Example #1
0
        public void CreateDeviceObjects(GraphicsDevice gd, CommandList cl, SceneContext sc, ResourceScope scope)
        {
            var factory = new DisposeCollectorResourceFactory(gd.ResourceFactory, _disposeCollector);

            BonesBuffer = factory.CreateBuffer(new BufferDescription((uint)(Marshal.SizeOf <Matrix4x4>() * MDLConstants.MaxBones), BufferUsage.UniformBuffer | BufferUsage.Dynamic));

            RenderArgumentsBuffer = factory.CreateBuffer(new BufferDescription((uint)Marshal.SizeOf <StudioRenderArguments>(), BufferUsage.UniformBuffer | BufferUsage.Dynamic));

            TextureDataBuffer = factory.CreateBuffer(new BufferDescription((uint)Marshal.SizeOf <StudioTextureData>(), BufferUsage.UniformBuffer | BufferUsage.Dynamic));

            _sharedLayout = factory.CreateResourceLayout(new ResourceLayoutDescription(
                                                             new ResourceLayoutElementDescription("Projection", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                             new ResourceLayoutElementDescription("View", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                             new ResourceLayoutElementDescription("WorldAndInverse", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                             new ResourceLayoutElementDescription("Bones", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                             new ResourceLayoutElementDescription("RenderArguments", ResourceKind.UniformBuffer, ShaderStages.Vertex | ShaderStages.Fragment),
                                                             new ResourceLayoutElementDescription("TextureData", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                             new ResourceLayoutElementDescription("Sampler", ResourceKind.Sampler, ShaderStages.Fragment),
                                                             new ResourceLayoutElementDescription("LightingInfo", ResourceKind.UniformBuffer, ShaderStages.Fragment)));

            TextureLayout = factory.CreateResourceLayout(new ResourceLayoutDescription(
                                                             new ResourceLayoutElementDescription("Texture", ResourceKind.TextureReadOnly, ShaderStages.Fragment)));

            var vertexLayouts = new[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float3),
                    new VertexElementDescription("TextureCoords", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2),
                    new VertexElementDescription("Normal", VertexElementSemantic.Normal, VertexElementFormat.Float3),
                    new VertexElementDescription("VertexBoneIndex", VertexElementSemantic.TextureCoordinate, VertexElementFormat.UInt1),
                    new VertexElementDescription("NormalBoneIndex", VertexElementSemantic.TextureCoordinate, VertexElementFormat.UInt1))
            };

            for (var cullMode = CullBack; cullMode < CullModeCount; ++cullMode)
            {
                for (var maskMode = MaskDisabled; maskMode < MaskModeCount; ++maskMode)
                {
                    for (var additiveMode = AdditiveDisabled; additiveMode < AdditiveModeCount; ++additiveMode)
                    {
                        _pipelines[cullMode, maskMode, additiveMode] = CreatePipelines(
                            gd, sc, vertexLayouts, _sharedLayout, TextureLayout, factory,
                            cullMode == CullBack,
                            maskMode == MaskEnabled,
                            additiveMode == AdditiveEnabled);
                    }
                }
            }

            SharedResourceSet = factory.CreateResourceSet(new ResourceSetDescription(
                                                              _sharedLayout,
                                                              sc.ProjectionMatrixBuffer,
                                                              sc.ViewMatrixBuffer,
                                                              sc.WorldAndInverseBuffer,
                                                              BonesBuffer,
                                                              RenderArgumentsBuffer,
                                                              TextureDataBuffer,
                                                              sc.MainSampler,
                                                              sc.LightingInfoBuffer
                                                              ));
        }
Example #2
0
 public void UpdateResourceLayout()
 {
     if (Layout == null)
     {
         Layout = factory.CreateResourceLayout(layoutDescription);
     }
 }
Example #3
0
        public void CreateDeviceObjects(IRendererContext context)
        {
            var c  = (VeldridRendererContext)context;
            var cl = c.CommandList;
            var gd = c.GraphicsDevice;
            var sc = c.SceneContext;

            DisposeCollectorResourceFactory factory = new DisposeCollectorResourceFactory(gd.ResourceFactory);

            _disposeCollector = factory.DisposeCollector;

            ResourceLayout resourceLayout = factory.CreateResourceLayout(new ResourceLayoutDescription(
                                                                             new ResourceLayoutElementDescription("SourceTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                                                                             new ResourceLayoutElementDescription("SourceSampler", ResourceKind.Sampler, ShaderStages.Fragment)));

            var shaderCache = Resolve <IShaderCache>();

            _shaders = shaderCache.GetShaderPair(gd.ResourceFactory,
                                                 VertexShaderName,
                                                 FragmentShaderName,
                                                 shaderCache.GetGlsl(VertexShaderName),
                                                 shaderCache.GetGlsl(FragmentShaderName));

            GraphicsPipelineDescription pd = new GraphicsPipelineDescription(
                new BlendStateDescription(
                    RgbaFloat.Black,
                    BlendAttachmentDescription.OverrideBlend,
                    BlendAttachmentDescription.OverrideBlend),
                gd.IsDepthRangeZeroToOne ? DepthStencilStateDescription.DepthOnlyGreaterEqual : DepthStencilStateDescription.DepthOnlyLessEqual,
                RasterizerStateDescription.Default,
                PrimitiveTopology.TriangleList,
                new ShaderSetDescription(
                    new[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2),
                    new VertexElementDescription("TexCoords", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2))
            },
                    _shaders,
                    ShaderHelper.GetSpecializations(gd)),
                new[] { resourceLayout },
                sc.DuplicatorFramebuffer.OutputDescription);

            _pipeline      = factory.CreateGraphicsPipeline(ref pd);
            _pipeline.Name = "P_ScreenDuplicator";

            float[] verts = CoreUtil.GetFullScreenQuadVerts(gd.IsClipSpaceYInverted);

            _vb = factory.CreateBuffer(new BufferDescription(verts.SizeInBytes() * sizeof(float), BufferUsage.VertexBuffer));
            cl.UpdateBuffer(_vb, 0, verts);

