private void BuildRootSignature() { // Root parameter can be a table, root descriptor or root constants. // Perfomance TIP: Order from most frequent to least frequent. var slotRootParameters = new[] { new RootParameter(ShaderVisibility.All, new RootDescriptor(0, 0), RootParameterType.ConstantBufferView), new RootParameter(ShaderVisibility.All, new RootDescriptor(1, 0), RootParameterType.ConstantBufferView), new RootParameter(ShaderVisibility.All, new RootDescriptor(0, 1), RootParameterType.ShaderResourceView), new RootParameter(ShaderVisibility.All, new DescriptorRange(DescriptorRangeType.ShaderResourceView, 1, 0)), new RootParameter(ShaderVisibility.All, new DescriptorRange(DescriptorRangeType.ShaderResourceView, 10, 1)) }; // A root signature is an array of root parameters. var rootSigDesc = new RootSignatureDescription( RootSignatureFlags.AllowInputAssemblerInputLayout, slotRootParameters, GetStaticSamplers()); _rootSignature = Device.CreateRootSignature(rootSigDesc.Serialize()); }
public RootSignatureDescription CreateHitRootDesc() { RootSignatureDescription desc = new RootSignatureDescription(RootSignatureFlags.LocalRootSignature, new RootParameter[] { new RootParameter(new RootDescriptorTable(new DescriptorRange[] { // gRtScene new DescriptorRange(DescriptorRangeType.ShaderResourceView, 1, 0, 0, 1), // Indices new DescriptorRange(DescriptorRangeType.ShaderResourceView, 1, 1, 0, 2), // Vertices new DescriptorRange(DescriptorRangeType.ShaderResourceView, 1, 2, 0, 3), // SceneCB new DescriptorRange(DescriptorRangeType.ConstantBufferView, 1, 0, 0, 4), // PrimitiveCB new DescriptorRange(DescriptorRangeType.ConstantBufferView, 1, 1, 0, 5), }), ShaderVisibility.All) }); return(desc); }
private void BuildRootSignature() { var descriptor1 = new RootDescriptor(0, 0); var descriptor2 = new RootDescriptor(1, 0); var descriptor3 = new RootDescriptor(2, 0); // Root parameter can be a table, root descriptor or root constants. var slotRootParameters = new[] { new RootParameter(ShaderVisibility.Vertex, descriptor1, RootParameterType.ConstantBufferView), new RootParameter(ShaderVisibility.Pixel, descriptor2, RootParameterType.ConstantBufferView), new RootParameter(ShaderVisibility.All, descriptor3, RootParameterType.ConstantBufferView) }; // A root signature is an array of root parameters. var rootSigDesc = new RootSignatureDescription( RootSignatureFlags.AllowInputAssemblerInputLayout, slotRootParameters); // Create a root signature with a single slot which points to a descriptor range consisting of a single constant buffer. _rootSignature = Device.CreateRootSignature(rootSigDesc.Serialize()); }
private void LoadAssets() { var rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout); rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize()); // Create the command list. commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, null); aspectRation = viewport.Width / viewport.Height; // Command lists are created in the recording state, but there is nothing // to record yet. The main loop expects it to be closed, so close it now. commandList.Close(); // Create synchronization objects. fence = device.CreateFence(0, FenceFlags.None); fenceValue = 1; // Create an event handle to use for frame synchronization. fenceEvent = new AutoResetEvent(false); }
private void BuildWavesRootSignature() { var uavTable0 = new DescriptorRange(DescriptorRangeType.UnorderedAccessView, 1, 0); var uavTable1 = new DescriptorRange(DescriptorRangeType.UnorderedAccessView, 1, 1); var uavTable2 = new DescriptorRange(DescriptorRangeType.UnorderedAccessView, 1, 2); // Root parameter can be a table, root descriptor or root constants. // Perfomance TIP: Order from most frequent to least frequent. var slotRootParameters = new[] { new RootParameter(ShaderVisibility.All, new RootConstants(0, 0, 6)), new RootParameter(ShaderVisibility.All, uavTable0), new RootParameter(ShaderVisibility.All, uavTable1), new RootParameter(ShaderVisibility.All, uavTable2), }; // A root signature is an array of root parameters. var rootSigDesc = new RootSignatureDescription( RootSignatureFlags.AllowInputAssemblerInputLayout, slotRootParameters); _wavesRootSignature = Device.CreateRootSignature(rootSigDesc.Serialize()); }
public void CreateRtPipelineState() { var rtpipeline = new RTPipeline(); // Need 10 subobjects: // 1 for the DXIL library // 1 for hit-group // 2 for RayGen root-signature (root-signature and the subobject association) // 2 for hit-program root-signature (root-signature and the subobject association) // 2 for miss-shader root-signature (signature and association) // 2 for shader config (shared between all programs. 1 for the config, 1 for association) // 1 for pipeline config // 1 for the global root signature StateSubObject[] subobjects = new StateSubObject[12]; int index = 0; // Create the DXIL library DxilLibrary dxilLib = rtpipeline.CreateDxilLibrary(); subobjects[index++] = dxilLib.stateSubObject; // 0 Library HitProgram hitProgram = new HitProgram(null, RTPipeline.kClosestHitShader, RTPipeline.kHitGroup); subobjects[index++] = hitProgram.subObject; // 1 Hit Group // Create the ray-gen root-signature and association Structs.LocalRootSignature rgsRootSignature = new Structs.LocalRootSignature(mpDevice, rtpipeline.CreateRayGenRootDesc()); subobjects[index] = rgsRootSignature.subobject; // 2 RayGen Root Sig int rgsRootIndex = index++; // 2 ExportAssociation rgsRootAssociation = new ExportAssociation(new string[] { RTPipeline.kRayGenShader }, subobjects[rgsRootIndex]); subobjects[index++] = rgsRootAssociation.subobject; // 3 Associate Root Sig to RGS // Create the hit root-signature and association Structs.LocalRootSignature hitRootSignature = new Structs.LocalRootSignature(mpDevice, rtpipeline.CreateHitRootDesc()); subobjects[index] = hitRootSignature.subobject; // 4 Hit Root Sig int hitRootIndex = index++; // 4 ExportAssociation hitRootAssociation = new ExportAssociation(new string[] { RTPipeline.kClosestHitShader }, subobjects[hitRootIndex]); // 5 Associate Hit Root Sig to Hit Group subobjects[index++] = hitRootAssociation.subobject; // 6 Associate Hit Root Sig to Hit Group // Create the miss root-signature and association RootSignatureDescription emptyDesc = new RootSignatureDescription(RootSignatureFlags.LocalRootSignature); Structs.LocalRootSignature missRootSignature = new Structs.LocalRootSignature(mpDevice, emptyDesc); subobjects[index] = missRootSignature.subobject; // 6 Miss Root Sig int missRootIndex = index++; // 6 ExportAssociation missRootAssociation = new ExportAssociation(new string[] { RTPipeline.kMissShader }, subobjects[missRootIndex]); subobjects[index++] = missRootAssociation.subobject; // 7 Associate Miss Root Sig to Miss Shader // Bind the payload size to the programs ShaderConfig shaderConfig = new ShaderConfig(sizeof(float) * 2, sizeof(float) * 4); subobjects[index] = shaderConfig.subObject; // 8 Shader Config; int shaderConfigIndex = index++; // 8 string[] shaderExports = new string[] { RTPipeline.kMissShader, RTPipeline.kClosestHitShader, RTPipeline.kRayGenShader }; ExportAssociation configAssociation = new ExportAssociation(shaderExports, subobjects[shaderConfigIndex]); subobjects[index++] = configAssociation.subobject; // 9 Associate Shader Config to Miss, CHS, RGS // Create the pipeline config PipelineConfig config = new PipelineConfig(1); subobjects[index++] = config.suboject; // 10 // Create the global root signature and store the empty signature Structs.GlobalRootSignature root = new Structs.GlobalRootSignature(mpDevice, new RootSignatureDescription()); mpEmptyRootSig = root.pRootSig.RootSignature; subobjects[index++] = root.suboject; // 11 // Create the state StateObjectDescription desc = new StateObjectDescription(StateObjectType.RaytracingPipeline, subobjects); mpPipelineState = mpDevice.CreateStateObject(desc); }
internal static RootSignature Create(GraphicsDevice device, RootSignatureDescription description) { var rootSignature = device.NativeDevice.CreateRootSignature(description.Serialize()); return(new RootSignature(device, rootSignature)); }
public void BuildPSO(Device3 device, GraphicsCommandList commandList) { World = Matrix.Translation(-2.5f, -2.5f, -2.5f); buffer.World = World; light = new Lighting { GlobalAmbientX = 1, GlobalAmbientY = 1, GlobalAmbientZ = 1, KaX = .1f, KaY = .1f, KaZ = .1f, KdX = .5f, KdY = .5f, KdZ = .5f, KeX = .25f, KeY = .25f, KeZ = .25f, KsX = .1f, KsY = .1f, KsZ = .1f, LightColorX = 1, LightColorY = 1, LightColorZ = 1, LightPositionX = 10, LightPositionY = 10, LightPositionZ = 10, shininess = 5 }; DescriptorHeapDescription srvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = 1, Flags = DescriptorHeapFlags.ShaderVisible, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView }; _srvDescriptorHeap = device.CreateDescriptorHeap(srvHeapDesc); //setup descriptor ranges DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0 } }; //Get sampler state setup StaticSamplerDescription sampler = new StaticSamplerDescription() { Filter = Filter.MinimumMinMagMipPoint, AddressU = TextureAddressMode.Border, AddressV = TextureAddressMode.Border, AddressW = TextureAddressMode.Border, MipLODBias = 0, MaxAnisotropy = 0, ComparisonFunc = Comparison.Never, BorderColor = StaticBorderColor.TransparentBlack, MinLOD = 0.0f, MaxLOD = float.MaxValue, ShaderRegister = 0, RegisterSpace = 0, ShaderVisibility = ShaderVisibility.Pixel, }; Projection = Matrix.PerspectiveFovLH((float)Math.PI / 3f, 4f / 3f, 1, 1000); View = Matrix.LookAtLH(new Vector3(10 * (float)Math.Sin(rotation), 5, 10 * (float)Math.Cos(rotation)), Vector3.Zero, Vector3.UnitY); World = Matrix.Translation(-2.5f, -2.5f, -2.5f); DescriptorHeapDescription cbvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = 1, Flags = DescriptorHeapFlags.ShaderVisible, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView }; _objectViewHeap = device.CreateDescriptorHeap(cbvHeapDesc); _lightingViewHeap = device.CreateDescriptorHeap(cbvHeapDesc); RootParameter[] rootParameters = new RootParameter[] { new RootParameter(ShaderVisibility.Pixel, ranges), new RootParameter(ShaderVisibility.All, new RootDescriptor(1, 0), RootParameterType.ConstantBufferView), new RootParameter(ShaderVisibility.All, new RootDescriptor(2, 0), RootParameterType.ConstantBufferView) }; // Create an empty root signature. RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootParameters, new StaticSamplerDescription[] { sampler }); _rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize()); // Create the pipeline state, which includes compiling and loading shaders. #if DEBUG var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/LitVertex.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/LitVertex.hlsl", "VSMain", "vs_5_0")); #endif #if DEBUG var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/LitVertex.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/LitVertex.hlsl", "PSMain", "ps_5_0")); #endif // Define the vertex input layout. InputElement[] inputElementDescs = new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 24, 0) }; // Describe and create the graphics pipeline state object (PSO). GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription() { InputLayout = new InputLayoutDescription(inputElementDescs), RootSignature = _rootSignature, VertexShader = vertexShader, PixelShader = pixelShader, RasterizerState = RasterizerStateDescription.Default(), BlendState = BlendStateDescription.Default(), DepthStencilFormat = SharpDX.DXGI.Format.D24_UNorm_S8_UInt, DepthStencilState = DepthStencilStateDescription.Default(), SampleMask = int.MaxValue, PrimitiveTopologyType = PrimitiveTopologyType.Triangle, RenderTargetCount = 1, Flags = PipelineStateFlags.None, SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), StreamOutput = new StreamOutputDescription() }; psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm; _pipelineState = device.CreateGraphicsPipelineState(psoDesc); // Define the geometry for a triangle. Vertex[] triangleVertices = new Vertex[] { //Front new Vertex() { Position = new Vector3(0, 0, 0), TexCoord = new Vector2(1, 1), Normal = -Vector3.UnitZ }, new Vertex() { Position = new Vector3(0, 5, 0), TexCoord = new Vector2(1, 0), Normal = -Vector3.UnitZ }, new Vertex() { Position = new Vector3(5, 0, 0), TexCoord = new Vector2(0, 1), Normal = -Vector3.UnitZ }, new Vertex() { Position = new Vector3(5, 5, 0), TexCoord = new Vector2(0, 0), Normal = -Vector3.UnitZ }, //Back new Vertex() { Position = new Vector3(0, 0, 5), TexCoord = new Vector2(1, 1), Normal = Vector3.UnitZ }, new Vertex() { Position = new Vector3(0, 5, 5), TexCoord = new Vector2(1, 0), Normal = Vector3.UnitZ }, new Vertex() { Position = new Vector3(5, 0, 5), TexCoord = new Vector2(0, 1), Normal = Vector3.UnitZ }, new Vertex() { Position = new Vector3(5, 5, 5), TexCoord = new Vector2(0, 0), Normal = Vector3.UnitZ }, //Left new Vertex() { Position = new Vector3(0, 0, 0), TexCoord = new Vector2(1, 1), Normal = -Vector3.UnitX }, new Vertex() { Position = new Vector3(0, 5, 0), TexCoord = new Vector2(1, 0), Normal = -Vector3.UnitX }, new Vertex() { Position = new Vector3(0, 0, 5), TexCoord = new Vector2(0, 1), Normal = -Vector3.UnitX }, new Vertex() { Position = new Vector3(0, 5, 5), TexCoord = new Vector2(0, 0), Normal = -Vector3.UnitX }, //Right new Vertex() { Position = new Vector3(5, 0, 0), TexCoord = new Vector2(1, 1), Normal = Vector3.UnitX }, new Vertex() { Position = new Vector3(5, 5, 0), TexCoord = new Vector2(1, 0), Normal = Vector3.UnitX }, new Vertex() { Position = new Vector3(5, 0, 5), TexCoord = new Vector2(0, 1), Normal = Vector3.UnitX }, new Vertex() { Position = new Vector3(5, 5, 5), TexCoord = new Vector2(0, 0), Normal = Vector3.UnitX }, //Top new Vertex() { Position = new Vector3(0, 0, 0), TexCoord = new Vector2(1, 1), Normal = -Vector3.UnitY }, new Vertex() { Position = new Vector3(0, 0, 5), TexCoord = new Vector2(1, 0), Normal = -Vector3.UnitY }, new Vertex() { Position = new Vector3(5, 0, 0), TexCoord = new Vector2(0, 1), Normal = -Vector3.UnitY }, new Vertex() { Position = new Vector3(5, 0, 5), TexCoord = new Vector2(0, 0), Normal = -Vector3.UnitY }, //Bottom new Vertex() { Position = new Vector3(0, 5, 0), TexCoord = new Vector2(1, 1), Normal = Vector3.UnitY }, new Vertex() { Position = new Vector3(0, 5, 5), TexCoord = new Vector2(1, 0), Normal = Vector3.UnitY }, new Vertex() { Position = new Vector3(5, 5, 0), TexCoord = new Vector2(0, 1), Normal = Vector3.UnitY }, new Vertex() { Position = new Vector3(5, 5, 5), TexCoord = new Vector2(0, 0), Normal = Vector3.UnitY } }; int vertexBufferSize = Utilities.SizeOf(triangleVertices); // Note: using upload heaps to transfer static data like vert buffers is not // recommended. Every time the GPU needs it, the upload heap will be marshalled // over. Please read up on Default Heap usage. An upload heap is used here for // code simplicity and because there are very few verts to actually transfer. _vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead); // Copy the triangle data to the vertex buffer. IntPtr pVertexDataBegin = _vertexBuffer.Map(0); Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length); _vertexBuffer.Unmap(0); _indicies = new int[] { 0, 1, 2, 3, 2, 1, 6, 5, 4, 5, 6, 7, 10, 9, 8, 9, 10, 11, 12, 13, 14, 15, 14, 13, 18, 17, 16, 17, 18, 19, 20, 21, 22, 23, 22, 21 }; int indBufferSize = Utilities.SizeOf(_indicies); _indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indBufferSize), ResourceStates.GenericRead); IntPtr pIndBegin = _indexBuffer.Map(0); Utilities.Write(pIndBegin, _indicies, 0, _indicies.Length); _indexBuffer.Unmap(0); _indexBufferView = new IndexBufferView() { BufferLocation = _indexBuffer.GPUVirtualAddress, Format = Format.R32_UInt, SizeInBytes = indBufferSize }; // Initialize the vertex buffer view. _vertexBufferView = new VertexBufferView { BufferLocation = _vertexBuffer.GPUVirtualAddress, StrideInBytes = Utilities.SizeOf <Vertex>(), SizeInBytes = vertexBufferSize }; _objectBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(Utilities.SizeOf <ObjectData>()), ResourceStates.GenericRead); //// Describe and create a constant buffer view. ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription() { BufferLocation = _objectBuffer.GPUVirtualAddress, SizeInBytes = (Utilities.SizeOf <ObjectData>() + 255) & ~255 }; device.CreateConstantBufferView(cbvDesc, _objectViewHeap.CPUDescriptorHandleForHeapStart); // Initialize and map the constant buffers. We don't unmap this until the // app closes. Keeping things mapped for the lifetime of the resource is okay. _objectPointer = _objectBuffer.Map(0); Utilities.Write(_objectPointer, ref buffer); _lightingBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(Utilities.SizeOf <Lighting>()), ResourceStates.GenericRead); //// Describe and create a constant buffer view. ConstantBufferViewDescription cbvDesc2 = new ConstantBufferViewDescription() { BufferLocation = _objectBuffer.GPUVirtualAddress, SizeInBytes = (Utilities.SizeOf <Lighting>() + 255) & ~255 }; device.CreateConstantBufferView(cbvDesc2, _lightingViewHeap.CPUDescriptorHandleForHeapStart); // Initialize and map the constant buffers. We don't unmap this until the // app closes. Keeping things mapped for the lifetime of the resource is okay. _lightingPointer = _lightingBuffer.Map(0); Utilities.Write(_lightingPointer, ref light); Resource textureUploadHeap; // Create the texture. // Describe and create a Texture2D. ResourceDescription textureDesc = ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, textureWidth, textureHeight); _texture = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, textureDesc, ResourceStates.CopyDestination); long uploadBufferSize = GetRequiredIntermediateSize(device, _texture, 0, 1); // Create the GPU upload buffer. textureUploadHeap = device.CreateCommittedResource(new HeapProperties(CpuPageProperty.WriteBack, MemoryPool.L0), HeapFlags.None, ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, textureWidth, textureHeight), ResourceStates.GenericRead); // Copy data to the intermediate upload heap and then schedule a copy // from the upload heap to the Texture2D. byte[] textureData = GenerateTextureData(); GCHandle handle = GCHandle.Alloc(textureData, GCHandleType.Pinned); IntPtr ptr = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0); textureUploadHeap.WriteToSubresource(0, null, ptr, 4 * textureWidth, textureData.Length); handle.Free(); commandList.CopyTextureRegion(new TextureCopyLocation(_texture, 0), 0, 0, 0, new TextureCopyLocation(textureUploadHeap, 0), null); commandList.ResourceBarrierTransition(_texture, ResourceStates.CopyDestination, ResourceStates.PixelShaderResource); // Describe and create a SRV for the texture. ShaderResourceViewDescription srvDesc = new ShaderResourceViewDescription() { Shader4ComponentMapping = ComponentMapping(0, 1, 2, 3), Format = textureDesc.Format, Dimension = ShaderResourceViewDimension.Texture2D, }; srvDesc.Texture2D.MipLevels = 1; device.CreateShaderResourceView(_texture, srvDesc, _srvDescriptorHeap.CPUDescriptorHandleForHeapStart); _resources = new[] { new GraphicsResource() { Heap = _srvDescriptorHeap, Register = 0, type = ResourceType.DescriptorTable }, new GraphicsResource() { Resource = _objectBuffer, Register = 2, type = ResourceType.ConstantBufferView }, new GraphicsResource() { Resource = _lightingBuffer, Register = 1, type = ResourceType.ConstantBufferView } }; }
/// <summary> /// Setup resources for rendering /// </summary> void LoadAssets() { // Create the main command list commandList = Collect(device.CreateCommandList(CommandListType.Direct, commandListAllocator, pipelineState)); // Create the descriptor heap for the render target view descriptorHeapRT = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription() { Type = DescriptorHeapType.RenderTargetView, DescriptorCount = 1 })); #if USE_DEPTH descriptorHeapDS = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription() { Type = DescriptorHeapType.DepthStencilView, DescriptorCount = 1 })); #endif #if USE_TEXTURE descriptorHeapCB = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription() { Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView, DescriptorCount = 2, Flags = DescriptorHeapFlags.ShaderVisible, })); descriptorHeapS = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription() { Type = DescriptorHeapType.Sampler, DescriptorCount = 1, Flags = DescriptorHeapFlags.ShaderVisible, })); descriptorsHeaps[0] = descriptorHeapCB; descriptorsHeaps[1] = descriptorHeapS; #else descriptorHeapCB = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription() { Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView, DescriptorCount = 1, Flags = DescriptorHeapFlags.ShaderVisible, })); descriptorsHeaps[0] = descriptorHeapCB; #endif #if true // root signature in code var rsparams = new RootParameter[] { new RootParameter(ShaderVisibility.Vertex, new RootDescriptor(), RootParameterType.ConstantBufferView), new RootParameter(ShaderVisibility.Vertex, new DescriptorRange { RangeType = DescriptorRangeType.ConstantBufferView, BaseShaderRegister = 1, DescriptorCount = 1, }), #if USE_TEXTURE new RootParameter(ShaderVisibility.Pixel, new DescriptorRange { RangeType = DescriptorRangeType.ShaderResourceView, BaseShaderRegister = 0, DescriptorCount = 1, }), new RootParameter(ShaderVisibility.Pixel, new DescriptorRange { RangeType = DescriptorRangeType.Sampler, BaseShaderRegister = 0, DescriptorCount = 1, }), #endif }; var rs = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rsparams); rootSignature = Collect(device.CreateRootSignature(rs.Serialize())); #else var rootSignatureByteCode = Utilities.ReadStream(assembly.GetManifestResourceStream("Shaders.Cube" + shaderNameSuffix + ".rs")); using (var bufferRootSignature = DataBuffer.Create(rootSignatureByteCode)) rootSignature = Collect(device.CreateRootSignature(bufferRootSignature)); #endif byte[] vertexShaderByteCode = GetResourceBytes("Cube" + shaderNameSuffix + ".vso"); byte[] pixelShaderByteCode = GetResourceBytes("Cube" + shaderNameSuffix + ".pso"); var layout = new InputLayoutDescription(new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0), #if USE_INSTANCES new InputElement("OFFSET", 0, Format.R32G32B32_Float, 0, 1, InputClassification.PerInstanceData, 1), #endif }); #region pipeline state var psd = new GraphicsPipelineStateDescription { InputLayout = layout, VertexShader = vertexShaderByteCode, PixelShader = pixelShaderByteCode, RootSignature = rootSignature, DepthStencilState = DepthStencilStateDescription.Default(), DepthStencilFormat = Format.Unknown, BlendState = BlendStateDescription.Default(), RasterizerState = RasterizerStateDescription.Default(), SampleDescription = new SampleDescription(1, 0), RenderTargetCount = 1, PrimitiveTopologyType = PrimitiveTopologyType.Triangle, SampleMask = -1, StreamOutput = new StreamOutputDescription() }; psd.RenderTargetFormats[0] = Format.R8G8B8A8_UNorm; #if USE_DEPTH psd.DepthStencilFormat = Format.D32_Float; #else psd.DepthStencilState.IsDepthEnabled = false; #endif //psd.RasterizerState.CullMode = CullMode.None; pipelineState = Collect(device.CreateGraphicsPipelineState(psd)); #endregion pipeline state #region vertices var vertices = new[] { -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // Front -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // BACK -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // BACK 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // Top -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // Top -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // Bottom -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // Bottom 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // Left -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // Left -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // Right 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // Right 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, }; #endregion vertices #region vertex buffer // Instantiate Vertex buiffer from vertex data int sizeOfFloat = sizeof(float); int sizeInBytes = vertices.Length * sizeOfFloat; vertexBuffer = Collect(device.CreateCommittedResource( new HeapProperties(HeapType.Upload), HeapFlags.None, new ResourceDescription(ResourceDimension.Buffer, 0, sizeInBytes, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None), ResourceStates.GenericRead)); vertexBufferView = new[] { new VertexBufferView { BufferLocation = vertexBuffer.GPUVirtualAddress, SizeInBytes = sizeInBytes, StrideInBytes = sizeOfFloat * 8, } }; var ptr = vertexBuffer.Map(0); Utilities.Write(ptr, vertices, 0, vertices.Length); vertexBuffer.Unmap(0); #endregion vertex buffer #region instances #if USE_INSTANCES int instanceSizeInBytes = sizeOfFloat * instances.Length; instancesBuffer = Collect(device.CreateCommittedResource( new HeapProperties(HeapType.Upload), HeapFlags.None, new ResourceDescription(ResourceDimension.Buffer, 0, instanceSizeInBytes, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None), ResourceStates.GenericRead)); instancesBufferView = new[] { new VertexBufferView { BufferLocation = instancesBuffer.GPUVirtualAddress, SizeInBytes = instanceSizeInBytes, StrideInBytes = sizeOfFloat * 3, } }; ptr = instancesBuffer.Map(0); Utilities.Write(ptr, instances, 0, instances.Length); instancesBuffer.Unmap(0); #endif #endregion instances #region indices #if USE_INDICES var indexData = new[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33 }; sizeInBytes = indexData.Length * sizeof(int); indexBuffer = Collect(device.CreateCommittedResource( new HeapProperties(HeapType.Upload), HeapFlags.None, new ResourceDescription(ResourceDimension.Buffer, 0, sizeInBytes, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None), ResourceStates.GenericRead)); ptr = indexBuffer.Map(0); Utilities.Write(ptr, indexData, 0, indexData.Length); indexBuffer.Unmap(0); indexBufferView = new IndexBufferView { BufferLocation = indexBuffer.GPUVirtualAddress, SizeInBytes = sizeInBytes, Format = Format.R32_UInt }; #endif #endregion indices #region transform transWorld = Collect(device.CreateCommittedResource( new HeapProperties(HeapType.Upload), HeapFlags.None, new ResourceDescription(ResourceDimension.Buffer, 0, 16 * sizeOfMatrix, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None), ResourceStates.GenericRead)); transWorldPtr = transWorld.Map(0); transViewProj = Collect(device.CreateCommittedResource( new HeapProperties(HeapType.Upload), HeapFlags.None, new ResourceDescription(ResourceDimension.Buffer, 0, sizeOfMatrix, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None), ResourceStates.GenericRead)); device.CreateConstantBufferView(new ConstantBufferViewDescription { BufferLocation = transViewProj.GPUVirtualAddress, SizeInBytes = sizeOfMatrix, }, descriptorHeapCB.CPUDescriptorHandleForHeapStart); var view = Matrix.LookAtLH(new Vector3(5, 5, -5), Vector3.Zero, Vector3.UnitY); var proj = Matrix.PerspectiveFovLH(MathUtil.Pi / 4, (float)width / height, 0.1f, 100); var vpT = view * proj; vpT.Transpose(); ptr = transViewProj.Map(0); Utilities.Write(ptr, ref vpT); transViewProj.Unmap(0); #endregion transform #if USE_TEXTURE #region texture Resource buf; using (var tl = new TextureLoader("GeneticaMortarlessBlocks.jpg")) { int w = tl.Width, h = tl.Height; var descrs = new[] { new ResourceDescription(ResourceDimension.Texture2D, 0, w, h, 1, 1, Format.B8G8R8A8_UNorm, 1, 0, TextureLayout.Unknown, ResourceFlags.None), }; texture = Collect(device.CreateCommittedResource( new HeapProperties(HeapType.Default), HeapFlags.None, descrs[0], ResourceStates.CopyDestination) ); var resAllocInfo = device.GetResourceAllocationInfo(1, 1, descrs); buf = device.CreateCommittedResource( new HeapProperties(HeapType.Upload), HeapFlags.None, new ResourceDescription( ResourceDimension.Buffer, 