/// <summary> /// Function to reset the shader states. /// </summary> internal void Reset() { VertexShader.Reset(); PixelShader.Reset(); if (GeometryShader != null) { GeometryShader.Reset(); } if (ComputeShader != null) { ComputeShader.Reset(); } if (HullShader != null) { HullShader.Reset(); } if (DomainShader != null) { DomainShader.Reset(); } }
/// <summary> /// Sets the shader. /// </summary> /// <param name="shader">The shader.</param> public void SetShader(ShaderBase shader) { switch (shader.ShaderType) { case ShaderStage.Vertex: RemoveAndDispose(ref vertexShader); vertexShader = shader as VertexShader ?? VertexShader.NullVertexShader; break; case ShaderStage.Pixel: RemoveAndDispose(ref pixelShader); pixelShader = shader as PixelShader ?? PixelShader.NullPixelShader; break; case ShaderStage.Compute: RemoveAndDispose(ref computeShader); computeShader = shader as ComputeShader ?? ComputeShader.NullComputeShader; break; case ShaderStage.Hull: RemoveAndDispose(ref hullShader); hullShader = shader as HullShader ?? HullShader.NullHullShader; break; case ShaderStage.Domain: RemoveAndDispose(ref domainShader); domainShader = shader as DomainShader ?? DomainShader.NullDomainShader; break; case ShaderStage.Geometry: RemoveAndDispose(ref geometryShader); geometryShader = shader as GeometryShader ?? GeometryShader.NullGeometryShader; break; } }
/// <summary> /// Release Elements /// </summary> public void Dispose() { if (VertexShader != null) { VertexShader.Dispose(); } if (PixelShader != null) { PixelShader.Dispose(); } if (GeometryShader != null) { GeometryShader.Dispose(); } if (DomainShader != null) { DomainShader.Dispose(); } if (HullShader != null) { HullShader.Dispose(); } if (Layout != null) { Layout.Dispose(); } }
public D3D11Shader(Device device, ShaderDescription description) { switch (description.Stage) { case ShaderStages.Vertex: DeviceShader = new VertexShader(device, description.ShaderBytes); break; case ShaderStages.Geometry: DeviceShader = new GeometryShader(device, description.ShaderBytes); break; case ShaderStages.TessellationControl: DeviceShader = new HullShader(device, description.ShaderBytes); break; case ShaderStages.TessellationEvaluation: DeviceShader = new DomainShader(device, description.ShaderBytes); break; case ShaderStages.Fragment: DeviceShader = new PixelShader(device, description.ShaderBytes); break; default: throw Illegal.Value <ShaderStages>(); } Bytecode = description.ShaderBytes; }
/// <summary> /// /// </summary> /// <param name="passDescription"></param> /// <param name="manager"></param> public ShaderPass(ShaderPassDescription passDescription, IEffectsManager manager) { Name = passDescription.Name; effectsManager = manager; if (passDescription.ShaderList != null) { foreach (var shader in passDescription.ShaderList) { var s = manager.ShaderManager.RegisterShader(shader); switch (shader.ShaderType) { case ShaderStage.Vertex: vertexShader = s as VertexShader; break; case ShaderStage.Domain: domainShader = s as DomainShader; break; case ShaderStage.Hull: hullShader = s as HullShader; break; case ShaderStage.Geometry: geometryShader = s as GeometryShader; break; case ShaderStage.Pixel: pixelShader = s as PixelShader; break; case ShaderStage.Compute: computeShader = s as ComputeShader; break; } } } blendState = passDescription.BlendStateDescription != null? manager.StateManager.Register((BlendStateDescription)passDescription.BlendStateDescription) : BlendStateProxy.Empty; depthStencilState = passDescription.DepthStencilStateDescription != null? manager.StateManager.Register((DepthStencilStateDescription)passDescription.DepthStencilStateDescription) : DepthStencilStateProxy.Empty; rasterState = passDescription.RasterStateDescription != null? manager.StateManager.Register((RasterizerStateDescription)passDescription.RasterStateDescription) : RasterizerStateProxy.Empty; BlendFactor = passDescription.BlendFactor; StencilRef = passDescription.StencilRef; SampleMask = passDescription.SampleMask; Topology = passDescription.Topology; if (passDescription.InputLayoutDescription != null) { layout = manager.ShaderManager.RegisterInputLayout(passDescription.InputLayoutDescription); } }
public IDomainShader LoadDomainShaderFromFile(string relativePath, string entryPoint = null) { var bytecode = CompileShaderBytecodeFromFileOrThrow($"{BasePath}\\{relativePath}.hlsl", entryPoint ?? "DS", "ds_5_0"); var shader = new DomainShader(_device, bytecode); return(new DomainShaderBox { Shader = shader }); }
public ShaderPipelineState(DX11RenderContext renderContext) { var context = renderContext.CurrentDeviceContext; this.VertexShader = context.VertexShader.Get(); this.HullShader = context.HullShader.Get(); this.DomainShader = context.DomainShader.Get(); this.GeometryShader = context.GeometryShader.Get(); this.PixelShader = context.PixelShader.Get(); }
private void ResetManagedState() { _numVertexBindings = 0; Util.ClearArray(_vertexBindings); _vertexStrides = null; Util.ClearArray(_vertexOffsets); _framebuffer = null; Util.ClearArray(_viewports); Util.ClearArray(_scissors); _viewportsChanged = false; _scissorRectsChanged = false; _ib = null; _graphicsPipeline = null; _blendState = null; _depthStencilState = null; _rasterizerState = null; _primitiveTopology = SharpDX.Direct3D.PrimitiveTopology.Undefined; _inputLayout = null; _vertexShader = null; _geometryShader = null; _hullShader = null; _domainShader = null; _pixelShader = null; Util.ClearArray(_graphicsResourceSets); Util.ClearArray(_vertexBoundUniformBuffers); Util.ClearArray(_vertexBoundTextureViews); Util.ClearArray(_vertexBoundSamplers); Util.ClearArray(_fragmentBoundUniformBuffers); Util.ClearArray(_fragmentBoundTextureViews); Util.ClearArray(_fragmentBoundSamplers); _computePipeline = null; Util.ClearArray(_computeResourceSets); foreach (KeyValuePair <Texture, List <BoundTextureInfo> > kvp in _boundSRVs) { List <BoundTextureInfo> list = kvp.Value; list.Clear(); PoolBoundTextureList(list); } _boundSRVs.Clear(); foreach (KeyValuePair <Texture, List <BoundTextureInfo> > kvp in _boundUAVs) { List <BoundTextureInfo> list = kvp.Value; list.Clear(); PoolBoundTextureList(list); } _boundUAVs.Clear(); }
