// Methods.
        public bool Initialize(Device device, string fileName)
        {
            try
            {
                using (var texture = LoadFromFile(device, new SharpDX.WIC.ImagingFactory(), fileName))
                {
                    ShaderResourceViewDescription srvDesc = new ShaderResourceViewDescription()
                    {
                        Format    = texture.Description.Format,
                        Dimension = SharpDX.Direct3D.ShaderResourceViewDimension.Texture2D,
                    };
                    srvDesc.Texture2D.MostDetailedMip = 0;
                    srvDesc.Texture2D.MipLevels       = -1;

                    TextureResource = new ShaderResourceView(device, texture, srvDesc);
                    device.ImmediateContext.GenerateMips(TextureResource);
                }
                // TextureResource = ShaderResourceView.FromFile(device, fileName);
                return(true);
            }
            catch
            {
                return(false);
            }
        }
Esempio n. 2
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        /// <summary>
        /// Resizes the buffer to the nearest power of two >= nElements
        /// and sets Count to nElements
        /// </summary>
        /// <param name="nElements"></param>
        public void Resize( int nElements )
        {
            if( nElements > Capacity || // if we need more than we currently have allocated
                nElements < Capacity / 2 ) // or if the current one is more than twice as big
            {
                Capacity = nElements.RoundUpToNearestPowerOfTwo();

                if( Buffer != null )
                {
                    View.Dispose();
                    Buffer.Dispose();
                }
                Buffer = BufferFactory.CreateDynamicDataBuffer( Capacity, ElementSizeBytes );

                var srv = new ShaderResourceViewDescription()
                {
                    ArraySize = 1,
                    Format = SlimDX.DXGI.Format.R32G32B32A32_Float,
                    Dimension = ShaderResourceViewDimension.Buffer,
                    ElementOffset = 0,
                    ElementWidth = ElementSizeBytes
                };

                View = new ShaderResourceView( D3D10Wrapper.Instance.Device, Buffer, srv );
            }
            Count = nElements;
        }
Esempio n. 3
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        public ShaderResourceView LoadBitmapShaderResource(System.Drawing.Bitmap btm)
        {
            ShaderResourceView res = null;

            try {
                var ms = new MemoryStream();
                btm.Save(ms, System.Drawing.Imaging.ImageFormat.Png);
                ms.Position = 0;

                var factory       = new SharpDX.WIC.ImagingFactory();
                var bitmapDecoder = new BitmapDecoder(factory, ms, DecodeOptions.CacheOnDemand);
                var result        = new FormatConverter(factory);

                result.Initialize(bitmapDecoder.GetFrame(0), PixelFormat.Format32bppPRGBA, BitmapDitherType.None,
                                  null, 0.0, BitmapPaletteType.Custom);

                using (var texture = CreateTexture2DFromBitmap(device, result)) {
                    var srvDesc = new ShaderResourceViewDescription()
                    {
                        Format    = texture.Description.Format,
                        Dimension = SharpDX.Direct3D.ShaderResourceViewDimension.Texture2D,
                    };
                    srvDesc.Texture2D.MostDetailedMip = 0;
                    srvDesc.Texture2D.MipLevels       = -1;

                    res = new ShaderResourceView(device, texture, srvDesc);
                    device.ImmediateContext.GenerateMips(res);
                }
                // TextureResource = ShaderResourceView.FromFile(device, fileName);
            } catch (Exception ex) {
                System.Diagnostics.Trace.WriteLine($"TexturedLoader {ex.Message}");
            }
            return(res);
        }
Esempio n. 4
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        private void Update(EvaluationContext context)
        {
            var       resourceManager = ResourceManager.Instance();
            Texture2D texture         = Texture.GetValue(context);

            if (texture != null)
            {
                ShaderResourceView.Value?.Dispose();
                if ((texture.Description.BindFlags & BindFlags.DepthStencil) > 0)
                {
                    // it's a depth stencil texture, so we need to set the format explicitly
                    var desc = new ShaderResourceViewDescription()
                    {
                        Format    = Format.R32_Float,
                        Dimension = ShaderResourceViewDimension.Texture2D,
                        Texture2D = new ShaderResourceViewDescription.Texture2DResource
                        {
                            MipLevels       = 1,
                            MostDetailedMip = 0
                        }
                    };
                    ShaderResourceView.Value = new ShaderResourceView(resourceManager.Device, texture, desc);
                }
                else
                {
                    ShaderResourceView.Value = new ShaderResourceView(resourceManager.Device, texture); // todo: create via resource manager
                }
            }
            else
            {
                Utilities.Dispose(ref ShaderResourceView.Value);
            }
        }
Esempio n. 5
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        private void PrepareShaders()
        {
            if (D3DDevice == null || DisplayTexture == null)
            {
                return;
            }

            //Create new Shader with R8 which contains the Y component of the picture
            ShaderResourceViewDescription srv = new ShaderResourceViewDescription {
                Format    = Format.R8_UNorm,
                Dimension = ShaderResourceViewDimension.Texture2D
            };

            srv.Texture2D.MipLevels = 1;

            //Set Shaders onto the pipeline
            using (var textureView1 = new ShaderResourceView(D3DDevice, DisplayTexture, srv)) {
                D3DContext.PixelShader.SetShaderResource(0, textureView1);
            }

            //Create new Shader with R8G8 which contains the UV component of the picture
            srv.Format = Format.R8G8_UNorm;

            //Set Shaders onto the pipeline
            using (var textureView2 = new ShaderResourceView(D3DDevice, DisplayTexture, srv)) {
                D3DContext.PixelShader.SetShaderResource(1, textureView2);
            }
        }
        public DX11MipSliceRenderTarget(DX11RenderContext context, DX11Texture3D texture, int mipindex,int w, int h,int d)
        {
            this.context = context;

            RenderTargetViewDescription rtd = new RenderTargetViewDescription()
            {
                Dimension = RenderTargetViewDimension.Texture3D,
                Format = texture.Format,
                MipSlice = mipindex,
                DepthSliceCount = d           
            };

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription();
            srvd.Dimension = ShaderResourceViewDimension.Texture3D;
            srvd.MipLevels = 1;
            srvd.MostDetailedMip = mipindex;
            srvd.Format = texture.Format;

            this.RTV = new RenderTargetView(context.Device, texture.Resource, rtd);
            this.SRV = new ShaderResourceView(context.Device, texture.Resource, srvd);

            this.Width = w;
            this.Height = h;
            this.Depth = d;
        }
Esempio n. 7
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        public DX11SliceRenderTarget(DX11RenderContext context, DX11Texture2D texture, int sliceindex)
        {
            this.isowner = false;
            this.context = context;
            this.parent  = texture;
            this.desc    = texture.Description;

            RenderTargetViewDescription rtd = new RenderTargetViewDescription()
            {
                ArraySize       = 1,
                Dimension       = RenderTargetViewDimension.Texture2DArray,
                Format          = texture.Format,
                MipSlice        = 0,
                FirstArraySlice = sliceindex,
            };

            this.RTV = new RenderTargetView(context.Device, this.parent.Resource, rtd);

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription()
            {
                ArraySize       = 1,
                Dimension       = ShaderResourceViewDimension.Texture2DArray,
                Format          = texture.Format,
                FirstArraySlice = sliceindex,
                MipLevels       = texture.Resource.Description.MipLevels,
                MostDetailedMip = 0
            };

            this.SRV = new ShaderResourceView(context.Device, this.parent.Resource, srvd);
        }
Esempio n. 8
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        public DX11RawBuffer(Device dev, int size, DX11RawBufferFlags flags= new DX11RawBufferFlags())
        {
            this.Size = size;

