/// <summary> /// Determine and updates <see cref="CurrentState"/> from <see cref="State"/>. /// </summary> public void Update() { // Hash current state var hashedState = new PipelineStateDescriptionWithHash(State); // Find existing PipelineState object PipelineState pipelineState; // TODO GRAPHICS REFACTOR We could avoid lock by adding them to a ThreadLocal (or RenderContext) and merge at end of frame lock (cache) { if (!cache.TryGetValue(hashedState, out pipelineState)) { // Otherwise, instantiate it // First, make an copy hashedState = new PipelineStateDescriptionWithHash(State.Clone()); cache.Add(hashedState, pipelineState = PipelineState.New(graphicsDevice, ref State)); } } CurrentState = pipelineState; }
public static PipelineState New(GraphicsDevice graphicsDevice, ref PipelineStateDescription pipelineStateDescription) { // Hash the current state var hashedState = new PipelineStateDescriptionWithHash(pipelineStateDescription); // Store SamplerState in a cache (D3D seems to have quite bad concurrency when using CreateSampler while rendering) PipelineState pipelineState; lock (graphicsDevice.CachedPipelineStates) { if (graphicsDevice.CachedPipelineStates.TryGetValue(hashedState, out pipelineState)) { // TODO: Appropriate destroy pipelineState.AddReferenceInternal(); } else { pipelineState = new PipelineState(graphicsDevice, pipelineStateDescription); graphicsDevice.CachedPipelineStates.Add(hashedState, pipelineState); } } return(pipelineState); }
public void Recreate(GraphicsAdapter adapter, GraphicsProfile[] graphicsProfiles, DeviceCreationFlags deviceCreationFlags, WindowHandle windowHandle) { if (adapter == null) { throw new ArgumentNullException("adapter"); } if (graphicsProfiles == null) { throw new ArgumentNullException("graphicsProfiles"); } Adapter = adapter; IsDebugMode = (deviceCreationFlags & DeviceCreationFlags.Debug) != 0; // Default fallback if (graphicsProfiles.Length == 0) { graphicsProfiles = new[] { GraphicsProfile.Level_11_0, GraphicsProfile.Level_10_1, GraphicsProfile.Level_10_0, GraphicsProfile.Level_9_3, GraphicsProfile.Level_9_2, GraphicsProfile.Level_9_1 } } ; // Initialize this instance InitializePlatformDevice(graphicsProfiles, deviceCreationFlags, windowHandle); // Create a new graphics device Features = new GraphicsDeviceFeatures(this); SamplerStates = new SamplerStateFactory(this); var defaultPipelineStateDescription = new PipelineStateDescription(); defaultPipelineStateDescription.SetDefaults(); AdjustDefaultPipelineStateDescription(ref defaultPipelineStateDescription); DefaultPipelineState = PipelineState.New(this, ref defaultPipelineStateDescription); InitializePostFeatures(); }
internal void Apply(CommandList commandList, PipelineState previousPipeline) { var nativeDeviceContext = commandList.NativeDeviceContext; if (rootSignature != previousPipeline.rootSignature) { //rootSignature.Apply } if (effectBytecode != previousPipeline.effectBytecode) { if (computeShader != previousPipeline.computeShader) { nativeDeviceContext.ComputeShader.Set(computeShader); } if (vertexShader != previousPipeline.vertexShader) { nativeDeviceContext.VertexShader.Set(vertexShader); } if (pixelShader != previousPipeline.pixelShader) { nativeDeviceContext.PixelShader.Set(pixelShader); } if (hullShader != previousPipeline.hullShader) { nativeDeviceContext.HullShader.Set(hullShader); } if (domainShader != previousPipeline.domainShader) { nativeDeviceContext.DomainShader.Set(domainShader); } if (geometryShader != previousPipeline.geometryShader) { nativeDeviceContext.GeometryShader.Set(geometryShader); } } if (blendState != previousPipeline.blendState || sampleMask != previousPipeline.sampleMask) { nativeDeviceContext.OutputMerger.SetBlendState(blendState, nativeDeviceContext.OutputMerger.BlendFactor, sampleMask); } if (rasterizerState != previousPipeline.rasterizerState) { nativeDeviceContext.Rasterizer.State = rasterizerState; } if (depthStencilState != previousPipeline.depthStencilState) { nativeDeviceContext.OutputMerger.DepthStencilState = depthStencilState; } if (inputLayout != previousPipeline.inputLayout) { nativeDeviceContext.InputAssembler.InputLayout = inputLayout; } if (primitiveTopology != previousPipeline.primitiveTopology) { nativeDeviceContext.InputAssembler.PrimitiveTopology = primitiveTopology; } }
public void SetPipelineState(PipelineState pipelineState) { NullHelper.ToImplement(); }