0, resAllocInfo.SizeInBytes, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None), ResourceStates.GenericRead); var ptrBuf = buf.Map(0); int rowPitch = tl.CopyImageData(ptrBuf); buf.Unmap(0); var src = new TextureCopyLocation(buf, new PlacedSubResourceFootprint { Offset = 0, Footprint = new SubResourceFootprint { Format = Format.B8G8R8A8_UNorm_SRgb, Width = w, Height = h, Depth = 1, RowPitch = rowPitch } } ); var dst = new TextureCopyLocation(texture, 0); // record copy commandList.CopyTextureRegion(dst, 0, 0, 0, src, null); commandList.ResourceBarrierTransition(texture, ResourceStates.CopyDestination, ResourceStates.GenericRead); } descrOffsetCB = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView); device.CreateShaderResourceView(texture, null, descriptorHeapCB.CPUDescriptorHandleForHeapStart + descrOffsetCB); #endregion texture #region sampler device.CreateSampler(new SamplerStateDescription { AddressU = TextureAddressMode.Wrap, AddressV = TextureAddressMode.Wrap, AddressW = TextureAddressMode.Wrap, Filter = Filter.MaximumMinMagMipLinear, }, descriptorHeapS.CPUDescriptorHandleForHeapStart); #endregion sampler #endif // Get the backbuffer and creates the render target view renderTarget = Collect(swapChain.GetBackBuffer <Resource>(0)); device.CreateRenderTargetView(renderTarget, null, descriptorHeapRT.CPUDescriptorHandleForHeapStart); #if USE_DEPTH depthBuffer = Collect(device.CreateCommittedResource( new HeapProperties(HeapType.Default), HeapFlags.None, new ResourceDescription(ResourceDimension.Texture2D, 0, width, height, 1, 1, Format.D32_Float, 1, 0, TextureLayout.Unknown, ResourceFlags.AllowDepthStencil), ResourceStates.Present, new ClearValue { Format = Format.D32_Float, DepthStencil = new DepthStencilValue { Depth = 1, Stencil = 0, } })); device.CreateDepthStencilView(depthBuffer, null, descriptorHeapDS.CPUDescriptorHandleForHeapStart); #endif // Create the viewport viewPort = new ViewportF(0, 0, width, height); // Create the scissor scissorRectangle = new Rectangle(0, 0, width, height); // Create a fence to wait for next frame fence = Collect(device.CreateFence(0, FenceFlags.None)); currentFence = 1; // Close command list commandList.Close(); commandQueue.ExecuteCommandList(commandList); // Create an event handle use for VTBL CreateWaitEvent(); // Wait the command list to complete WaitForPrevFrame(); #if USE_TEXTURE buf.Dispose(); #endif }
private void LoadAssets() { DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0 } }; StaticSamplerDescription sampler = new StaticSamplerDescription() { Filter = Filter.MinimumMinMagMipPoint, AddressU = TextureAddressMode.Border, AddressV = TextureAddressMode.Border, AddressW = TextureAddressMode.Border, MipLODBias = 0, MaxAnisotropy = 0, ComparisonFunc = Comparison.Never, BorderColor = StaticBorderColor.TransparentBlack, MinLOD = 0.0f, MaxLOD = float.MaxValue, ShaderRegister = 0, RegisterSpace = 0, ShaderVisibility = ShaderVisibility.Pixel, }; RootParameter[] rootParameters = new RootParameter[] { new RootParameter(ShaderVisibility.Pixel, ranges) }; RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootParameters, new StaticSamplerDescription[] { sampler }); rootSignature = device.CreateRootSignature(0, rootSignatureDesc.Serialize()); // Create the pipeline state, which includes compiling and loading shaders. #if DEBUG var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0")); #endif #if DEBUG var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0")); #endif // Define the vertex input layout. InputElement[] inputElementDescs = new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0) }; // Describe and create the graphics pipeline state object (PSO). GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription() { InputLayout = new InputLayoutDescription(inputElementDescs), RootSignature = rootSignature, VertexShader = vertexShader, PixelShader = pixelShader, RasterizerState = RasterizerStateDescription.Default(), BlendState = BlendStateDescription.Default(), DepthStencilFormat = SharpDX.DXGI.Format.D32_Float, DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = false, IsStencilEnabled = false }, SampleMask = int.MaxValue, PrimitiveTopologyType = PrimitiveTopologyType.Triangle, RenderTargetCount = 1, Flags = PipelineStateFlags.None, SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), StreamOutput = new StreamOutputDescription() }; psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm; pipelineState = device.CreateGraphicsPipelineState(psoDesc); // Create the command list. commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState); // Create the vertex buffer. float aspectRatio = viewport.Width / viewport.Height; // Define the geometry for a triangle. Vertex[] triangleVertices = new Vertex[] { new Vertex() { position = new Vector3(0.0f, 0.25f * aspectRatio, 0.0f), uv = new Vector2(0.5f, 0.0f) }, new Vertex() { position = new Vector3(0.25f, -0.25f * aspectRatio, 0.0f), uv = new Vector2(1.0f, 1.0f) }, new Vertex() { position = new Vector3(-0.25f, -0.25f * aspectRatio, 0.0f), uv = new Vector2(0.0f, 1.0f) }, }; int vertexBufferSize = Utilities.SizeOf(triangleVertices); // Note: using upload heaps to transfer static data like vert buffers is not // recommended. Every time the GPU needs it, the upload heap will be marshalled // over. Please read up on Default Heap usage. An upload heap is used here for // code simplicity and because there are very few verts to actually transfer. vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead); // Copy the triangle data to the vertex buffer. IntPtr pVertexDataBegin = vertexBuffer.Map(0); Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length); vertexBuffer.Unmap(0); // Initialize the vertex buffer view. vertexBufferView = new VertexBufferView(); vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress; vertexBufferView.StrideInBytes = Utilities.SizeOf <Vertex>(); vertexBufferView.SizeInBytes = vertexBufferSize; Resource textureUploadHeap; // Create the texture. // Describe and create a Texture2D. ResourceDescription textureDesc = ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight); texture = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, textureDesc, ResourceStates.CopyDestination); long uploadBufferSize = GetRequiredIntermediateSize(this.texture, 0, 1); // Create the GPU upload buffer. textureUploadHeap = device.CreateCommittedResource(new HeapProperties(CpuPageProperty.WriteBack, MemoryPool.L0), HeapFlags.None, ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight), ResourceStates.GenericRead); // Copy data to the intermediate upload heap and then schedule a copy // from the upload heap to the Texture2D. byte[] textureData = GenerateTextureData(); GCHandle handle = GCHandle.Alloc(textureData, GCHandleType.Pinned); IntPtr ptr = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0); textureUploadHeap.WriteToSubresource(0, null, ptr, TexturePixelSize * TextureWidth, textureData.Length); handle.Free(); commandList.CopyTextureRegion(new TextureCopyLocation(texture, 0), 0, 0, 0, new TextureCopyLocation(textureUploadHeap, 0), null); commandList.ResourceBarrierTransition(this.texture, ResourceStates.CopyDestination, ResourceStates.PixelShaderResource); // Describe and create a SRV for the texture. ShaderResourceViewDescription srvDesc = new ShaderResourceViewDescription() { Shader4ComponentMapping = D3DXUtilities.DefaultComponentMapping(), Format = textureDesc.Format, Dimension = ShaderResourceViewDimension.Texture2D, }; srvDesc.Texture2D.MipLevels = 1; device.CreateShaderResourceView(this.texture, srvDesc, shaderRenderViewHeap.CPUDescriptorHandleForHeapStart); // Command lists are created in the recording state, but there is nothing // to record yet. The main loop expects it to be closed, so close it now. commandList.Close(); commandQueue.ExecuteCommandList(commandList); // Create synchronization objects. fence = device.CreateFence(0, FenceFlags.None); fenceValue = 1; // Create an event handle to use for frame synchronization. fenceEvent = new AutoResetEvent(false); WaitForPreviousFrame(); //release temp texture textureUploadHeap.Dispose(); }
public static float[] AddGpu(float[] left, float[] right) { if (left.Length != right.Length) { throw new InvalidOperationException(); } long size = (sizeof(float) * left.Length); float[] output = new float[left.Length]; Resource leftInputBuffer = DirectXHelpers.CreateBuffer(device, size, HeapType.Upload, ResourceFlags.None, ResourceStates.GenericRead); Resource rightInputBuffer = DirectXHelpers.CreateBuffer(device, size, HeapType.Upload, ResourceFlags.None, ResourceStates.GenericRead); Resource outputBuffer = DirectXHelpers.CreateBuffer(device, size, HeapType.Readback, ResourceFlags.None, ResourceStates.CopyDestination); fixed(float *pLeft = &left[0]) { var mappedMemory = leftInputBuffer.Map(0); Buffer.MemoryCopy(pLeft, mappedMemory.ToPointer(), size, size); leftInputBuffer.Unmap(0); } fixed(float *pRight = &right[0]) { var mappedMemory = rightInputBuffer.Map(0); Buffer.MemoryCopy(pRight, mappedMemory.ToPointer(), size, size); rightInputBuffer.Unmap(0); } var rootParameters = new RootParameter[3] { new RootParameter(ShaderVisibility.All, new RootDescriptor(0, 0), RootParameterType.ShaderResourceView), new RootParameter(ShaderVisibility.All, new RootDescriptor(1, 0), RootParameterType.ShaderResourceView), new RootParameter(ShaderVisibility.All, new RootDescriptor(0, 0), RootParameterType.UnorderedAccessView) }; var rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootParameters); RootSignature computeRootSignature = DirectXHelpers.CreateRootSignature(device, rootParameters); PipelineState computePipelineState = DirectXHelpers.CreateComputePipelineState(device, computeRootSignature, AddArrayShaderCode); //sw.Restart(); commandList.Close(); commandAllocator.Reset(); { commandList.Reset(commandAllocator, computePipelineState); commandList.SetComputeRootSignature(computeRootSignature); commandList.SetComputeRootShaderResourceView(0, leftInputBuffer.GPUVirtualAddress); commandList.SetComputeRootShaderResourceView(1, rightInputBuffer.GPUVirtualAddress); commandList.SetComputeRootShaderResourceView(2, outputBuffer.GPUVirtualAddress); commandList.Dispatch(left.Length / ShaderThreadCount, 1, 1); commandList.Close(); } commandQueue.ExecuteCommandList(commandList); FlushCommandQueue(); commandList.Reset(commandAllocator, null); //sw.Stop(); fixed(float *pOutput = &output[0]) { var mappedMemory = outputBuffer.Map(0); Buffer.MemoryCopy(mappedMemory.ToPointer(), pOutput, size, size); outputBuffer.Unmap(0); } return(output); }
public void BuildPSO(Device3 device, GraphicsCommandList commandList) { buffer = new CBuffer() { Rows = 3, Columns = 5 }; DescriptorHeapDescription cbvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = 1, Flags = DescriptorHeapFlags.ShaderVisible, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView }; _constantBufferViewHeap = device.CreateDescriptorHeap(cbvHeapDesc); DescriptorHeapDescription srvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = 1, Flags = DescriptorHeapFlags.ShaderVisible, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView }; _srvDescriptorHeap = device.CreateDescriptorHeap(srvHeapDesc); DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0 } }; //Get sampler state setup StaticSamplerDescription sampler = new StaticSamplerDescription() { Filter = Filter.MinimumMinMagMipPoint, AddressU = TextureAddressMode.Border, AddressV = TextureAddressMode.Border, AddressW = TextureAddressMode.Border, MipLODBias = 0, MaxAnisotropy = 0, ComparisonFunc = Comparison.Never, BorderColor = StaticBorderColor.TransparentBlack, MinLOD = 0.0f, MaxLOD = float.MaxValue, ShaderRegister = 0, RegisterSpace = 0, ShaderVisibility = ShaderVisibility.Pixel, }; RootParameter[] rootParameters = new RootParameter[] { new RootParameter(ShaderVisibility.Pixel, ranges), new RootParameter(ShaderVisibility.Pixel, new RootDescriptor(1, 0), RootParameterType.ConstantBufferView) }; // Create an empty root signature. RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootParameters, new StaticSamplerDescription[] { sampler }); _rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize()); // Create the pipeline state, which includes compiling and loading shaders. #if DEBUG var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/AtlasWalk.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/AtlasWalk.hlsl", "VSMain", "vs_5_0")); #endif #if DEBUG var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/AtlasWalk.