/// <summary> /// Function to return the dispatch call. /// </summary> /// <param name="allocator">The allocator used to create an instance of the object</param> /// <returns>The dispatch call created or updated by this builder.</returns> /// <exception cref="GorgonException">Thrown if a <see cref="GorgonComputeShader"/> is not assigned to the <see cref="GorgonComputeShader"/> property with the <see cref="ComputeShader"/> command.</exception> /// <remarks> /// <para> /// Using an <paramref name="allocator"/> can provide different strategies when building dispatch calls. If omitted, the dispatch call will be created using the standard <see langword="new"/> keyword. /// </para> /// <para> /// A custom allocator can be beneficial because it allows us to use a pool for allocating the objects, and thus allows for recycling of objects. This keeps the garbage collector happy by keeping objects /// around for as long as we need them, instead of creating objects that can potentially end up in the large object heap or in Gen 2. /// </para> /// <para> /// A dispatch call requires that at least a vertex shader be bound. If none is present, then the method will throw an exception. /// </para> /// </remarks> public GorgonDispatchCall Build(IGorgonAllocator <GorgonDispatchCall> allocator) { var final = new GorgonDispatchCall(); final.Setup(); // Copy over the available constants. StateCopy.CopyConstantBuffers(final.D3DState.CsConstantBuffers, _worker.D3DState.CsConstantBuffers, 0); // Copy over samplers. StateCopy.CopySamplers(final.D3DState.CsSamplers, _worker.D3DState.CsSamplers, 0); // Copy over shader resource views. (int _, int _) = _worker.D3DState.CsSrvs.GetDirtyItems(); StateCopy.CopySrvs(final.D3DState.CsSrvs, _worker.D3DState.CsSrvs); // Copy over unordered access views. StateCopy.CopyReadWriteViews(final.D3DState.CsReadWriteViews, _worker.D3DState.CsReadWriteViews, 0); if (_worker.D3DState.ComputeShader == null) { throw new GorgonException(GorgonResult.CannotCreate, Resources.GORGFX_ERR_NO_COMPUTE_SHADER); } final.D3DState.ComputeShader = _worker.D3DState.ComputeShader; return(final); }
/// <summary> /// Function to build a pipeline state. /// </summary> /// <param name="allocator">The allocator used to create an instance of the object</param> /// <returns>The object created or updated by this builder.</returns> /// <remarks> /// <para> /// Using an <paramref name="allocator" /> can provide different strategies when building objects. If omitted, the object will be created using the standard <span class="keyword">new</span> keyword. /// </para> /// <para> /// A custom allocator can be beneficial because it allows us to use a pool for allocating the objects, and thus allows for recycling of objects. This keeps the garbage collector happy by keeping objects /// around for as long as we need them, instead of creating objects that can potentially end up in the large object heap or in Gen 2. /// </para> /// </remarks> public GorgonStreamOutPipelineState Build(IGorgonAllocator <GorgonStreamOutPipelineState> allocator) { if (allocator == null) { return(new GorgonStreamOutPipelineState(Graphics.CachePipelineState(_workState.PipelineState))); } // Caches the state info. void CacheState(GorgonStreamOutPipelineState state) => Graphics.CachePipelineState(state.PipelineState); return(allocator.Allocate(CacheState)); }
/// <summary>Function to return the object.</summary> /// <param name="allocator">The allocator used to create an instance of the object</param> /// <returns>The object created or updated by this builder.</returns> /// <remarks> /// <para> /// Using an <paramref name="allocator" /> can provide different strategies when building objects. If omitted, the object will be created using the standard <span class="keyword">new</span> keyword. /// </para> /// <para> /// A custom allocator can be beneficial because it allows us to use a pool for allocating the objects, and thus allows for recycling of objects. This keeps the garbage collector happy by keeping objects /// around for as long as we need them, instead of creating objects that can potentially end up in the large object heap or in Gen 2. /// </para> /// </remarks> public TRs Build(IGorgonAllocator <TRs> allocator) { if (allocator == null) { return(OnCreateState()); } TRs state = allocator.Allocate(); OnUpdate(state); return(state); }
