//[MemberNotNull(nameof(_tex), nameof(_texMsaa8x))] public void CreatePipelines() { var rootParams = new[] { RootParameter.CreateDescriptor(RootParameterType.ConstantBufferView, 0, 0), RootParameter.CreateDescriptor(RootParameterType.ConstantBufferView, 1, 0), RootParameter.CreateDescriptor(RootParameterType.ConstantBufferView, 2, 0), RootParameter.CreateDescriptorTable(DescriptorRangeType.ShaderResourceView, 0, 1, 0) }; var samplers = new[] { new StaticSampler( TextureAddressMode.Clamp, SamplerFilterType.Anistropic, shaderRegister: 0, registerSpace: 0, ShaderVisibility.All, StaticSampler.OpaqueWhite ) }; _rootSig = _device.CreateRootSignature(rootParams, samplers); var compilationFlags = new[] { ShaderCompileFlag.PackMatricesInRowMajorOrder, ShaderCompileFlag.AllResourcesBound, ShaderCompileFlag.EnableDebugInformation, ShaderCompileFlag.WriteDebugInformationToFile() //ShaderCompileFlag.DefineMacro("NORMALS") }; var vertexShader = ShaderManager.CompileShader("Shaders/SimpleTexture/TextureVertexShader.hlsl", ShaderModel.Vs_6_0, compilationFlags); var pixelShader = ShaderManager.CompileShader("Shaders/SimpleTexture/TexturePixelShader.hlsl", ShaderModel.Ps_6_0, compilationFlags); var psoDesc = new GraphicsPipelineDesc { RootSignature = _rootSig, RenderTargetFormats = RenderTargetFormat, DepthStencilFormat = DepthStencilFormat, VertexShader = vertexShader, PixelShader = pixelShader, Topology = TopologyClass.Triangle, Inputs = InputLayout.FromType <TexturedVertex>() }; _tex = _device.PipelineManager.CreatePipelineStateObject(psoDesc, "Texture"); //psoDesc.Msaa = MultisamplingDesc.X8; _texMsaa8x = _device.PipelineManager.CreatePipelineStateObject(psoDesc, "Texture_MSAA8X"); }
public unsafe override void Initialize(Size outputSize, IOutputOwner output) { var debug = new DebugLayerConfiguration() .WithDebugFlags(DebugFlags.DebugLayer) .WithDredFlags(DredFlags.All) .WithBreakpointLogLevel(LogLevel.None); _device = GraphicsDevice.Create(FeatureLevel.GraphicsLevel11_0, null, debug); _output = Output.Create(OutputConfiguration.Default, _device, output); OnResize(outputSize); ReadOnlySpan <Vertex> vertices = stackalloc Vertex[3] { new Vertex { Position = new Vector3(+0.25f, -0.25f, +0.0f), Color = (Vector4)Rgba128.Blue }, new Vertex { Position = new Vector3(-0.25f, -0.25f, +0.0f), Color = (Vector4)Rgba128.Green }, new Vertex { Position = new Vector3(+0.0f, +0.25f, +0.0f), Color = (Vector4)Rgba128.Red }, }; // Allocate the vertices, using the overload which takes some initial data _vertices = _device.Allocator.AllocateUploadBuffer(vertices); _indirect = _device.Allocator.AllocateUploadBuffer <IndirectDrawArguments>(); // The pipeline description. We compile shaders at runtime here, which is simpler but less efficient var psoDesc = new GraphicsPipelineDesc { Topology = TopologyClass.Triangle, VertexShader = ShaderManager.CompileShader("HelloTriangle/Shader.hlsl", ShaderType.Vertex, entrypoint: "VertexMain"), PixelShader = ShaderManager.CompileShader("HelloTriangle/Shader.hlsl", ShaderType.Pixel, entrypoint: "PixelMain"), RenderTargetFormats = _output.Configuration.BackBufferFormat, DepthStencil = DepthStencilDesc.DisableDepthStencil, Inputs = InputLayout.FromType <Vertex>(), }; _pso = _device.PipelineManager.CreatePipelineStateObject(psoDesc, nameof(_pso)); }
public WorldPass(GraphicsDevice device, Camera camera) { _device = device; _camera = camera; _rtvs = _device.CreateDescriptorHeap(DescriptorHeapType.RenderTargetView, 1); _dsvs = _device.CreateDescriptorHeap(DescriptorHeapType.RenderTargetView, 1); var @params = new RootParameter[] { RootParameter.CreateDescriptor(RootParameterType.ConstantBufferView, 0, 0), RootParameter.CreateDescriptor(RootParameterType.ConstantBufferView, 1, 0), RootParameter.CreateDescriptor(RootParameterType.ShaderResourceView, 0, 0, ShaderVisibility.Pixel), RootParameter.CreateDescriptorTable(DescriptorRangeType.ShaderResourceView, 1, 2, 0, visibility: ShaderVisibility.Pixel) }; var samplers = new StaticSampler[] { new StaticSampler(TextureAddressMode.Clamp, SamplerFilterType.MagPoint | SamplerFilterType.MinPoint | SamplerFilterType.MipLinear, 0, 0, ShaderVisibility.Pixel) }; RootSignature = _device.CreateRootSignature(@params, samplers); var shaderFlags = new[] { ShaderCompileFlag.PackMatricesInRowMajorOrder, ShaderCompileFlag.DisableOptimizations, ShaderCompileFlag.EnableDebugInformation, ShaderCompileFlag.WriteDebugInformationToFile() }; var psoDesc = new GraphicsPipelineDesc { RootSignature = RootSignature, Topology = TopologyClass.Triangle, RenderTargetFormats = BackBufferFormat.R8G8B8A8UnsignedNormalized, DepthStencilFormat = DataFormat.Depth32Single, VertexShader = ShaderManager.CompileShader("Shaders/ChunkShader.hlsl", ShaderType.Vertex, shaderFlags, "VertexMain"), PixelShader = ShaderManager.CompileShader("Shaders/ChunkShader.hlsl", ShaderType.Pixel, shaderFlags, "PixelMain"), Inputs = InputLayout.FromType <BlockVertex>() }; Pso = _device.PipelineManager.CreatePipelineStateObject(psoDesc, "ChunkPso"); psoDesc.Msaa = MsaaDesc.X8; MsaaPso = _device.PipelineManager.CreatePipelineStateObject(psoDesc, "MsaaChunkPso"); UploadTextures(); Chunks = new[] { new RenderChunk() }; Chunks[0].Chunk.Blocks = new Block?[Width * Height * Depth]; Chunks[0].Chunk.NeedsRebuild = true; var rng = new Random(); foreach (ref readonly var block in Chunks[0].Chunk.Blocks.Span) { Unsafe.AsRef(in block) = new Block { TextureId = (uint)rng.Next(0, _textures.Length) }; } SetConstants(); }