/// <summary>Warm (Preload) the shader</summary><param name="state"/> protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state) { // Shader is already warmed if ((Kernel16.gd == state.DeviceUniqueIndex)) { return; } // Setup the shader if ((Kernel16.gd != state.DeviceUniqueIndex)) { this.gdInit(state); } Kernel16.fx.Dispose(); // Create the effect instance state.CreateEffect(out Kernel16.fx, Kernel16.fxb, 23, 58); }
/// <summary>Warm (Preload) the shader</summary><param name="state"/> protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state) { // Shader is already warmed if ((DrawVelocityParticles_LinesGpuTex.gd == state.DeviceUniqueIndex)) { return; } // Setup the shader if ((DrawVelocityParticles_LinesGpuTex.gd != state.DeviceUniqueIndex)) { this.gdInit(state); } DrawVelocityParticles_LinesGpuTex.fx.Dispose(); // Create the effect instance state.CreateEffect(out DrawVelocityParticles_LinesGpuTex.fx, DrawVelocityParticles_LinesGpuTex.fxb, 30, 4); }
/// <summary>Warm (Preload) the shader</summary><param name="state"/> protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state) { // Shader is already warmed if ((InstancingSprite.gd == state.DeviceUniqueIndex)) { return; } // Setup the shader if ((InstancingSprite.gd != state.DeviceUniqueIndex)) { this.gdInit(state); } InstancingSprite.fx.Dispose(); // Create the effect instance state.CreateEffect(out InstancingSprite.fx, InstancingSprite.fxb, 36, 6); }
/// <summary>Warm (Preload) the shader</summary><param name="state"/> protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state) { // Shader is already warmed if ((ParticleStoreLife128.gd == state.DeviceUniqueIndex)) { return; } // Setup the shader if ((ParticleStoreLife128.gd != state.DeviceUniqueIndex)) { this.gdInit(state); } ParticleStoreLife128.fx.Dispose(); // Create the effect instance state.CreateEffect(out ParticleStoreLife128.fx, ParticleStoreLife128.fxb, 20, 5); }
/// <summary>Warm (Preload) the shader</summary><param name="state"/> protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state) { // Shader is already warmed if ((FillVertexColour.gd == state.DeviceUniqueIndex)) { return; } // Setup the shader if ((FillVertexColour.gd != state.DeviceUniqueIndex)) { this.gdInit(state); } FillVertexColour.fx.Dispose(); // Create the effect instance state.CreateEffect(out FillVertexColour.fx, FillVertexColour.fxb, 7, 2); }
/// <summary>Warm (Preload) the shader</summary><param name="state"/> protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state) { // Shader is already warmed if ((RgbmDecodeBloomPass.gd == state.DeviceUniqueIndex)) { return; } // Setup the shader if ((RgbmDecodeBloomPass.gd != state.DeviceUniqueIndex)) { this.gdInit(state); } RgbmDecodeBloomPass.fx.Dispose(); // Create the effect instance state.CreateEffect(out RgbmDecodeBloomPass.fx, RgbmDecodeBloomPass.fxb, 9, 25); }
/// <summary>Warm (Preload) the shader</summary><param name="state"/> protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state) { // Shader is already warmed if ((NonLinearDepthOutTextureAlphaClip.gd == state.DeviceUniqueIndex)) { return; } // Setup the shader if ((NonLinearDepthOutTextureAlphaClip.gd != state.DeviceUniqueIndex)) { this.gdInit(state); } NonLinearDepthOutTextureAlphaClip.fx.Dispose(); // Create the effect instance state.CreateEffect(out NonLinearDepthOutTextureAlphaClip.fx, NonLinearDepthOutTextureAlphaClip.fxb, 9, 11); }
/// <summary>Warm (Preload) the shader</summary><param name="state"/> protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state) { // Shader is already warmed if ((DrawVelocityBillboardParticlesColour_BillboardCpu3D.gd == state.DeviceUniqueIndex)) { return; } // Setup the shader if ((DrawVelocityBillboardParticlesColour_BillboardCpu3D.gd != state.DeviceUniqueIndex)) { this.gdInit(state); } DrawVelocityBillboardParticlesColour_BillboardCpu3D.fx.Dispose(); // Create the effect instance state.CreateEffect(out DrawVelocityBillboardParticlesColour_BillboardCpu3D.fx, DrawVelocityBillboardParticlesColour_BillboardCpu3D.fxb, 40, 9); }
/// <summary>Warm (Preload) the shader</summary><param name="state"/> protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state) { // Shader is already warmed if ((SimpleTerrain.gd == state.DeviceUniqueIndex)) { return; } // Setup the shader if ((SimpleTerrain.gd != state.DeviceUniqueIndex)) { this.gdInit(state); } SimpleTerrain.fx.Dispose(); // Create the effect instance state.CreateEffect(out SimpleTerrain.fx, SimpleTerrain.fxb, 35, 146); }