public void SetShader(DomainShader shader, bool bindConstantBuffer = true) { deviceContext.DomainShader.Set(shader.Shader); if (bindConstantBuffer) { foreach (var buff in shader.ConstantBufferMapping.Mappings) { deviceContext.DomainShader.SetConstantBuffer(buff.Key, buff.Value.Buffer); } } }
private void OnBindMaterialTextures(DeviceContextProxy context, DomainShader shader) { if (shader.IsNULL) { return; } int idx = shader.ShaderStageIndex; shader.BindTexture(context, texDisplaceSlot, TextureResources[DisplaceMapIdx]); shader.BindSampler(context, samplerDisplaceSlot, SamplerResources[DisplaceSamplerIdx]); }
public Shader(InputLayout inputLayout, VertexShader vertexShader, HullShader hullShader, DomainShader domainShader, GeometryShader geometryShader, PixelShader pixelShader) { InputLayout = inputLayout; VertexShader = vertexShader; HullShader = hullShader; DomainShader = domainShader; GeometryShader = geometryShader; PixelShader = pixelShader; shaderResourceViews = new Dictionary <int, ShaderResourceView>(); }
/// <summary> /// Constructor /// </summary> /// <param name="device">Device</param> /// <param name="filename">Path of shader file</param> /// <param name="description">Description structure</param> /// <param name="elements">Input Layout Elements</param> public SharpShader(SharpDevice device, string filename, SharpShaderDescription description, InputElement[] elements) { Device = device; // Compile Vertex and Pixel shaders var vertexShaderByteCode = ShaderBytecode.CompileFromFile(filename, description.VertexShaderFunction, "vs_5_0"); VertexShader = new VertexShader(Device.Device, vertexShaderByteCode); //create pixel shader if (!string.IsNullOrEmpty(description.PixelShaderFunction)) { var pixelShaderByteCode = ShaderBytecode.CompileFromFile(filename, description.PixelShaderFunction, "ps_5_0"); PixelShader = new PixelShader(Device.Device, pixelShaderByteCode); } if (!string.IsNullOrEmpty(description.GeometryShaderFunction)) { var geometryShaderByteCode = ShaderBytecode.CompileFromFile(filename, description.GeometryShaderFunction, "gs_5_0"); if (description.GeometrySO == null) { GeometryShader = new GeometryShader(Device.Device, geometryShaderByteCode); } else { int[] size = new int[] { description.GeometrySO.Select(e => e.ComponentCount * 4).Sum() }; GeometryShader = new GeometryShader(Device.Device, geometryShaderByteCode, description.GeometrySO, size, -1); } } if (!string.IsNullOrEmpty(description.DomainShaderFunction)) { var domainShaderByteCode = ShaderBytecode.CompileFromFile(filename, description.DomainShaderFunction, "ds_5_0"); DomainShader = new DomainShader(Device.Device, domainShaderByteCode); } if (!string.IsNullOrEmpty(description.HullShaderFunction)) { var hullShaderByteCode = ShaderBytecode.CompileFromFile(filename, description.HullShaderFunction, "hs_5_0"); HullShader = new HullShader(Device.Device, hullShaderByteCode); } var signature = ShaderSignature.GetInputSignature(vertexShaderByteCode); // Layout from VertexShader input signature Layout = new InputLayout(Device.Device, signature, elements); }
public void SetShader(DomainShader shader, bool bindConstantBuffer = true) { deviceContext.DomainShader.Set(shader.Shader); if (bindConstantBuffer) { foreach (var buff in shader.ConstantBufferMapping.Mappings) { int idx = CBCheckDomainShaderStartIdx + buff.Key; if (ConstantBufferCheck[idx] != buff.Value) { ConstantBufferCheck[idx] = buff.Value; deviceContext.DomainShader.SetConstantBuffer(buff.Key, buff.Value.Buffer); } } } }
public D3D11Shader(Device device, ShaderDescription description) : base(description.Stage) { if (description.ShaderBytes.Length > 4 && description.ShaderBytes[0] == 0x44 && description.ShaderBytes[1] == 0x58 && description.ShaderBytes[2] == 0x42 && description.ShaderBytes[3] == 0x43) { Bytecode = Util.ShallowClone(description.ShaderBytes); } else { Bytecode = CompileCode(description); } switch (description.Stage) { case ShaderStages.Vertex: DeviceShader = new VertexShader(device, Bytecode); break; case ShaderStages.Geometry: DeviceShader = new GeometryShader(device, Bytecode); break; case ShaderStages.TessellationControl: DeviceShader = new HullShader(device, Bytecode); break; case ShaderStages.TessellationEvaluation: DeviceShader = new DomainShader(device, Bytecode); break; case ShaderStages.Fragment: DeviceShader = new PixelShader(device, Bytecode); break; case ShaderStages.Compute: DeviceShader = new ComputeShader(device, Bytecode); break; default: throw Illegal.Value <ShaderStages>(); } }
public Tesselation(Device dv, int tFactor) { this.tFactor = tFactor; this.World = Matrix.Identity; _dv = dv; _tri = new Tri(dv); _quad = new Quad(dv); _cb = new Buffer(dv, Utilities.SizeOf <TesConst>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0); var inputElements = new InputElement[] { new InputElement("POSITION", 0, SharpDX.DXGI.Format.R32G32B32_Float, 0, 0) // new InputElement("TEXCOORD", 0, SharpDX.DXGI.Format.R32G32_Float,12, 0) }; _drawer = new Drawer("Shaders\\Tes.hlsl", inputElements, dv.ImmediateContext); var m = _dv.ImmediateContext.LoadTextureFromFile("Textures\\grass.jpg"); _viewModel.Textures = new[] { m }; _viewModel.ConstantBuffers = new[] { _cb }; ShaderFlags shaderFlags = ShaderFlags.None; #if DEBUG shaderFlags = ShaderFlags.Debug; #endif using (var pixelShaderByteCode = ShaderBytecode.CompileFromFile("Shaders\\Tes.hlsl", "HS", "hs_5_0", shaderFlags)) { _HShader = new HullShader(_dv, pixelShaderByteCode); } using (var pixelShaderByteCode = ShaderBytecode.CompileFromFile("Shaders\\Tes.hlsl", "DS", "ds_5_0", shaderFlags)) { _DShader = new DomainShader(_dv, pixelShaderByteCode); } using (var pixelShaderByteCode = ShaderBytecode.CompileFromFile("Shaders\\Tes.hlsl", "GS", "gs_5_0", shaderFlags)) { _GShader = new GeometryShader(_dv, pixelShaderByteCode); } var r = RasterizerStateDescription.Default(); r.CullMode = CullMode.None; r.FillMode = FillMode.Wireframe; _drawer.RasterizerDescription = r; }