/// <summary>Function to return the object.</summary> /// <param name="allocator">The allocator used to create an instance of the object</param> /// <returns>The object created or updated by this builder.</returns> /// <remarks> /// <para> /// Using an <paramref name="allocator" /> can provide different strategies when building objects. If omitted, the object will be created using the standard <span class="keyword">new</span> keyword. /// </para> /// <para> /// A custom allocator can be beneficial because it allows us to use a pool for allocating the objects, and thus allows for recycling of objects. This keeps the garbage collector happy by keeping objects /// around for as long as we need them, instead of creating objects that can potentially end up in the large object heap or in Gen 2. /// </para> /// </remarks> public Gorgon2DBatchState Build(IGorgonAllocator <Gorgon2DBatchState> allocator) { if (allocator == null) { return(Build()); } Gorgon2DBatchState state = allocator.Allocate(); state.PixelShaderState = _worker.PixelShaderState; state.VertexShaderState = _worker.VertexShaderState; state.BlendState = _worker.BlendState; state.DepthStencilState = _worker.DepthStencilState; state.RasterState = _worker.RasterState; return(state); }
/// <summary> /// Function to return the object. /// </summary> /// <param name="allocator">The allocator used to create an instance of the object</param> /// <returns>The object created or updated by this builder.</returns> /// <remarks> /// <para> /// Using an <paramref name="allocator" /> can provide different strategies when building objects. If omitted, the object will be created using the standard <span class="keyword">new</span> keyword. /// </para> /// <para> /// A custom allocator can be beneficial because it allows us to use a pool for allocating the objects, and thus allows for recycling of objects. This keeps the garbage collector happy by keeping objects /// around for as long as we need them, instead of creating objects that can potentially end up in the large object heap or in Gen 2. /// </para> /// </remarks> public Gorgon2DShaderState <T> Build(IGorgonAllocator <Gorgon2DShaderState <T> > allocator) { Gorgon2DShaderState <T> shader; if (allocator == null) { shader = new Gorgon2DShaderState <T>(); } else { shader = allocator.Allocate(); } Copy(shader.RwConstantBuffers, _workingShader.RwConstantBuffers, 0); Copy(shader.RwSrvs, _workingShader.RwSrvs, 0); Copy(shader.RwSamplers, _workingShader.RwSamplers, 0); shader.Shader = _workingShader.Shader; return(shader); }
/// <summary> /// Function to create a new draw call. /// </summary> /// <param name="allocator">The allocator to use when creating draw call objects.</param> /// <returns>A new draw call.</returns> protected override GorgonDrawCall OnCreate(IGorgonAllocator <GorgonDrawCall> allocator) => allocator == null ? new GorgonDrawCall() : allocator.Allocate();
/// <summary> /// Function to create a new draw call. /// </summary> /// <param name="allocator">The allocator to use when creating draw call objects.</param> /// <returns>A new draw call.</returns> protected override GorgonInstancedIndexCall OnCreate(IGorgonAllocator <GorgonInstancedIndexCall> allocator) => allocator == null ? new GorgonInstancedIndexCall() : allocator.Allocate();
/// <summary> /// Function to create a new draw call. /// </summary> /// <param name="allocator">The allocator to use when creating draw call objects.</param> /// <returns>A new draw call.</returns> protected abstract TDc OnCreate(IGorgonAllocator <TDc> allocator);
