
                    new Vertex() {position=new Vector3(0.0f, 0.25f * aspectRatio, 0.0f ),uv=new Vector2(0.5f, 0.0f) },
                    new Vertex() {position=new Vector3(0.25f, -0.25f * aspectRatio, 0.0f),uv=new Vector2(1.0f, 1.0f) },
                    new Vertex() {position=new Vector3(-0.25f, -0.25f * aspectRatio, 0.0f),uv=new Vector2(0.0f, 1.0f) },
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            Resource textureUploadHeap;

            // Create the texture.
            // Describe and create a Texture2D.
            ResourceDescription textureDesc = ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight);
            texture = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, textureDesc, ResourceStates.CopyDestination);

            long uploadBufferSize = GetRequiredIntermediateSize(this.texture, 0, 1);

            // Create the GPU upload buffer.
            textureUploadHeap = device.CreateCommittedResource(new HeapProperties(CpuPageProperty.WriteBack, MemoryPool.L0), HeapFlags.None, ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight), ResourceStates.GenericRead);

            // Copy data to the intermediate upload heap and then schedule a copy
            // from the upload heap to the Texture2D.
            byte[] textureData = GenerateTextureData();

            GCHandle handle = GCHandle.Alloc(textureData, GCHandleType.Pinned);
            IntPtr ptr = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0);
            textureUploadHeap.WriteToSubresource(0, null, ptr, TexturePixelSize * TextureWidth, textureData.Length);
            handle.Free();

            commandList.CopyTextureRegion(new TextureCopyLocation(texture, 0), 0, 0, 0, new TextureCopyLocation(textureUploadHeap, 0), null);

            commandList.ResourceBarrierTransition(this.texture, ResourceStates.CopyDestination, ResourceStates.PixelShaderResource);

            // Describe and create a SRV for the texture.
            ShaderResourceViewDescription srvDesc = new ShaderResourceViewDescription()
            {
                Shader4ComponentMapping = D3DXUtilities.DefaultComponentMapping(),
                Format = textureDesc.Format,
                Dimension = ShaderResourceViewDimension.Texture2D,
            };
            srvDesc.Texture2D.MipLevels = 1;

            device.CreateShaderResourceView(this.texture, srvDesc, shaderRenderViewHeap.CPUDescriptorHandleForHeapStart);

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            commandQueue.ExecuteCommandList(commandList);

            // Create synchronization objects.
            fence = device.CreateFence(0, FenceFlags.None);
            fenceValue = 1;

            // Create an event handle to use for frame synchronization.
            fenceEvent = new AutoResetEvent(false);

            WaitForPreviousFrame();

            //release temp texture
            textureUploadHeap.Dispose();
        }
Ejemplo n.º 3
0
        private void LoadAssets()
        {
            // Create an empty root signature.
            var rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout);
            rootSignature = device.CreateRootSignature(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

            // Define the vertex input layout.
            var inputElementDescs = new []
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("COLOR",0,Format.R32G32B32A32_Float,12,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            var psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = false, 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);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a triangle.
            var triangleVertices = new []
            {
                    new Vertex() {Position=new Vector3(0.0f, 0.25f * aspectRatio, 0.0f ),Color=new Vector4(1.0f, 0.0f, 0.0f, 1.0f ) },
                    new Vertex() {Position=new Vector3(0.25f, -0.25f * aspectRatio, 0.0f),Color=new Vector4(0.0f, 1.0f, 0.0f, 1.0f) },
                    new Vertex() {Position=new Vector3(-0.25f, -0.25f * aspectRatio, 0.0f),Color=new Vector4(0.0f, 0.0f, 1.0f, 1.0f ) },
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            // Create and record the bundle.
            bundle = device.CreateCommandList(0, CommandListType.Bundle, bundleAllocator, pipelineState);
            bundle.SetGraphicsRootSignature(rootSignature);
            bundle.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList;
            bundle.SetVertexBuffer(0, vertexBufferView);
            bundle.DrawInstanced(3, 1, 0, 0);
            bundle.Close();