            BufferDescription bd = new BufferDescription()
            {
                BindFlags = BindFlags.ShaderResource | BindFlags.UnorderedAccess,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.RawBuffer,
                SizeInBytes = this.Size,
                Usage = ResourceUsage.Default,
            };
            this.Buffer = new Buffer(dev, bd);

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription()
            {
                Format = SlimDX.DXGI.Format.R32_Typeless,
                Dimension = ShaderResourceViewDimension.ExtendedBuffer,
                Flags = ShaderResourceViewExtendedBufferFlags.RawData,
                ElementCount = size / 4
            };
            this.SRV = new ShaderResourceView(dev, this.Buffer, srvd);

            UnorderedAccessViewDescription uavd = new UnorderedAccessViewDescription()
            {
                Format = SlimDX.DXGI.Format.R32_Typeless,
                Dimension = UnorderedAccessViewDimension.Buffer,
                Flags = UnorderedAccessViewBufferFlags.RawData,
                ElementCount = size / 4
            };

            this.UAV = new UnorderedAccessView(dev, this.Buffer, uavd);
        }
Esempio n. 9
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        /// <summary>
        /// Gets a <see cref="ShaderResourceView"/> for a particular <see cref="PixelFormat"/>.
        /// </summary>
        /// <param name="viewFormat">The view format.</param>
        /// <returns>A <see cref="ShaderResourceView"/> for the particular view format.</returns>
        /// <remarks>
        /// The buffer must have been declared with <see cref="Graphics.BufferFlags.ShaderResource"/>.
        /// The ShaderResourceView instance is kept by this buffer and will be disposed when this buffer is disposed.
        /// </remarks>
        internal ShaderResourceView GetShaderResourceView(PixelFormat viewFormat)
        {
            ShaderResourceView srv = null;

            if ((nativeDescription.BindFlags & BindFlags.ShaderResource) != 0)
            {
                var description = new ShaderResourceViewDescription
                {
                    Format    = (SharpDX.DXGI.Format)viewFormat,
                    Dimension = SharpDX.Direct3D.ShaderResourceViewDimension.ExtendedBuffer,
                    BufferEx  =
                    {
                        ElementCount = this.ElementCount,
                        FirstElement =                                          0,
                        Flags        = ShaderResourceViewExtendedBufferFlags.None,
                    },
                };

                if (((ViewFlags & BufferFlags.RawBuffer) == BufferFlags.RawBuffer))
                {
                    description.BufferEx.Flags |= ShaderResourceViewExtendedBufferFlags.Raw;
                }

                srv = new ShaderResourceView(this.GraphicsDevice.NativeDevice, NativeResource, description);
            }
            return(srv);
        }
Esempio n. 10
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        void CreateFontsTexture()
        {
            var   io = ImGui.GetIO();
            byte *pixels;
            int   width, height;

            io.Fonts.GetTexDataAsRGBA32(out pixels, out width, out height);

            var texDesc = new Texture2DDescription
            {
                Width             = width,
                Height            = height,
                MipLevels         = 1,
                ArraySize         = 1,
                Format            = Format.R8G8B8A8_UNorm,
                SampleDescription = new SampleDescription {
                    Count = 1
                },
                Usage          = Vortice.Direct3D11.Usage.Default,
                BindFlags      = BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None
            };

            var subResource = new SubresourceData
            {
                DataPointer = (IntPtr)pixels,
                Pitch       = texDesc.Width * 4,
                SlicePitch  = 0
            };

            var texture = device.CreateTexture2D(texDesc, new[] { subResource });

            var resViewDesc = new ShaderResourceViewDescription
            {
                Format        = Format.R8G8B8A8_UNorm,
                ViewDimension = ShaderResourceViewDimension.Texture2D,
                Texture2D     = new Texture2DShaderResourceView {
                    MipLevels = texDesc.MipLevels, MostDetailedMip = 0
                }
            };

            fontTextureView = device.CreateShaderResourceView(texture, resViewDesc);
            texture.Release();

            io.Fonts.TexID = RegisterTexture(fontTextureView);

            var samplerDesc = new SamplerDescription
            {
                Filter             = Filter.MinMagMipLinear,
                AddressU           = TextureAddressMode.Wrap,
                AddressV           = TextureAddressMode.Wrap,
                AddressW           = TextureAddressMode.Wrap,
                MipLODBias         = 0f,
                ComparisonFunction = ComparisonFunction.Always,
                MinLOD             = 0f,
                MaxLOD             = 0f
            };

            fontSampler = device.CreateSamplerState(samplerDesc);
        }
Esempio n. 11
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        public DX11MipSliceRenderTarget(DX11RenderContext context, DX11Texture3D texture, int mipindex, int w, int h, int d)
        {
            this.context = context;

            RenderTargetViewDescription rtd = new RenderTargetViewDescription()
            {
                Dimension       = RenderTargetViewDimension.Texture3D,
                Format          = texture.Format,
                MipSlice        = mipindex,
                DepthSliceCount = d
            };

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription();

            srvd.Dimension       = ShaderResourceViewDimension.Texture3D;
            srvd.MipLevels       = 1;
            srvd.MostDetailedMip = mipindex;
            srvd.Format          = texture.Format;

            this.RTV = new RenderTargetView(context.Device, texture.Resource, rtd);
            this.SRV = new ShaderResourceView(context.Device, texture.Resource, srvd);

            this.Width  = w;
            this.Height = h;
            this.Depth  = d;
        }
Esempio n. 12
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        internal override ShaderResourceView GetShaderResourceView(ViewType viewType, int arrayOrDepthSlice, int mipIndex)
        {
            if ((this.NativeDescription.BindFlags & BindFlags.ShaderResource) == 0)
            {
                return(null);
            }

            int arrayCount;
            int mipCount;

            GetViewSliceBounds(viewType, ref arrayOrDepthSlice, ref mipIndex, out arrayCount, out mipCount);

            // Create the view
            var srvDescription = new ShaderResourceViewDescription {
                Format    = (Format)this.Description.Format,
                Dimension = ShaderResourceViewDimension.Texture3D,
                Texture3D =
                {
                    MipLevels       = mipCount,
                    MostDetailedMip = mipIndex
                }
            };

            return(new ShaderResourceView(this.GraphicsDevice.NativeDevice, this.Resource, srvDescription));
        }
Esempio n. 13
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        /// <summary>
        /// 作成済みのテクスチャーからidxより、シェーダーリソースビューを作成する
        /// </summary>
        /// <param name="idx">0~7</param>
        /// <param name="device"></param>
        /// <param name="desc">シェーダーリソースビューの説明</param>
        /// <returns></returns>
        internal int CreateShaderResourceView(int idx, ShaderResourceViewDescription desc)
        {
            if (idx > 7)
            {
                Debug.Assert(false); throw new ArgumentException();
            }
            if (m_aResourceTx[idx] == null)
            {
                Debug.Assert(false); throw new NotCreatedException();
            }
            if (m_aTxResourceView[idx] != null)
            {
                Debug.Assert(false); throw new CreatedException();
            }

            m_aTxResourceView[idx] = new ShaderResourceView(App.DXDevice, m_aResourceTx[idx], desc);
            if (m_aTxResourceView[idx] == null)
            {
                HasShaderResource = false;
                return(-1);
            }
            m_aTxResourceView[idx].DebugName = "Shader=>" + m_name;
            HasShaderResource = true;
            return(0);
        }
        private void Update(EvaluationContext context)
        {
            var resourceManager = ResourceManager.Instance();
            var buffer          = Buffer.GetValue(context);

            if (buffer != null)
            {
                if ((buffer.Description.OptionFlags & ResourceOptionFlags.BufferStructured) == 0)
                {
                    Log.Warning($"{nameof(SrvFromStructuredBuffer)} - input buffer is not structured, skipping SRV creation.");
                    return;
                }
                ShaderResourceView.Value?.Dispose();

                var elementCount = buffer.Description.SizeInBytes / buffer.Description.StructureByteStride;
                var desc         = new ShaderResourceViewDescription()
                {
                    Dimension = ShaderResourceViewDimension.ExtendedBuffer,
                    Format    = Format.Unknown,
                    BufferEx  = new ShaderResourceViewDescription.ExtendedBufferResource()
                    {
                        FirstElement = 0,
                        ElementCount = elementCount
                    }
                };
                ShaderResourceView.Value = new ShaderResourceView(resourceManager.Device, buffer, desc); // todo: create via resource manager
                ElementCount.Value       = elementCount;
            }
        }
Esempio n. 15
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        public DX11SliceRenderTarget(DX11RenderContext context, DX11Texture2D texture, int sliceindex)
        {
            this.isowner = false;
            this.context = context;
            this.parent = texture;
            this.desc = texture.Description;