public override object ProcessStream(Stream assetStream) { var graphics = (GraphicsDevice)m_services.GetService(typeof(GraphicsDevice)); var device = graphics.Device; assetStream.Position = 0; var buffer = new byte[assetStream.Length]; for (int totalBytesCopied = 0; totalBytesCopied < assetStream.Length;) { totalBytesCopied += assetStream.Read(buffer, totalBytesCopied, Convert.ToInt32(assetStream.Length) - totalBytesCopied); } var vShader = new DomainShader(device, buffer); vShader.Tag = buffer; return(vShader); }
/// <summary> /// Конструктор класса /// </summary> /// <param name="dC">Контекст Директ икс 11</param> /// <param name="shadersFile">Путь к файлу в которм описанный шейдеры. Назвалине функций шейредов должно быть VS, PS, GS, HS и DS соответственно.</param> ///<param name="inputElements">Входные элементы для Вертексного шейдера</param> /// <param name="hasGeom">Используеться ли Геометри шейдер GS</param> /// <param name="hasTes">Использовать ли Хулл HS и Домейн DS шейдеры необходимые для тесселяции</param> public Shader(DeviceContext dC, string shadersFile, SharpDX.Direct3D11.InputElement[] inputElements, bool hasGeom = false, bool hasTes = false) { _dx11DeviceContext = dC; ShaderFlags shaderFlags = ShaderFlags.None; #if DEBUG shaderFlags = ShaderFlags.Debug; #endif using (var vertexShaderByteCode = ShaderBytecode.CompileFromFile(shadersFile, "VS", "vs_5_0", shaderFlags)) { //Синатура храянящая сведения о том какие входные переменные есть у шейдера _inputSignature = ShaderSignature.GetInputSignature(vertexShaderByteCode); _vertexShader = new VertexShader(_dx11DeviceContext.Device, vertexShaderByteCode); } using (var pixelShaderByteCode = ShaderBytecode.CompileFromFile(shadersFile, "PS", "ps_5_0", shaderFlags)) { _pixelShader = new PixelShader(_dx11DeviceContext.Device, pixelShaderByteCode); } if (hasTes) { using (var pixelShaderByteCode = ShaderBytecode.CompileFromFile(shadersFile, "HS", "hs_5_0", shaderFlags)) { _HShader = new HullShader(_dx11DeviceContext.Device, pixelShaderByteCode); } using (var pixelShaderByteCode = ShaderBytecode.CompileFromFile(shadersFile, "DS", "ds_5_0", shaderFlags)) { _DShader = new DomainShader(_dx11DeviceContext.Device, pixelShaderByteCode); } } if (hasGeom) { using (var pixelShaderByteCode = ShaderBytecode.CompileFromFile(shadersFile, "GS", "gs_5_0", shaderFlags)) { _GShader = new GeometryShader(_dx11DeviceContext.Device, pixelShaderByteCode); } } _inputLayout = new InputLayout(_dx11DeviceContext.Device, _inputSignature, inputElements); }
/// <summary> /// Function clean up any resources within this interface. /// </summary> internal void CleanUp() { if (PixelShader != null) { PixelShader.CleanUp(); } if (VertexShader != null) { VertexShader.CleanUp(); } if (GeometryShader != null) { GeometryShader.CleanUp(); } if (ComputeShader != null) { ComputeShader.CleanUp(); } if (HullShader != null) { HullShader.CleanUp(); } if (DomainShader != null) { DomainShader.CleanUp(); } ComputeShader = null; GeometryShader = null; PixelShader = null; VertexShader = null; }
private Shader(GraphicsDevice device, ShaderStage shaderStage, byte[] shaderBytecode) : base(device) { this.stage = shaderStage; switch (shaderStage) { case ShaderStage.Vertex: NativeDeviceChild = new VertexShader(device.NativeDevice, shaderBytecode); NativeInputSignature = shaderBytecode; break; case ShaderStage.Hull: NativeDeviceChild = new HullShader(device.NativeDevice, shaderBytecode); break; case ShaderStage.Domain: NativeDeviceChild = new DomainShader(device.NativeDevice, shaderBytecode); break; case ShaderStage.Geometry: NativeDeviceChild = new GeometryShader(device.NativeDevice, shaderBytecode); break; case ShaderStage.Pixel: NativeDeviceChild = new PixelShader(device.NativeDevice, shaderBytecode); break; case ShaderStage.Compute: NativeDeviceChild = new ComputeShader(device.NativeDevice, shaderBytecode); break; default: throw new ArgumentOutOfRangeException("shaderStage"); } }
private void ResetManagedState() { _numVertexBindings = 0; Util.ClearArray(_vertexBindings); _vertexStrides = null; Util.ClearArray(_vertexOffsets); _fb = null; Util.ClearArray(_viewports); Util.ClearArray(_scissors); _viewportsChanged = false; _scissorRectsChanged = false; _ib = null; _pipeline = null; _blendState = null; _depthStencilState = null; _rasterizerState = null; _primitiveTopology = SharpDX.Direct3D.PrimitiveTopology.Undefined; _inputLayout = null; _vertexShader = null; _geometryShader = null; _hullShader = null; _domainShader = null; _pixelShader = null; Util.ClearArray(_resourceSets); Util.ClearArray(_vertexBoundUniformBuffers); Util.ClearArray(_vertexBoundTextureViews); Util.ClearArray(_vertexBoundSamplers); Util.ClearArray(_fragmentBoundUniformBuffers); Util.ClearArray(_fragmentBoundTextureViews); Util.ClearArray(_fragmentBoundSamplers); }
private void ShuddownShader() { // Release the tessellation constant buffer. ConstantTessellationBuffer?.Dispose(); ConstantTessellationBuffer = null; // Release the matrix constant buffer. ConstantMatrixBuffer?.Dispose(); ConstantMatrixBuffer = null; // Release the layout. Layout?.Dispose(); Layout = null; // Release the Vertex shader. VertexShader?.Dispose(); VertexShader = null; // Release the Hull shader. PixelShader?.Dispose(); PixelShader = null; // Release the Domain shader. HullShader?.Dispose(); HullShader = null; // Release the Pixel shader. DomainShader?.Dispose(); DomainShader = null; }