            // Create synchronization objects.
            {
                fence = device.CreateFence(0, FenceFlags.None);
                fenceValue = 1;

                // Create an event handle to use for frame synchronization.
                fenceEvent = new AutoResetEvent(false);
            }
        }
        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.ConstantBufferView,
                                DescriptorCount = 1,
                                OffsetInDescriptorsFromTableStart = 0,
                                BaseShaderRegister = 0
                            }
                        }),
                    new RootParameter(ShaderVisibility.All,
                        new RootConstants() {
                            ShaderRegister = 1,
                            Value32BitCount = 1
                        }),
                    new RootParameter(ShaderVisibility.All,
                        new []
                        {
                            new DescriptorRange()
                            {
                                RangeType = DescriptorRangeType.ShaderResourceView,
                                DescriptorCount = 2,
                                OffsetInDescriptorsFromTableStart = 0,
                                BaseShaderRegister = 0
                            }
                        }),
                    new RootParameter(ShaderVisibility.Pixel,
                        new DescriptorRange()
                        {
                            RangeType = DescriptorRangeType.Sampler,
                            DescriptorCount = 1,
                            OffsetInDescriptorsFromTableStart = 0,
                            BaseShaderRegister = 0
                        }),
                });

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

            // Create the pipeline state, which includes compiling and loading shaders.
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));

            // Define the vertex input layout.
            var inputElementDescs = new[]
            {
                    new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                    new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0),
                    new InputElement("TANGENT", 0, Format.R32G32B32_Float, 24, 0),
                    new InputElement("BITANGENT", 0, Format.R32G32B32_Float, 36, 0),
                    new InputElement("DIFFUSE", 0, Format.R32G32B32_Float, 48, 0),
                    new InputElement("EMISSIVE", 0, Format.R32G32B32_Float, 64, 0),
                    new InputElement("SPECULAR", 0, Format.R32G32B32_Float, 80, 0),
                    new InputElement("TEXCOORD", 0, Format.R32G32_Float, 96, 0)
            };

            CreatePSO(inputElementDescs, vertexShader, pixelShader);

            // build model resources
            BuildModelResources();

            // build depth buffer
            BuildDepthBuffer();

            CreateTerrainBind();
            BuildTerrainResouces();

            fence = device.CreateFence(0, FenceFlags.None);
            fenceValue = 1;
            fenceEvent = new AutoResetEvent(false);
        }
        private void CreateTerrainBind()
        {
            var rootSignatureDesc = new RootSignatureDescription(
               RootSignatureFlags.AllowInputAssemblerInputLayout,
               // Root Parameters
               new[]
               {
                   new RootParameter(ShaderVisibility.All,
                        new []
                        {
                            new DescriptorRange()
                            {
                                RangeType = DescriptorRangeType.ConstantBufferView,
                                DescriptorCount = 1,
                                OffsetInDescriptorsFromTableStart = 0,
                                BaseShaderRegister = 0
                            }
                        }),
                    new RootParameter(ShaderVisibility.All,
                        new []
                        {
                            new DescriptorRange()
                            {
                                RangeType = DescriptorRangeType.ShaderResourceView,
                                DescriptorCount = 2,
                                OffsetInDescriptorsFromTableStart = 0,
                                BaseShaderRegister = 0
                            }
                        }),
                    new RootParameter(ShaderVisibility.Pixel,
                        new DescriptorRange()
                        {
                            RangeType = DescriptorRangeType.Sampler,
                            DescriptorCount = 1,
                            OffsetInDescriptorsFromTableStart = 0,
                            BaseShaderRegister = 0
                        }),
               });