            RenderTargetViewDescription rtd = new RenderTargetViewDescription()
            {
                ArraySize = 1,
                Dimension = RenderTargetViewDimension.Texture2DArray,
                Format = texture.Format,
                MipSlice = 0,
                FirstArraySlice = sliceindex,
            };

            this.RTV = new RenderTargetView(context.Device, this.parent.Resource, rtd);

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription()
            {
                ArraySize = 1,
                Dimension = ShaderResourceViewDimension.Texture2DArray,
                Format = texture.Format,
                FirstArraySlice = sliceindex,
                MipLevels = texture.Resource.Description.MipLevels,
                MostDetailedMip = 0
            };

            this.SRV = new ShaderResourceView(context.Device, this.parent.Resource, srvd);
        }
Esempio n. 16
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        public bool Initialise(Bitmap bitmap)
        {
            RemoveAndDispose(ref _tex);
            RemoveAndDispose(ref _texSRV);

            //Debug.Assert(bitmap.PixelFormat == System.Drawing.Imaging.PixelFormat.Format32bppArgb);
            BitmapData bmData;

            Width  = bitmap.Width;
            Height = bitmap.Height;

            bmData = bitmap.LockBits(new Rectangle(0, 0, Width, Height), ImageLockMode.ReadOnly,
                                     PixelFormat.Format32bppArgb);
            try
            {
                var texDesc = new Texture2DDescription();
                texDesc.Width     = Width;
                texDesc.Height    = Height;
                texDesc.MipLevels = 1;
                texDesc.ArraySize = 1;
                texDesc.Format    = Format.B8G8R8A8_UNorm;
                texDesc.SampleDescription.Count   = 1;
                texDesc.SampleDescription.Quality = 0;
                texDesc.Usage          = ResourceUsage.Immutable;
                texDesc.BindFlags      = BindFlags.ShaderResource;
                texDesc.CpuAccessFlags = CpuAccessFlags.None;
                texDesc.OptionFlags    = ResourceOptionFlags.None;

                DataBox data;
                data.DataPointer = bmData.Scan0;
                data.RowPitch    = bmData.Stride; // _texWidth * 4;
                data.SlicePitch  = 0;

                _tex = ToDispose(new Texture2D(Device, texDesc, new[] { data }));
                if (_tex == null)
                {
                    return(false);
                }

                var srvDesc = new ShaderResourceViewDescription();
                srvDesc.Format                    = Format.B8G8R8A8_UNorm;
                srvDesc.Dimension                 = ShaderResourceViewDimension.Texture2D;
                srvDesc.Texture2D.MipLevels       = 1;
                srvDesc.Texture2D.MostDetailedMip = 0;

                _texSRV = ToDispose(new ShaderResourceView(Device, _tex, srvDesc));
                if (_texSRV == null)
                {
                    return(false);
                }
            }
            finally
            {
                bitmap.UnlockBits(bmData);
            }

            _initialised = true;

            return(true);
        }
Esempio n. 17
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        public DX11RawBuffer(Device dev, int size, DX11RawBufferFlags flags = new DX11RawBufferFlags())
        {
            this.Size = size;

            BufferDescription bd = new BufferDescription()
            {
                BindFlags      = BindFlags.ShaderResource | BindFlags.UnorderedAccess,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags    = ResourceOptionFlags.RawBuffer,
                SizeInBytes    = this.Size,
                Usage          = ResourceUsage.Default,
            };

            this.Buffer = new Buffer(dev, bd);

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription()
            {
                Format       = SlimDX.DXGI.Format.R32_Typeless,
                Dimension    = ShaderResourceViewDimension.ExtendedBuffer,
                Flags        = ShaderResourceViewExtendedBufferFlags.RawData,
                ElementCount = size / 4
            };

            this.SRV = new ShaderResourceView(dev, this.Buffer, srvd);

            UnorderedAccessViewDescription uavd = new UnorderedAccessViewDescription()
            {
                Format       = SlimDX.DXGI.Format.R32_Typeless,
                Dimension    = UnorderedAccessViewDimension.Buffer,
                Flags        = UnorderedAccessViewBufferFlags.RawData,
                ElementCount = size / 4
            };

            this.UAV = new UnorderedAccessView(dev, this.Buffer, uavd);
        }
Esempio n. 18
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        /// <summary>
        /// Constructor
        /// Creates the texture we will render to based on the supplied width and height
        /// </summary>
        /// <param name="device">The device we will create the texture with</param>
        /// <param name="texWidth"></param>
        /// <param name="texHeight"></param>
        public RenderTexture(Device device, int texWidth, int texHeight)
        {
            Texture2DDescription textureDescription = new Texture2DDescription()
                {
                    Width = texWidth,
                    Height = texHeight,
                    MipLevels = 1,
                    ArraySize = 1,
                    Format = SlimDX.DXGI.Format.R32G32B32A32_Float,
                    SampleDescription = new SlimDX.DXGI.SampleDescription(1, 0),
                    BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
                    CpuAccessFlags = CpuAccessFlags.None,
                    OptionFlags = ResourceOptionFlags.None,
                    Usage = ResourceUsage.Default,
                };
            Texture = new Texture2D(device, textureDescription);
            RenderTargetViewDescription renderTargetViewDescription = new RenderTargetViewDescription()
            {
                Format = textureDescription.Format,
                Dimension = RenderTargetViewDimension.Texture2D,
                MipSlice = 0,
            };

            renderTargetView = new RenderTargetView(device, Texture, renderTargetViewDescription);

            ShaderResourceViewDescription shaderResourceViewDescription = new ShaderResourceViewDescription()
            {
                Format = textureDescription.Format,
                Dimension = ShaderResourceViewDimension.Texture2D,
                MostDetailedMip = 0,
                MipLevels = 1
            };

            shaderResourceView = new ShaderResourceView(device, Texture, shaderResourceViewDescription);
        }
Esempio n. 19
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        private void CreateNew(int width, int height, Format format, DataBox[] boxes)
        {
            if (mTexture != gDefaultTexture)
            {
                mTexture.Dispose();
                NativeView.Dispose();
            }

            var desc = mTexture.Description;

            desc.Width  = width;
            desc.Height = height;
            desc.Format = format;
            desc.Usage  = ResourceUsage.Default;
            mTexture    = new Texture2D(mContext.Device, desc, boxes);

            var srvd = new ShaderResourceViewDescription
            {
                Dimension = SharpDX.Direct3D.ShaderResourceViewDimension.Texture2D,
                Format    = format,
                Texture2D = new ShaderResourceViewDescription.Texture2DResource {
                    MipLevels = boxes.Length, MostDetailedMip = 0
                }
            };