            _ib = factory.CreateBuffer(
                new BufferDescription((uint)QuadIndices.Length * sizeof(ushort), BufferUsage.IndexBuffer));
            cl.UpdateBuffer(_ib, 0, QuadIndices);
        }
Example #4
0
        public override void CreateDeviceObjects(GraphicsDevice gd, CommandList cl, SceneContext sc, ResourceScope scope)
        {
            if ((scope & ResourceScope.Global) == 0)
            {
                return;
            }

            DisposeCollectorResourceFactory factory = new DisposeCollectorResourceFactory(gd.ResourceFactory);

            _disposeCollector = factory.DisposeCollector;

            ResourceLayout resourceLayout = factory.CreateResourceLayout(new ResourceLayoutDescription(
                                                                             new ResourceLayoutElementDescription("SourceTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                                                                             new ResourceLayoutElementDescription("SourceSampler", ResourceKind.Sampler, ShaderStages.Fragment)));

            var shaderName = gd.IsUvOriginTopLeft ? "FinalPass_inverted" : "FinalPass";

            (var vs, var fs) = sc.GlobalResourceCache.GetShaders(gd, gd.ResourceFactory, shaderName);

            GraphicsPipelineDescription pd = new GraphicsPipelineDescription(
                new BlendStateDescription(
                    RgbaFloat.Black,
                    BlendAttachmentDescription.OverrideBlend),
                gd.IsDepthRangeZeroToOne ? DepthStencilStateDescription.DepthOnlyGreaterEqual : DepthStencilStateDescription.DepthOnlyLessEqual,
                RasterizerStateDescription.Default,
                PrimitiveTopology.TriangleList,
                new ShaderSetDescription(
                    new[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2),
                    new VertexElementDescription("TexCoords", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2))
            },
                    new[] { vs, fs, }),
                new ResourceLayout[] { resourceLayout },
                gd.SwapchainFramebuffer.OutputDescription);

            _pipeline = factory.CreateGraphicsPipeline(ref pd);

            float[] verts = Util.GetFullScreenQuadVerts(gd);

            _vb = factory.CreateBuffer(new BufferDescription(verts.SizeInBytes() * sizeof(float), BufferUsage.VertexBuffer));
            cl.UpdateBuffer(_vb, 0, verts);

            _ib = factory.CreateBuffer(
                new BufferDescription((uint)s_quadIndices.Length * sizeof(ushort), BufferUsage.IndexBuffer));
            cl.UpdateBuffer(_ib, 0, s_quadIndices);
        }
Example #5
0
        public void CreateDeviceObjects(IRendererContext context)
        {
            var c  = (VeldridRendererContext)context;
            var cl = c.CommandList;
            var gd = c.GraphicsDevice;

            var factory = new DisposeCollectorResourceFactory(gd.ResourceFactory);

            _disposeCollector = factory.DisposeCollector;

            var layout = factory.CreateResourceLayout(new ResourceLayoutDescription(
                                                          ResourceLayoutHelper.Texture("SourceTexture"),
                                                          ResourceLayoutHelper.Sampler("SourceSampler")));

            var shaderCache = Resolve <IShaderCache>();

            _shaders = shaderCache.GetShaderPair(gd.ResourceFactory,
                                                 VertexShaderName,
                                                 FragmentShaderName,
                                                 shaderCache.GetGlsl(VertexShaderName),
                                                 shaderCache.GetGlsl(FragmentShaderName));

            var rasterizerState = new RasterizerStateDescription(
                FaceCullMode.Back, PolygonFillMode.Solid, FrontFace.Clockwise,
                true, false);

            var pd = new GraphicsPipelineDescription(
                new BlendStateDescription(RgbaFloat.Black, BlendAttachmentDescription.OverrideBlend),
                DepthStencilStateDescription.Disabled,
                rasterizerState,
                PrimitiveTopology.TriangleList,
                new ShaderSetDescription(new[] { VertexLayoutHelper.Vertex2DTextured }, _shaders, ShaderHelper.GetSpecializations(gd)),
                new[] { layout },
                gd.SwapchainFramebuffer.OutputDescription);

            _pipeline      = factory.CreateGraphicsPipeline(ref pd);
            _pipeline.Name = "P_FullScreenQuad";

            float[] verts = CoreUtil.GetFullScreenQuadVerts(gd.IsClipSpaceYInverted);
            _vb = factory.CreateBuffer(new BufferDescription(verts.SizeInBytes() * sizeof(float), BufferUsage.VertexBuffer));
            cl.UpdateBuffer(_vb, 0, verts);

            _ib = factory.CreateBuffer(new BufferDescription(QuadIndices.SizeInBytes(), BufferUsage.IndexBuffer));
            cl.UpdateBuffer(_ib, 0, QuadIndices);
        }
Example #6
0
        public override void CreateDeviceObjects(GraphicsDevice gd, CommandList cl, SceneContext sc)
        {
            DisposeCollectorResourceFactory factory = new DisposeCollectorResourceFactory(gd.ResourceFactory);

            _disposeCollector = factory.DisposeCollector;

            ResourceLayout resourceLayout = factory.CreateResourceLayout(new ResourceLayoutDescription(
                                                                             new ResourceLayoutElementDescription("SourceTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                                                                             new ResourceLayoutElementDescription("SourceSampler", ResourceKind.Sampler, ShaderStages.Fragment)));

            (Shader vs, Shader fs) = StaticResourceCache.GetShaders(gd, gd.ResourceFactory, "ScreenDuplicator");

            GraphicsPipelineDescription pd = new GraphicsPipelineDescription(
                new BlendStateDescription(
                    RgbaFloat.Black,
                    BlendAttachmentDescription.OverrideBlend,
                    BlendAttachmentDescription.OverrideBlend),
                gd.IsDepthRangeZeroToOne ? DepthStencilStateDescription.DepthOnlyGreaterEqual : DepthStencilStateDescription.DepthOnlyLessEqual,
                RasterizerStateDescription.Default,
                PrimitiveTopology.TriangleList,
                new ShaderSetDescription(
                    new[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2),
                    new VertexElementDescription("TexCoords", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2))
            },
                    new[] { vs, fs, },
                    ShaderHelper.GetSpecializations(gd)),
                new ResourceLayout[] { resourceLayout },
                sc.DuplicatorFramebuffer.OutputDescription);