/// <summary> /// Function to return the draw call. /// </summary> /// <param name="allocator">The allocator used to create an instance of the object</param> /// <returns>The draw call created or updated by this builder.</returns> /// <exception cref="GorgonException">Thrown if a <see cref="GorgonVertexShader"/> is not assigned to the <see cref="GorgonPipelineState.VertexShader"/> property with the <see cref="PipelineState(GorgonPipelineStateBuilder)"/> command.</exception> /// <remarks> /// <para> /// Using an <paramref name="allocator"/> can provide different strategies when building draw calls. If omitted, the draw call will be created using the standard <see langword="new"/> keyword. /// </para> /// <para> /// A custom allocator can be beneficial because it allows us to use a pool for allocating the objects, and thus allows for recycling of objects. This keeps the garbage collector happy by keeping objects /// around for as long as we need them, instead of creating objects that can potentially end up in the large object heap or in Gen 2. /// </para> /// <para> /// A draw call requires that at least a vertex shader be bound. If none is present, then the method will throw an exception. /// </para> /// </remarks> public TDc Build(IGorgonAllocator <TDc> allocator) { TDc final = OnCreate(allocator); if ((allocator == null) || (final.VertexShader.ConstantBuffers == null) || (final.PixelShader.Samplers == null) || (final.PixelShader.ShaderResources == null)) { final.SetupConstantBuffers(); final.SetupSamplers(); final.SetupViews(); } if (final.D3DState.VertexBuffers == null) { final.D3DState.VertexBuffers = new GorgonVertexBufferBindings(); } if (final.D3DState.StreamOutBindings == null) { final.D3DState.StreamOutBindings = new GorgonStreamOutBindings(); } StateCopy.CopyVertexBuffers(final.D3DState.VertexBuffers, DrawCall.VertexBufferBindings, DrawCall.InputLayout); StateCopy.CopyStreamOutBuffers(final.D3DState.StreamOutBindings, DrawCall.StreamOutBufferBindings); // Copy over the shader resources. if (DrawCall.D3DState.PipelineState?.PixelShader != null) { StateCopy.CopyConstantBuffers(final.D3DState.PsConstantBuffers, DrawCall.D3DState.PsConstantBuffers, 0); StateCopy.CopySamplers(final.D3DState.PsSamplers, DrawCall.D3DState.PsSamplers, 0); StateCopy.CopySrvs(final.D3DState.PsSrvs, DrawCall.D3DState.PsSrvs); } else { final.D3DState.PsConstantBuffers.Clear(); final.D3DState.PsSamplers.Clear(); final.D3DState.PsSrvs.Clear(); } if (DrawCall.D3DState.PipelineState?.VertexShader != null) { StateCopy.CopyConstantBuffers(final.D3DState.VsConstantBuffers, DrawCall.D3DState.VsConstantBuffers, 0); StateCopy.CopySamplers(final.D3DState.VsSamplers, DrawCall.D3DState.VsSamplers, 0); StateCopy.CopySrvs(final.D3DState.VsSrvs, DrawCall.D3DState.VsSrvs); } else { final.D3DState.VsConstantBuffers.Clear(); final.D3DState.VsSamplers.Clear(); final.D3DState.VsSrvs.Clear(); } if (DrawCall.D3DState.PipelineState?.GeometryShader != null) { StateCopy.CopyConstantBuffers(final.D3DState.GsConstantBuffers, DrawCall.D3DState.GsConstantBuffers, 0); StateCopy.CopySamplers(final.D3DState.GsSamplers, DrawCall.D3DState.GsSamplers, 0); StateCopy.CopySrvs(final.D3DState.GsSrvs, DrawCall.D3DState.GsSrvs); } else { final.D3DState.GsConstantBuffers.Clear(); final.D3DState.GsSamplers.Clear(); final.D3DState.GsSrvs.Clear(); } if (DrawCall.D3DState.PipelineState?.DomainShader != null) { StateCopy.CopyConstantBuffers(final.D3DState.DsConstantBuffers, DrawCall.D3DState.DsConstantBuffers, 0); StateCopy.CopySamplers(final.D3DState.DsSamplers, DrawCall.D3DState.DsSamplers, 0); StateCopy.CopySrvs(final.D3DState.DsSrvs, DrawCall.D3DState.DsSrvs); } else { final.D3DState.DsConstantBuffers.Clear(); final.D3DState.DsSamplers.Clear(); final.D3DState.DsSrvs.Clear(); } if (DrawCall.D3DState.PipelineState?.HullShader != null) { StateCopy.CopyConstantBuffers(final.D3DState.HsConstantBuffers, DrawCall.D3DState.HsConstantBuffers, 0); StateCopy.CopySamplers(final.D3DState.HsSamplers, DrawCall.D3DState.HsSamplers, 0); StateCopy.CopySrvs(final.D3DState.HsSrvs, DrawCall.D3DState.HsSrvs); } else { final.D3DState.HsConstantBuffers.Clear(); final.D3DState.HsSamplers.Clear(); final.D3DState.HsSrvs.Clear(); } // Copy over unordered access views. StateCopy.CopyReadWriteViews(final.D3DState.ReadWriteViews, DrawCall.D3DState.ReadWriteViews, 0); final.D3DState.PipelineState = DrawCall.PipelineState; // Copy the cached states. final.PipelineState.D3DBlendState = DrawCall.PipelineState.D3DBlendState; final.PipelineState.D3DDepthStencilState = DrawCall.PipelineState.D3DDepthStencilState; final.PipelineState.D3DRasterState = DrawCall.PipelineState.D3DRasterState; OnUpdate(final); if (final.PipelineState.VertexShader == null) { throw new GorgonException(GorgonResult.CannotCreate, Resources.GORGFX_ERR_NO_VERTEX_SHADER); } return(final); }