            terrainRootSignature = device.CreateRootSignature(0, rootSignatureDesc.Serialize());
            var inputElementDescs = new[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                    new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0),
                    new InputElement("TANGENT", 0, Format.R32G32B32_Float, 24, 0),
                    new InputElement("BITANGENT", 0, Format.R32G32B32_Float, 36, 0),
                    new InputElement("DIFFUSE", 0, Format.R32G32B32_Float, 48, 0),
                    new InputElement("EMISSIVE", 0, Format.R32G32B32_Float, 64, 0),
                    new InputElement("SPECULAR", 0, Format.R32G32B32_Float, 80, 0),
                    new InputElement("TEXCOORD", 0, Format.R32G32_Float, 96, 0)
            };
            var psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = terrainRootSignature,
                VertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../Terrain.hlsl"), "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)),
                PixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../Terrain.hlsl"), "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)),
                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;

            pipelineState2 = device.CreateGraphicsPipelineState(psoDesc);
        }
        private void LoadAssets()
        {
            DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, BaseShaderRegister = 0, OffsetInDescriptorsFromTableStart = int.MinValue, DescriptorCount = 1 } };
            RootParameter parameter = new RootParameter(ShaderVisibility.Vertex, ranges);

            // Create an empty root signature.
            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, new RootParameter[] { parameter });
            rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.
            #if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("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.CompileFromFile("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

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("COLOR",0,Format.R32G32B32A32_Float,12,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = false, 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);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a triangle.
            Vertex[] triangleVertices = new Vertex[]
            {
                    new Vertex() {position=new Vector3(0.0f, 0.25f * aspectRatio, 0.0f ),color=new Vector4(1.0f, 0.0f, 0.0f, 1.0f ) },
                    new Vertex() {position=new Vector3(0.25f, -0.25f * aspectRatio, 0.0f),color=new Vector4(0.0f, 1.0f, 0.0f, 1.0f) },
                    new Vertex() {position=new Vector3(-0.25f, -0.25f * aspectRatio, 0.0f),color=new Vector4(0.0f, 0.0f, 1.0f, 1.0f ) },
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

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

            //// Describe and create a constant buffer view.
            ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes = (Utilities.SizeOf<ConstantBuffer>() + 255) & ~255
            };
            device.CreateConstantBufferView(cbvDesc, constantBufferViewHeap.CPUDescriptorHandleForHeapStart);

            // Initialize and map the constant buffers. We don't unmap this until the
            // app closes. Keeping things mapped for the lifetime of the resource is okay.
            constantBufferPointer = constantBuffer.Map(0);
            Utilities.Write(constantBufferPointer, ref constantBufferData);

            // Create synchronization objects.
            fence = device.CreateFence(0, FenceFlags.None);
            fenceValue = 1;

            // Create an event handle to use for frame synchronization.
            fenceEvent = new AutoResetEvent(false);
        }
        private void LoadAssets()
        {
            DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, BaseShaderRegister = 0, DescriptorCount = 1 } };
            RootParameter parameter = new RootParameter(ShaderVisibility.Vertex, ranges);

            // Create a root signature.
            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, new RootParameter[] { parameter });
            rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.

            #if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("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.CompileFromFile("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

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("COLOR",0,Format.R32G32B32A32_Float,12,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = DepthStencilStateDescription.Default(),
                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);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a cube.