public DomainShader GetDomainShader( string bytecode ) { DomainShader shader; if (!dsDictionary.TryGetValue( bytecode, out shader ) ) { shader = new DomainShader( device, bytecode ); dsDictionary.Add( bytecode, shader ); } return shader; }
protected override void CreateDeviceDependentResources(DeviceManager deviceManager) { base.CreateDeviceDependentResources(deviceManager); // Release all resources RemoveAndDispose(ref vertexShader); RemoveAndDispose(ref pixelShader); RemoveAndDispose(ref depthPixelShader); RemoveAndDispose(ref lambertShader); RemoveAndDispose(ref blinnPhongShader); RemoveAndDispose(ref phongShader); RemoveAndDispose(ref tessellateVertexShader); RemoveAndDispose(ref tessellateTriIntegerShader); RemoveAndDispose(ref tessellateTriPow2Shader); RemoveAndDispose(ref tessellateTriFractionalEvenShader); RemoveAndDispose(ref tessellateTriFractionalOddShader); RemoveAndDispose(ref tessellateTriDomainShader); RemoveAndDispose(ref tessellateQuadIntegerShader); RemoveAndDispose(ref tessellateQuadPow2Shader); RemoveAndDispose(ref tessellateQuadFractionalEvenShader); RemoveAndDispose(ref tessellateQuadFractionalOddShader); RemoveAndDispose(ref tessellateQuadDomainShader); RemoveAndDispose(ref tessellateBezierIntegerShader); RemoveAndDispose(ref tessellateBezierPow2Shader); RemoveAndDispose(ref tessellateBezierFractionalEvenShader); RemoveAndDispose(ref tessellateBezierFractionalOddShader); RemoveAndDispose(ref tessellateBezierDomainShader); RemoveAndDispose(ref tessellateParametricIntegerShader); RemoveAndDispose(ref tessellateParametricPow2Shader); RemoveAndDispose(ref tessellateParametricFractionalEvenShader); RemoveAndDispose(ref tessellateParametricFractionalOddShader); RemoveAndDispose(ref tessellateParametricDomainShader); RemoveAndDispose(ref debugNormals); RemoveAndDispose(ref vertexLayout); RemoveAndDispose(ref perObjectBuffer); RemoveAndDispose(ref perFrameBuffer); RemoveAndDispose(ref perMaterialBuffer); RemoveAndDispose(ref perArmatureBuffer); RemoveAndDispose(ref depthStencilState); // Get a reference to the Device1 instance and immediate context var device = deviceManager.Direct3DDevice; var context = deviceManager.Direct3DContext; // Compile and create the vertex shader and input layout using (var vertexShaderBytecode = HLSLCompiler.CompileFromFile(@"Shaders\VS.hlsl", "VSMain", "vs_5_0")) using (var vertexTessBytecode = HLSLCompiler.CompileFromFile(@"Shaders\VS.hlsl", "VSPassThruTessellate", "vs_5_0")) { vertexShader = ToDispose(new VertexShader(device, vertexShaderBytecode)); tessellateVertexShader = ToDispose(new VertexShader(device, vertexTessBytecode)); // Layout from VertexShader input signature vertexLayout = ToDispose(new InputLayout(device, vertexShaderBytecode.GetPart(ShaderBytecodePart.InputSignatureBlob), new[] { // "SV_Position" = vertex coordinate in object space new InputElement("SV_Position", 0, Format.R32G32B32_Float, 0, 0), // "NORMAL" = the vertex normal new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), // "COLOR" new InputElement("COLOR", 0, Format.R8G8B8A8_UNorm, 24, 0), // "UV" new InputElement("TEXCOORD", 0, Format.R32G32_Float, 28, 0), // "BLENDINDICES" new InputElement("BLENDINDICES", 0, Format.R32G32B32A32_UInt, 36, 0), // "BLENDWEIGHT" new InputElement("BLENDWEIGHT", 0, Format.R32G32B32A32_Float, 52, 0), })); } // Compile and create the pixel shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\SimplePS.hlsl", "PSMain", "ps_5_0")) pixelShader = ToDispose(new PixelShader(device, bytecode)); // Compile and create the depth vertex and pixel shaders // This shader is for checking what the depth buffer would look like using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\DepthPS.hlsl", "PSMain", "ps_5_0")) depthPixelShader = ToDispose(new PixelShader(device, bytecode)); // Compile and create the Lambert pixel shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\DiffusePS.hlsl", "PSMain", "ps_5_0")) lambertShader = ToDispose(new PixelShader(device, bytecode)); // Compile and create the Lambert pixel shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\BlinnPhongPS.hlsl", "PSMain", "ps_5_0")) blinnPhongShader = ToDispose(new PixelShader(device, bytecode)); // Compile and create the Lambert pixel shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\PhongPS.hlsl", "PSMain", "ps_5_0")) phongShader = ToDispose(new PixelShader(device, bytecode)); #region Tessellation Shaders using (var integer = HLSLCompiler.CompileFromFile(@"Shaders\TessellateTri.hlsl", "HS_TrianglesInteger", "hs_5_0", null)) using (var pow2 = HLSLCompiler.CompileFromFile(@"Shaders\TessellateTri.hlsl", "HS_TrianglesPow2", "hs_5_0", null)) using (var fracEven = HLSLCompiler.CompileFromFile(@"Shaders\TessellateTri.hlsl", "HS_TrianglesFractionalEven", "hs_5_0", null)) using (var fracOdd = HLSLCompiler.CompileFromFile(@"Shaders\TessellateTri.hlsl", "HS_TrianglesFractionalOdd", "hs_5_0", null)) using (var domain = HLSLCompiler.CompileFromFile(@"Shaders\TessellateTri.hlsl", "DS_Triangles", "ds_5_0", null)) { tessellateTriIntegerShader = ToDispose(new HullShader(device, integer)); tessellateTriPow2Shader = ToDispose(new HullShader(device, pow2)); tessellateTriFractionalEvenShader = ToDispose(new HullShader(device, fracEven)); tessellateTriFractionalOddShader = ToDispose(new HullShader(device, fracOdd)); tessellateTriDomainShader = ToDispose(new DomainShader(device, domain)); } using (var quadIntegerBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateQuad.hlsl", "HS_QuadsInteger", "hs_5_0", null)) using (var quadPow2Bytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateQuad.hlsl", "HS_QuadsPow2", "hs_5_0", null)) using (var quadFractionalEvenBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateQuad.hlsl", "HS_QuadsFractionalEven", "hs_5_0", null)) using (var quadFractionalOddBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateQuad.hlsl", "HS_QuadsFractionalOdd", "hs_5_0", null)) using (var quadDomainShaderBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateQuad.hlsl", "DS_Quads", "ds_5_0", null)) { tessellateQuadIntegerShader = ToDispose(new HullShader(device, quadIntegerBytecode)); tessellateQuadPow2Shader = ToDispose(new HullShader(device, quadPow2Bytecode)); tessellateQuadFractionalEvenShader = ToDispose(new HullShader(device, quadFractionalEvenBytecode)); tessellateQuadFractionalOddShader = ToDispose(new HullShader(device, quadFractionalOddBytecode)); tessellateQuadDomainShader = ToDispose(new DomainShader(device, quadDomainShaderBytecode)); } using (var bezierIntegerBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateBezier.hlsl", "HS_BezierInteger", "hs_5_0", null)) using (var bezierPow2Bytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateBezier.hlsl", "HS_BezierPow2", "hs_5_0", null)) using (var bezierFractionalEvenBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateBezier.hlsl", "HS_BezierFractionalEven", "hs_5_0", null)) using (var bezierFractionalOddBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateBezier.hlsl", "HS_BezierFractionalOdd", "hs_5_0", null)) using (var bezierDomainShaderBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateBezier.hlsl", "DS_Bezier", "ds_5_0", null)) { tessellateBezierIntegerShader = ToDispose(new HullShader(device, bezierIntegerBytecode)); tessellateBezierPow2Shader = ToDispose(new HullShader(device, bezierPow2Bytecode)); tessellateBezierFractionalEvenShader = ToDispose(new HullShader(device, bezierFractionalEvenBytecode)); tessellateBezierFractionalOddShader = ToDispose(new HullShader(device, bezierFractionalOddBytecode)); tessellateBezierDomainShader = ToDispose(new DomainShader(device, bezierDomainShaderBytecode)); } using (var parametricIntegerBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateParametric.hlsl", "HS_ParametricInteger", "hs_5_0", null)) using (var parametricPow2Bytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateParametric.hlsl", "HS_ParametricPow2", "hs_5_0", null)) using (var parametricFractionalEvenBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateParametric.hlsl", "HS_ParametricFractionalEven", "hs_5_0", null)) using (var parametricFractionalOddBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateParametric.hlsl", "HS_ParametricFractionalOdd", "hs_5_0", null)) using (var parametricDomainShaderBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateParametric.hlsl", "DS_Parametric", "ds_5_0", null)) { tessellateParametricIntegerShader = ToDispose(new HullShader(device, parametricIntegerBytecode)); tessellateParametricPow2Shader = ToDispose(new HullShader(device, parametricPow2Bytecode)); tessellateParametricFractionalEvenShader = ToDispose(new HullShader(device, parametricFractionalEvenBytecode)); tessellateParametricFractionalOddShader = ToDispose(new HullShader(device, parametricFractionalOddBytecode)); tessellateParametricDomainShader = ToDispose(new DomainShader(device, parametricDomainShaderBytecode)); } using (var geomShaderByteCode = HLSLCompiler.CompileFromFile(@"Shaders\GS_DebugNormals.hlsl", "GSMain", "gs_5_0", null)) { debugNormals = ToDispose(new GeometryShader(device, geomShaderByteCode)); } #endregion // IMPORTANT: A constant buffer's size must be a multiple of 16-bytes // use LayoutKind.Explicit and an explicit Size= to force this for structures // or alternatively add padding fields and use a LayoutKind.Sequential and Pack=1 // Create the constant buffer that will // store our worldViewProjection matrix perObjectBuffer = ToDispose(new SharpDX.Direct3D11.Buffer(device, Utilities.SizeOf <ConstantBuffers.PerObject>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Create the per frame constant buffer // lighting / camera position perFrameBuffer = ToDispose(new Buffer(device, Utilities.SizeOf <ConstantBuffers.PerFrame>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Create the per material constant buffer perMaterialBuffer = ToDispose(new Buffer(device, Utilities.SizeOf <ConstantBuffers.PerMaterial>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Create the per armature/skeletong constant buffer perArmatureBuffer = ToDispose(new Buffer(device, ConstantBuffers.PerArmature.Size(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Configure the depth buffer to discard pixels that are // further than the current pixel. depthStencilState = ToDispose(new DepthStencilState(device, new DepthStencilStateDescription() { IsDepthEnabled = true, // enable depth? DepthComparison = Comparison.Less, DepthWriteMask = SharpDX.Direct3D11.DepthWriteMask.All, IsStencilEnabled = false, // enable stencil? StencilReadMask = 0xff, // 0xff (no mask) StencilWriteMask = 0xff, // 0xff (no mask) // Configure FrontFace depth/stencil operations FrontFace = new DepthStencilOperationDescription() { Comparison = Comparison.Always, PassOperation = StencilOperation.Keep, FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Increment }, // Configure BackFace depth/stencil operations BackFace = new DepthStencilOperationDescription() { Comparison = Comparison.Always, PassOperation = StencilOperation.Keep, FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Decrement }, })); // Tell the IA what the vertices will look like context.InputAssembler.InputLayout = vertexLayout; // Set our constant buffer (to store worldViewProjection) context.VertexShader.SetConstantBuffer(0, perObjectBuffer); context.VertexShader.SetConstantBuffer(1, perFrameBuffer); context.VertexShader.SetConstantBuffer(2, perMaterialBuffer); context.VertexShader.SetConstantBuffer(3, perArmatureBuffer); // Set the vertex shader to run context.VertexShader.Set(vertexShader); // Set our hull/domain shader constant buffers context.HullShader.SetConstantBuffer(0, perObjectBuffer); context.HullShader.SetConstantBuffer(1, perFrameBuffer); context.DomainShader.SetConstantBuffer(0, perObjectBuffer); context.DomainShader.SetConstantBuffer(1, perFrameBuffer); // Set gemoetry shader buffers context.GeometryShader.SetConstantBuffer(0, perObjectBuffer); context.GeometryShader.SetConstantBuffer(1, perFrameBuffer); // Set our pixel constant buffers context.PixelShader.SetConstantBuffer(1, perFrameBuffer); context.PixelShader.SetConstantBuffer(2, perMaterialBuffer); // Set the pixel shader to run context.PixelShader.Set(blinnPhongShader); // Set our depth stencil state context.OutputMerger.DepthStencilState = depthStencilState; // Back-face culling context.Rasterizer.State = ToDispose(new RasterizerState(device, new RasterizerStateDescription() { FillMode = FillMode.Wireframe, CullMode = CullMode.Back, })); }