/// <summary>Warm (Preload) the shader</summary><param name="state"/> protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state) { // Shader is already warmed if ((Downsample2.gd == state.DeviceUniqueIndex)) { return; } // Setup the shader if ((Downsample2.gd != state.DeviceUniqueIndex)) { this.gdInit(state); } Downsample2.fx.Dispose(); // Create the effect instance state.CreateEffect(out Downsample2.fx, Downsample2.fxb, 10, 9); }
/// <summary>Warm (Preload) the shader</summary><param name="state"/> protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state) { // Shader is already warmed if ((BackgroundFill.gd == state.DeviceUniqueIndex)) { return; } // Setup the shader if ((BackgroundFill.gd != state.DeviceUniqueIndex)) { this.gdInit(state); } BackgroundFill.fx.Dispose(); // Create the effect instance state.CreateEffect(out BackgroundFill.fx, BackgroundFill.fxb, 8, 19); }
public void Begin(Xen.Graphics.ShaderSystem.ShaderSystemBase state, bool ic, bool ec, Xen.Graphics.ShaderSystem.ShaderExtension ext) { if (device != state.DeviceUniqueIndex) { device = state.DeviceUniqueIndex; fx.Dispose(); state.CreateEffect(out fx, fxb, 0, 0); } float randX = (float)(random.NextDouble()); float randY = (float)(random.NextDouble()); this.psConstants[4].Z = randX; this.psConstants[4].W = randY; //random texture is limited in size, so randomly offset by a tiny amount randX = (float)((random.NextDouble() * 2 - 1) / 256.0); randY = (float)((random.NextDouble() * 2 - 1) / 256.0); this.psConstants[5].X = randX; this.psConstants[5].Y = randY; TextureSamplerState point = TextureSamplerState.PointFiltering; Xen.Graphics.ShaderSystem.ShaderSystemBase shaderSystem = (Xen.Graphics.ShaderSystem.ShaderSystemBase)state; shaderSystem.SetPixelShaderSampler(0, randTexture, point); if (positionSize != null) shaderSystem.SetPixelShaderSampler(1, positionSize, point); if (velocityRotation != null) shaderSystem.SetPixelShaderSampler(2, velocityRotation, point); if (this.colourSamplerIndex != -1) shaderSystem.SetPixelShaderSampler(this.colourSamplerIndex, colourValues, point); if (this.userSamplerIndex != -1) shaderSystem.SetPixelShaderSampler(this.userSamplerIndex, userValues, point); if (this.lifeSamplerIndex != -1) shaderSystem.SetPixelShaderSampler(this.lifeSamplerIndex, lifeTexture, point); state.SetWorldViewProjectionMatrix(ref this.vreg[0], ref this.vreg[1], ref this.vreg[2], ref this.vreg[3], ref this.world); const float randTextureSize = (float)RandomValueTexture.Resolution; const float invRandTextureSize = 1.0f / randTextureSize; if (enabledMoveVS || enabledAddVS) { for (int i = 0; i < 4; i++) //copy the WVP matrix this.vsMoveConstants[i] = this.vreg[i]; vsMoveConstants[6] = new Vector4(randTextureSize, invRandTextureSize, 0, 0); fx.vs_c.SetValue(this.vsMoveConstants); fx.ps_c.SetValue(psConstants); } else { state.SetWindowSizeVector2(ref this.vreg[4], ref this.viewsize); this.vreg[6] = new Vector4(randTextureSize, invRandTextureSize, 0, 0); fx.vs_c.SetValue(this.vreg); fx.ps_c.SetValue(psConstants); } state.SetEffect(this, ref fx, Xen.Graphics.ShaderSystem.ShaderExtension.None); }
/// <summary>Warm (Preload) the shader</summary><param name="state"/> protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state) { // Shader is already warmed if ((Tutorial09Technique.gd == state.DeviceUniqueIndex)) { return; } // Setup the shader if ((Tutorial09Technique.gd != state.DeviceUniqueIndex)) { this.gdInit(state); } Tutorial09Technique.fx.Dispose(); // Create the effect instance state.CreateEffect(out Tutorial09Technique.fx, Tutorial09Technique.fxb, 7, 4); }
/// <summary>Warm (Preload) the shader</summary><param name="state"/> protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state) { // Shader is already warmed if ((DrawBillboardParticles_GpuTex3D_UserOffset.gd == state.DeviceUniqueIndex)) { return; } // Setup the shader if ((DrawBillboardParticles_GpuTex3D_UserOffset.gd != state.DeviceUniqueIndex)) { this.gdInit(state); } DrawBillboardParticles_GpuTex3D_UserOffset.fx.Dispose(); // Create the effect instance state.CreateEffect(out DrawBillboardParticles_GpuTex3D_UserOffset.fx, DrawBillboardParticles_GpuTex3D_UserOffset.fxb, 54, 8); }