            NativeView = new ShaderResourceView(mContext.Device, mTexture, srvd);
        }
Esempio n. 20
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        public D3DDepthStencil CreateDepthStencil(int width, int height)
        {
            var description = new Texture2DDescription();

            description.Width                   = width;
            description.Height                  = height;
            description.ArraySize               = 1;
            description.BindFlags               = BindFlags.DepthStencil | BindFlags.ShaderResource;
            description.CpuAccessFlags          = CpuAccessFlags.None;
            description.MipLevels               = 1;
            description.OptionFlags             = ResourceOptionFlags.None;
            description.SampleDescription.Count = 1;
            description.Usage                   = ResourceUsage.Default;
            description.Format                  = Format.R32_Typeless;

            var texture          = new Texture2D(device, description);
            var depthDescription = new DepthStencilViewDescription();

            depthDescription.Dimension          = DepthStencilViewDimension.Texture2D;
            depthDescription.Flags              = DepthStencilViewFlags.None;
            depthDescription.Format             = Format.D32_Float;
            depthDescription.Texture2D.MipSlice = 0;
            var depthStencil = new DepthStencilView(device, texture, depthDescription);

            var srvDescription = new ShaderResourceViewDescription();

            srvDescription.Format                    = Format.R32_Float;
            srvDescription.Dimension                 = ShaderResourceViewDimension.Texture2D;
            srvDescription.Texture2D.MipLevels       = 1;
            srvDescription.Texture2D.MostDetailedMip = 0;
            var depthSrv = new ShaderResourceView(device, texture, srvDescription);

            return(new D3DDepthStencil(texture, depthStencil, depthSrv));
        }
Esempio n. 21
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        public DX11DynamicRawBuffer(Device dev, int size)
        {
            this.Size = size;

            BufferDescription bd = new BufferDescription()
            {
                BindFlags      = BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.Write,
                OptionFlags    = ResourceOptionFlags.RawBuffer,
                SizeInBytes    = this.Size,
                Usage          = ResourceUsage.Dynamic,
            };

            this.Buffer = new Buffer(dev, bd);

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription()
            {
                Format       = SlimDX.DXGI.Format.R32_Typeless,
                Dimension    = ShaderResourceViewDimension.ExtendedBuffer,
                Flags        = ShaderResourceViewExtendedBufferFlags.RawData,
                ElementCount = size / 4
            };

            this.SRV = new ShaderResourceView(dev, this.Buffer, srvd);
        }
Esempio n. 22
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 /// <summary>
 /// Create a raw buffer based UAV
 /// </summary>
 /// <param name="device">The device.</param>
 /// <param name="bufferDesc">The buffer desc.</param>
 /// <param name="uavDesc">The uav desc.</param>
 /// <param name="srvDesc">The SRV desc.</param>
 public UAVBufferViewProxy(Device device, ref BufferDescription bufferDesc,
                           ref UnorderedAccessViewDescription uavDesc, ref ShaderResourceViewDescription srvDesc)
     : this(device, ref bufferDesc, ref uavDesc)
 {
     srv = new ShaderResourceViewProxy(device, resource);
     srv.CreateTextureView();
 }
Esempio n. 23
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        public bool Initialise(Device device, string fileName)
        {
            try
            {
                using (var texture = LoadFromFile(device, new ImagingFactory(), fileName))
                {
                    var shaderResourceViewDescription = new ShaderResourceViewDescription()
                    {
                        Format    = texture.Description.Format,
                        Dimension = ShaderResourceViewDimension.Texture2D
                    };
                    shaderResourceViewDescription.Texture2D.MostDetailedMip = 0;
                    shaderResourceViewDescription.Texture2D.MipLevels       = -1;

                    TextureResource = new ShaderResourceView(device, texture, shaderResourceViewDescription);
                    device.ImmediateContext.GenerateMips(TextureResource);
                }

                return(true);
            }
            catch (Exception ex)
            {
                //Log.WriteToFile(ErrorLevel.Error, "Texture.Initialise", ex, true);

                return(false);
            }
        }
Esempio n. 24
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        public DX11CubeDepthStencil(DX11RenderContext context, int size, SampleDescription sd, Format format)
        {
            this.context = context;

            var texBufferDesc = new Texture2DDescription
            {
                ArraySize = 6,
                BindFlags = BindFlags.DepthStencil | BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = DepthFormatsHelper.GetGenericTextureFormat(format),
                Height = size,
                Width = size,
                OptionFlags = ResourceOptionFlags.TextureCube,
                SampleDescription = sd,
                Usage = ResourceUsage.Default,
                MipLevels = 1
            };

            this.Resource = new Texture2D(context.Device, texBufferDesc);

            this.desc = texBufferDesc;

            //Create faces SRV/RTV
            this.SliceDSV = new DX11SliceDepthStencil[6];

            ShaderResourceViewDescription svd = new ShaderResourceViewDescription()
            {
                Dimension = ShaderResourceViewDimension.TextureCube,
                Format = DepthFormatsHelper.GetSRVFormat(format),
                MipLevels = 1,
                MostDetailedMip = 0,
                First2DArrayFace = 0
            };

            DepthStencilViewDescription dsvd = new DepthStencilViewDescription()
            {
                ArraySize= 6,
                Dimension = DepthStencilViewDimension.Texture2DArray,
                FirstArraySlice = 0,
                Format = DepthFormatsHelper.GetDepthFormat(format),
                MipSlice = 0
            };

            this.DSV = new DepthStencilView(context.Device, this.Resource, dsvd);

            if (context.IsFeatureLevel11)
            {
                dsvd.Flags = DepthStencilViewFlags.ReadOnlyDepth;
                if (format == Format.D24_UNorm_S8_UInt) { dsvd.Flags |= DepthStencilViewFlags.ReadOnlyStencil; }

                this.ReadOnlyDSV = new DepthStencilView(context.Device, this.Resource, dsvd);
            }

            this.SRV = new ShaderResourceView(context.Device, this.Resource, svd);

            for (int i = 0; i < 6; i++)
            {
                this.SliceDSV[i] = new DX11SliceDepthStencil(context, this, i, DepthFormatsHelper.GetDepthFormat(format));
            }
        }
Esempio n. 25
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        public DX11StructuredBufferRegion(DxDevice device, DX11StructuredBuffer parentBuffer, int StartOffset, int ElementCount)
        {
            this.Buffer       = parentBuffer.Buffer;
            this.ElementCount = ElementCount;
            this.Stride       = parentBuffer.Stride;

            UnorderedAccessViewDescription uavd = new UnorderedAccessViewDescription()
            {
                Format    = SharpDX.DXGI.Format.Unknown,
                Dimension = UnorderedAccessViewDimension.Buffer,
                Buffer    = new UnorderedAccessViewDescription.BufferResource()
                {
                    ElementCount = this.ElementCount,
                    Flags        = parentBuffer.UnorderedView.Description.Buffer.Flags,
                    FirstElement = StartOffset
                }
            };