            _pipeline = factory.CreateGraphicsPipeline(ref pd);

            float[] verts = Util.GetFullScreenQuadVerts(gd);

            _vb = factory.CreateBuffer(new BufferDescription(verts.SizeInBytes() * sizeof(float), BufferUsage.VertexBuffer));
            cl.UpdateBuffer(_vb, 0, verts);

            _ib = factory.CreateBuffer(
                new BufferDescription((uint)s_quadIndices.Length * sizeof(ushort), BufferUsage.IndexBuffer));
            cl.UpdateBuffer(_ib, 0, s_quadIndices);
        }
Example #7
0
        public override void CreateDeviceObjects(GraphicsDevice gd, CommandList cl, SceneContext sc)
        {
            DisposeCollectorResourceFactory factory = new DisposeCollectorResourceFactory(gd.ResourceFactory);

            _disposeCollector = factory.DisposeCollector;

            ResourceLayout resourceLayout = factory.CreateResourceLayout(new ResourceLayoutDescription(
                                                                             new ResourceLayoutElementDescription("SourceTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                                                                             new ResourceLayoutElementDescription("SourceSampler", ResourceKind.Sampler, ShaderStages.Fragment)));

            GraphicsPipelineDescription pd = new GraphicsPipelineDescription(
                new BlendStateDescription(
                    RgbaFloat.Black,
                    BlendAttachmentDescription.OverrideBlend,
                    BlendAttachmentDescription.OverrideBlend),
                DepthStencilStateDescription.DepthOnlyLessEqual,
                RasterizerStateDescription.Default,
                PrimitiveTopology.TriangleList,
                new ShaderSetDescription(
                    new[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.Position, VertexElementFormat.Float2),
                    new VertexElementDescription("TexCoords", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2))
            },
                    new[]
            {
                ShaderHelper.LoadShader(gd, factory, "ScreenDuplicator", ShaderStages.Vertex, "VS"),
                ShaderHelper.LoadShader(gd, factory, "ScreenDuplicator", ShaderStages.Fragment, "FS"),
            }),
                new ResourceLayout[] { resourceLayout },
                sc.DuplicatorFramebuffer.OutputDescription);

            _pipeline = factory.CreateGraphicsPipeline(ref pd);

            _vb = factory.CreateBuffer(new BufferDescription((uint)s_quadVerts.Length * sizeof(float), BufferUsage.VertexBuffer));
            cl.UpdateBuffer(_vb, 0, s_quadVerts);

            _ib = factory.CreateBuffer(
                new BufferDescription((uint)s_quadIndices.Length * sizeof(ushort), BufferUsage.IndexBuffer));
            cl.UpdateBuffer(_ib, 0, s_quadIndices);
        }
Example #8
0
        public void CreateDeviceObjects(GraphicsDevice gd, CommandList cl, GraphicsSystem sc)
        {
            DisposeCollectorResourceFactory factory = new DisposeCollectorResourceFactory(gd.ResourceFactory);

            _disposeCollector = factory.DisposeCollector;

            ResourceLayout resourceLayout = factory.CreateResourceLayout(new ResourceLayoutDescription(
                                                                             new ResourceLayoutElementDescription("SourceTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                                                                             new ResourceLayoutElementDescription("SourceSampler", ResourceKind.Sampler, ShaderStages.Fragment)));

            (Shader vs, Shader fs) = StaticResourceCache.GetShaders(gd, gd.ResourceFactory, "FullScreenQuad");

            GraphicsPipelineDescription pd = new GraphicsPipelineDescription(
                new BlendStateDescription(
                    RgbaFloat.Black,
                    BlendAttachmentDescription.OverrideBlend),
                DepthStencilStateDescription.Disabled,
                new RasterizerStateDescription(FaceCullMode.Back, PolygonFillMode.Solid, FrontFace.Clockwise, true, false),
                PrimitiveTopology.TriangleList,
                new ShaderSetDescription(
                    new[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2),
                    new VertexElementDescription("TexCoords", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2))
            },
                    new[] { vs, fs }),
                new ResourceLayout[] { resourceLayout },
                gd.SwapchainFramebuffer.OutputDescription);

            _pipeline = factory.CreateGraphicsPipeline(ref pd);

            float[] verts = Util.GetFullScreenQuadVerts(gd.BackendType);

            _vb = factory.CreateBuffer(new BufferDescription(verts.SizeInBytes() * sizeof(float), BufferUsage.VertexBuffer));
            cl.UpdateBuffer(_vb, 0, verts);

            _ib = factory.CreateBuffer(
                new BufferDescription(s_quadIndices.SizeInBytes(), BufferUsage.IndexBuffer));
            cl.UpdateBuffer(_ib, 0, s_quadIndices);
        }
Example #9
0
        public void CreateDeviceObjects(GraphicsDevice gd, CommandList cl)
        {
            if (gd == null)
            {
                throw new ArgumentNullException(nameof(gd));
            }
            if (cl == null)
            {
                throw new ArgumentNullException(nameof(cl));
            }
            var factory = new DisposeCollectorResourceFactory(gd.ResourceFactory, _disposer);

            DeviceBuffer MakeBuffer(uint size, string name)
            {
                var buffer = factory.CreateBuffer(
                    new BufferDescription(size, BufferUsage.UniformBuffer | BufferUsage.Dynamic));

                buffer.Name = name;
                return(buffer);
            }

            ProjectionMatrixBuffer = MakeBuffer(64, "M_Projection");
            ModelViewMatrixBuffer  = MakeBuffer(64, "M_View");
            IdentityMatrixBuffer   = MakeBuffer(64, "M_Id");
            DepthLimitsBuffer      = MakeBuffer((uint)Unsafe.SizeOf <DepthCascadeLimits>(), "B_DepthLimits");
            CameraInfoBuffer       = MakeBuffer((uint)Unsafe.SizeOf <CameraInfo>(), "B_CameraInfo");

            cl.UpdateBuffer(IdentityMatrixBuffer, 0, Matrix4x4.Identity);

            var commonLayoutDescription = new ResourceLayoutDescription(
                ResourceLayoutHelper.Uniform("_Shared"),      // CameraInfo / common data buffer
                ResourceLayoutHelper.UniformV("_Projection"), // Perspective Matrix
                ResourceLayoutHelper.UniformV("_View"),       // View Matrix
                ResourceLayoutHelper.Texture("uPalette"));    // PaletteTexture