public override void SetPipeline(Pipeline pipeline) { if (_pipeline != pipeline) { D3D11Pipeline d3dPipeline = Util.AssertSubtype <Pipeline, D3D11Pipeline>(pipeline); _pipeline = d3dPipeline; Util.ClearArray(_resourceSets); // Invalidate resource set bindings -- they may be invalid. BlendState blendState = d3dPipeline.BlendState; if (_blendState != blendState) { _blendState = blendState; _context.OutputMerger.SetBlendState(blendState); } DepthStencilState depthStencilState = d3dPipeline.DepthStencilState; if (_depthStencilState != depthStencilState) { _depthStencilState = depthStencilState; _context.OutputMerger.SetDepthStencilState(depthStencilState); } RasterizerState rasterizerState = d3dPipeline.RasterizerState; if (_rasterizerState != rasterizerState) { _rasterizerState = rasterizerState; _context.Rasterizer.State = rasterizerState; } SharpDX.Direct3D.PrimitiveTopology primitiveTopology = d3dPipeline.PrimitiveTopology; if (_primitiveTopology != primitiveTopology) { _primitiveTopology = primitiveTopology; _context.InputAssembler.PrimitiveTopology = primitiveTopology; } InputLayout inputLayout = d3dPipeline.InputLayout; if (_inputLayout != inputLayout) { _inputLayout = inputLayout; _context.InputAssembler.InputLayout = inputLayout; } VertexShader vertexShader = d3dPipeline.VertexShader; if (_vertexShader != vertexShader) { _vertexShader = vertexShader; _context.VertexShader.Set(vertexShader); } GeometryShader geometryShader = d3dPipeline.GeometryShader; if (_geometryShader != geometryShader) { _geometryShader = geometryShader; _context.GeometryShader.Set(geometryShader); } HullShader hullShader = d3dPipeline.HullShader; if (_hullShader != hullShader) { _hullShader = hullShader; _context.HullShader.Set(hullShader); } DomainShader domainShader = d3dPipeline.DomainShader; if (_domainShader != domainShader) { _domainShader = domainShader; _context.DomainShader.Set(domainShader); } PixelShader pixelShader = d3dPipeline.PixelShader; if (_pixelShader != pixelShader) { _pixelShader = pixelShader; _context.PixelShader.Set(pixelShader); } _vertexStrides = d3dPipeline.VertexStrides; int vertexStridesCount = _vertexStrides.Length; Util.EnsureArraySize(ref _vertexBindings, (uint)vertexStridesCount); Util.EnsureArraySize(ref _vertexOffsets, (uint)vertexStridesCount); Util.EnsureArraySize(ref _resourceSets, (uint)d3dPipeline.ResourceLayouts.Length); } }
/// <summary> /// Compiles files into shader byte-code and creates a shader from the shader files that exist /// </summary> /// <param name="folderPath"></param> public static Shader CompileFromFiles(string folderPath) { // TODO simplify method with a loop // TODO build shaders on program build with dxc ShaderFlags shaderFlags = ShaderFlags.Debug; InputLayout inputLayout = null; VertexShader vertexShader = null; HullShader hullShader = null; DomainShader domainShader = null; GeometryShader geometryShader = null; PixelShader pixelShader = null; // Handler for #include directive HLSLFileIncludeHandler includeHandler = new HLSLFileIncludeHandler(folderPath); // Vertex shader + Shader signature { string path = Path.Combine(folderPath, "Vertex.hlsl"); if (File.Exists(path)) { CompilationResult byteCode = ShaderBytecode.CompileFromFile(path, "main", "vs_5_0", shaderFlags, EffectFlags.None, null, includeHandler); vertexShader = new VertexShader(Engine.RenderDevice.device, byteCode); ShaderSignature inputSignature = ShaderSignature.GetInputSignature(byteCode); inputLayout = new InputLayout(Engine.RenderDevice.device, inputSignature, RenderVertex.InputElements); } else { // TODO fail } } // Hull shader { string path = Path.Combine(folderPath, "Hull.hlsl"); if (File.Exists(path)) { CompilationResult byteCode = ShaderBytecode.CompileFromFile(path, "main", "hs_5_0", shaderFlags, EffectFlags.None, null, includeHandler); hullShader = new HullShader(Engine.RenderDevice.device, byteCode); } } // Domain shader { string path = Path.Combine(folderPath, "Domain.hlsl"); if (File.Exists(path)) { CompilationResult byteCode = ShaderBytecode.CompileFromFile(path, "main", "ds_5_0", shaderFlags, EffectFlags.None, null, includeHandler); domainShader = new DomainShader(Engine.RenderDevice.device, byteCode); } } // Geometry shader { string path = Path.Combine(folderPath, "Geometry.hlsl"); if (File.Exists(path)) { CompilationResult byteCode = ShaderBytecode.CompileFromFile(path, "main", "gs_5_0", shaderFlags, EffectFlags.None, null, includeHandler); geometryShader = new GeometryShader(Engine.RenderDevice.device, byteCode); } } // Pixel shader { string path = Path.Combine(folderPath, "Pixel.hlsl"); if (File.Exists(path)) { CompilationResult byteCode = ShaderBytecode.CompileFromFile(path, "main", "ps_5_0", shaderFlags, EffectFlags.None, null, includeHandler); pixelShader = new PixelShader(Engine.RenderDevice.device, byteCode); } } return(new Shader(inputLayout, vertexShader, hullShader, domainShader, geometryShader, pixelShader)); }
/// <summary> /// Sets the shader. /// </summary> /// <param name="shader">The shader.</param> public void SetShader(DomainShader shader) { DomainShader = shader; }