            Vertex[] vertices = new[]
            {
                ////TOP
                new Vertex(new Vector3(-5,5,5),new Vector4(0,1,0,0)),
                new Vertex(new Vector3(5,5,5),new Vector4(0,1,0,0)),
                new Vertex(new Vector3(5,5,-5),new Vector4(0,1,0,0)),
                new Vertex(new Vector3(-5,5,-5),new Vector4(0,1,0,0)),
                //BOTTOM
                new Vertex(new Vector3(-5,-5,5),new Vector4(1,0,1,1)),
                new Vertex(new Vector3(5,-5,5),new Vector4(1,0,1,1)),
                new Vertex(new Vector3(5,-5,-5),new Vector4(1,0,1,1)),
                new Vertex(new Vector3(-5,-5,-5),new Vector4(1,0,1,1)),
                //LEFT
                new Vertex(new Vector3(-5,-5,5),new Vector4(1,0,0,1)),
                new Vertex(new Vector3(-5,5,5),new Vector4(1,0,0,1)),
                new Vertex(new Vector3(-5,5,-5),new Vector4(1,0,0,1)),
                new Vertex(new Vector3(-5,-5,-5),new Vector4(1,0,0,1)),
                //RIGHT
                new Vertex(new Vector3(5,-5,5),new Vector4(1,1,0,1)),
                new Vertex(new Vector3(5,5,5),new Vector4(1,1,0,1)),
                new Vertex(new Vector3(5,5,-5),new Vector4(1,1,0,1)),
                new Vertex(new Vector3(5,-5,-5),new Vector4(1,1,0,1)),
                //FRONT
                new Vertex(new Vector3(-5,5,5),new Vector4(0,1,1,1)),
                new Vertex(new Vector3(5,5,5),new Vector4(0,1,1,1)),
                new Vertex(new Vector3(5,-5,5),new Vector4(0,1,1,1)),
                new Vertex(new Vector3(-5,-5,5),new Vector4(0,1,1,1)),
                //BACK
                new Vertex(new Vector3(-5,5,-5),new Vector4(0,0,1,1)),
                new Vertex(new Vector3(5,5,-5),new Vector4(0,0,1,1)),
                new Vertex(new Vector3(5,-5,-5),new Vector4(0,0,1,1)),
                new Vertex(new Vector3(-5,-5,-5),new Vector4(0,0,1,1))
            };

            int vertexBufferSize = Utilities.SizeOf(vertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, vertices, 0, vertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            //Create Index Buffer
            //Indices
            int[] indices = new int[]
            {
                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(indices);

            indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pIndexDataBegin = indexBuffer.Map(0);
            Utilities.Write(pIndexDataBegin, indices, 0, indices.Length);
            indexBuffer.Unmap(0);

            // Initialize the index buffer view.
            indexBufferView = new IndexBufferView();
            indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress;
            indexBufferView.Format = Format.R32_UInt;
            indexBufferView.SizeInBytes = indexBufferSize;

            //constant Buffer for each cubes
            constantBufferViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                DescriptorCount = NumCubes,
                Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView,
                Flags = DescriptorHeapFlags.ShaderVisible
            });

            int constantBufferSize = (Utilities.SizeOf<Transform>() + 255) & ~255;
            constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(constantBufferSize * NumCubes), ResourceStates.GenericRead);
            constantBufferDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);

            //First cube
            ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes = constantBufferSize
            };

            CpuDescriptorHandle cbHandleHeapStart = constantBufferViewHeap.CPUDescriptorHandleForHeapStart;

            for (int i = 0; i < NumCubes; i++)
            {
                device.CreateConstantBufferView(cbvDesc, cbHandleHeapStart);
                cbvDesc.BufferLocation += Utilities.SizeOf<Transform>();
                cbHandleHeapStart += constantBufferDescriptorSize;
            }

            InitBundles();
        }
Ejemplo n.º 8
0
        private void LoadAssets()
        {
            RootParameter parameter1 = new RootParameter(ShaderVisibility.All, new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, BaseShaderRegister = 0, DescriptorCount = 1 });
            RootParameter parameter2 = new RootParameter(ShaderVisibility.Pixel, new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, BaseShaderRegister = 0, DescriptorCount = 1 });
            RootParameter parameter3 = new RootParameter(ShaderVisibility.Pixel, new DescriptorRange() { RangeType = DescriptorRangeType.Sampler, BaseShaderRegister = 0, DescriptorCount = 1 });

            // Create a root signature.
            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, new RootParameter[] { parameter1, parameter2, parameter3 });
            rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.