            CommonResourceLayout      = factory.CreateResourceLayout(commonLayoutDescription);
            CommonResourceLayout.Name = "RL_Common";
        }
Example #10
0
        public void Start()
        {
            WindowCreateInfo wci = new WindowCreateInfo
            {
                X            = 100,
                Y            = 100,
                WindowWidth  = 1280,
                WindowHeight = 720,
                WindowTitle  = _runner.Name,
            };

            _window          = VeldridStartup.CreateWindow(ref wci);
            _window.Resized += () =>
            {
                _windowResized = true;
            };

            _ft     = _runner.GetSubSystem <FrameTimer>();
            _loader = _runner.GetSubSystem <ResourceLoader>();

            GraphicsDeviceOptions options = new GraphicsDeviceOptions(
                debug: false,
                swapchainDepthFormat: PixelFormat.R16_UNorm,
                syncToVerticalBlank: true,
                resourceBindingModel: ResourceBindingModel.Improved);

#if DEBUG
            options.Debug = true;
#endif
            _gd      = VeldridStartup.CreateGraphicsDevice(_window, options);
            _factory = new DisposeCollectorResourceFactory(_gd.ResourceFactory);

            ResourceLayout projViewLayout = _factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    new ResourceLayoutElementDescription("Projection", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                    new ResourceLayoutElementDescription("View", ResourceKind.UniformBuffer, ShaderStages.Vertex)));

            ResourceLayout worldTextureLayout = _factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    new ResourceLayoutElementDescription("World", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                    new ResourceLayoutElementDescription("SurfaceTexture", ResourceKind.TextureReadOnly,
                                                         ShaderStages.Fragment),
                    new ResourceLayoutElementDescription("SurfaceSampler", ResourceKind.Sampler,
                                                         ShaderStages.Fragment)));

            ShaderSetDescription shaderSet = new ShaderSetDescription(
                new[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.Position,
                                                 VertexElementFormat.Float3),
                    new VertexElementDescription("TexCoords", VertexElementSemantic.TextureCoordinate,
                                                 VertexElementFormat.Float2))
            },
                new[]
            {
                _loader.LoadShader(_factory, "Cube", ShaderStages.Vertex, "VS"),
                _loader.LoadShader(_factory, "Cube", ShaderStages.Fragment, "FS")
            });

            _pipeline = _factory.CreateGraphicsPipeline(new GraphicsPipelineDescription(
                                                            BlendStateDescription.SingleOverrideBlend,
                                                            DepthStencilStateDescription.DepthOnlyLessEqual,
                                                            RasterizerStateDescription.Default,
                                                            PrimitiveTopology.TriangleList,
                                                            shaderSet,
                                                            new[] { projViewLayout, worldTextureLayout },
                                                            MainSwapchain.Framebuffer.OutputDescription));

            _cl       = _factory.CreateCommandList();
            LastInput = _window.PumpEvents();
        }
        private void CreateResources()
        {
            _factory = new DisposeCollectorResourceFactory(_gd.ResourceFactory);

            _cl = _factory.CreateCommandList();

            _cl.Begin();
            _projectionBuffer = _factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));
            _viewBuffer       = _factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));
            _modelBuffer      = _factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));

            _projectionBufferForShadowShader = _factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));
            _viewBufferShadow  = _factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));
            _modelBufferShadow = _factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));

            // TODO: no idea why this buffer requires 48 bytes instead of 32 bytes, padding?
            //_directionLightBuffer = _factory.CreateBuffer(new BufferDescription(48, BufferUsage.UniformBuffer));
            // addition of shadowmatrix, now requires (48+64=) 112 bytes
            _directionLightBuffer = _factory.CreateBuffer(new BufferDescription(112, BufferUsage.UniformBuffer));

            _cl.End();
            _gd.SubmitCommands(_cl);
            _gd.WaitForIdle();

            ShaderSetDescription shaderSet = new ShaderSetDescription(
                new[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.Position, VertexElementFormat.Float3),
                    new VertexElementDescription("Color", VertexElementSemantic.Color, VertexElementFormat.Float3),
                    new VertexElementDescription("Normal", VertexElementSemantic.Normal, VertexElementFormat.Float3))
            },
                new[]
            {
                LoadShader(_factory, "ColorShader", ShaderStages.Vertex, "VS"),
                LoadShader(_factory, "ColorShader", ShaderStages.Fragment, "FS")
            });

            ShaderSetDescription shaderSetShadow = new ShaderSetDescription(
                new[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.Position, VertexElementFormat.Float3),
                    new VertexElementDescription("Color", VertexElementSemantic.Color, VertexElementFormat.Float3),
                    new VertexElementDescription("Normal", VertexElementSemantic.Normal, VertexElementFormat.Float3))
            },
                new[]
            {
                LoadShader(_factory, "ShadowShader", ShaderStages.Vertex, "VS"),
                LoadShader(_factory, "ShadowShader", ShaderStages.Fragment, "FS")
            });

            ResourceLayout projectionViewMatricesLightLayout = _factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    new ResourceLayoutElementDescription("Projection", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                    new ResourceLayoutElementDescription("View", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                    new ResourceLayoutElementDescription("DirectionalLight", ResourceKind.UniformBuffer, ShaderStages.Vertex | ShaderStages.Fragment),
                    new ResourceLayoutElementDescription("ShadowMap", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                    new ResourceLayoutElementDescription("ShadowMapSampler", ResourceKind.Sampler, ShaderStages.Fragment)
                    ));