/// <summary> /// Create Shader. /// <para>All constant buffers for all shaders are created here./></para> /// </summary> /// <param name="device"></param> /// <param name="pool"></param> /// <returns></returns> public ShaderBase CreateShader(Device device, IConstantBufferPool pool) { if (ByteCode == null) { return(null); } if (shaderReflector != null) { shaderReflector.Parse(ByteCode, ShaderType); Level = shaderReflector.FeatureLevel; if (Level > device.FeatureLevel) { throw new Exception($"Shader {this.Name} requires FeatureLevel {Level}. Current device only supports FeatureLevel {device.FeatureLevel} and below."); } this.ConstantBufferMappings = shaderReflector.ConstantBufferMappings.Values.ToArray(); this.TextureMappings = shaderReflector.TextureMappings.Values.ToArray(); this.UAVMappings = shaderReflector.UAVMappings.Values.ToArray(); this.SamplerMappings = shaderReflector.SamplerMappings.Values.ToArray(); } ShaderBase shader = null; switch (ShaderType) { case ShaderStage.Vertex: shader = new VertexShader(device, Name, ByteCode); break; case ShaderStage.Pixel: shader = new PixelShader(device, Name, ByteCode); break; case ShaderStage.Compute: shader = new ComputeShader(device, Name, ByteCode); break; case ShaderStage.Domain: shader = new DomainShader(device, Name, ByteCode); break; case ShaderStage.Hull: shader = new HullShader(device, Name, ByteCode); break; case ShaderStage.Geometry: shader = new GeometryShader(device, Name, ByteCode); break; default: shader = NullShader.GetNullShader(ShaderType); break; } if (ConstantBufferMappings != null) { foreach (var mapping in ConstantBufferMappings) { shader.ConstantBufferMapping.AddMapping(mapping.Description.Name, mapping.Slot, pool.Register(mapping.Description)); } } if (TextureMappings != null) { foreach (var mapping in TextureMappings) { shader.ShaderResourceViewMapping.AddMapping(mapping.Description.Name, mapping.Slot, mapping); } } if (UAVMappings != null) { foreach (var mapping in UAVMappings) { shader.UnorderedAccessViewMapping.AddMapping(mapping.Description.Name, mapping.Slot, mapping); } } if (SamplerMappings != null) { foreach (var mapping in SamplerMappings) { shader.SamplerMapping.AddMapping(mapping.Name, mapping.Slot, mapping); } } return(shader); }
internal DeviceChild GetOrCompileShader(EffectShaderType shaderType, int index, int soRasterizedStream, StreamOutputElement[] soElements, out string profileError) { DeviceChild shader = null; profileError = null; lock (sync) { shader = compiledShadersGroup[(int)shaderType][index]; if (shader == null) { if (RegisteredShaders[index].Level > graphicsDevice.Features.Level) { profileError = string.Format("{0}", RegisteredShaders[index].Level); return(null); } var bytecodeRaw = RegisteredShaders[index].Bytecode; switch (shaderType) { case EffectShaderType.Vertex: shader = new VertexShader(graphicsDevice, bytecodeRaw); break; case EffectShaderType.Domain: shader = new DomainShader(graphicsDevice, bytecodeRaw); break; case EffectShaderType.Hull: shader = new HullShader(graphicsDevice, bytecodeRaw); break; case EffectShaderType.Geometry: if (soElements != null) { // Calculate the strides var soStrides = new List <int>(); foreach (var streamOutputElement in soElements) { for (int i = soStrides.Count; i < (streamOutputElement.Stream + 1); i++) { soStrides.Add(0); } soStrides[streamOutputElement.Stream] += streamOutputElement.ComponentCount * sizeof(float); } shader = new GeometryShader(graphicsDevice, bytecodeRaw, soElements, soStrides.ToArray(), soRasterizedStream); } else { shader = new GeometryShader(graphicsDevice, bytecodeRaw); } break; case EffectShaderType.Pixel: shader = new PixelShader(graphicsDevice, bytecodeRaw); break; case EffectShaderType.Compute: shader = new ComputeShader(graphicsDevice, bytecodeRaw); break; } compiledShadersGroup[(int)shaderType][index] = ToDispose(shader); } } return(shader); }
private void CreateShaders() { foreach (var shaderBytecode in effectBytecode.Stages) { var bytecodeRaw = shaderBytecode.Data; var reflection = effectBytecode.Reflection; // TODO CACHE Shaders with a bytecode hash switch (shaderBytecode.Stage) { case ShaderStage.Vertex: vertexShader = new VertexShader(GraphicsDevice.NativeDevice, bytecodeRaw); // Note: input signature can be reused when reseting device since it only stores non-GPU data, // so just keep it if it has already been created before. if (inputSignature == null) { inputSignature = EffectInputSignature.GetOrCreateLayout(new EffectInputSignature(shaderBytecode.Id, bytecodeRaw)); } break; case ShaderStage.Domain: domainShader = new DomainShader(GraphicsDevice.NativeDevice, bytecodeRaw); break; case ShaderStage.Hull: hullShader = new HullShader(GraphicsDevice.NativeDevice, bytecodeRaw); break; case ShaderStage.Geometry: if (reflection.ShaderStreamOutputDeclarations != null && reflection.ShaderStreamOutputDeclarations.Count > 0) { // Calculate the strides var soStrides = new List <int>(); foreach (var streamOutputElement in reflection.ShaderStreamOutputDeclarations) { for (int i = soStrides.Count; i < (streamOutputElement.Stream + 1); i++) { soStrides.Add(0); } soStrides[streamOutputElement.Stream] += streamOutputElement.ComponentCount * sizeof(float); } var soElements = new StreamOutputElement[0]; // TODO CREATE StreamOutputElement from bytecode.Reflection.ShaderStreamOutputDeclarations geometryShader = new GeometryShader(GraphicsDevice.NativeDevice, bytecodeRaw, soElements, soStrides.ToArray(), reflection.StreamOutputRasterizedStream); } else { geometryShader = new GeometryShader(GraphicsDevice.NativeDevice, bytecodeRaw); } break; case ShaderStage.Pixel: pixelShader = new PixelShader(GraphicsDevice.NativeDevice, bytecodeRaw); break; case ShaderStage.Compute: computeShader = new ComputeShader(GraphicsDevice.NativeDevice, bytecodeRaw); break; } } }