            #if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("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.CompileFromFile("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

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("NORMAL",0,Format.R32G32B32_Float,12,0),
                    new InputElement("TEXCOORD",0,Format.R32G32B32_Float,24,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = DepthStencilStateDescription.Default(),
                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);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            //constant Buffer
            int constantBufferSize = (Utilities.SizeOf<Transform>() + 255) & ~255;
            constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(constantBufferSize), ResourceStates.GenericRead);
            constantBufferDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);

            //constant buffer
            ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes = constantBufferSize
            };

            CpuDescriptorHandle cbHandleHeapStart = constantBufferViewHeap.CPUDescriptorHandleForHeapStart;
            device.CreateConstantBufferView(cbvDesc, cbHandleHeapStart);
            cbvDesc.BufferLocation += Utilities.SizeOf<Transform>();

            cbHandleHeapStart += constantBufferDescriptorSize;
            LoadMesh(cbHandleHeapStart);

            // Create synchronization objects.
            {
                fence = device.CreateFence(0, FenceFlags.None);
                fenceValue = 1;

                // Create an event handle to use for frame synchronization.
                fenceEvent = new AutoResetEvent(false);
            }

            InitBundles();
        }
        internal unsafe PipelineState(GraphicsDevice graphicsDevice, PipelineStateDescription pipelineStateDescription) : base(graphicsDevice)
        {
            if (pipelineStateDescription.RootSignature != null)
            {
                var effectReflection = pipelineStateDescription.EffectBytecode.Reflection;

                var rootSignatureParameters = new List<RootParameter>();
                var immutableSamplers = new List<StaticSamplerDescription>();
                SrvBindCounts = new int[pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.Layouts.Count];
                SamplerBindCounts = new int[pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.Layouts.Count];
                for (int layoutIndex = 0; layoutIndex < pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.Layouts.Count; layoutIndex++)
                {
                    var layout = pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.Layouts[layoutIndex];
                    if (layout.Layout == null)
                        continue;

                    // TODO D3D12 for now, we don't control register so we simply generate one resource table per shader stage and per descriptor set layout
                    //            we should switch to a model where we make sure VS/PS don't overlap for common descriptors so that they can be shared
                    var srvDescriptorRangesVS = new List<DescriptorRange>();
                    var srvDescriptorRangesPS = new List<DescriptorRange>();
                    var samplerDescriptorRangesVS = new List<DescriptorRange>();
                    var samplerDescriptorRangesPS = new List<DescriptorRange>();

                    int descriptorSrvOffset = 0;
                    int descriptorSamplerOffset = 0;
                    foreach (var item in layout.Layout.Entries)
                    {
                        var isSampler = item.Class == EffectParameterClass.Sampler;

                        // Find matching resource bindings
                        foreach (var binding in effectReflection.ResourceBindings)
                        {
                            if (binding.Stage == ShaderStage.None || binding.KeyInfo.Key != item.Key)
                                continue;

                            List<DescriptorRange> descriptorRanges;
                            switch (binding.Stage)
                            {
                                case ShaderStage.Vertex:
                                    descriptorRanges = isSampler ? samplerDescriptorRangesVS : srvDescriptorRangesVS;
                                    break;
                                case ShaderStage.Pixel:
                                    descriptorRanges = isSampler ? samplerDescriptorRangesPS : srvDescriptorRangesPS;
                                    break;
                                default:
                                    throw new NotImplementedException();
                            }