            ResourceLayout perObjectLayout = _factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    new ResourceLayoutElementDescription("Model", ResourceKind.UniformBuffer, ShaderStages.Vertex)
                    ));

            ResourceLayout projectionViewMatricesLayoutShadow = _factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    new ResourceLayoutElementDescription("Projection", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                    new ResourceLayoutElementDescription("View", ResourceKind.UniformBuffer, ShaderStages.Vertex)
                    ));

            ResourceLayout modelLayoutShadow = _factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    new ResourceLayoutElementDescription("Model", ResourceKind.UniformBuffer, ShaderStages.Vertex)
                    ));

            _pipeline = _factory.CreateGraphicsPipeline(new GraphicsPipelineDescription(
                                                            BlendStateDescription.SingleOverrideBlend,
                                                            DepthStencilStateDescription.DepthOnlyLessEqual,
                                                            RasterizerStateDescription.Default,
                                                            PrimitiveTopology.TriangleList,
                                                            shaderSet,
                                                            new[] { projectionViewMatricesLightLayout, perObjectLayout },
                                                            _gd.SwapchainFramebuffer.OutputDescription));

            TextureDescription desc = TextureDescription.Texture2D(2048, 2048, 1, 1, PixelFormat.D32_Float_S8_UInt, TextureUsage.DepthStencil | TextureUsage.Sampled);

            _shadowMap            = _factory.CreateTexture(desc);
            _shadowMap.Name       = "Shadow Map";
            _shadowMapView        = _factory.CreateTextureView(_shadowMap);
            _shadowMapFramebuffer = _factory.CreateFramebuffer(new FramebufferDescription(
                                                                   new FramebufferAttachmentDescription(_shadowMap, 0), Array.Empty <FramebufferAttachmentDescription>()));


            _pipelineShadow = _factory.CreateGraphicsPipeline(new GraphicsPipelineDescription(
                                                                  BlendStateDescription.Empty,
                                                                  DepthStencilStateDescription.DepthOnlyLessEqual,
                                                                  RasterizerStateDescription.Default,
                                                                  PrimitiveTopology.TriangleList,
                                                                  shaderSetShadow,
                                                                  new[] { projectionViewMatricesLayoutShadow, modelLayoutShadow },
                                                                  _shadowMapFramebuffer.OutputDescription));

            _projectionViewMatricesLightSet = _factory.CreateResourceSet(new ResourceSetDescription(
                                                                             projectionViewMatricesLightLayout,
                                                                             _projectionBuffer,
                                                                             _viewBuffer,
                                                                             _directionLightBuffer,
                                                                             _shadowMapView,
                                                                             _gd.PointSampler));

            _perObjectSet = _factory.CreateResourceSet(new ResourceSetDescription(
                                                           perObjectLayout,
                                                           _modelBuffer));

            _projectionViewMatricesSetShadow = _factory.CreateResourceSet(new ResourceSetDescription(
                                                                              projectionViewMatricesLayoutShadow,
                                                                              _projectionBufferForShadowShader,
                                                                              _viewBufferShadow));

            _modelMatrixSetShadow = _factory.CreateResourceSet(new ResourceSetDescription(
                                                                   modelLayoutShadow,
                                                                   _modelBufferShadow));
        }
Example #12
0
        static int Main(string[] args)
        {
            if (args.Length != 2)
            {
                Console.WriteLine($"ImageTint <image-path> <out>: Tints the image at <image-path> and saves it to <out>.");
                return(1);
            }

            string inPath  = args[0];
            string outPath = args[1];

            // This demo uses WindowState.Hidden to avoid popping up an unnecessary window to the user.

            VeldridStartup.CreateWindowAndGraphicsDevice(
                new WindowCreateInfo
            {
                WindowInitialState = WindowState.Hidden,
            },
                new GraphicsDeviceOptions()
            {
                ResourceBindingModel = ResourceBindingModel.Improved
            },
                out Sdl2Window window,
                out GraphicsDevice gd);

            DisposeCollectorResourceFactory factory = new DisposeCollectorResourceFactory(gd.ResourceFactory);

            ImageSharpTexture inputImage   = new ImageSharpTexture(inPath, false);
            Texture           inputTexture = inputImage.CreateDeviceTexture(gd, factory);
            TextureView       view         = factory.CreateTextureView(inputTexture);

            Texture output = factory.CreateTexture(TextureDescription.Texture2D(
                                                       inputImage.Width,
                                                       inputImage.Height,
                                                       1,
                                                       1,
                                                       PixelFormat.R8_G8_B8_A8_UNorm,
                                                       TextureUsage.RenderTarget));
            Framebuffer framebuffer = factory.CreateFramebuffer(new FramebufferDescription(null, output));

            DeviceBuffer vertexBuffer = factory.CreateBuffer(new BufferDescription(64, BufferUsage.VertexBuffer));

            Vector4[] quadVerts =
            {
                new Vector4(-1,  1, 0, 0),
                new Vector4(1,   1, 1, 0),
                new Vector4(-1, -1, 0, 1),
                new Vector4(1,  -1, 1, 1),
            };
            gd.UpdateBuffer(vertexBuffer, 0, quadVerts);

            ShaderSetDescription shaderSet = new ShaderSetDescription(
                new[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2),
                    new VertexElementDescription("TextureCoordinates", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2))
            },
                factory.CreateFromSpirv(
                    new ShaderDescription(ShaderStages.Vertex, ReadEmbeddedAssetBytes("TintShader-vertex.glsl"), "main"),
                    new ShaderDescription(ShaderStages.Fragment, ReadEmbeddedAssetBytes("TintShader-fragment.glsl"), "main")));

            ResourceLayout layout = factory.CreateResourceLayout(new ResourceLayoutDescription(
                                                                     new ResourceLayoutElementDescription("Input", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                                                                     new ResourceLayoutElementDescription("Sampler", ResourceKind.Sampler, ShaderStages.Fragment),
                                                                     new ResourceLayoutElementDescription("Tint", ResourceKind.UniformBuffer, ShaderStages.Fragment)));