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/AtlasWalk.hlsl", "PSMain", "ps_5_0")); #endif // Define the vertex input layout. InputElement[] inputElementDescs = new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0) }; // Describe and create the graphics pipeline state object (PSO). GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription() { InputLayout = new InputLayoutDescription(inputElementDescs), RootSignature = _rootSignature, VertexShader = vertexShader, PixelShader = pixelShader, RasterizerState = RasterizerStateDescription.Default(), BlendState = BlendStateDescription.Default(), DepthStencilFormat = SharpDX.DXGI.Format.D32_Float, DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = false, IsStencilEnabled = false }, SampleMask = int.MaxValue, PrimitiveTopologyType = PrimitiveTopologyType.Triangle, RenderTargetCount = 1, Flags = PipelineStateFlags.None, SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), StreamOutput = new StreamOutputDescription() }; psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm; _pipelineState = device.CreateGraphicsPipelineState(psoDesc); // Define the geometry for a triangle. Vertex[] triangleVertices = new Vertex[] { new Vertex() { position = new Vector3(-0.5f, -0.5f, 0.5f), texCoord = new Vector2(1.0f, 1.0f) }, new Vertex() { position = new Vector3(-0.5f, 0.5f, 0.5f), texCoord = new Vector2(1.0f, 0.0f) }, new Vertex() { position = new Vector3(0.5f, -0.5f, 0.5f), texCoord = new Vector2(0.0f, 1.0f) }, new Vertex() { position = new Vector3(0.5f, 0.5f, 0.5f), texCoord = new Vector2(0.0f, 0.0f) } }; int vertexBufferSize = Utilities.SizeOf(triangleVertices); // Note: using upload heaps to transfer static data like vert buffers is not // recommended. Every time the GPU needs it, the upload heap will be marshalled // over. Please read up on Default Heap usage. An upload heap is used here for // code simplicity and because there are very few verts to actually transfer. _vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead); // Copy the triangle data to the vertex buffer. IntPtr pVertexDataBegin = _vertexBuffer.Map(0); Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length); _vertexBuffer.Unmap(0); _indicies = new int[] { 0, 1, 2, 3, 2, 1 }; int indBufferSize = Utilities.SizeOf(_indicies); _indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indBufferSize), ResourceStates.GenericRead); IntPtr pIndBegin = _indexBuffer.Map(0); Utilities.Write(pIndBegin, _indicies, 0, _indicies.Length); _indexBuffer.Unmap(0); _indexBufferView = new IndexBufferView() { BufferLocation = _indexBuffer.GPUVirtualAddress, Format = Format.R32_UInt, SizeInBytes = indBufferSize }; // Initialize the vertex buffer view. _vertexBufferView = new VertexBufferView { BufferLocation = _vertexBuffer.GPUVirtualAddress, StrideInBytes = Utilities.SizeOf <Vertex>(), SizeInBytes = vertexBufferSize }; Resource textureUploadHeap; // Create the texture. // Describe and create a Texture2D. ResourceDescription textureDesc = ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, textureWidth, textureHeight); _texture = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, textureDesc, ResourceStates.CopyDestination); long uploadBufferSize = GetRequiredIntermediateSize(device, _texture, 0, 1); // Create the GPU upload buffer. textureUploadHeap = device.CreateCommittedResource(new HeapProperties(CpuPageProperty.WriteBack, MemoryPool.L0), HeapFlags.None, ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, textureWidth, textureHeight), ResourceStates.GenericRead); // Copy data to the intermediate upload heap and then schedule a copy // from the upload heap to the Texture2D. byte[] textureData = GenerateTextureData(); GCHandle handle = GCHandle.Alloc(textureData, GCHandleType.Pinned); IntPtr ptr = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0); textureUploadHeap.WriteToSubresource(0, null, ptr, 4 * textureWidth, textureData.Length); handle.Free(); commandList.CopyTextureRegion(new TextureCopyLocation(_texture, 0), 0, 0, 0, new TextureCopyLocation(textureUploadHeap, 0), null); commandList.ResourceBarrierTransition(_texture, ResourceStates.CopyDestination, ResourceStates.PixelShaderResource); // Describe and create a SRV for the texture. ShaderResourceViewDescription srvDesc = new ShaderResourceViewDescription() { Shader4ComponentMapping = ComponentMapping(0, 1, 2, 3), Format = textureDesc.Format, Dimension = ShaderResourceViewDimension.Texture2D, }; srvDesc.Texture2D.MipLevels = 1; device.CreateShaderResourceView(_texture, srvDesc, _srvDescriptorHeap.CPUDescriptorHandleForHeapStart); _constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(1024 * 64), ResourceStates.GenericRead); //// Describe and create a constant buffer view. ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription() { BufferLocation = _constantBuffer.GPUVirtualAddress, SizeInBytes = (Utilities.SizeOf <CBuffer>() + 255) & ~255 }; device.CreateConstantBufferView(cbvDesc, _constantBufferViewHeap.CPUDescriptorHandleForHeapStart); // Initialize and map the constant buffers. We don't unmap this until the // app closes. Keeping things mapped for the lifetime of the resource is okay. _constantBufferPointer = _constantBuffer.Map(0); Utilities.Write(_constantBufferPointer, ref buffer); _resources = new[] { new GraphicsResource() { Heap = _srvDescriptorHeap, Register = 0, type = ResourceType.DescriptorTable }, new GraphicsResource() { Resource = _constantBuffer, Register = 1, type = ResourceType.ConstantBufferView } }; }
private void LoadAssets() { RootParameter parameter1 = new RootParameter(ShaderVisibility.All, new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, BaseShaderRegister = 0, DescriptorCount = 1 }); RootParameter parameter2 = new RootParameter(ShaderVisibility.Pixel, new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, BaseShaderRegister = 0, DescriptorCount = 1 }); RootParameter parameter3 = new RootParameter(ShaderVisibility.Pixel, new DescriptorRange() { RangeType = DescriptorRangeType.Sampler, BaseShaderRegister = 0, DescriptorCount = 1 }); // Create a root signature. RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, new RootParameter[] { parameter1, parameter2, parameter3 }); rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize()); // Create the pipeline state, which includes compiling and loading shaders. #if DEBUG var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0")); #endif #if DEBUG var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0")); #endif // Define the vertex input layout. InputElement[] inputElementDescs = new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), new InputElement("TEXCOORD", 0, Format.R32G32B32_Float, 24, 0) }; // Describe and create the graphics pipeline state object (PSO). GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription() { InputLayout = new InputLayoutDescription(inputElementDescs), RootSignature = rootSignature, VertexShader = vertexShader, PixelShader = pixelShader, RasterizerState = RasterizerStateDescription.Default(), BlendState = BlendStateDescription.Default(), DepthStencilFormat = SharpDX.DXGI.Format.D32_Float, DepthStencilState = DepthStencilStateDescription.Default(), SampleMask = int.MaxValue, PrimitiveTopologyType = PrimitiveTopologyType.Triangle, RenderTargetCount = 1, Flags = PipelineStateFlags.None, SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), StreamOutput = new StreamOutputDescription() }; psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm; pipelineState = device.CreateGraphicsPipelineState(psoDesc); // Create the command list. commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState); // Command lists are created in the recording state, but there is nothing // to record yet. The main loop expects it to be closed, so close it now. commandList.Close(); // Create the vertex buffer. float aspectRatio = viewport.Width / viewport.Height; //constant Buffer int constantBufferSize = (Utilities.SizeOf <Transform>() + 255) & ~255; constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(constantBufferSize), ResourceStates.GenericRead); constantBufferDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView); //constant buffer ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription() { BufferLocation = constantBuffer.GPUVirtualAddress, SizeInBytes = constantBufferSize }; CpuDescriptorHandle cbHandleHeapStart = constantBufferViewHeap.CPUDescriptorHandleForHeapStart; device.CreateConstantBufferView(cbvDesc, cbHandleHeapStart); cbvDesc.BufferLocation += Utilities.SizeOf <Transform>(); cbHandleHeapStart += constantBufferDescriptorSize; LoadMesh(cbHandleHeapStart); // Create synchronization objects. { fence = device.CreateFence(0, FenceFlags.None); fenceValue = 1; // Create an event handle to use for frame synchronization. fenceEvent = new AutoResetEvent(false); } InitBundles(); }
private void CreateTerrainBind() { var rootSignatureDesc = new RootSignatureDescription( RootSignatureFlags.AllowInputAssemblerInputLayout, // Root Parameters new[] { new RootParameter(ShaderVisibility.All, new [] { new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = 0, BaseShaderRegister = 0 } }), new RootParameter(ShaderVisibility.All, new [] { new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, DescriptorCount = 2, OffsetInDescriptorsFromTableStart = 0, BaseShaderRegister = 0 } }), new RootParameter(ShaderVisibility.Pixel, new DescriptorRange() { RangeType = DescriptorRangeType.Sampler, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = 0, BaseShaderRegister = 0 }), }); terrainRootSignature = device.CreateRootSignature(0, rootSignatureDesc.Serialize()); var inputElementDescs = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), new InputElement("TANGENT", 0, Format.R32G32B32_Float, 24, 0), new InputElement("BITANGENT", 0, Format.R32G32B32_Float, 36, 0), new InputElement("DIFFUSE", 0, Format.R32G32B32_Float, 48, 0), new InputElement("EMISSIVE", 0, Format.R32G32B32_Float, 64, 0), new InputElement("SPECULAR", 0, Format.R32G32B32_Float, 80, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 96, 0) }; var psoDesc = new GraphicsPipelineStateDescription() { InputLayout = new InputLayoutDescription(inputElementDescs), RootSignature = terrainRootSignature, VertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../Terrain.hlsl"), "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)), PixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../Terrain.hlsl"), "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)), RasterizerState = RasterizerStateDescription.Default(), BlendState = BlendStateDescription.Default(), DepthStencilFormat = SharpDX.DXGI.Format.D32_Float, DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = true, DepthComparison = Comparison.LessEqual, DepthWriteMask = DepthWriteMask.All, IsStencilEnabled = false }, SampleMask = int.MaxValue, PrimitiveTopologyType = PrimitiveTopologyType.Triangle, RenderTargetCount = 1, Flags = PipelineStateFlags.None, SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), StreamOutput = new StreamOutputDescription() }; psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm; pipelineState2 = device.CreateGraphicsPipelineState(psoDesc); }
private void LoadAssets() { // Create the root signature description. var rootSignatureDesc = new RootSignatureDescription( RootSignatureFlags.AllowInputAssemblerInputLayout, // Root Parameters new[] { new RootParameter(ShaderVisibility.All, new [] { new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = 0, BaseShaderRegister = 0 } }), new RootParameter(ShaderVisibility.All, new RootConstants() { ShaderRegister = 1, Value32BitCount = 1 }), new RootParameter(ShaderVisibility.All, new [] { new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, DescriptorCount = 2, OffsetInDescriptorsFromTableStart = 0, BaseShaderRegister = 0 } }), new RootParameter(ShaderVisibility.Pixel, new DescriptorRange() { RangeType = DescriptorRangeType.Sampler, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = 0, BaseShaderRegister = 0 }), }); rootSignature = device.CreateRootSignature(0, rootSignatureDesc.Serialize()); // Create the pipeline state, which includes compiling and loading shaders. var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); // Define the vertex input layout. var inputElementDescs = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), new InputElement("TANGENT", 0, Format.R32G32B32_Float, 24, 0), new InputElement("BITANGENT", 0, Format.R32G32B32_Float, 36, 0), new InputElement("DIFFUSE", 0, Format.R32G32B32_Float, 48, 0), new InputElement("EMISSIVE", 0, Format.R32G32B32_Float, 64, 0), new InputElement("SPECULAR", 0, Format.R32G32B32_Float, 80, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 96, 0) }; CreatePSO(inputElementDescs, vertexShader, pixelShader); // build model resources BuildModelResources(); // build depth buffer BuildDepthBuffer(); CreateTerrainBind(); BuildTerrainResouces(); fence = device.CreateFence(0, FenceFlags.None); fenceValue = 1; fenceEvent = new AutoResetEvent(false); }
public void CreateRtPipelineState() { var rtpipeline = new RTPipeline(); // Need 10 subobjects: // 1 for the DXIL library // 1 for hit-group // 2 for the hit-groups (triangle hit group, plane hit-group) // 2 for RayGen root-signature (root-signature and the subobject association) // 2 for triangle hit-program root-signature (root-signature and the subobject association) // 2 for plane hit-program and miss-shader root-signature (signature and association) // 2 for shader config (shared between all programs. 1 for the config, 1 for association) // 1 for pipeline config // 1 for the global root signature StateSubObject[] subobjects = new StateSubObject[13]; int index = 0; // Create the DXIL library DxilLibrary dxilLib = rtpipeline.CreateDxilLibrary(); subobjects[index++] = dxilLib.stateSubObject; // 0 Library // Create the triangle HitProgram HitProgram triHitProgram = new HitProgram(null, RTPipeline.kTriangleChs, RTPipeline.kTriHitGroup); subobjects[index++] = triHitProgram.subObject; // 1 Triangle Hit Group // Create the plane HitProgram HitProgram planeHitProgram = new HitProgram(null, RTPipeline.kPlaneChs, RTPipeline.kPlaneHitGroup); subobjects[index++] = planeHitProgram.subObject; // 2 Plane Hit Group // Create the ray-gen root-signature and association Structs.LocalRootSignature rgsRootSignature = new Structs.LocalRootSignature(mpDevice, rtpipeline.CreateRayGenRootDesc()); subobjects[index] = rgsRootSignature.subobject; // 3 RayGen Root Sig int rgsRootIndex = index++; // 3 ExportAssociation rgsRootAssociation = new ExportAssociation(new string[] { RTPipeline.kRayGenShader }, subobjects[rgsRootIndex]); subobjects[index++] = rgsRootAssociation.subobject; // 4 Associate Root Sig to RGS // Create the tri hit root-signature and association Structs.LocalRootSignature triHitRootSignature = new Structs.LocalRootSignature(mpDevice, rtpipeline.CreateTriangleHitRootDesc()); subobjects[index] = triHitRootSignature.subobject; // 5 Triangle Hit Root Sig int triHitRootIndex = index++; // 5 ExportAssociation triHitRootAssociation = new ExportAssociation(new string[] { RTPipeline.kTriangleChs }, subobjects[triHitRootIndex]); // 5 Associate Hit Root Sig to Hit Group subobjects[index++] = triHitRootAssociation.subobject; // 6 Associate Hit Root Sig to Hit Group // Create the empty root-signature and association it with the plane hit-program and miss-shader RootSignatureDescription emptyDesc = new RootSignatureDescription(RootSignatureFlags.LocalRootSignature); Structs.LocalRootSignature emptyRootSignature = new Structs.LocalRootSignature(mpDevice, emptyDesc); subobjects[index] = emptyRootSignature.subobject; // 7 Miss Root Sig for Plane Hit Group and Miss int emptyRootIndex = index++; // 7 ExportAssociation emptyRootAssociation = new ExportAssociation(new string[] { RTPipeline.kPlaneChs, RTPipeline.kMissShader }, subobjects[emptyRootIndex]); subobjects[index++] = emptyRootAssociation.subobject; // 8 Associate empty Root Sig to Plane Hit Group and Miss Shader // Bind the payload size to the programs ShaderConfig shaderConfig = new ShaderConfig(sizeof(float) * 2, sizeof(float) * 3); subobjects[index] = shaderConfig.subObject; // 9 Shader Config; int shaderConfigIndex = index++; // 9 string[] shaderExports = new string[] { RTPipeline.kMissShader, RTPipeline.kTriangleChs, RTPipeline.kPlaneChs, RTPipeline.kRayGenShader }; ExportAssociation configAssociation = new ExportAssociation(shaderExports, subobjects[shaderConfigIndex]); subobjects[index++] = configAssociation.subobject; // 10 Associate Shader Config to all shaders and hit groups // Create the pipeline config PipelineConfig config = new PipelineConfig(1); subobjects[index++] = config.suboject; // 11 // Create the global root signature and store the empty signature Structs.GlobalRootSignature root = new Structs.GlobalRootSignature(mpDevice, new RootSignatureDescription()); mpEmptyRootSig = root.pRootSig.RootSignature; subobjects[index++] = root.suboject; // 12 // Create the state StateObjectDescription desc = new StateObjectDescription(StateObjectType.RaytracingPipeline, subobjects); mpPipelineState = mpDevice.CreateStateObject(desc); }
