public void Update(IPluginIO pin, DX11RenderContext context)
        {
            Device        device = context.Device;
            DeviceContext ctx    = context.CurrentDeviceContext;

            if (!this.FOutPointcloudBuffer[0].Contains(context) || !this.FOutIndexBuffer[0].Contains(context) || this.FInEleCount.IsChanged)
            {
                this.FOutPointcloudBuffer[0].Dispose(context);
                this.FOutIndexBuffer[0].Dispose(context);
                DX11RWStructuredBuffer pcBuffer = new DX11RWStructuredBuffer(device, FInEleCount[0], FInStride[0], eDX11BufferMode.Counter);
                DX11RWStructuredBuffer idBuffer = new DX11RWStructuredBuffer(device, FInEleCount[0], 4, eDX11BufferMode.Counter);
                this.FOutPointcloudBuffer[0][context] = pcBuffer;
                this.FOutIndexBuffer[0][context]      = idBuffer;
            }

            // clear offsetbuffer
            int[] mask = new int[4] {
                -1, -1, -1, -1
            };
            ctx.ClearUnorderedAccessView(FOutIndexBuffer[0][context].UAV, mask);

            // load shader
            if (this.shader == null)
            {
                string     basepath = "RingBufferIndexing.effects.RingBufferIndexing.fx";
                DX11Effect effect   = DX11Effect.FromResource(Assembly.GetExecutingAssembly(), basepath);
                this.shader = new DX11ShaderInstance(context, effect);
            }

            if (this.FInPointcloudBuffer.PluginIO.IsConnected /* && currentFrame != FHDEHost.FrameTime*/)
            {
                currentFrame = FHDEHost.FrameTime; // prevents to execute this a second time

                shader.SelectTechnique("BuildHash");
                shader.SetBySemantic("POINTCLOUDBUFFERIN", FInPointcloudBuffer[0][context].SRV);
                shader.SetBySemantic("POINTCLOUDBUFFEROUT", FOutPointcloudBuffer[0][context].UAV, 0);
                shader.SetBySemantic("INDEXBUFFER", FOutIndexBuffer[0][context].UAV);

                shader.ApplyPass(0);
                ctx.Dispatch((FInEleCount[0] + 63) / 64, 1, 1);
                context.CleanUp();
                context.CleanUpCS();
            }
        }
Exemple #2
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        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            Device        device = context.Device;
            DeviceContext ctx    = context.CurrentDeviceContext;

            if (!this.FOutLinkBuffer[0].Contains(context) || !this.FOutOffsetBuffer[0].Contains(context) || FInGridcellCount.IsChanged)
            {
                this.FOutLinkBuffer[0].Dispose(context);
                this.FOutOffsetBuffer[0].Dispose(context);
                DX11RWStructuredBuffer lb = new DX11RWStructuredBuffer(device, FInEleCount[0], 8, eDX11BufferMode.Counter);
                DX11RWStructuredBuffer ob = new DX11RWStructuredBuffer(device, FInGridcellCount[0] * FInGridcellCount[0] * FInGridcellCount[0], 4, eDX11BufferMode.Counter);
                this.FOutLinkBuffer[0][context]   = lb;
                this.FOutOffsetBuffer[0][context] = ob;
            }

            // clear offsetbuffer
            int[] mask = new int[4] {
                -1, -1, -1, -1
            };
            ctx.ClearUnorderedAccessView(FOutOffsetBuffer[0][context].UAV, mask);

            // load shader
            if (this.shader == null)
            {
                string     basepath = "LinkedList.effects.LinkedList.fx";
                DX11Effect effect   = DX11Effect.FromResource(Assembly.GetExecutingAssembly(), basepath);
                this.shader = new DX11ShaderInstance(context, effect);
            }

            if (this.FInPcBuffer.PluginIO.IsConnected)
            {
                shader.SelectTechnique("BuildHash");
                shader.SetBySemantic("POINTCLOUDBUFFER", FInPcBuffer[0][context].SRV);
                shader.SetBySemantic("POINTTRANSFORM", FInTransform[0]);
                shader.SetBySemantic("RWLINKBUFFER", FOutLinkBuffer[0][context].UAV, 0);
                shader.SetBySemantic("RWOFFSETBUFFER", FOutOffsetBuffer[0][context].UAV);
                shader.SetBySemantic("GRIDCELLSIZE", FInGridcellCount[0]);