            Pipeline pipeline = factory.CreateGraphicsPipeline(new GraphicsPipelineDescription(
                                                                   BlendStateDescription.SingleOverrideBlend,
                                                                   DepthStencilStateDescription.Disabled,
                                                                   RasterizerStateDescription.Default,
                                                                   PrimitiveTopology.TriangleStrip,
                                                                   shaderSet,
                                                                   layout,
                                                                   framebuffer.OutputDescription));

            DeviceBuffer tintInfoBuffer = factory.CreateBuffer(new BufferDescription(16, BufferUsage.UniformBuffer));

            gd.UpdateBuffer(
                tintInfoBuffer, 0,
                new TintInfo(
                    new Vector3(1f, 0.2f, 0.1f), // Change this to modify the tint color.
                    0.25f));

            ResourceSet resourceSet = factory.CreateResourceSet(
                new ResourceSetDescription(layout, view, gd.PointSampler, tintInfoBuffer));

            // RenderTarget textures are not CPU-visible, so to get our tinted image back, we need to first copy it into
            // a "staging Texture", which is a Texture that is CPU-visible (it can be Mapped).
            Texture stage = factory.CreateTexture(TextureDescription.Texture2D(
                                                      inputImage.Width,
                                                      inputImage.Height,
                                                      1,
                                                      1,
                                                      PixelFormat.R8_G8_B8_A8_UNorm,
                                                      TextureUsage.Staging));

            CommandList cl = factory.CreateCommandList();

            cl.Begin();
            cl.SetFramebuffer(framebuffer);
            cl.SetFullViewports();
            cl.SetVertexBuffer(0, vertexBuffer);
            cl.SetPipeline(pipeline);
            cl.SetGraphicsResourceSet(0, resourceSet);
            cl.Draw(4, 1, 0, 0);
            cl.CopyTexture(
                output, 0, 0, 0, 0, 0,
                stage, 0, 0, 0, 0, 0,
                stage.Width, stage.Height, 1, 1);
            cl.End();
            gd.SubmitCommands(cl);
            gd.WaitForIdle();

            // When a texture is mapped into a CPU-visible region, it is often not laid out linearly.
            // Instead, it is laid out as a series of rows, which are all spaced out evenly by a "row pitch".
            // This spacing is provided in MappedResource.RowPitch.

            // It is also possible to obtain a "structured view" of a mapped data region, which is what is done below.
            // With a structured view, you can read individual elements from the region.
            // The code below simply iterates over the two-dimensional region and places each texel into a linear buffer.
            // ImageSharp requires the pixel data be contained in a linear buffer.
            MappedResourceView <Rgba32> map = gd.Map <Rgba32>(stage, MapMode.Read);

            // Rgba32 is synonymous with PixelFormat.R8_G8_B8_A8_UNorm.
            Rgba32[] pixelData = new Rgba32[stage.Width * stage.Height];
            for (int y = 0; y < stage.Height; y++)
            {
                for (int x = 0; x < stage.Width; x++)
                {
                    int index = (int)(y * stage.Width + x);
                    pixelData[index] = map[x, y];
                }
            }
            gd.Unmap(stage); // Resources should be Unmapped when the region is no longer used.

            Image <Rgba32> outputImage = Image.LoadPixelData(pixelData, (int)stage.Width, (int)stage.Height);

            outputImage.Save(outPath);

            factory.DisposeCollector.DisposeAll();

            gd.Dispose();
            window.Close();
            return(0);
        }
Example #13
0
 public ResourceLayout CreateResourceLayout(ResourceLayoutDescription resourceLayoutDescription) => _factory.CreateResourceLayout(resourceLayoutDescription);
        public void CreateDeviceObjects(GraphicsDevice gd, CommandList cl, SceneContext sc, ResourceScope scope)
        {
            if ((scope & ResourceScope.Map) == 0)
            {
                return;
            }

            var disposeFactory = new DisposeCollectorResourceFactory(gd.ResourceFactory, _disposeCollector);

            _sharedLayout = disposeFactory.CreateResourceLayout(new ResourceLayoutDescription(
                                                                    new ResourceLayoutElementDescription("Projection", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                                    new ResourceLayoutElementDescription("View", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                                    new ResourceLayoutElementDescription("WorldAndInverse", ResourceKind.UniformBuffer, ShaderStages.Vertex | ShaderStages.Fragment),
                                                                    new ResourceLayoutElementDescription("LightingInfo", ResourceKind.UniformBuffer, ShaderStages.Fragment),
                                                                    new ResourceLayoutElementDescription("LightStyles", ResourceKind.UniformBuffer, ShaderStages.Fragment),
                                                                    new ResourceLayoutElementDescription("RenderColor", ResourceKind.UniformBuffer, ShaderStages.Fragment)));

            TextureLayout = disposeFactory.CreateResourceLayout(new ResourceLayoutDescription(
                                                                    new ResourceLayoutElementDescription("Texture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                                                                    new ResourceLayoutElementDescription("Sampler", ResourceKind.Sampler, ShaderStages.Fragment)));

            LightmapLayout = disposeFactory.CreateResourceLayout(new ResourceLayoutDescription(
                                                                     new ResourceLayoutElementDescription("Lightmaps", ResourceKind.TextureReadOnly, ShaderStages.Fragment)));

            var vertexLayouts = new VertexLayoutDescription[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float3),
                    new VertexElementDescription("TextureCoords", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2),
                    new VertexElementDescription("LightmapCoords", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2),
                    //Used for multiple light styles; this is the offset to apply to lightmap X coordinates
                    new VertexElementDescription("LightmapXOffset", VertexElementSemantic.Position, VertexElementFormat.Float1),
                    new VertexElementDescription("StyleIndices", VertexElementSemantic.Position, VertexElementFormat.Int4))
            };

            (var vs, var fs) = sc.MapResourceCache.GetShaders(gd, gd.ResourceFactory, "LightMappedGeneric");