internal MyGlobalRootSignature(ID3D12Device5 device, RootSignatureDescription desc) { rootSig = new GlobalRootSignature(); rootSig.RootSignature = device.CreateRootSignature(desc, RootSignatureVersion.Version1); subObject = new StateSubObject(rootSig); }
private void CreateRootSignature() { //RootDescriptorTable table = new RootDescriptorTable() //{ //Ranges = new DescriptorRange() // { // } //} //RootParameter rootParameter = new RootParameter(RootDescriptorTable) //{ // DescriptorTable = new RootDescriptorTable //} DescriptorRange Ranges = new DescriptorRange() { BaseShaderRegister = 0, NumDescriptors = 1, OffsetInDescriptorsFromTableStart = 0, RangeType = DescriptorRangeType.ShaderResourceView, RegisterSpace = 0, }; RootParameter[] slotRootParameters = new RootParameter[] { //new RootParameter(new roo //new RootParameter(RootParameterType.ConstantBufferView, new RootDescriptor(0, 0), ShaderVisibility.All), //new RootParameter(RootParameterType.ConstantBufferView, new RootDescriptor(1, 0), ShaderVisibility.All), //new RootParameter(RootParameterType.ShaderResourceView, new RootDescriptor(1, 0), ShaderVisibility.All), //new RootParameter(new RootDescriptorTable(new DescriptorRange[]{ Ranges }), ShaderVisibility.All) }; RootSignatureDescription SignatureDesc = new RootSignatureDescription() { Flags = RootSignatureFlags.AllowInputAssemblerInputLayout, //Parameters = slotRootParameters, //StaticSamplers = new StaticSamplerDescription[] //{ // new StaticSamplerDescription() // { // ShaderRegister = 0, // RegisterSpace = 0, // ShaderVisibility = ShaderVisibility.Pixel, // Filter = Filter.MinMagMipPoint, // AddressU = TextureAddressMode.Border, // AddressV = TextureAddressMode.Border, // AddressW = TextureAddressMode.Border, // MipLODBias = 0, // MaxAnisotropy = 0, // ComparisonFunction = ComparisonFunction.Never, // BorderColor = StaticBorderColor.TransparentBlack, // MinLOD = 0.0f, // MaxLOD = int.MaxValue, // } //}, }; RootSignature = GraphicsDevice.NativeDevice.CreateRootSignature <ID3D12RootSignature>(0, SignatureDesc, RootSignatureVersion.Version10); //RootSignature. }
private void LoadAssets() { DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, BaseShaderRegister = 0, DescriptorCount = 1 } }; RootParameter parameter = new RootParameter(ShaderVisibility.Vertex, ranges); // Create a root signature. RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, new RootParameter[] { parameter }); rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize()); // Create the pipeline state, which includes compiling and loading shaders. #if DEBUG var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0")); #endif #if DEBUG var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0")); #endif // Define the vertex input layout. InputElement[] inputElementDescs = new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 12, 0) }; // Describe and create the graphics pipeline state object (PSO). GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription() { InputLayout = new InputLayoutDescription(inputElementDescs), RootSignature = rootSignature, VertexShader = vertexShader, PixelShader = pixelShader, RasterizerState = RasterizerStateDescription.Default(), BlendState = BlendStateDescription.Default(), DepthStencilFormat = SharpDX.DXGI.Format.D32_Float, DepthStencilState = DepthStencilStateDescription.Default(), SampleMask = int.MaxValue, PrimitiveTopologyType = PrimitiveTopologyType.Triangle, RenderTargetCount = 1, Flags = PipelineStateFlags.None, SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), StreamOutput = new StreamOutputDescription() }; psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm; pipelineState = device.CreateGraphicsPipelineState(psoDesc); // Create the command list. commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState); // Command lists are created in the recording state, but there is nothing // to record yet. The main loop expects it to be closed, so close it now. commandList.Close(); // Create the vertex buffer. float aspectRatio = viewport.Width / viewport.Height; // Define the geometry for a cube. Vertex[] vertices = new[] { ////TOP new Vertex(new Vector3(-5, 5, 5), new Vector4(0, 1, 0, 0)), new Vertex(new Vector3(5, 5, 5), new Vector4(0, 1, 0, 0)), new Vertex(new Vector3(5, 5, -5), new Vector4(0, 1, 0, 0)), new Vertex(new Vector3(-5, 5, -5), new Vector4(0, 1, 0, 0)), //BOTTOM new Vertex(new Vector3(-5, -5, 5), new Vector4(1, 0, 1, 1)), new Vertex(new Vector3(5, -5, 5), new Vector4(1, 0, 1, 1)), new Vertex(new Vector3(5, -5, -5), new Vector4(1, 0, 1, 1)), new Vertex(new Vector3(-5, -5, -5), new Vector4(1, 0, 1, 1)), //LEFT new Vertex(new Vector3(-5, -5, 5), new Vector4(1, 0, 0, 1)), new Vertex(new Vector3(-5, 5, 5), new Vector4(1, 0, 0, 1)), new Vertex(new Vector3(-5, 5, -5), new Vector4(1, 0, 0, 1)), new Vertex(new Vector3(-5, -5, -5), new Vector4(1, 0, 0, 1)), //RIGHT new Vertex(new Vector3(5, -5, 5), new Vector4(1, 1, 0, 1)), new Vertex(new Vector3(5, 5, 5), new Vector4(1, 1, 0, 1)), new Vertex(new Vector3(5, 5, -5), new Vector4(1, 1, 0, 1)), new Vertex(new Vector3(5, -5, -5), new Vector4(1, 1, 0, 1)), //FRONT new Vertex(new Vector3(-5, 5, 5), new Vector4(0, 1, 1, 1)), new Vertex(new Vector3(5, 5, 5), new Vector4(0, 1, 1, 1)), new Vertex(new Vector3(5, -5, 5), new Vector4(0, 1, 1, 1)), new Vertex(new Vector3(-5, -5, 5), new Vector4(0, 1, 1, 1)), //BACK new Vertex(new Vector3(-5, 5, -5), new Vector4(0, 0, 1, 1)), new Vertex(new Vector3(5, 5, -5), new Vector4(0, 0, 1, 1)), new Vertex(new Vector3(5, -5, -5), new Vector4(0, 0, 1, 1)), new Vertex(new Vector3(-5, -5, -5), new Vector4(0, 0, 1, 1)) }; int vertexBufferSize = Utilities.SizeOf(vertices); // Note: using upload heaps to transfer static data like vert buffers is not // recommended. Every time the GPU needs it, the upload heap will be marshalled // over. Please read up on Default Heap usage. An upload heap is used here for // code simplicity and because there are very few verts to actually transfer. vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead); // Copy the triangle data to the vertex buffer. IntPtr pVertexDataBegin = vertexBuffer.Map(0); Utilities.Write(pVertexDataBegin, vertices, 0, vertices.Length); vertexBuffer.Unmap(0); // Initialize the vertex buffer view. vertexBufferView = new VertexBufferView(); vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress; vertexBufferView.StrideInBytes = Utilities.SizeOf <Vertex>(); vertexBufferView.SizeInBytes = vertexBufferSize; //Create Index Buffer //Indices int[] indices = new int[] { 0, 1, 2, 0, 2, 3, 4, 6, 5, 4, 7, 6, 8, 9, 10, 8, 10, 11, 12, 14, 13, 12, 15, 14, 16, 18, 17, 16, 19, 18, 20, 21, 22, 20, 22, 23 }; int indexBufferSize = Utilities.SizeOf(indices); indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead); // Copy the triangle data to the vertex buffer. IntPtr pIndexDataBegin = indexBuffer.Map(0); Utilities.Write(pIndexDataBegin, indices, 0, indices.Length); indexBuffer.Unmap(0); // Initialize the index buffer view. indexBufferView = new IndexBufferView(); indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress; indexBufferView.Format = Format.R32_UInt; indexBufferView.SizeInBytes = indexBufferSize; //constant Buffer for each cubes constantBufferViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription() { DescriptorCount = NumCubes, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView, Flags = DescriptorHeapFlags.ShaderVisible }); int constantBufferSize = (Utilities.SizeOf <Transform>() + 255) & ~255; constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(constantBufferSize * NumCubes), ResourceStates.GenericRead); constantBufferDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView); //First cube ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription() { BufferLocation = constantBuffer.GPUVirtualAddress, SizeInBytes = constantBufferSize }; CpuDescriptorHandle cbHandleHeapStart = constantBufferViewHeap.CPUDescriptorHandleForHeapStart; for (int i = 0; i < NumCubes; i++) { device.CreateConstantBufferView(cbvDesc, cbHandleHeapStart); cbvDesc.BufferLocation += Utilities.SizeOf <Transform>(); cbHandleHeapStart += constantBufferDescriptorSize; } InitBundles(); }
public void SettingForPhysics() { //@TODO - temporary sampler StaticSamplerDescription pointClamp = new StaticSamplerDescription(ShaderVisibility.Pixel, 0, 0); pointClamp.Filter = Filter.ComparisonMinLinearMagMipPoint; pointClamp.AddressU = TextureAddressMode.Clamp; pointClamp.AddressV = TextureAddressMode.Clamp; pointClamp.AddressW = TextureAddressMode.Clamp; StaticSamplerDescription[] staticSamArray = new[] { pointClamp }; // create an empty root signature var rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, // root parameters new[] { new RootParameter(ShaderVisibility.Vertex, new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, BaseShaderRegister = 0, OffsetInDescriptorsFromTableStart = 0, DescriptorCount = 1 }), new RootParameter(ShaderVisibility.Pixel, new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, BaseShaderRegister = 0, OffsetInDescriptorsFromTableStart = 0, DescriptorCount = 1 }) } , staticSamArray ); m_RootSignature = Device.CreateRootSignature(rootSignatureDesc.Serialize()); // create the pipeline state, which includes compiling and loading shader H1VertexFactoryType vertexFactoryType = ShaderManager.GetVertexFactoryType("H1LocalVertexFactory"); //H1VertexFactoryType vertexFactoryType = ShaderManager.GetVertexFactoryType("H1GpuSkinVertexFactory"); #if DEBUG //var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shader.hlsl", "VSMain", "vs_5_1", SharpDX.D3DCompiler.ShaderFlags.Debug)); var vertexShader = H1Material.DefaultMaterial.MaterialResource.GetShader("H1BasePassVertexShader", vertexFactoryType).ShaderByteCode; #else var vertexShader = H1Material.DefaultMaterial.MaterialResource.GetShader("H1BasePassVertexShader", vertexFactoryType).ShaderByteCode; #endif #if DEBUG //var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shader.hlsl", "PSMain", "ps_5_1", SharpDX.D3DCompiler.ShaderFlags.Debug)); var pixelShader = H1Material.DefaultMaterial.MaterialResource.GetShader("H1BasePassPixelShader", vertexFactoryType).ShaderByteCode; #else var pixelShader = H1Material.DefaultMaterial.MaterialResource.GetShader("H1BasePassPixelShader", vertexFactoryType).ShaderByteCode; #endif // set the seperate rasterizerstatedesc RasterizerStateDescription rasterizerStateDesc = RasterizerStateDescription.Default(); rasterizerStateDesc.FillMode = FillMode.Wireframe; rasterizerStateDesc.CullMode = CullMode.None; //rasterizerStateDesc.CullMode = CullMode.Front; //@TODO - what the f**k?!... need to solve this urgently~****** //rasterizerStateDesc.FillMode = FillMode.Solid; Vector3 position = new Vector3(); Vector3 size = new Vector3(1, 1, 1); H1RenderUtils.H1DynamicMeshBuilder meshBuilder = H1Global <H1VisualDebugger> .Instance.GetNewDynamicMeshBuilder(); { meshBuilder.AddLine(new Vector4(position + size * new Vector3(1, 0, 0), 1), new Vector4(position - size * new Vector3(1, 0, 0), 1), new Vector4(1)); meshBuilder.AddLine(new Vector4(position + size * new Vector3(0, 1, 0), 1), new Vector4(position - size * new Vector3(0, 1, 0), 1), new Vector4(1)); meshBuilder.AddLine(new Vector4(position + size * new Vector3(0, 0, 1), 1), new Vector4(position - size * new Vector3(0, 0, 1), 1), new Vector4(1)); } // generate vertex & index buffers and vertex declaration meshBuilder.GenerateVertexIndexBuffersAndVertexDeclaration(); // describe and create the graphics pipeline state object (PSO) var psoDesc = new GraphicsPipelineStateDescription() { InputLayout = meshBuilder.VertexFactory.VertexDeclaration.InputLayout.Description, RootSignature = m_RootSignature, VertexShader = vertexShader, PixelShader = pixelShader, RasterizerState = rasterizerStateDesc, BlendState = BlendStateDescription.Default(), DepthStencilFormat = SharpDX.DXGI.Format.D32_Float, DepthStencilState = DepthStencilStateDescription.Default(), //DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = false, IsStencilEnabled = false }, SampleMask = int.MaxValue, PrimitiveTopologyType = PrimitiveTopologyType.Triangle, RenderTargetCount = 1, Flags = PipelineStateFlags.None, SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), StreamOutput = new StreamOutputDescription() }; psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm; m_PipelineState = Device.CreateGraphicsPipelineState(psoDesc); // create the command list m_CommandList = new Direct3D12.H1CommandList(m_DeviceContext.Dx12Device, m_DeviceContext.MainCommandListPool); m_CommandList.Initialize(); // create the vertex buffer float aspectRatio = m_Viewport.Width / m_Viewport.Height; m_ConstantBuffer = Device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(1024 * 64), ResourceStates.GenericRead); var cbvDesc = new ConstantBufferViewDescription { BufferLocation = m_ConstantBuffer.GPUVirtualAddress, SizeInBytes = 256 * 256//(Utilities.SizeOf<TransformationCB>() + 255) & ~255 }; Device.CreateConstantBufferView(cbvDesc, m_ConstantBufferViewHeap.CPUDescriptorHandleForHeapStart); }