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription()
            {
                Format    = SharpDX.DXGI.Format.Unknown,
                Dimension = ShaderResourceViewDimension.Buffer,
                BufferEx  = new ShaderResourceViewDescription.ExtendedBufferResource()
                {
                    ElementCount = this.ElementCount,
                    FirstElement = StartOffset
                }
            };

            this.ShaderView    = new ShaderResourceView(device, parentBuffer.Buffer, srvd);
            this.UnorderedView = new UnorderedAccessView(device, parentBuffer.Buffer, uavd);
        }
Esempio n. 26
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        /// <summary>
        /// Gets a <see cref="ShaderResourceView"/> for a particular <see cref="PixelFormat"/>.
        /// </summary>
        /// <param name="viewFormat">The view format.</param>
        /// <returns>A <see cref="ShaderResourceView"/> for the particular view format.</returns>
        /// <remarks>
        /// The buffer must have been declared with <see cref="Graphics.BufferFlags.ShaderResource"/>.
        /// The ShaderResourceView instance is kept by this buffer and will be disposed when this buffer is disposed.
        /// </remarks>
        internal CpuDescriptorHandle GetShaderResourceView(PixelFormat viewFormat)
        {
            var srv = new CpuDescriptorHandle();

            if ((ViewFlags & BufferFlags.ShaderResource) != 0)
            {
                var description = new ShaderResourceViewDescription
                {
                    Shader4ComponentMapping = 0x00001688,
                    Format    = (SharpDX.DXGI.Format)viewFormat,
                    Dimension = SharpDX.Direct3D12.ShaderResourceViewDimension.Buffer,
                    Buffer    =
                    {
                        ElementCount        = this.ElementCount,
                        FirstElement        =                                  0,
                        Flags               = BufferShaderResourceViewFlags.None,
                        StructureByteStride = StructureByteStride,
                    }
                };

                if (((ViewFlags & BufferFlags.RawBuffer) == BufferFlags.RawBuffer))
                {
                    description.Buffer.Flags |= BufferShaderResourceViewFlags.Raw;
                }

                srv = GraphicsDevice.ShaderResourceViewAllocator.Allocate(1);
                NativeDevice.CreateShaderResourceView(NativeResource, description, srv);
            }
            return(srv);
        }
Esempio n. 27
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        public bool Initialize(D3DDevice device, string filename)
        {
            try
            {
                using (Texture2D texture = LoadFromFile(device, new SharpDX.WIC.ImagingFactory(), filename))
                {
                    ShaderResourceViewDescription desc = new ShaderResourceViewDescription()
                    {
                        Format    = texture.Description.Format,
                        Dimension = SharpDX.Direct3D.ShaderResourceViewDimension.Texture2D
                    };
                    desc.Texture2D.MostDetailedMip = 0;
                    desc.Texture2D.MipLevels       = -1;

                    TextureResource = new ShaderResourceView(device, texture, desc);
                    device.ImmediateContext.GenerateMips(TextureResource);

                    return(true);
                }
            }
            catch (Exception ex)
            {
                Console.WriteLine(ex.Message);
                return(false);
            }
        }
Esempio n. 28
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        private void PlatformSetTexture(int index, Texture texture)
        {
            var deviceResource = texture?.DeviceResource;
            var format         = deviceResource?.Description.Format ?? SharpDX.DXGI.Format.BC1_UNorm;
            var dimension      = deviceResource?.Description.Dimension ?? ResourceDimension.Texture2D;

            var description = new ShaderResourceViewDescription
            {
                Shader4ComponentMapping = ComponentMappingUtility.DefaultComponentMapping(),
                Format = format
            };

            switch (dimension)
            {
            case ResourceDimension.Texture2D:
                description.Dimension           = ShaderResourceViewDimension.Texture2D;
                description.Texture2D.MipLevels = -1;
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }

            GraphicsDevice.Device.CreateShaderResourceView(
                deviceResource,
                description,
                _cbvUavSrvPoolEntry.GetCpuHandle(index));
        }
Esempio n. 29
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        public DX11ImmutableRawBuffer(DX11RenderContext renderContext, DataStream data, int size)
        {
            this.renderContext = renderContext;
            this.Size          = size;

            BufferDescription bd = new BufferDescription()
            {
                BindFlags      = BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags    = ResourceOptionFlags.RawBuffer,
                SizeInBytes    = this.Size,
                Usage          = ResourceUsage.Immutable,
            };

            this.Buffer = new Buffer(this.renderContext.Device, data, bd);

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription()
            {
                Format       = SlimDX.DXGI.Format.R32_Typeless,
                Dimension    = ShaderResourceViewDimension.ExtendedBuffer,
                Flags        = ShaderResourceViewExtendedBufferFlags.RawData,
                ElementCount = size / 4
            };

            this.SRV = new ShaderResourceView(this.renderContext.Device, this.Buffer, srvd);
        }
Esempio n. 30
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        public Buffer CreateBufferDynamic(int elements, int elementSize, int slot)
        {
            if (elementSize == 1)   // DirectX doesn't like non-4-byte element size, we here just padd the element size to 4.
            {
                elementSize = 4;
                elements    = (elements + 3) / 4;
            }

            if ((elements > (1 << 29)) || (elements < 0))
            {
                throw new System.Exception(string.Format(
                                               "GPU Dynamic-buffer size limit overflow! Total number of floats {0:n0} must be smaller than {1:n0} ",
                                               elements, 1 << 29));
            }

            Buffer buf = new Buffer(device, new BufferDescription
            {
                BindFlags           = BindFlags.ShaderResource,
                OptionFlags         = ResourceOptionFlags.BufferStructured,
                SizeInBytes         = elements * elementSize,
                StructureByteStride = elementSize,
                Usage          = ResourceUsage.Dynamic,
                CpuAccessFlags = CpuAccessFlags.Write,
            });

            var srvDesc = new ShaderResourceViewDescription();

            srvDesc.Format = SharpDX.DXGI.Format.Unknown;
            srvDesc.Buffer.ElementCount = elements;
            srvDesc.Buffer.ElementWidth = elements;
            srvDesc.Dimension           = ShaderResourceViewDimension.Buffer;
            using (var srv = new ShaderResourceView(device, buf, srvDesc))
                ctx.ComputeShader.SetShaderResource(slot, srv);
            return(buf);
        }
Esempio n. 31
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        private void BuildDescriptors()
        {
            var srvDesc = new ShaderResourceViewDescription
            {
                Shader4ComponentMapping = D3DUtil.DefaultShader4ComponentMapping,
                Format    = _format,
                Dimension = ShaderResourceViewDimension.Texture2D,
                Texture2D = new ShaderResourceViewDescription.Texture2DResource
                {
                    MostDetailedMip = 0,
                    MipLevels       = 1
                }
            };

            var uavDesc = new UnorderedAccessViewDescription
            {
                Format    = _format,
                Dimension = UnorderedAccessViewDimension.Texture2D,
                Texture2D = new UnorderedAccessViewDescription.Texture2DResource
                {
                    MipSlice = 0
                }
            };

            _device.CreateShaderResourceView(_blurMap0, srvDesc, _blur0CpuSrv);
            _device.CreateUnorderedAccessView(_blurMap0, null, uavDesc, _blur0CpuUav);

            _device.CreateShaderResourceView(_blurMap1, srvDesc, _blur1CpuSrv);
            _device.CreateUnorderedAccessView(_blurMap1, null, uavDesc, _blur1CpuUav);
        }
        private void BuildDescriptors()
        {
            // Create SRV to resource so we can sample the shadow map in a shader program.
            var srvDesc = new ShaderResourceViewDescription
            {
                Shader4ComponentMapping = D3DUtil.DefaultShader4ComponentMapping,
                Format    = Format.R24_UNorm_X8_Typeless,
                Dimension = ShaderResourceViewDimension.Texture2D,
                Texture2D = new ShaderResourceViewDescription.Texture2DResource
                {
                    MostDetailedMip     = 0,
                    MipLevels           = 1,
                    ResourceMinLODClamp = 0.0f,
                    PlaneSlice          = 0
                }
            };

            _device.CreateShaderResourceView(Resource, srvDesc, _cpuSrv);