            //Create render mode pipelines
            var rasterizerState = new RasterizerStateDescription(FaceCullMode.Back, PolygonFillMode.Solid, FrontFace.Clockwise, true, true);
            const PrimitiveTopology primitiveTopology = PrimitiveTopology.TriangleList;
            var shaderSets        = new ShaderSetDescription(vertexLayouts, new[] { vs, fs });
            var resourceLayouts   = new ResourceLayout[] { _sharedLayout, TextureLayout, LightmapLayout };
            var outputDescription = sc.MainSceneFramebuffer.OutputDescription;

            var pipelines = new Pipeline[(int)RenderMode.Last + 1];

            var pd = new GraphicsPipelineDescription(
                BlendStateDescription.SingleDisabled,
                gd.IsDepthRangeZeroToOne ? DepthStencilStateDescription.DepthOnlyGreaterEqual : DepthStencilStateDescription.DepthOnlyLessEqual,
                rasterizerState,
                primitiveTopology,
                shaderSets,
                resourceLayouts,
                outputDescription);

            pipelines[(int)RenderMode.Normal] = disposeFactory.CreateGraphicsPipeline(ref pd);

            pipelines[(int)RenderMode.TransColor] = disposeFactory.CreateGraphicsPipeline(ref pd);

            pd = new GraphicsPipelineDescription(
                BlendStateDescription.SingleAlphaBlend,
                gd.IsDepthRangeZeroToOne ? DepthStencilStateDescription.DepthOnlyGreaterEqualRead : DepthStencilStateDescription.DepthOnlyLessEqualRead,
                rasterizerState,
                primitiveTopology,
                shaderSets,
                resourceLayouts,
                outputDescription);

            pipelines[(int)RenderMode.TransTexture] = disposeFactory.CreateGraphicsPipeline(ref pd);

            //Glow uses the same pipeline as texture
            pipelines[(int)RenderMode.Glow] = pipelines[(int)RenderMode.TransTexture];

            pd = new GraphicsPipelineDescription(
                BlendStateDescription.SingleDisabled,
                gd.IsDepthRangeZeroToOne ? DepthStencilStateDescription.DepthOnlyGreaterEqual : DepthStencilStateDescription.DepthOnlyLessEqual,
                rasterizerState,
                primitiveTopology,
                shaderSets,
                resourceLayouts,
                outputDescription);

            pipelines[(int)RenderMode.TransAlpha] = disposeFactory.CreateGraphicsPipeline(ref pd);

            pd = new GraphicsPipelineDescription(
                BlendStates.SingleAdditiveOneOneBlend,
                gd.IsDepthRangeZeroToOne ? DepthStencilStateDescription.DepthOnlyGreaterEqualRead : DepthStencilStateDescription.DepthOnlyLessEqualRead,
                rasterizerState,
                primitiveTopology,
                shaderSets,
                resourceLayouts,
                outputDescription);

            pipelines[(int)RenderMode.TransAdd] = disposeFactory.CreateGraphicsPipeline(ref pd);

            Pipelines = new RenderModePipelines(pipelines);

            RenderArgumentsBuffer = disposeFactory.CreateBuffer(new BufferDescription((uint)Marshal.SizeOf <BSPRenderArguments>(), BufferUsage.UniformBuffer | BufferUsage.Dynamic));

            _sharedResourceSet = disposeFactory.CreateResourceSet(new ResourceSetDescription(
                                                                      _sharedLayout,
                                                                      sc.ProjectionMatrixBuffer,
                                                                      sc.ViewMatrixBuffer,
                                                                      sc.WorldAndInverseBuffer,
                                                                      sc.LightingInfoBuffer,
                                                                      sc.LightStylesBuffer,
                                                                      RenderArgumentsBuffer));
        }
        public void CreateDeviceObjects(GraphicsDevice gd, CommandList cl, SceneContext sc, ResourceScope scope)
        {
            if ((scope & ResourceScope.Map) == 0)
            {
                return;
            }

            var disposeFactory = new DisposeCollectorResourceFactory(gd.ResourceFactory, _disposeCollector);

            //Create the layout and pipelines used by sprites

            var vertexLayouts = new VertexLayoutDescription[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float3),
                    new VertexElementDescription("TextureCoords", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2)
                    )
            };

            (var vs, var fs) = sc.MapResourceCache.GetShaders(gd, gd.ResourceFactory, "SpriteGeneric");

            Layout = disposeFactory.CreateResourceLayout(new ResourceLayoutDescription(
                new ResourceLayoutElementDescription("Projection", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                new ResourceLayoutElementDescription("View", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                new ResourceLayoutElementDescription("WorldAndInverse", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                new ResourceLayoutElementDescription("Texture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("Sampler", ResourceKind.Sampler, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("LightingInfo", ResourceKind.UniformBuffer, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("RenderColor", ResourceKind.UniformBuffer, ShaderStages.Fragment)
                ));

            //Vanilla GoldSource has a cvar gl_spriteblend that disables blending and makes normal sprites render differently
            //This is purely a performance setting and lowers the quality of sprites
            //We won't do that here
            var pd = new GraphicsPipelineDescription(
                BlendStateDescription.SingleAlphaBlend,
                gd.IsDepthRangeZeroToOne ? DepthStencilStateDescription.DepthOnlyGreaterEqual : DepthStencilStateDescription.DepthOnlyLessEqual,
                new RasterizerStateDescription(FaceCullMode.Back, PolygonFillMode.Solid, FrontFace.Clockwise, true, true),
                PrimitiveTopology.TriangleList,
                new ShaderSetDescription(vertexLayouts, new[] { vs, fs }),
                new ResourceLayout[] { Layout },
                sc.MainSceneFramebuffer.OutputDescription);

            var pipelines = new Pipeline[(int)RenderMode.Last + 1];

            pipelines[(int)RenderMode.Normal] = disposeFactory.CreateGraphicsPipeline(ref pd);

            //Same pipeline as normal when sprite blending is enabled in vanilla
            pipelines[(int)RenderMode.TransTexture] = pipelines[(int)RenderMode.Normal];