//创建资源 private void LoadAssets() { //创建一个空的根签名 var rootSignatureDesc = new RootSignatureDescription( RootSignatureFlags.AllowInputAssemblerInputLayout, //根常量 new[] { new RootParameter(ShaderVisibility.All, //指定可以访问根签名绑定的内容的着色器,这里设置为顶点着色器 new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, //指定描述符范围,这里的参数是CBV BaseShaderRegister = 0, //指定描述符范围内的基本着色器 OffsetInDescriptorsFromTableStart = int.MinValue, //描述符从根签名开始的偏移量 DescriptorCount = 1 //描述符范围内的描述符数 }) }); //表示该根签名需要一组顶点缓冲区来绑定 rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize()); //创建流水线状态,负责编译和加载着色器 #if DEBUG var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VS", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VS", "vs_5_0")); #endif //#if DEBUG // var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PS", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); //#else // var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PS", "ps_5_0")); //#endif //描述输入装配器阶段的输入元素,这里定义顶点输入布局 var inputElementDescs = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0) }; //创建流水线状态对象(PSO) var psoDesc = new GraphicsPipelineStateDescription() { InputLayout = new InputLayoutDescription(inputElementDescs), //描述输入缓冲器 RootSignature = rootSignature, //根签名 VertexShader = vertexShader, //顶点着色器 //PixelShader = pixelShader,//像素着色器 RasterizerState = RasterizerStateDescription.Default(), //描述光栅器状态 BlendState = BlendStateDescription.Default(), //描述混合状态 DepthStencilFormat = SharpDX.DXGI.Format.D32_Float, //描述深度/模板格式(纹理资源) DepthStencilState = DepthStencilStateDescription.Default(), //描述深度模板状态 SampleMask = int.MaxValue, //混合状态的样本掩码 PrimitiveTopologyType = PrimitiveTopologyType.Triangle, //定义该管道的几何或外壳着色器的输入类型,这里是三角 RenderTargetCount = 1, //RTVFormat成员中的渲染目标格式数 Flags = PipelineStateFlags.None, //用于控制管道状态的标志,这里表示没有标志 SampleDescription = new SampleDescription(1, 0), //描述资源的多采样参数 StreamOutput = new StreamOutputDescription() //描述输出缓冲器 }; psoDesc.RenderTargetFormats[0] = Format.R8G8B8A8_UNorm; //描述渲染目标格式的数组 //设置管道 pipelineState = device.CreateGraphicsPipelineState(psoDesc); //创建命令列表 commandList = device.CreateCommandList( CommandListType.Direct, //指定命令列表的创建类型,Direct命令列表不会继承任何GPU状态 commandAllocator, //指向设备创建的命令列表对象的指针 pipelineState); //指向(管道)内存块的指针 commandList.Close(); float aspectRatio = viewPort.Width / viewPort.Height; //定义待绘制图形的几何形状 string bitmapPath = @"C:\Users\yulanli\Desktop\TerrainForm\heightMap.BMP"; Bitmap bitmap = new Bitmap(bitmapPath); xCount = (bitmap.Width - 1) / 2; yCount = (bitmap.Height - 1) / 2; cellWidth = bitmap.Width / xCount; cellHeight = bitmap.Height / yCount; var vertices = new PositionTextured[(xCount + 1) * (yCount + 1)];//定义顶点 for (int i = 0; i < yCount + 1; i++) { for (int j = 0; j < xCount + 1; j++) { System.Drawing.Color color = bitmap.GetPixel((int)(j * cellWidth), (int)(i * cellHeight)); float height = float.Parse(color.R.ToString()) + float.Parse(color.G.ToString()) + float.Parse(color.B.ToString()); height /= 10; vertices[j + i * (xCount + 1)].Position = new Vector3(j * cellWidth, height, i * cellHeight); vertices[j + i * (xCount + 1)].Texcoord = new Vector2((float)j / (xCount + 1), (float)i / (yCount + 1)); } } texture = TextureLoader.TextureLoader.CreateTextureFromDDS(device, @"C:\Users\yulanli\Desktop\TerrainForm\colorMapDDS.DDS"); //创建待绘制图形的顶点索引 indices = new int[6 * xCount * yCount]; for (int i = 0; i < yCount; i++) { for (int j = 0; j < xCount; j++) { indices[6 * (j + i * xCount)] = j + i * (xCount + 1); indices[6 * (j + i * xCount) + 1] = j + (i + 1) * (xCount + 1); indices[6 * (j + i * xCount) + 2] = j + i * (xCount + 1) + 1; indices[6 * (j + i * xCount) + 3] = j + i * (xCount + 1) + 1; indices[6 * (j + i * xCount) + 4] = j + (i + 1) * (xCount + 1); indices[6 * (j + i * xCount) + 5] = j + (i + 1) * (xCount + 1) + 1; } } //创建视锥体 //创建摄像机 CamTarget = new Vector3(bitmap.Width / 2, 0f, bitmap.Height / 2); view = Matrix.LookAtLH( CamPostion, //摄像机原点 CamTarget, //摄像机观察目标点 Vector3.UnitY); //当前世界的向上方向的向量,通常为(0,1,0),即这里的UnitY参数 proj = Matrix.Identity; proj = Matrix.PerspectiveFovLH( (float)Math.PI / 4.0f, //用弧度制表示垂直视场角,这里是45°角 aspectRatio, //纵横比 0.3f, //到近平面的距离 500.0f //到远平面的距离 ); var worldViewProj = Matrix.Multiply(proj, view); //使用上传堆来传递顶点缓冲区的数据 /*--------------------------------------------------* * 不推荐使用上传堆来传递像顶点缓冲区这样的静态数据 * * 这里使用上载堆是为了代码的简洁性,并且还因为需要 * * 传递的资源很少 * *--------------------------------------------------*/ var vertexBufferSize = Utilities.SizeOf(vertices); vertexBuffer = device.CreateCommittedResource( new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead); //将顶点的数据复制到顶点缓冲区 IntPtr pVertexDataBegin = vertexBuffer.Map(0); Utilities.Write( pVertexDataBegin, vertices, 0, vertices.Length); vertexBuffer.Unmap(0); //初始化顶点缓冲区视图 vertexBufferView = new VertexBufferView(); vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress; vertexBufferView.StrideInBytes = Utilities.SizeOf <PositionTextured>(); vertexBufferView.SizeInBytes = vertexBufferSize; //使用上传堆来传递索引缓冲区的数据 int indexBufferSize = Utilities.SizeOf(indices); indexBuffer = device.CreateCommittedResource( new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead); //将索引的数据复制到索引缓冲区 IntPtr pIndexDataBegin = indexBuffer.Map(0); Utilities.Write( pIndexDataBegin, indices, 0, indices.Length); indexBuffer.Unmap(0); //初始化索引缓冲区视图 indexBufferView = new IndexBufferView(); indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress; indexBufferView.SizeInBytes = indexBufferSize; indexBufferView.Format = Format.R32_UInt; //创建bundle bundle = device.CreateCommandList( 0, CommandListType.Bundle, bundleAllocator, pipelineState); bundle.SetGraphicsRootSignature(rootSignature); bundle.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList; bundle.SetVertexBuffer(0, vertexBufferView); bundle.SetIndexBuffer(indexBufferView); //bundle.DrawInstanced( // vertices.Length,//VertexCountPerInstance,要绘制的顶点数 // 1,//InstanceCount,要绘制的实例数,这里是1个 // 0,//StartVertexLocation,第一个顶点的索引,这里是0 // 0);//StartInstanceLocation,在从顶点缓冲区读取每个实例数据之前添加到每个索引的值 bundle.DrawIndexedInstanced( indices.Length, //IndexCountPerInstance,要绘制的索引数 1, //InstanceCount,要绘制的实例数,这里是1个 0, //StartIndexLocation,第一个顶点的索引,这里是0 0, //BaseVertexLocation,,从顶点缓冲区读取顶点之前添加到每个索引的值 0); //StartInstanceLocation,在从顶点缓冲区读取每个实例数据之前添加到每个索引的值 bundle.Close(); //使用上传堆来传递常量缓冲区的数据 /*--------------------------------------------------* * 不推荐使用上传堆来传递像垂直缓冲区这样的静态数据 * * 这里使用上载堆是为了代码的简洁性,并且还因为需要 * * 传递的资源很少 * *--------------------------------------------------*/ constantBuffer = device.CreateCommittedResource( new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(1024 * 64), ResourceStates.GenericRead); //创建SRV视图 var srvDesc = new ShaderResourceViewDescription(); srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Texture2D.ResourceMinLODClamp = 0.0f; device.CreateShaderResourceView(texture, srvDesc, shaderRenderViewHeap.CPUDescriptorHandleForHeapStart); //创建常量缓冲区视图(CBV) var cbvDesc = new ConstantBufferViewDescription() { BufferLocation = constantBuffer.GPUVirtualAddress, SizeInBytes = (Utilities.SizeOf <ConstantBuffer>() + 255) & ~255 }; device.CreateConstantBufferView( cbvDesc, constantBufferViewHeap.CPUDescriptorHandleForHeapStart); //初始化并映射常量缓冲区 /*--------------------------------------------------* * 直到应用程序关闭,我们才会取消映射,因此在资源的 * * 生命周期中保持映射是可以的 * *------------------------------------------------- */ constantBufferPointer = constantBuffer.Map(0); Utilities.Write(constantBufferPointer, ref worldViewProj); //创建同步对象 //创建围栏 fence = device.CreateFence( 0, //围栏的初始值 FenceFlags.None); //指定围栏的类型,None表示没有指定的类型 fenceValue = 1; //创建用于帧同步的事件句柄 fenceEvent = new AutoResetEvent(false); }
public void LoadAssets() { //@TODO - temporary sampler StaticSamplerDescription pointClamp = new StaticSamplerDescription(ShaderVisibility.Pixel, 0, 0); pointClamp.Filter = Filter.ComparisonMinLinearMagMipPoint; pointClamp.AddressU = TextureAddressMode.Clamp; pointClamp.AddressV = TextureAddressMode.Clamp; pointClamp.AddressW = TextureAddressMode.Clamp; StaticSamplerDescription[] staticSamArray = new[] { pointClamp }; // create an empty root signature var rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, // root parameters new[] { new RootParameter(ShaderVisibility.Vertex, new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, BaseShaderRegister = 0, OffsetInDescriptorsFromTableStart = 0, DescriptorCount = 1 }), new RootParameter(ShaderVisibility.Pixel, new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, BaseShaderRegister = 0, OffsetInDescriptorsFromTableStart = 0, DescriptorCount = 1 }) } , staticSamArray ); m_RootSignature = Device.CreateRootSignature(rootSignatureDesc.Serialize()); // create the pipeline state, which includes compiling and loading shader //H1VertexFactoryType vertexFactoryType = ShaderManager.GetVertexFactoryType("H1LocalVertexFactory"); H1VertexFactoryType vertexFactoryType = ShaderManager.GetVertexFactoryType("H1GpuSkinVertexFactory"); #if DEBUG //var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shader.hlsl", "VSMain", "vs_5_1", SharpDX.D3DCompiler.ShaderFlags.Debug)); var vertexShader = H1Material.DefaultMaterial.MaterialResource.GetShader("H1BasePassVertexShader", vertexFactoryType).ShaderByteCode; #else var vertexShader = H1Material.DefaultMaterial.MaterialResource.GetShader("H1BasePassVertexShader", vertexFactoryType).ShaderByteCode; #endif #if DEBUG //var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shader.hlsl", "PSMain", "ps_5_1", SharpDX.D3DCompiler.ShaderFlags.Debug)); var pixelShader = H1Material.DefaultMaterial.MaterialResource.GetShader("H1BasePassPixelShader", vertexFactoryType).ShaderByteCode; #else var pixelShader = H1Material.DefaultMaterial.MaterialResource.GetShader("H1BasePassPixelShader", vertexFactoryType).ShaderByteCode; #endif // set the seperate rasterizerstatedesc RasterizerStateDescription rasterizerStateDesc = RasterizerStateDescription.Default(); //rasterizerStateDesc.FillMode = FillMode.Wireframe; //rasterizerStateDesc.CullMode = CullMode.None; rasterizerStateDesc.CullMode = CullMode.Front; //@TODO - what the f**k?!... need to solve this urgently~****** rasterizerStateDesc.FillMode = FillMode.Solid; //H1StaticMeshLODResource resource = m_TempStaticMesh.StaticMeshData.GetLODResource(0); //H1StaticMeshLODResource resource = H1Global<H1World>.Instance.PersistentLevel.GetActor(0).GetActorComponent<H1StaticMeshComponent>().StaticMesh.StaticMeshData.GetLODResource(1); H1SkeletalMeshObjectGPUSkin skeletalMeshObject = H1Global <H1World> .Instance.PersistentLevel.GetActor(0).GetActorComponent <H1SkeletalMeshComponent>().SkeletalMeshObjectGPUSkin; // describe and create the graphics pipeline state object (PSO) var psoDesc = new GraphicsPipelineStateDescription() { //InputLayout = resource.LocalVertexFactory.VertexDeclaration.InputLayout, InputLayout = ((Gen2Layer.H1InputLayout)skeletalMeshObject.GetSkeletalMeshObjectLODByIndex(0).GPUSkinVertexFactories.VertexFactories[0].VertexDeclaration.InputLayout).Description, RootSignature = m_RootSignature, VertexShader = vertexShader, PixelShader = pixelShader, RasterizerState = rasterizerStateDesc, BlendState = BlendStateDescription.Default(), DepthStencilFormat = SharpDX.DXGI.Format.D32_Float, DepthStencilState = DepthStencilStateDescription.Default(), //DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = false, IsStencilEnabled = false }, SampleMask = int.MaxValue, PrimitiveTopologyType = PrimitiveTopologyType.Triangle, RenderTargetCount = 1, Flags = PipelineStateFlags.None, SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), StreamOutput = new StreamOutputDescription() }; psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm; m_PipelineState = Device.CreateGraphicsPipelineState(psoDesc); // create the command list m_CommandList = new Direct3D12.H1CommandList(m_DeviceContext.Dx12Device, m_DeviceContext.MainCommandListPool); m_CommandList.Initialize(); // create the vertex buffer float aspectRatio = m_Viewport.Width / m_Viewport.Height; m_ConstantBuffer = Device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(1024 * 64), ResourceStates.GenericRead); var cbvDesc = new ConstantBufferViewDescription { BufferLocation = m_ConstantBuffer.GPUVirtualAddress, SizeInBytes = 256 * 256//(Utilities.SizeOf<TransformationCB>() + 255) & ~255 }; Device.CreateConstantBufferView(cbvDesc, m_ConstantBufferViewHeap.CPUDescriptorHandleForHeapStart); m_TransformationCBPointer = m_ConstantBuffer.Map(0); //Utilities.Write(m_TransformationCBPointer, ref m_TransformationCB); List <Matrix> dataToCopy = new List <Matrix>(); dataToCopy.Add(m_TransformationCB.viewProjectionMatrix); foreach (Matrix mtx in m_TransformationCB.BoneMatrices) { dataToCopy.Add(mtx); } Utilities.Write(m_TransformationCBPointer, dataToCopy.ToArray(), 0, 101); m_ConstantBuffer.Unmap(0); // @TODO - temporary so need to delete String path = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "Assets\\"); m_tempImageLoader = new H1ImageWrapper(path + "alduin.JPG"); //CpuDescriptorHandle hDescriptor = m_srvDescriptorHeap.CPUDescriptorHandleForHeapStart; CpuDescriptorHandle hDescriptor = m_ConstantBufferViewHeap.CPUDescriptorHandleForHeapStart; hDescriptor += m_ConstantBufferDescriptorSize; //Int32 sizeInBytes = (Utilities.SizeOf<TransformationCB>() + 255) & ~255; //hDescriptor += sizeInBytes; ShaderResourceViewDescription srvDesc = new ShaderResourceViewDescription() { Shader4ComponentMapping = 5768, //@TODO - temporary! Format = m_tempImageLoader.m_tempTextureObject.Resource.Description.Format, Dimension = ShaderResourceViewDimension.Texture2D }; srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Texture2D.MipLevels = 1;// m_tempImageLoader.m_tempTextureObject.Resource.Description.MipLevels; srvDesc.Texture2D.ResourceMinLODClamp = 0.0f; Device.CreateShaderResourceView(m_tempImageLoader.m_tempTextureObject.Resource, srvDesc, hDescriptor); }