                            if (isSampler)
                            {
                                if (item.ImmutableSampler != null)
                                {
                                    immutableSamplers.Add(new StaticSamplerDescription((ShaderVisibility)binding.Stage, binding.SlotStart, 0)
                                    {
                                        // TODO D3D12 ImmutableSampler should only be a state description instead of a GPU object?
                                        Filter = (Filter)item.ImmutableSampler.Description.Filter,
                                        ComparisonFunc = (Comparison)item.ImmutableSampler.Description.CompareFunction,
                                        BorderColor = ColorHelper.ConvertStatic(item.ImmutableSampler.Description.BorderColor),
                                        AddressU = (SharpDX.Direct3D12.TextureAddressMode)item.ImmutableSampler.Description.AddressU,
                                        AddressV = (SharpDX.Direct3D12.TextureAddressMode)item.ImmutableSampler.Description.AddressV,
                                        AddressW = (SharpDX.Direct3D12.TextureAddressMode)item.ImmutableSampler.Description.AddressW,
                                        MinLOD = item.ImmutableSampler.Description.MinMipLevel,
                                        MaxLOD = item.ImmutableSampler.Description.MaxMipLevel,
                                        MipLODBias = item.ImmutableSampler.Description.MipMapLevelOfDetailBias,
                                        MaxAnisotropy = item.ImmutableSampler.Description.MaxAnisotropy,
                                    });
                                }
                                else
                                {
                                    // Add descriptor range
                                    descriptorRanges.Add(new DescriptorRange(DescriptorRangeType.Sampler, item.ArraySize, binding.SlotStart, 0, descriptorSamplerOffset));
                                }
                            }
                            else
                            {
                                DescriptorRangeType descriptorRangeType;
                                switch (binding.Class)
                                {
                                    case EffectParameterClass.ConstantBuffer:
                                        descriptorRangeType = DescriptorRangeType.ConstantBufferView;
                                        break;
                                    case EffectParameterClass.ShaderResourceView:
                                        descriptorRangeType = DescriptorRangeType.ShaderResourceView;
                                        break;
                                    case EffectParameterClass.UnorderedAccessView:
                                        descriptorRangeType = DescriptorRangeType.UnorderedAccessView;
                                        break;
                                    default:
                                        throw new NotImplementedException();
                                }

                                // Add descriptor range
                                descriptorRanges.Add(new DescriptorRange(descriptorRangeType, item.ArraySize, binding.SlotStart, 0, descriptorSrvOffset));
                            }
                        }

                        // Move to next element (mirror what is done in DescriptorSetLayout)
                        if (isSampler)
                        {
                            if (item.ImmutableSampler == null)
                                descriptorSamplerOffset += item.ArraySize;
                        }
                        else
                        {
                            descriptorSrvOffset += item.ArraySize;
                        }
                    }
                    if (srvDescriptorRangesVS.Count > 0)
                    {
                        rootSignatureParameters.Add(new RootParameter(ShaderVisibility.Vertex, srvDescriptorRangesVS.ToArray()));
                        SrvBindCounts[layoutIndex]++;
                    }
                    if (srvDescriptorRangesPS.Count > 0)
                    {
                        rootSignatureParameters.Add(new RootParameter(ShaderVisibility.Pixel, srvDescriptorRangesPS.ToArray()));
                        SrvBindCounts[layoutIndex]++;
                    }
                    if (samplerDescriptorRangesVS.Count > 0)
                    {
                        rootSignatureParameters.Add(new RootParameter(ShaderVisibility.Vertex, samplerDescriptorRangesVS.ToArray()));
                        SamplerBindCounts[layoutIndex]++;
                    }
                    if (samplerDescriptorRangesPS.Count > 0)
                    {
                        rootSignatureParameters.Add(new RootParameter(ShaderVisibility.Pixel, samplerDescriptorRangesPS.ToArray()));
                        SamplerBindCounts[layoutIndex]++;
                    }
                }
                var rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootSignatureParameters.ToArray(), immutableSamplers.ToArray());

                var rootSignature = NativeDevice.CreateRootSignature(0, rootSignatureDesc.Serialize());

                var inputElements = new InputElement[pipelineStateDescription.InputElements.Length];
                for (int i = 0; i < inputElements.Length; ++i)
                {
                    var inputElement = pipelineStateDescription.InputElements[i];
                    inputElements[i] = new InputElement
                    {
                        Format = (SharpDX.DXGI.Format)inputElement.Format,
                        AlignedByteOffset = inputElement.AlignedByteOffset,
                        SemanticName = inputElement.SemanticName,
                        SemanticIndex = inputElement.SemanticIndex,
                        Slot = inputElement.InputSlot,
                        Classification = (SharpDX.Direct3D12.InputClassification)inputElement.InputSlotClass,
                        InstanceDataStepRate = inputElement.InstanceDataStepRate,
                    };
                }

