Example #1
0
        public void CreateAccelerationStructures()
        {
            acs = new AccelerationStructures();

            long mTlasSize = 0;

            ID3D12Resource[] mpVertexBuffer = new ID3D12Resource[2];
            mpVertexBuffer[0] = acs.CreateTriangleVB(mpDevice);
            mpVertexBuffer[1] = acs.CreatePlaneVB(mpDevice);

            // The first bottom-level buffer is for the plane and the triangle
            int[] vertexCount = new int[] { 3, 6 }; // Triangle has 3 vertices, plane has 6
            AccelerationStructureBuffers[] bottomLevelBuffers = new AccelerationStructureBuffers[2];
            bottomLevelBuffers[0] = acs.CreateBottomLevelAS(mpDevice, mpCmdList, mpVertexBuffer, vertexCount, 2);
            mpBottomLevelAS       = new ID3D12Resource[2];
            mpBottomLevelAS[0]    = bottomLevelBuffers[0].pResult;

            // The second bottom-level buffer is for the triangle only
            bottomLevelBuffers[1] = acs.CreateBottomLevelAS(mpDevice, mpCmdList, mpVertexBuffer, vertexCount, 1);
            mpBottomLevelAS[1]    = bottomLevelBuffers[1].pResult;

            // Create the TLAS
            AccelerationStructureBuffers topLevelBuffers = acs.CreateTopLevelAS(mpDevice, mpCmdList, mpBottomLevelAS, ref mTlasSize);

            // The tutorial doesn't have any resource lifetime management, so we flush and sync here. This is not required by the DXR spec - you can submit the list whenever you like as long as you take care of the resources lifetime.
            mFenceValue = context.SubmitCommandList(mpCmdList, mpCmdQueue, mpFence, mFenceValue);
            mpFence.SetEventOnCompletion(mFenceValue, mFenceEvent);
            mFenceEvent.WaitOne();
            int bufferIndex = mpSwapChain.GetCurrentBackBufferIndex();

            mpCmdList.Reset(mFrameObjects[0].pCmdAllocator, null);

            // Store the AS buffers. The rest of the buffers will be released once we exit the function
            mpTopLevelAS = topLevelBuffers.pResult;
        }
Example #2
0
        public void CreateAccelerationStructures()
        {
            acs = new AccelerationStructures();

            long mTlasSize = 0;

            var mpVertexBuffer = acs.CreateTriangleVB(mpDevice);
            AccelerationStructureBuffers bottomLevelBuffers = acs.CreateBottomLevelAS(mpDevice, mpCmdList, mpVertexBuffer);
            AccelerationStructureBuffers topLevelBuffers    = acs.CreateTopLevelAS(mpDevice, mpCmdList, bottomLevelBuffers.pResult, ref mTlasSize);

            // The tutorial doesn't have any resource lifetime management, so we flush and sync here. This is not required by the DXR spec - you can submit the list whenever you like as long as you take care of the resources lifetime.
            mFenceValue = context.SubmitCommandList(mpCmdList, mpCmdQueue, mpFence, mFenceValue);
            mpFence.SetEventOnCompletion(mFenceValue, mFenceEvent);
            mFenceEvent.WaitOne();
            int bufferIndex = mpSwapChain.GetCurrentBackBufferIndex();

            mpCmdList.Reset(mFrameObjects[0].pCmdAllocator, null);

            // Store the AS buffers. The rest of the buffers will be released once we exit the function
            mpTopLevelAS    = topLevelBuffers.pResult;
            mpBottomLevelAS = bottomLevelBuffers.pResult;
        }