private void CreateDeviceResources() { #if DEBUG Configuration.EnableObjectTracking = true; Configuration.ThrowOnShaderCompileError = false; // Enable the D3D12 debug layer. DebugInterface.Get().EnableDebugLayer(); #endif using (var factory = new Factory4()) { // Create the Direct3D 12 API device object device = new Device(null, SharpDX.Direct3D.FeatureLevel.Level_11_0); if (device == null) { // TODO: We want to be able to specify adaptor var adapter = factory.Adapters[0]; device = new Device(adapter, SharpDX.Direct3D.FeatureLevel.Level_11_0); } // Create the command queue. var queueDesc = new CommandQueueDescription(CommandListType.Direct); commandQueue = device.CreateCommandQueue(queueDesc); commandQueue.Name = $"CommandQueue"; // Create Command Allocator buffers. for (int i = 0; i < FrameCount; i++) { commandAllocators[i] = device.CreateCommandAllocator(CommandListType.Direct); commandAllocators[i].Name = $"CommandAllocator F{i}"; } } // Create RootSignature. var rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, new[] { new RootParameter(ShaderVisibility.Vertex, new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0, }), new RootParameter(ShaderVisibility.Pixel, new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0 }) }, new[] { new StaticSamplerDescription(ShaderVisibility.Pixel, 0, 0) { Filter = Filter.MinimumMinMagMipPoint, AddressUVW = TextureAddressMode.Border, } }); rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize()); // Create Constant Buffer View Heap. var cbvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = 1, Flags = DescriptorHeapFlags.ShaderVisible, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView, }; cbvHeap = device.CreateDescriptorHeap(cbvHeapDesc); cbvHeap.Name = "CBV Heap"; // Create Shader Render View Heap. var srvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = 1, Flags = DescriptorHeapFlags.ShaderVisible, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView, }; srvHeap = device.CreateDescriptorHeap(srvHeapDesc); srvHeap.Name = "SRV Heap"; // Create synchronization objects. fence = device.CreateFence(fenceValues[currentFrame], FenceFlags.None); fence.Name = $"Fence"; fenceValues[currentFrame]++; // Create an event handle to use for frame synchronization. fenceEvent = new AutoResetEvent(false); }
private void LoadAssets() { // Create the root signature description. var rootSignatureDesc = new RootSignatureDescription( RootSignatureFlags.AllowInputAssemblerInputLayout, // Root Parameters new[] { new RootParameter(ShaderVisibility.All, new [] { new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0 }, new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue + 1, BaseShaderRegister = 0 } }), new RootParameter(ShaderVisibility.Pixel, new DescriptorRange() { RangeType = DescriptorRangeType.Sampler, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0 }), }); //// Samplers //new[] //{ // new StaticSamplerDescription(ShaderVisibility.Pixel, 0, 0) // { // Filter = Filter.MinimumMinMagMipPoint, // AddressUVW = TextureAddressMode.Border, // } //}); rootSignature = device.CreateRootSignature(0, rootSignatureDesc.Serialize()); // Create the pipeline state, which includes compiling and loading shaders. #if DEBUG var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0")); #endif #if DEBUG var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0")); #endif #if DEBUG //var result = SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "GSMain", "gs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug); var geometryShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "GSMain", "gs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0")); #endif // Define the vertex input layout. var inputElementDescs = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0) }; // Describe and create the graphics pipeline state object (PSO). var psoDesc = new GraphicsPipelineStateDescription() { InputLayout = new InputLayoutDescription(inputElementDescs), RootSignature = rootSignature, VertexShader = vertexShader, GeometryShader = geometryShader, PixelShader = pixelShader, RasterizerState = RasterizerStateDescription.Default(), BlendState = BlendStateDescription.Default(), DepthStencilFormat = SharpDX.DXGI.Format.D32_Float, DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = true, DepthComparison = Comparison.LessEqual, DepthWriteMask = DepthWriteMask.All, IsStencilEnabled = false }, SampleMask = int.MaxValue, PrimitiveTopologyType = PrimitiveTopologyType.Triangle, RenderTargetCount = 1, Flags = PipelineStateFlags.None, SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), StreamOutput = new StreamOutputDescription() }; psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm; pipelineState = device.CreateGraphicsPipelineState(psoDesc); commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState); commandList.Close(); // build vertex buffer var triangleVertices = new[] { //TOP new Vertex() { Position = new Vector3(-1f, 1f, 1f), TexCoord = new Vector2(1f, 1f) }, new Vertex() { Position = new Vector3(1f, 1f, 1f), TexCoord = new Vector2(0f, 1f) }, new Vertex() { Position = new Vector3(1f, 1f, -1f), TexCoord = new Vector2(0f, 0f) }, new Vertex() { Position = new Vector3(-1f, 1f, -1f), TexCoord = new Vector2(1f, 0f) }, //BOTTOM new Vertex() { Position = new Vector3(-1f, -1f, 1f), TexCoord = new Vector2(1f, 1f) }, new Vertex() { Position = new Vector3(1f, -1f, 1f), TexCoord = new Vector2(0f, 1f) }, new Vertex() { Position = new Vector3(1f, -1f, -1f), TexCoord = new Vector2(0f, 0f) }, new Vertex() { Position = new Vector3(-1f, -1f, -1f), TexCoord = new Vector2(1f, 0f) }, //LEFT new Vertex() { Position = new Vector3(-1f, -1f, 1f), TexCoord = new Vector2(0f, 1f) }, new Vertex() { Position = new Vector3(-1f, 1f, 1f), TexCoord = new Vector2(0f, 0f) }, new Vertex() { Position = new Vector3(-1f, 1f, -1f), TexCoord = new Vector2(1f, 0f) }, new Vertex() { Position = new Vector3(-1f, -1f, -1f), TexCoord = new Vector2(1f, 1f) }, //RIGHT new Vertex() { Position = new Vector3(1f, -1f, 1f), TexCoord = new Vector2(1f, 1f) }, new Vertex() { Position = new Vector3(1f, 1f, 1f), TexCoord = new Vector2(1f, 0f) }, new Vertex() { Position = new Vector3(1f, 1f, -1f), TexCoord = new Vector2(0f, 0f) }, new Vertex() { Position = new Vector3(1f, -1f, -1f), TexCoord = new Vector2(0f, 1f) }, //FRONT new Vertex() { Position = new Vector3(-1f, 1f, 1f), TexCoord = new Vector2(1f, 0f) }, new Vertex() { Position = new Vector3(1f, 1f, 1f), TexCoord = new Vector2(0f, 0f) }, new Vertex() { Position = new Vector3(1f, -1f, 1f), TexCoord = new Vector2(0f, 1f) }, new Vertex() { Position = new Vector3(-1f, -1f, 1f), TexCoord = new Vector2(1f, 1f) }, //BACK new Vertex() { Position = new Vector3(-1f, 1f, -1f), TexCoord = new Vector2(0f, 0f) }, new Vertex() { Position = new Vector3(1f, 1f, -1f), TexCoord = new Vector2(1f, 0f) }, new Vertex() { Position = new Vector3(1f, -1f, -1f), TexCoord = new Vector2(1f, 1f) }, new Vertex() { Position = new Vector3(-1f, -1f, -1f), TexCoord = new Vector2(0f, 1f) } }; int vertexBufferSize = Utilities.SizeOf(triangleVertices); vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead); IntPtr pVertexDataBegin = vertexBuffer.Map(0); Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length); vertexBuffer.Unmap(0); vertexBufferView = new VertexBufferView(); vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress; vertexBufferView.StrideInBytes = Utilities.SizeOf <Vertex>(); vertexBufferView.SizeInBytes = vertexBufferSize; // build index buffer var triangleIndexes = new uint[] { 0, 1, 2, 0, 2, 3, 4, 6, 5, 4, 7, 6, 8, 9, 10, 8, 10, 11, 12, 14, 13, 12, 15, 14, 16, 18, 17, 16, 19, 18, 20, 21, 22, 20, 22, 23 }; int indexBufferSize = Utilities.SizeOf(triangleIndexes); indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead); IntPtr pIndexDataBegin = indexBuffer.Map(0); Utilities.Write(pIndexDataBegin, triangleIndexes, 0, triangleIndexes.Length); indexBuffer.Unmap(0); indexBufferView = new IndexBufferView(); indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress; indexBufferView.SizeInBytes = indexBufferSize; indexBufferView.Format = Format.R32_UInt; // Create the texture. // Describe and create a Texture2D. var textureDesc = ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight, 1, 1, 1, 0, ResourceFlags.None, TextureLayout.Unknown, 0); texture = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, textureDesc, ResourceStates.GenericRead, null); // Copy data to the intermediate upload heap and then schedule a copy // from the upload heap to the Texture2D. byte[] textureData = Utilities.ReadStream(new FileStream("../../texture1.dds", FileMode.Open)); texture.Name = "Texture"; var handle = GCHandle.Alloc(textureData, GCHandleType.Pinned); var ptr = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0); texture.WriteToSubresource(0, null, ptr, TextureWidth * 4, textureData.Length); handle.Free(); // Describe and create a SRV for the texture. var srvDesc = new ShaderResourceViewDescription { Shader4ComponentMapping = ((((0) & 0x7) | (((1) & 0x7) << 3) | (((2) & 0x7) << (3 * 2)) | (((3) & 0x7) << (3 * 3)) | (1 << (3 * 4)))), Format = textureDesc.Format, Dimension = ShaderResourceViewDimension.Texture2D, Texture2D = { MipLevels = 1, MostDetailedMip = 0, PlaneSlice = 0, ResourceMinLODClamp = 0.0f }, }; device.CreateShaderResourceView(texture, srvDesc, srvCbvHeap.CPUDescriptorHandleForHeapStart); SamplerStateDescription samplerDesc = new SamplerStateDescription { Filter = Filter.MinMagMipLinear, AddressU = TextureAddressMode.Clamp, AddressV = TextureAddressMode.Clamp, AddressW = TextureAddressMode.Clamp, MaximumAnisotropy = 0, MaximumLod = float.MaxValue, MinimumLod = -float.MaxValue, MipLodBias = 0, ComparisonFunction = Comparison.Never }; device.CreateSampler(samplerDesc, samplerViewHeap.CPUDescriptorHandleForHeapStart); // build constant buffer constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(1024 * 64), ResourceStates.GenericRead); var cbDesc = new ConstantBufferViewDescription() { BufferLocation = constantBuffer.GPUVirtualAddress, SizeInBytes = (Utilities.SizeOf <ConstantBufferData>() + 255) & ~255 }; var srvCbvStep = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView); device.CreateConstantBufferView(cbDesc, srvCbvHeap.CPUDescriptorHandleForHeapStart + srvCbvStep); constantBufferData = new ConstantBufferData { Project = Matrix.Identity }; constantBufferPointer = constantBuffer.Map(0); Utilities.Write(constantBufferPointer, ref constantBufferData); // build depth buffer DescriptorHeapDescription descDescriptorHeapDSB = new DescriptorHeapDescription() { DescriptorCount = 1, Type = DescriptorHeapType.DepthStencilView, Flags = DescriptorHeapFlags.None }; DescriptorHeap descriptorHeapDSB = device.CreateDescriptorHeap(descDescriptorHeapDSB); ResourceDescription descDepth = new ResourceDescription() { Dimension = ResourceDimension.Texture2D, DepthOrArraySize = 1, MipLevels = 0, Flags = ResourceFlags.AllowDepthStencil, Width = (int)viewport.Width, Height = (int)viewport.Height, Format = Format.R32_Typeless, Layout = TextureLayout.Unknown, SampleDescription = new SampleDescription() { Count = 1 } }; ClearValue dsvClearValue = new ClearValue() { Format = Format.D32_Float, DepthStencil = new DepthStencilValue() { Depth = 1.0f, Stencil = 0 } }; Resource renderTargetDepth = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, descDepth, ResourceStates.GenericRead, dsvClearValue); DepthStencilViewDescription depthDSV = new DepthStencilViewDescription() { Dimension = DepthStencilViewDimension.Texture2D, Format = Format.D32_Float, Texture2D = new DepthStencilViewDescription.Texture2DResource() { MipSlice = 0 } }; device.CreateDepthStencilView(renderTargetDepth, depthDSV, descriptorHeapDSB.CPUDescriptorHandleForHeapStart); handleDSV = descriptorHeapDSB.CPUDescriptorHandleForHeapStart; fence = device.CreateFence(0, FenceFlags.None); fenceValue = 1; fenceEvent = new AutoResetEvent(false); }