            // Create DSV to resource so we can render to the shadow map.
            var dsvDesc = new DepthStencilViewDescription
            {
                Flags     = DepthStencilViewFlags.None,
                Dimension = DepthStencilViewDimension.Texture2D,
                Format    = Format.D24_UNorm_S8_UInt,
                Texture2D = new DepthStencilViewDescription.Texture2DResource
                {
                    MipSlice = 0
                }
            };

            _device.CreateDepthStencilView(Resource, dsvDesc, _cpuDsv);
        }
Esempio n. 33
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        public static ShaderResourceView CreateRandomTexture1DSRV(Device device)
        {
            var randomValues = new List <Vector4>();

            for (int i = 0; i < 1024; i++)
            {
                randomValues.Add(new Vector4(MathF.Rand(-1.0f, 1.0f), MathF.Rand(-1.0f, 1.0f), MathF.Rand(-1.0f, 1.0f), MathF.Rand(-1.0f, 1.0f)));
            }
            var texDesc = new Texture1DDescription()
            {
                ArraySize      = 1,
                BindFlags      = BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                Format         = Format.R32G32B32A32_Float,
                MipLevels      = 1,
                OptionFlags    = ResourceOptionFlags.None,
                Usage          = ResourceUsage.Immutable,
                Width          = 1024
            };
            var randTex = new Texture1D(device, texDesc, new DataStream(randomValues.ToArray(), false, false));

            var viewDesc = new ShaderResourceViewDescription()
            {
                Format          = texDesc.Format,
                Dimension       = ShaderResourceViewDimension.Texture1D,
                MipLevels       = texDesc.MipLevels,
                MostDetailedMip = 0
            };
            var randTexSRV = new ShaderResourceView(device, randTex, viewDesc);

            ReleaseCom(ref randTex);
            return(randTexSRV);
        }
Esempio n. 34
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        public DX11MipSliceRenderTarget2D(DX11RenderContext context, DX11Texture2D texture, int mipindex, int w, int h)
        {
            this.context  = context;
            this.Resource = texture.Resource;

            RenderTargetViewDescription rtd = new RenderTargetViewDescription()
            {
                Dimension = RenderTargetViewDimension.Texture2D,
                Format    = texture.Format,
                MipSlice  = mipindex
            };

            UnorderedAccessViewDescription uavd = new UnorderedAccessViewDescription()
            {
                Dimension = UnorderedAccessViewDimension.Texture2D,
                Format    = texture.Format,
                MipSlice  = mipindex,
            };

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription();

            srvd.Dimension       = ShaderResourceViewDimension.Texture2D;
            srvd.MipLevels       = 1;
            srvd.MostDetailedMip = mipindex;
            srvd.Format          = texture.Format;

            this.SRV = new ShaderResourceView(context.Device, texture.Resource, srvd);
        }
Esempio n. 35
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        public void OnDeviceInitInternal()
        {
            {
                Texture2DDescription desc = new Texture2DDescription();
                desc.Width                     = Size.X;
                desc.Height                    = Size.Y;
                desc.Format                    = m_resourceFormat;
                desc.ArraySize                 = 1;
                desc.MipLevels                 = m_mipmapLevels;
                desc.BindFlags                 = m_bindFlags;
                desc.Usage                     = m_resourceUsage;
                desc.CpuAccessFlags            = m_cpuAccessFlags;
                desc.SampleDescription.Count   = m_samplesCount;
                desc.SampleDescription.Quality = m_samplesQuality;
                desc.OptionFlags               = m_roFlags;
                m_resource                     = new Texture2D(MyRender11.Device, desc);
            }
            {
                ShaderResourceViewDescription desc = new ShaderResourceViewDescription();
                desc.Format                    = m_srvFormat;
                desc.Dimension                 = ShaderResourceViewDimension.Texture2D;
                desc.Texture2D.MipLevels       = m_mipmapLevels;
                desc.Texture2D.MostDetailedMip = 0;
                m_srv = new ShaderResourceView(MyRender11.Device, m_resource, desc);
            }

            m_resource.DebugName = m_name;
            m_srv.DebugName      = m_name;
        }
Esempio n. 36
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        public DX11MipSliceRenderTarget2D(DX11RenderContext context, DX11Texture2D texture, int mipindex, int w, int h)
        {
            this.context = context;
            this.Resource = texture.Resource;

            RenderTargetViewDescription rtd = new RenderTargetViewDescription()
            {
                Dimension = RenderTargetViewDimension.Texture2D,
                Format = texture.Format,
                MipSlice = mipindex
            };

            UnorderedAccessViewDescription uavd = new UnorderedAccessViewDescription()
            {
                Dimension = UnorderedAccessViewDimension.Texture2D,
                Format = texture.Format,
                MipSlice = mipindex,
            };

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription();
            srvd.Dimension = ShaderResourceViewDimension.Texture2D;
            srvd.MipLevels = 1;
            srvd.MostDetailedMip = mipindex;
            srvd.Format = texture.Format;

            this.SRV = new ShaderResourceView(context.Device, texture.Resource, srvd);
        }
Esempio n. 37
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        private void PlatformSetStructuredBuffer <T>(int index, StaticBuffer <T> buffer)
            where T : struct
        {
            var deviceResource = buffer?.DeviceBuffer;

            var description = new ShaderResourceViewDescription
            {
                Shader4ComponentMapping = ComponentMappingUtility.DefaultComponentMapping(),
                Format = buffer != null
                    ? SharpDX.DXGI.Format.Unknown
                    : SharpDX.DXGI.Format.R32_UInt,
                Dimension = ShaderResourceViewDimension.Buffer,
                Buffer    =
                {
                    FirstElement        =                                      0,
                    ElementCount        = (int)(buffer?.ElementCount ?? 0),
                    StructureByteStride = (int)(buffer?.ElementSizeInBytes ?? 0),
                    Flags               = BufferShaderResourceViewFlags.None
                }
            };

            GraphicsDevice.Device.CreateShaderResourceView(
                deviceResource,
                description,
                _cbvUavSrvPoolEntry.GetCpuHandle(index));
        }
        public DX11RenderTextureArray(DX11RenderContext context, int w, int h, int elemcnt, Format format)
        {
            this.context = context;

            var texBufferDesc = new Texture2DDescription
            {
                ArraySize = elemcnt,
                BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = format,
                Height = h,
                Width = w,
                OptionFlags = ResourceOptionFlags.None,
                SampleDescription = new SampleDescription(1,0),
                Usage = ResourceUsage.Default,
            };

            this.Resource = new Texture2D(context.Device, texBufferDesc);

            RenderTargetViewDescription rtd = new RenderTargetViewDescription()
            {
                ArraySize = elemcnt,
                FirstArraySlice = 0,
                Dimension = RenderTargetViewDimension.Texture2DArray,
                Format = format
            };

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription()
            {
                ArraySize = elemcnt,
                FirstArraySlice = 0,
                Dimension = ShaderResourceViewDimension.Texture2DArray,
                Format = format,
                MipLevels = 1,
                MostDetailedMip = 0
            };

            this.SRV = new ShaderResourceView(context.Device, this.Resource, srvd);
            this.RTV = new RenderTargetView(context.Device, this.Resource, rtd);

            this.SRVArray = new ShaderResourceView[elemcnt];