                PrimitiveTopologyType primitiveTopologyType;
                switch (pipelineStateDescription.PrimitiveType)
                {
                    case PrimitiveType.Undefined:
                        throw new ArgumentOutOfRangeException();
                    case PrimitiveType.PointList:
                        primitiveTopologyType = PrimitiveTopologyType.Point;
                        break;
                    case PrimitiveType.LineList:
                    case PrimitiveType.LineStrip:
                    case PrimitiveType.LineListWithAdjacency:
                    case PrimitiveType.LineStripWithAdjacency:
                        primitiveTopologyType = PrimitiveTopologyType.Line;
                        break;
                    case PrimitiveType.TriangleList:
                    case PrimitiveType.TriangleStrip:
                    case PrimitiveType.TriangleListWithAdjacency:
                    case PrimitiveType.TriangleStripWithAdjacency:
                        primitiveTopologyType = PrimitiveTopologyType.Triangle;
                        break;
                    default:
                        if (pipelineStateDescription.PrimitiveType >= PrimitiveType.PatchList && pipelineStateDescription.PrimitiveType < PrimitiveType.PatchList + 32)
                            primitiveTopologyType = PrimitiveTopologyType.Patch;
                        else
                            throw new ArgumentOutOfRangeException("pipelineStateDescription.PrimitiveType");
                        break;
                }

                var nativePipelineStateDescription = new GraphicsPipelineStateDescription
                {
                    InputLayout = new InputLayoutDescription(inputElements),
                    RootSignature = rootSignature,
                    RasterizerState = CreateRasterizerState(pipelineStateDescription.RasterizerState),
                    BlendState = CreateBlendState(pipelineStateDescription.BlendState),
                    SampleMask = (int)pipelineStateDescription.SampleMask,
                    DepthStencilFormat = (SharpDX.DXGI.Format)pipelineStateDescription.Output.DepthStencilFormat,
                    DepthStencilState = CreateDepthStencilState(pipelineStateDescription.DepthStencilState),
                    RenderTargetCount = pipelineStateDescription.Output.RenderTargetCount,
                    // TODO D3D12 hardcoded
                    StreamOutput = new StreamOutputDescription(),
                    PrimitiveTopologyType = primitiveTopologyType,
                    // TODO D3D12 hardcoded
                    SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                };

                fixed (PixelFormat* renderTargetFormats = &pipelineStateDescription.Output.RenderTargetFormat0)
                {
                    for (int i = 0; i < pipelineStateDescription.Output.RenderTargetCount; ++i)
                        nativePipelineStateDescription.RenderTargetFormats[i] = (SharpDX.DXGI.Format)renderTargetFormats[i];
                }

                foreach (var stage in pipelineStateDescription.EffectBytecode.Stages)
                {
                    switch (stage.Stage)
                    {
                        case ShaderStage.Vertex:
                            nativePipelineStateDescription.VertexShader = stage.Data;
                            break;
                        case ShaderStage.Hull:
                            nativePipelineStateDescription.HullShader = stage.Data;
                            break;
                        case ShaderStage.Domain:
                            nativePipelineStateDescription.DomainShader = stage.Data;
                            break;
                        case ShaderStage.Geometry:
                            nativePipelineStateDescription.GeometryShader = stage.Data;
                            break;
                        case ShaderStage.Pixel:
                            nativePipelineStateDescription.PixelShader = stage.Data;
                            break;
                        default:
                            throw new ArgumentOutOfRangeException();
                    }
                }

                CompiledState = NativeDevice.CreateGraphicsPipelineState(nativePipelineStateDescription);
                RootSignature = rootSignature;
                PrimitiveTopology = (PrimitiveTopology)pipelineStateDescription.PrimitiveType;
            }
        }
        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);
        }