                shader.ApplyPass(0);
                ctx.Dispatch((FInEleCount[0] + 63) / 64, 1, 1);
                context.CleanUp();
                context.CleanUpCS();
            }
        }
 public void Clear(DeviceContext ctx, int value)
 {
     int[] mask = new int[] { value, value, value, value };
     ctx.ClearUnorderedAccessView(this.UAV, mask);
 }
 /// <summary>
 /// Fills structured buffer with given values
 /// </summary>
 /// <param name="buffer"></param>
 /// <param name="values"></param>
 public void Clear(StructuredBuffer buffer, Int4 values)
 {
     lock (deviceContext) {
         deviceContext.ClearUnorderedAccessView(buffer.UAV, SharpDXHelper.Convert(values));
     }
 }
Exemple #5
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 public void Clear(DeviceContext ctx, int value)
 {
     int[] mask = new int [] { value, value, value, value };
     ctx.ClearUnorderedAccessView(this.UAV, mask);
     //BoundingBox b = new BoundingBox(
 }
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            Device device = context.Device;
            DeviceContext ctx = context.CurrentDeviceContext;

            if ( !this.FOutPointcloudRingBuffer[0].Contains(context) || !this.FOutUpdatedBuffer[0].Contains(context) || !this.bCounter.Contains(context) || !this.bOffset.Contains(context) || this.FInPointcloudRingBufferSize.IsChanged || this.FInEleCount.IsChanged)
            {

                this.FOutPointcloudRingBuffer[0].Dispose(context);
                DX11RWStructuredBuffer brPointcloud = new DX11RWStructuredBuffer(device, FInPointcloudRingBufferSize[0], FInStride[0], eDX11BufferMode.Counter);
                this.FOutPointcloudRingBuffer[0][context] = brPointcloud;

                this.FOutUpdatedBuffer[0].Dispose(context);
                DX11RWStructuredBuffer brUpdated = new DX11RWStructuredBuffer(device, FInPointcloudRingBufferSize[0], 4, eDX11BufferMode.Counter);
                this.FOutUpdatedBuffer[0][context] = brUpdated;

                this.bOffset.Dispose(context);
                this.bOffset[context] = new DX11RawBuffer(device, 16);

                this.bCounter.Dispose(context);
                this.bCounter[context] = new DX11RWStructuredBuffer(device, FInEleCount[0], 4, eDX11BufferMode.Counter);

            }

            // load shader
            if (this.shader == null)
            {
                string basepath = "RingBuffer.effects.RingBuffer.fx";
                DX11Effect effect = DX11Effect.FromResource(Assembly.GetExecutingAssembly(), basepath);
                this.shader = new DX11ShaderInstance(context, effect);
            }

            if (this.FInPointcloudBuffer.PluginIO.IsConnected && FInSet[0] && currentFrame != FHDEHost.FrameTime)
            {

                currentFrame = FHDEHost.FrameTime; // prevents to execute this a second time

                int[] mask = new int[4] { 0, 0, 0, 0 };
                ctx.ClearUnorderedAccessView(FOutUpdatedBuffer[0][context].UAV, mask);

                shader.SelectTechnique("AddPoints");
                shader.SetBySemantic("POINTCLOUDBUFFER", FInPointcloudBuffer[0][context].SRV);
                shader.SetBySemantic("POINTCLOUDCOUNTBUFFER", FInCountBuffer[0][context].SRV);
                shader.SetBySemantic("POINTCLOUDRINGBUFFER", FOutPointcloudRingBuffer[0][context].UAV, FInPointcloudRingBufferSize[0]);
                shader.SetBySemantic("UPDATEDRINGBUFFER", FOutUpdatedBuffer[0][context].UAV, FInPointcloudRingBufferSize[0]);
                shader.SetBySemantic("POINTCLOUDRINGBUFFERSIZE", FInPointcloudRingBufferSize[0]);
                shader.SetBySemantic("OFFSETBUFFER", this.bOffset[context].SRV);
                shader.SetBySemantic("COUNTERBUFFER", this.bCounter[context].UAV, 0);
                shader.ApplyPass(0);
                ctx.Dispatch((FInEleCount[0] + 63) / 64, 1, 1);

                ctx.CopyStructureCount(this.bCounter[context].UAV, this.bOffset[context].Buffer, 0);
                shader.SelectTechnique("CalcOffset");
                shader.ApplyPass(0);
                ctx.Dispatch(1, 1, 1);

                context.CleanUp();
                context.CleanUpCS();
                
            }

        }