Example #1
0
        private void Update(EvaluationContext context)
        {
            var resourceManager = ResourceManager.Instance();
            var device          = resourceManager.Device;
            var deviceContext   = device.ImmediateContext;
            var csStage         = deviceContext.ComputeShader;

            _cs = ComputeShader.GetValue(context);

            Int3 dispatchCount = Dispatch.GetValue(context);
            int  count         = DispatchCallCount.GetValue(context).Clamp(1, 10);

            ConstantBuffers.GetValues(ref _constantBuffers, context);
            ShaderResources.GetValues(ref _shaderResourceViews, context);
            SamplerStates.GetValues(ref _samplerStates, context);
            Uavs.GetValues(ref _uavs, context);
            int counter = UavBufferCount.GetValue(context);

            if (_uavs.Length == 0 || _uavs[0] == null || _cs == null)
            {
                return;
            }

            csStage.Set(_cs);
            csStage.SetConstantBuffers(0, _constantBuffers.Length, _constantBuffers);
            csStage.SetShaderResources(0, _shaderResourceViews.Length, _shaderResourceViews);
            csStage.SetSamplers(0, _samplerStates);
            if (_uavs.Length == 4)
            {
                csStage.SetUnorderedAccessViews(0, _uavs, new[] { -1, 0, -1, -1 });
            }
            else if (_uavs.Length == 1)
            {
                if (counter == -1)
                {
                    csStage.SetUnorderedAccessView(0, _uavs[0]);
                }
                else
                {
                    csStage.SetUnorderedAccessViews(0, _uavs, new[] { counter });
                }
            }
            else if (_uavs.Length == 3)
            {
                csStage.SetUnorderedAccessViews(0, _uavs, new[] { counter, -1, -1 });
            }
            else
            {
                csStage.SetUnorderedAccessViews(0, _uavs);
            }



            for (int i = 0; i < count; i++)
            {
                deviceContext.Dispatch(dispatchCount.X, dispatchCount.Y, dispatchCount.Z);
            }

            // unbind resources
            for (int i = 0; i < _uavs.Length; i++)
            {
                csStage.SetUnorderedAccessView(i, null);
            }
            for (int i = 0; i < _samplerStates.Length; i++)
            {
                csStage.SetSampler(i, null);
            }
            for (int i = 0; i < _shaderResourceViews.Length; i++)
            {
                csStage.SetShaderResource(i, null);
            }
            for (int i = 0; i < _constantBuffers.Length; i++)
            {
                csStage.SetConstantBuffer(i, null);
            }
        }