            ShaderResourceViewDescription srvad = new ShaderResourceViewDescription()
            {
                ArraySize = 1,
                Dimension = ShaderResourceViewDimension.Texture2DArray,
                Format = format,
                MipLevels = 1,
                MostDetailedMip = 0
            };

            for (int i = 0; i < elemcnt; i++)
            {
                srvad.FirstArraySlice = i;
                this.SRVArray[i] = new ShaderResourceView(context.Device, this.Resource, srvad);
            }

            this.desc = texBufferDesc;
        }
Esempio n. 39
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        /// <summary>
        /// Creates render target
        /// </summary>
        /// <param name="rs"></param>
        /// <param name="width"></param>
        /// <param name="height"></param>
        /// <param name="format"></param>
        public DepthStencilCube( GraphicsDevice device, DepthFormat format, int size, int samples, string debugName = "" )
            : base(device)
        {
            bool msaa	=	samples > 1;

            CheckSamplesCount( samples );

            SampleCount	=	samples;

            Format		=	format;
            SampleCount	=	samples;
            Width		=	size;
            Height		=	size;
            Depth		=	1;

            var	texDesc	=	new Texture2DDescription();
                texDesc.Width				=	Width;
                texDesc.Height				=	Height;
                texDesc.ArraySize			=	6;
                texDesc.BindFlags			=	BindFlags.RenderTarget | BindFlags.ShaderResource;
                texDesc.CpuAccessFlags		=	CpuAccessFlags.None;
                texDesc.Format				=	Converter.ConvertToTex( format );
                texDesc.MipLevels			=	1;
                texDesc.OptionFlags			=	ResourceOptionFlags.TextureCube;
                texDesc.SampleDescription	=	new DXGI.SampleDescription(samples, 0);
                texDesc.Usage				=	ResourceUsage.Default;

            texCube	=	new D3D.Texture2D( device.Device, texDesc );

            var srvDesc	=	new ShaderResourceViewDescription();
                srvDesc.Dimension			=	samples > 1 ? ShaderResourceViewDimension.Texture2DMultisampled : ShaderResourceViewDimension.Texture2D;
                srvDesc.Format				=	Converter.ConvertToSRV( format );
                srvDesc.Texture2D.MostDetailedMip	=	0;
                srvDesc.Texture2D.MipLevels			=	1;

            SRV		=	new ShaderResourceView( device.Device, texCube );

            //
            //	Create surfaces :
            //
            surfaces	=	new DepthStencilSurface[ 6 ];

            for ( int face=0; face<6; face++) {

                var rtvDesc = new DepthStencilViewDescription();
                    rtvDesc.Texture2DArray.MipSlice			=	0;
                    rtvDesc.Texture2DArray.FirstArraySlice	=	face;
                    rtvDesc.Texture2DArray.ArraySize		=	1;
                    rtvDesc.Dimension						=	msaa ? DepthStencilViewDimension.Texture2DMultisampledArray : DepthStencilViewDimension.Texture2DArray;
                    rtvDesc.Format							=	Converter.ConvertToDSV( format );

                var dsv	=	new DepthStencilView( device.Device, texCube, rtvDesc );

                int subResId	=	Resource.CalculateSubResourceIndex( 0, face, 1 );

                surfaces[face]	=	new DepthStencilSurface( dsv, format, Width, Height, SampleCount );
            }
        }
Esempio n. 40
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        public void LoadFromLoadInfo(IO.Files.Texture.TextureLoadInfo loadInfo)
        {
            var texDesc = new Texture2DDescription
            {
                ArraySize = 1,
                BindFlags = BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = loadInfo.Format,
                Height = loadInfo.Height,
                Width = loadInfo.Width,
                MipLevels = loadInfo.Layers.Count,
                OptionFlags = ResourceOptionFlags.None,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default
            };

            if (mTexture != gDefaultTexture)
            {
                if (mTexture != null)
                    mTexture.Dispose();
                if (NativeView != null)
                    NativeView.Dispose();
            }

            var boxes = new DataBox[texDesc.MipLevels];
            var streams = new DataStream[texDesc.MipLevels];
            try
            {
                for(var i = 0; i < texDesc.MipLevels; ++i)
                {
                    streams[i] = new DataStream(loadInfo.Layers[i].Length, true, true);
                    streams[i].WriteRange(loadInfo.Layers[i]);
                    streams[i].Position = 0;
                    boxes[i] = new DataBox(streams[i].DataPointer, loadInfo.RowPitchs[i], 0);
                }

                mTexture = new Texture2D(mContext.Device, texDesc, boxes);
                var srvd = new ShaderResourceViewDescription
                {
                    Dimension = SharpDX.Direct3D.ShaderResourceViewDimension.Texture2D,
                    Format = loadInfo.Format,
                    Texture2D = new ShaderResourceViewDescription.Texture2DResource { MipLevels = boxes.Length, MostDetailedMip = 0 }
                };

                NativeView = new ShaderResourceView(mContext.Device, mTexture, srvd);
            }
            finally
            {
                foreach (var stream in streams)
                {
                    if (stream != null)
                        stream.Dispose();
                }
            }
        }
Esempio n. 41
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        /// <summary>
        /// Creates depth stencil texture, view and shader resource with format D24S8
        /// </summary>
        /// <param name="rs"></param>
        /// <param name="width"></param>
        /// <param name="height"></param>
        /// <param name="format"></param>
        public DepthStencil2D( GraphicsDevice device, DepthFormat format, int width, int height, int samples = 1 )
            : base(device)
        {
            CheckSamplesCount( samples );

            Width		=	width;
            Height		=	height;
            Depth		=	1;
            Format		=	format;
            SampleCount	=	samples;

            var bindFlags	=	BindFlags.DepthStencil;

            if (device.GraphicsProfile==GraphicsProfile.HiDef) {
                bindFlags	|=	BindFlags.ShaderResource;

            } else if (device.GraphicsProfile==GraphicsProfile.Reach) {
                if (samples==1) {
                    bindFlags	|=	BindFlags.ShaderResource;
                }
            }

            var	texDesc	=	new Texture2DDescription();
                texDesc.Width				=	width;
                texDesc.Height				=	height;
                texDesc.ArraySize			=	1;
                texDesc.BindFlags			=	bindFlags;
                texDesc.CpuAccessFlags		=	CpuAccessFlags.None;
                texDesc.Format				=	Converter.ConvertToTex( format );
                texDesc.MipLevels			=	1;
                texDesc.OptionFlags			=	ResourceOptionFlags.None;
                texDesc.SampleDescription	=	new DXGI.SampleDescription(samples, 0);
                texDesc.Usage				=	ResourceUsage.Default;

            var dsvDesc	=	new DepthStencilViewDescription();
                dsvDesc.Dimension			=	samples > 1 ? DepthStencilViewDimension.Texture2DMultisampled : DepthStencilViewDimension.Texture2D;
                dsvDesc.Format				=	Converter.ConvertToDSV( format );
                dsvDesc.Flags				=	DepthStencilViewFlags.None;

            var srvDesc	=	new ShaderResourceViewDescription();
                srvDesc.Dimension			=	samples > 1 ? ShaderResourceViewDimension.Texture2DMultisampled : ShaderResourceViewDimension.Texture2D;
                srvDesc.Format				=	Converter.ConvertToSRV( format );
                srvDesc.Texture2D.MostDetailedMip	=	0;
                srvDesc.Texture2D.MipLevels			=	1;

            tex2D		=	new D3D.Texture2D		( device.Device, texDesc );

            var dsv		=	new DepthStencilView	( device.Device, tex2D,	dsvDesc );

            if (bindFlags.HasFlag( BindFlags.ShaderResource)) {
                SRV		=	new ShaderResourceView	( device.Device, tex2D,	srvDesc );
            }

            surface		=	new DepthStencilSurface	( dsv, format, width, height, samples );
        }
Esempio n. 42
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        public ShaderResourceView GetSRVSlice(int slice, int count)
        {
            ShaderResourceViewDescription rtd = new ShaderResourceViewDescription()
            {
                ArraySize = count,
                FirstArraySlice = slice,
                Dimension = ShaderResourceViewDimension.Texture2DArray,
                Format = this.Format
            };