internal void Prepare(PipelineStateDescription pipelineStateDescription) { if (pipelineStateDescription.RootSignature != null) { var effectReflection = pipelineStateDescription.EffectBytecode.Reflection; var computeShader = pipelineStateDescription.EffectBytecode.Stages.FirstOrDefault(e => e.Stage == ShaderStage.Compute); IsCompute = computeShader != null; var rootSignatureParameters = new List <RootParameter>(); var immutableSamplers = new List <StaticSamplerDescription>(); SrvBindCounts = new int[pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.Layouts.Count]; SamplerBindCounts = new int[pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.Layouts.Count]; for (int layoutIndex = 0; layoutIndex < pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.Layouts.Count; layoutIndex++) { var layout = pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.Layouts[layoutIndex]; if (layout.Layout == null) { continue; } // TODO D3D12 for now, we don't control register so we simply generate one resource table per shader stage and per descriptor set layout // we should switch to a model where we make sure VS/PS don't overlap for common descriptors so that they can be shared var srvDescriptorRanges = new Dictionary <ShaderStage, List <DescriptorRange> >(); var samplerDescriptorRanges = new Dictionary <ShaderStage, List <DescriptorRange> >(); int descriptorSrvOffset = 0; int descriptorSamplerOffset = 0; foreach (var item in layout.Layout.Entries) { var isSampler = item.Class == EffectParameterClass.Sampler; // Find matching resource bindings foreach (var binding in effectReflection.ResourceBindings) { if (binding.Stage == ShaderStage.None || binding.KeyInfo.Key != item.Key) { continue; } List <DescriptorRange> descriptorRanges; { var dictionary = isSampler ? samplerDescriptorRanges : srvDescriptorRanges; if (dictionary.TryGetValue(binding.Stage, out descriptorRanges) == false) { descriptorRanges = dictionary[binding.Stage] = new List <DescriptorRange>(); } } if (isSampler) { if (item.ImmutableSampler != null) { immutableSamplers.Add(new StaticSamplerDescription(ShaderStage2ShaderVisibility(binding.Stage), binding.SlotStart, 0) { // TODO D3D12 ImmutableSampler should only be a state description instead of a GPU object? Filter = (Filter)item.ImmutableSampler.Description.Filter, ComparisonFunc = (Comparison)item.ImmutableSampler.Description.CompareFunction, BorderColor = ColorHelper.ConvertStatic(item.ImmutableSampler.Description.BorderColor), AddressU = (SharpDX.Direct3D12.TextureAddressMode)item.ImmutableSampler.Description.AddressU, AddressV = (SharpDX.Direct3D12.TextureAddressMode)item.ImmutableSampler.Description.AddressV, AddressW = (SharpDX.Direct3D12.TextureAddressMode)item.ImmutableSampler.Description.AddressW, MinLOD = item.ImmutableSampler.Description.MinMipLevel, MaxLOD = item.ImmutableSampler.Description.MaxMipLevel, MipLODBias = item.ImmutableSampler.Description.MipMapLevelOfDetailBias, MaxAnisotropy = item.ImmutableSampler.Description.MaxAnisotropy, }); } else { // Add descriptor range descriptorRanges.Add(new DescriptorRange(DescriptorRangeType.Sampler, item.ArraySize, binding.SlotStart, 0, descriptorSamplerOffset)); } } else { DescriptorRangeType descriptorRangeType; switch (binding.Class) { case EffectParameterClass.ConstantBuffer: descriptorRangeType = DescriptorRangeType.ConstantBufferView; break; case EffectParameterClass.ShaderResourceView: descriptorRangeType = DescriptorRangeType.ShaderResourceView; break; case EffectParameterClass.UnorderedAccessView: descriptorRangeType = DescriptorRangeType.UnorderedAccessView; break; default: throw new NotImplementedException(); } // Add descriptor range descriptorRanges.Add(new DescriptorRange(descriptorRangeType, item.ArraySize, binding.SlotStart, 0, descriptorSrvOffset)); } } // Move to next element (mirror what is done in DescriptorSetLayout) if (isSampler) { if (item.ImmutableSampler == null) { descriptorSamplerOffset += item.ArraySize; } } else { descriptorSrvOffset += item.ArraySize; } } foreach (var stage in srvDescriptorRanges) { if (stage.Value.Count > 0) { rootSignatureParameters.Add(new RootParameter(ShaderStage2ShaderVisibility(stage.Key), stage.Value.ToArray())); SrvBindCounts[layoutIndex]++; } } foreach (var stage in samplerDescriptorRanges) { if (stage.Value.Count > 0) { rootSignatureParameters.Add(new RootParameter(ShaderStage2ShaderVisibility(stage.Key), stage.Value.ToArray())); SamplerBindCounts[layoutIndex]++; } } } var rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootSignatureParameters.ToArray(), immutableSamplers.ToArray()); var rootSignature = NativeDevice.CreateRootSignature(0, rootSignatureDesc.Serialize()); InputElement[] inputElements = null; if (pipelineStateDescription.InputElements != null) { inputElements = new InputElement[pipelineStateDescription.InputElements.Length]; for (int i = 0; i < inputElements.Length; ++i) { var inputElement = pipelineStateDescription.InputElements[i]; inputElements[i] = new InputElement { Format = (SharpDX.DXGI.Format)inputElement.Format, AlignedByteOffset = inputElement.AlignedByteOffset, SemanticName = inputElement.SemanticName, SemanticIndex = inputElement.SemanticIndex, Slot = inputElement.InputSlot, Classification = (SharpDX.Direct3D12.InputClassification)inputElement.InputSlotClass, InstanceDataStepRate = inputElement.InstanceDataStepRate, }; } } PrimitiveTopologyType primitiveTopologyType; switch (pipelineStateDescription.PrimitiveType) { case PrimitiveType.Undefined: primitiveTopologyType = PrimitiveTopologyType.Undefined; break; case PrimitiveType.PointList: primitiveTopologyType = PrimitiveTopologyType.Point; break; case PrimitiveType.LineList: case PrimitiveType.LineStrip: case PrimitiveType.LineListWithAdjacency: case PrimitiveType.LineStripWithAdjacency: primitiveTopologyType = PrimitiveTopologyType.Line; break; case PrimitiveType.TriangleList: case PrimitiveType.TriangleStrip: case PrimitiveType.TriangleListWithAdjacency: case PrimitiveType.TriangleStripWithAdjacency: primitiveTopologyType = PrimitiveTopologyType.Triangle; break; default: if (pipelineStateDescription.PrimitiveType >= PrimitiveType.PatchList && pipelineStateDescription.PrimitiveType < PrimitiveType.PatchList + 32) { primitiveTopologyType = PrimitiveTopologyType.Patch; } else { throw new ArgumentOutOfRangeException("pipelineStateDescription.PrimitiveType"); } break; } // Check if it should use compute pipeline state if (IsCompute) { var nativePipelineStateDescription = new ComputePipelineStateDescription { ComputeShader = computeShader.Data, Flags = PipelineStateFlags.None, RootSignaturePointer = rootSignature, }; CompiledState = NativeDevice.CreateComputePipelineState(nativePipelineStateDescription); } else { var nativePipelineStateDescription = new GraphicsPipelineStateDescription { InputLayout = new InputLayoutDescription(inputElements), RootSignature = rootSignature, RasterizerState = CreateRasterizerState(pipelineStateDescription.RasterizerState), BlendState = CreateBlendState(pipelineStateDescription.BlendState), SampleMask = (int)pipelineStateDescription.SampleMask, DepthStencilFormat = (SharpDX.DXGI.Format)pipelineStateDescription.Output.DepthStencilFormat, DepthStencilState = CreateDepthStencilState(pipelineStateDescription.DepthStencilState), RenderTargetCount = pipelineStateDescription.Output.RenderTargetCount, // TODO D3D12 hardcoded StreamOutput = new StreamOutputDescription(), PrimitiveTopologyType = primitiveTopologyType, // TODO D3D12 hardcoded SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), }; // Disable depth buffer if no format specified if (nativePipelineStateDescription.DepthStencilFormat == Format.Unknown) nativePipelineStateDescription.DepthStencilState.IsDepthEnabled = false; fixed(PixelFormat *renderTargetFormats = &pipelineStateDescription.Output.RenderTargetFormat0) { for (int i = 0; i < pipelineStateDescription.Output.RenderTargetCount; ++i) { nativePipelineStateDescription.RenderTargetFormats[i] = (SharpDX.DXGI.Format)renderTargetFormats[i]; } } foreach (var stage in pipelineStateDescription.EffectBytecode.Stages) { switch (stage.Stage) { case ShaderStage.Vertex: nativePipelineStateDescription.VertexShader = stage.Data; break; case ShaderStage.Hull: nativePipelineStateDescription.HullShader = stage.Data; break; case ShaderStage.Domain: nativePipelineStateDescription.DomainShader = stage.Data; break; case ShaderStage.Geometry: nativePipelineStateDescription.GeometryShader = stage.Data; break; case ShaderStage.Pixel: nativePipelineStateDescription.PixelShader = stage.Data; break; default: throw new ArgumentOutOfRangeException(); } } CompiledState = NativeDevice.CreateGraphicsPipelineState(nativePipelineStateDescription); } RootSignature = rootSignature; PrimitiveTopology = (PrimitiveTopology)pipelineStateDescription.PrimitiveType; HasScissorEnabled = pipelineStateDescription.RasterizerState.ScissorTestEnable; } }
private void LoadAssets() { // Create an empty root signature. var rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout); rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize()); // Create the pipeline state, which includes compiling and loading shaders. #if DEBUG var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0")); #endif #if DEBUG var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0")); #endif // Define the vertex input layout. var inputElementDescs = new [] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 12, 0) }; // Describe and create the graphics pipeline state object (PSO). var psoDesc = new GraphicsPipelineStateDescription() { InputLayout = new InputLayoutDescription(inputElementDescs), RootSignature = rootSignature, VertexShader = vertexShader, PixelShader = pixelShader, RasterizerState = RasterizerStateDescription.Default(), BlendState = BlendStateDescription.Default(), DepthStencilFormat = SharpDX.DXGI.Format.D32_Float, DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = false, IsStencilEnabled = false }, SampleMask = int.MaxValue, PrimitiveTopologyType = PrimitiveTopologyType.Triangle, RenderTargetCount = 1, Flags = PipelineStateFlags.None, SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), StreamOutput = new StreamOutputDescription() }; psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm; pipelineState = device.CreateGraphicsPipelineState(psoDesc); // Create the command list. commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState); // Create the vertex buffer. float aspectRatio = viewport.Width / viewport.Height; // Define the geometry for a triangle. var triangleVertices = new [] { new Vertex() { Position = new Vector3(0.0f, 0.25f * aspectRatio, 0.0f), Color = new Vector4(1.0f, 0.0f, 0.0f, 1.0f) }, new Vertex() { Position = new Vector3(0.25f, -0.25f * aspectRatio, 0.0f), Color = new Vector4(0.0f, 1.0f, 0.0f, 1.0f) }, new Vertex() { Position = new Vector3(-0.25f, -0.25f * aspectRatio, 0.0f), Color = new Vector4(0.0f, 0.0f, 1.0f, 1.0f) }, }; int vertexBufferSize = Utilities.SizeOf(triangleVertices); // Note: using upload heaps to transfer static data like vert buffers is not // recommended. Every time the GPU needs it, the upload heap will be marshalled // over. Please read up on Default Heap usage. An upload heap is used here for // code simplicity and because there are very few verts to actually transfer. vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead); // Copy the triangle data to the vertex buffer. IntPtr pVertexDataBegin = vertexBuffer.Map(0); Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length); vertexBuffer.Unmap(0); // Initialize the vertex buffer view. vertexBufferView = new VertexBufferView(); vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress; vertexBufferView.StrideInBytes = Utilities.SizeOf <Vertex>(); vertexBufferView.SizeInBytes = vertexBufferSize; // Command lists are created in the recording state, but there is nothing // to record yet. The main loop expects it to be closed, so close it now. commandList.Close(); // Create synchronization objects. fence = device.CreateFence(0, FenceFlags.None); fenceValue = 1; // Create an event handle to use for frame synchronization. fenceEvent = new AutoResetEvent(false); }
public static RootSignature CreateRootSignature(Device device, RootParameter[] rootParameters) { var rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootParameters); return(device.CreateRootSignature(rootSignatureDesc.Serialize())); }
public VersionedRootSignatureDescription(RootSignatureDescription description) { Version = RootSignatureVersion.Version10; Description_1_0 = description; }
public GlobalRootSignature(ID3D12Device5 pDevice, RootSignatureDescription desc) { pRootSig = new Vortice.Direct3D12.GlobalRootSignature(); pRootSig.RootSignature = pDevice.CreateRootSignature(desc, RootSignatureVersion.Version1); suboject = new StateSubObject(pRootSig); }
private void PlatformConstruct(GraphicsDevice graphicsDevice, PipelineLayoutDescription description) { var rootParameters = new RootParameter[description.Entries.Length]; for (var i = 0; i < description.Entries.Length; i++) { var entry = description.Entries[i]; switch (entry.EntryType) { case PipelineLayoutEntryType.Resource: rootParameters[i] = new RootParameter( entry.Visibility.ToShaderVisibility(), new RootDescriptor(entry.Resource.ShaderRegister, 0), entry.ResourceType.ToRootParameterType()); break; case PipelineLayoutEntryType.ResourceView: rootParameters[i] = new RootParameter( entry.Visibility.ToShaderVisibility(), new DescriptorRange( entry.ResourceType.ToDescriptorRangeType(), entry.ResourceView.ResourceCount, entry.ResourceView.BaseShaderRegister)); break; default: throw new System.InvalidOperationException(); } } var staticSamplerStates = description.StaticSamplerStates ?? new StaticSamplerDescription[0]; var staticSamplerDescriptions = new D3D12.StaticSamplerDescription[staticSamplerStates.Length]; for (var i = 0; i < staticSamplerStates.Length; i++) { var staticSamplerState = staticSamplerStates[i]; var samplerStateDescription = new D3D12.SamplerStateDescription { Filter = staticSamplerState.SamplerStateDescription.Filter.ToFilter(), AddressU = TextureAddressMode.Wrap, AddressV = TextureAddressMode.Wrap, AddressW = TextureAddressMode.Clamp, ComparisonFunction = Comparison.Always, MinimumLod = 0, MaximumLod = float.MaxValue, MaximumAnisotropy = staticSamplerState.SamplerStateDescription.MaxAnisotropy }; staticSamplerDescriptions[i] = new D3D12.StaticSamplerDescription( samplerStateDescription, staticSamplerState.Visibility.ToShaderVisibility(), staticSamplerState.ShaderRegister, 0); } var rootSignatureDescription = new RootSignatureDescription( RootSignatureFlags.AllowInputAssemblerInputLayout, parameters: rootParameters, samplers: staticSamplerDescriptions); var serializedRootSignatureDescription = rootSignatureDescription.Serialize(); DeviceRootSignature = AddDisposable(graphicsDevice.Device.CreateRootSignature(serializedRootSignatureDescription)); }