/// <summary> /// Create Shader. /// <para>All constant buffers for all shaders are created here./></para> /// </summary> /// <param name="device"></param> /// <param name="pool"></param> /// <param name="logger"></param> /// <returns></returns> public ShaderBase CreateShader(Device device, IConstantBufferPool pool, LogWrapper logger) { if (ByteCode == null) { return(null); } ShaderReflector = ShaderReflector ?? new ShaderReflector(); ShaderReflector.Parse(ByteCode, ShaderType); Level = ShaderReflector.FeatureLevel; if (Level > device.FeatureLevel) { logger?.Log(LogLevel.Warning, $"Shader {this.Name} requires FeatureLevel {Level}. Current device only supports FeatureLevel {device.FeatureLevel} and below."); return(null); //throw new Exception($"Shader {this.Name} requires FeatureLevel {Level}. Current device only supports FeatureLevel {device.FeatureLevel} and below."); } this.ConstantBufferMappings = ShaderReflector.ConstantBufferMappings.Values.ToArray(); this.TextureMappings = ShaderReflector.TextureMappings.Values.ToArray(); this.UAVMappings = ShaderReflector.UAVMappings.Values.ToArray(); this.SamplerMappings = ShaderReflector.SamplerMappings.Values.ToArray(); ShaderBase shader = null; switch (ShaderType) { case ShaderStage.Vertex: shader = new VertexShader(device, Name, ByteCode); break; case ShaderStage.Pixel: shader = new PixelShader(device, Name, ByteCode); break; case ShaderStage.Compute: shader = new ComputeShader(device, Name, ByteCode); break; case ShaderStage.Domain: shader = new DomainShader(device, Name, ByteCode); break; case ShaderStage.Hull: shader = new HullShader(device, Name, ByteCode); break; case ShaderStage.Geometry: if (IsGSStreamOut) { shader = new GeometryShader(device, Name, ByteCode, GSSOElement, GSSOStrides, GSSORasterized); } else { shader = new GeometryShader(device, Name, ByteCode); } break; default: break; } if (ConstantBufferMappings != null) { foreach (var mapping in ConstantBufferMappings) { shader.ConstantBufferMapping.AddMapping(mapping.Description.Name, mapping.Slot, pool.Register(mapping.Description)); } } if (TextureMappings != null) { foreach (var mapping in TextureMappings) { shader.ShaderResourceViewMapping.AddMapping(mapping.Description.Name, mapping.Slot, mapping); } } if (UAVMappings != null) { foreach (var mapping in UAVMappings) { shader.UnorderedAccessViewMapping.AddMapping(mapping.Description.Name, mapping.Slot, mapping); } } if (SamplerMappings != null) { foreach (var mapping in SamplerMappings) { shader.SamplerMapping.AddMapping(mapping.Name, mapping.Slot, mapping); } } return(shader); }
protected override void SetPipelineCore(Pipeline pipeline) { if (!pipeline.IsComputePipeline && _graphicsPipeline != pipeline) { D3D11Pipeline d3dPipeline = Util.AssertSubtype <Pipeline, D3D11Pipeline>(pipeline); _graphicsPipeline = d3dPipeline; Util.ClearArray(_graphicsResourceSets); // Invalidate resource set bindings -- they may be invalid. Util.ClearArray(_invalidatedGraphicsResourceSets); BlendState blendState = d3dPipeline.BlendState; if (_blendState != blendState) { _blendState = blendState; _context.OutputMerger.SetBlendState(blendState); } DepthStencilState depthStencilState = d3dPipeline.DepthStencilState; uint stencilReference = d3dPipeline.StencilReference; if (_depthStencilState != depthStencilState || _stencilReference != stencilReference) { _depthStencilState = depthStencilState; _stencilReference = stencilReference; _context.OutputMerger.SetDepthStencilState(depthStencilState, (int)stencilReference); } RasterizerState rasterizerState = d3dPipeline.RasterizerState; if (_rasterizerState != rasterizerState) { _rasterizerState = rasterizerState; _context.Rasterizer.State = rasterizerState; } SharpDX.Direct3D.PrimitiveTopology primitiveTopology = d3dPipeline.PrimitiveTopology; if (_primitiveTopology != primitiveTopology) { _primitiveTopology = primitiveTopology; _context.InputAssembler.PrimitiveTopology = primitiveTopology; } InputLayout inputLayout = d3dPipeline.InputLayout; if (_inputLayout != inputLayout) { _inputLayout = inputLayout; _context.InputAssembler.InputLayout = inputLayout; } VertexShader vertexShader = d3dPipeline.VertexShader; if (_vertexShader != vertexShader) { _vertexShader = vertexShader; _context.VertexShader.Set(vertexShader); } GeometryShader geometryShader = d3dPipeline.GeometryShader; if (_geometryShader != geometryShader) { _geometryShader = geometryShader; _context.GeometryShader.Set(geometryShader); } HullShader hullShader = d3dPipeline.HullShader; if (_hullShader != hullShader) { _hullShader = hullShader; _context.HullShader.Set(hullShader); } DomainShader domainShader = d3dPipeline.DomainShader; if (_domainShader != domainShader) { _domainShader = domainShader; _context.DomainShader.Set(domainShader); } PixelShader pixelShader = d3dPipeline.PixelShader; if (_pixelShader != pixelShader) { _pixelShader = pixelShader; _context.PixelShader.Set(pixelShader); } _vertexStrides = d3dPipeline.VertexStrides; if (_vertexStrides != null) { int vertexStridesCount = _vertexStrides.Length; Util.EnsureArrayMinimumSize(ref _vertexBindings, (uint)vertexStridesCount); Util.EnsureArrayMinimumSize(ref _vertexOffsets, (uint)vertexStridesCount); } Util.EnsureArrayMinimumSize(ref _graphicsResourceSets, (uint)d3dPipeline.ResourceLayouts.Length); Util.EnsureArrayMinimumSize(ref _invalidatedGraphicsResourceSets, (uint)d3dPipeline.ResourceLayouts.Length); } else if (pipeline.IsComputePipeline && _computePipeline != pipeline) { D3D11Pipeline d3dPipeline = Util.AssertSubtype <Pipeline, D3D11Pipeline>(pipeline); _computePipeline = d3dPipeline; Util.ClearArray(_computeResourceSets); // Invalidate resource set bindings -- they may be invalid. Util.ClearArray(_invalidatedComputeResourceSets); ComputeShader computeShader = d3dPipeline.ComputeShader; _context.ComputeShader.Set(computeShader); Util.EnsureArrayMinimumSize(ref _computeResourceSets, (uint)d3dPipeline.ResourceLayouts.Length); Util.EnsureArrayMinimumSize(ref _invalidatedComputeResourceSets, (uint)d3dPipeline.ResourceLayouts.Length); } }