            //Identical to Texture, vanilla GoldSource uses an invalid texture env mode that happens to use GL_MODULATE so for consistency this is required
            pipelines[(int)RenderMode.TransColor] = pipelines[(int)RenderMode.TransTexture];

            pd = new GraphicsPipelineDescription(
                BlendStates.SingleAdditiveOneOneBlend,
                DepthStencilStateDescription.Disabled,
                new RasterizerStateDescription(FaceCullMode.Back, PolygonFillMode.Solid, FrontFace.Clockwise, true, true),
                PrimitiveTopology.TriangleList,
                new ShaderSetDescription(vertexLayouts, new[] { vs, fs }),
                new ResourceLayout[] { Layout },
                sc.MainSceneFramebuffer.OutputDescription);

            pipelines[(int)RenderMode.Glow] = disposeFactory.CreateGraphicsPipeline(ref pd);

            //Identical to Texture, but does not write to the depth buffer
            pd = new GraphicsPipelineDescription(
                BlendStateDescription.SingleAlphaBlend,
                gd.IsDepthRangeZeroToOne ? DepthStencilStateDescription.DepthOnlyGreaterEqualRead : DepthStencilStateDescription.DepthOnlyLessEqualRead,
                new RasterizerStateDescription(FaceCullMode.Back, PolygonFillMode.Solid, FrontFace.Clockwise, true, true),
                PrimitiveTopology.TriangleList,
                new ShaderSetDescription(vertexLayouts, new[] { vs, fs }),
                new ResourceLayout[] { Layout },
                sc.MainSceneFramebuffer.OutputDescription);

            pipelines[(int)RenderMode.TransAlpha] = disposeFactory.CreateGraphicsPipeline(ref pd);

            //Identical to Glow, but still uses depth testing
            pd = new GraphicsPipelineDescription(
                BlendStates.SingleAdditiveOneOneBlend,
                gd.IsDepthRangeZeroToOne ? DepthStencilStateDescription.DepthOnlyGreaterEqualRead : DepthStencilStateDescription.DepthOnlyLessEqualRead,
                new RasterizerStateDescription(FaceCullMode.Back, PolygonFillMode.Solid, FrontFace.Clockwise, true, true),
                PrimitiveTopology.TriangleList,
                new ShaderSetDescription(vertexLayouts, new[] { vs, fs }),
                new ResourceLayout[] { Layout },
                sc.MainSceneFramebuffer.OutputDescription);

            pipelines[(int)RenderMode.TransAdd] = disposeFactory.CreateGraphicsPipeline(ref pd);

            Pipelines = new RenderModePipelines(pipelines);
        }
Example #16
0
        public void CreateDeviceResources(GraphicsDevice gd)
        {
            var factory = new DisposeCollectorResourceFactory(gd.ResourceFactory, disposeCollector);

            vertexBuffer = model.CreateVertexBuffer(gd);
            indexBuffer  = model.CreateIndexBuffer(gd, out indexCount);

            transformationBuffer = factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));
            projectionBuffer     = factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));
            viewBuffer           = factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));

            texture = textureData.CreateDeviceTexture(gd, factory);
            lightDirectionBuffer = factory.CreateBuffer(new BufferDescription(16, BufferUsage.UniformBuffer));
            lightColorBuffer     = factory.CreateBuffer(new BufferDescription(16, BufferUsage.UniformBuffer));
            shineDamperBuffer    = factory.CreateBuffer(new BufferDescription(16, BufferUsage.UniformBuffer));
            reflectivityBuffer   = factory.CreateBuffer(new BufferDescription(16, BufferUsage.UniformBuffer));

            var vertexLayoutDesc = new VertexLayoutDescription[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementFormat.Float3, VertexElementSemantic.TextureCoordinate),
                    new VertexElementDescription("TexCoord", VertexElementFormat.Float2, VertexElementSemantic.TextureCoordinate),
                    new VertexElementDescription("Normal", VertexElementFormat.Float3, VertexElementSemantic.TextureCoordinate)
                    )
            };

            var transformationResourceLayout = factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("TransformationBuffer", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                new ResourceLayoutElementDescription("ProjectionBuffer", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                new ResourceLayoutElementDescription("ViewBuffer", ResourceKind.UniformBuffer, ShaderStages.Vertex)
            }
                    ));

            var textureResourceLayout = factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("Texture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("Sampler", ResourceKind.Sampler, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("LightDirectionBuffer", ResourceKind.UniformBuffer, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("LightColorBuffer", ResourceKind.UniformBuffer, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("ShineDamperBuffer", ResourceKind.UniformBuffer, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("ReflectivityBuffer", ResourceKind.UniformBuffer, ShaderStages.Fragment)
            }
                    ));

            transformationResourceSet = factory.CreateResourceSet(
                new ResourceSetDescription(
                    transformationResourceLayout,
                    transformationBuffer,
                    projectionBuffer,
                    viewBuffer));

            textureResourceSet = factory.CreateResourceSet(
                new ResourceSetDescription(
                    textureResourceLayout,
                    texture,
                    gd.Aniso4xSampler,
                    lightDirectionBuffer,
                    lightColorBuffer,
                    shineDamperBuffer,
                    reflectivityBuffer));

            var pipelineDesc = new GraphicsPipelineDescription
            {
                BlendState        = BlendStateDescription.SingleOverrideBlend,
                DepthStencilState = new DepthStencilStateDescription(
                    depthTestEnabled: true,
                    depthWriteEnabled: true,
                    comparisonKind: ComparisonKind.LessEqual
                    ),
                RasterizerState = new RasterizerStateDescription(
                    cullMode: FaceCullMode.Back,
                    fillMode: PolygonFillMode.Solid,
                    frontFace: FrontFace.CounterClockwise,
                    depthClipEnabled: true,
                    scissorTestEnabled: false),
                PrimitiveTopology = PrimitiveTopology.TriangleList,
                ResourceLayouts   = new ResourceLayout[] { transformationResourceLayout, textureResourceLayout },
                ShaderSet         = new ShaderSetDescription(
                    vertexLayouts: vertexLayoutDesc,
                    shaders: new[] { vertexShader, fragmentShader }),
                Outputs = gd.SwapchainFramebuffer.OutputDescription
            };

            pipeline = factory.CreateGraphicsPipeline(pipelineDesc);
        }