            return new ShaderResourceView(context.Device, this.Resource, rtd);
        }
        private void CreateShaderResourceView()
        {
            var shaderResourceViewDesc = new ShaderResourceViewDescription();
            shaderResourceViewDesc.ArraySize = layerCount;
            shaderResourceViewDesc.Dimension = ShaderResourceViewDimension.Texture2DArray;
            shaderResourceViewDesc.FirstArraySlice = 0;
            shaderResourceViewDesc.Format = format;
            shaderResourceViewDesc.MipLevels = 1;
            shaderResourceViewDesc.MostDetailedMip = 0;

            shaderResourceViewAsArray = new ShaderResourceView(device, texture, shaderResourceViewDesc);
        }
Esempio n. 44
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        public DX11RenderTextureArray(DX11RenderContext context, int w, int h, int elemcnt, Format format, bool buildslices = true, int miplevels = 0)
        {
            this.context = context;

            var texBufferDesc = new Texture2DDescription
            {
                ArraySize = elemcnt,
                BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = format,
                Height = h,
                Width = w,
                OptionFlags = miplevels == 0 ? ResourceOptionFlags.GenerateMipMaps : ResourceOptionFlags.None,
                SampleDescription = new SampleDescription(1,0),
                Usage = ResourceUsage.Default,
                MipLevels= miplevels
            };

            this.Resource = new Texture2D(context.Device, texBufferDesc);

            RenderTargetViewDescription rtd = new RenderTargetViewDescription()
            {
                ArraySize = elemcnt,
                FirstArraySlice = 0,
                Dimension = RenderTargetViewDimension.Texture2DArray,
                Format = format
            };

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription()
            {
                ArraySize = elemcnt,
                FirstArraySlice = 0,
                Dimension = ShaderResourceViewDimension.Texture2DArray,
                Format = format,
                MipLevels = this.Resource.Description.MipLevels,
                MostDetailedMip = 0
            };

            this.SRV = new ShaderResourceView(context.Device, this.Resource, srvd);
            this.RTV = new RenderTargetView(context.Device, this.Resource, rtd);

            this.desc = texBufferDesc;

            this.SliceRTV = new DX11SliceRenderTarget[this.ElemCnt];

            if (buildslices)
            {
                for (int i = 0; i < this.ElemCnt; i++)
                {
                    this.SliceRTV[i] = new DX11SliceRenderTarget(this.context, this, i);
                }
            }
        }
Esempio n. 45
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        public DX11DepthStencil(DX11RenderContext context, int w, int h, SampleDescription sd, Format format)
        {
            this.context = context;
            var depthBufferDesc = new Texture2DDescription
            {
                ArraySize = 1,
                BindFlags = BindFlags.DepthStencil | BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = DepthFormatsHelper.GetGenericTextureFormat(format),
                Height = h,
                Width = w,
                MipLevels = 1,
                OptionFlags = ResourceOptionFlags.None,
                SampleDescription = sd,
                Usage = ResourceUsage.Default
            };

            this.Resource = new Texture2D(context.Device, depthBufferDesc);

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription()
            {
                ArraySize = 1,
                Format = DepthFormatsHelper.GetSRVFormat(format),
                Dimension = sd.Count == 1 ? ShaderResourceViewDimension.Texture2D : ShaderResourceViewDimension.Texture2DMultisampled,
                MipLevels = 1,
                MostDetailedMip = 0
            };

            this.SRV = new ShaderResourceView(context.Device, this.Resource, srvd);

            DepthStencilViewDescription dsvd = new DepthStencilViewDescription()
            {
                Format = DepthFormatsHelper.GetDepthFormat(format),
                Dimension = sd.Count == 1 ? DepthStencilViewDimension.Texture2D : DepthStencilViewDimension.Texture2DMultisampled,
                MipSlice = 0
            };

            this.DSV = new DepthStencilView(context.Device, this.Resource, dsvd);

            //Read only dsv only supported in dx11 minimum
            if (context.IsFeatureLevel11)
            {
                dsvd.Flags = DepthStencilViewFlags.ReadOnlyDepth;
                if (format == Format.D24_UNorm_S8_UInt) { dsvd.Flags |= DepthStencilViewFlags.ReadOnlyStencil; }

                this.ReadOnlyDSV = new DepthStencilView(context.Device, this.Resource, dsvd);
            }

            this.desc = depthBufferDesc;
            this.isowner = true;
        }
Esempio n. 46
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        public DX11DepthTextureArray(DX11RenderContext context, int w, int h, int elemcnt, Format format)
        {
            this.context = context;

            this.original = format;

            var texBufferDesc = new Texture2DDescription
            {
                ArraySize = elemcnt,
                BindFlags = BindFlags.DepthStencil | BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = DepthFormatsHelper.GetGenericTextureFormat(format),
                Height = h,
                Width = w,
                OptionFlags = ResourceOptionFlags.None,
                SampleDescription = new SampleDescription(1,0),
                Usage = ResourceUsage.Default,
            };

            this.Resource = new Texture2D(context.Device, texBufferDesc);

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription()
            {
                ArraySize = elemcnt,
                FirstArraySlice = 0,
                Dimension = ShaderResourceViewDimension.Texture2DArray,
                Format = DepthFormatsHelper.GetSRVFormat(format),
                MipLevels = 1,
                MostDetailedMip = 0
            };

            this.SRV = new ShaderResourceView(context.Device, this.Resource, srvd);

            DepthStencilViewDescription dsvd = new DepthStencilViewDescription()
            {
                ArraySize = elemcnt,
                FirstArraySlice = 0,
                Format = DepthFormatsHelper.GetDepthFormat(format),// Format.D32_Float,
                Dimension = DepthStencilViewDimension.Texture2DArray,
                MipSlice = 0
            };

            this.DSV = new DepthStencilView(context.Device, this.Resource, dsvd);

            dsvd.Flags = DepthStencilViewFlags.ReadOnlyDepth;
            if (format == Format.D24_UNorm_S8_UInt) { dsvd.Flags |= DepthStencilViewFlags.ReadOnlyStencil; }

            this.ReadOnlyDSV = new DepthStencilView(context.Device, this.Resource, dsvd);

            this.desc = texBufferDesc;
        }
Esempio n. 47
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        public DX11RawBuffer(DX11RenderContext context, Buffer buffer)
        {
            this.Size = buffer.Description.SizeInBytes;
            this.Buffer = buffer;

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription()
            {
                Format = SlimDX.DXGI.Format.R32_Typeless,
                Dimension = ShaderResourceViewDimension.ExtendedBuffer,
                Flags = ShaderResourceViewExtendedBufferFlags.RawData,
                ElementCount = this.Size / 4
            };
            this.SRV = new ShaderResourceView(context.Device, this.Buffer, srvd);
        }
Esempio n. 48
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        public DX11CubeRenderTarget(DX11RenderContext context, int size, SampleDescription sd, Format format, bool genMipMaps, int mmLevels)
        {
            this.context = context;

            var texBufferDesc = new Texture2DDescription
            {
                ArraySize = 6,
                BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = format,
                Height = size,
                Width = size,
                OptionFlags = ResourceOptionFlags.TextureCube,
                SampleDescription = sd,
                Usage = ResourceUsage.Default,
            };

            if (genMipMaps && sd.Count == 1)
            {
                texBufferDesc.OptionFlags |= ResourceOptionFlags.GenerateMipMaps;
                texBufferDesc.MipLevels = mmLevels;
            }
            else
            {
                //Make sure we enforce 1 here, as we dont generate
                texBufferDesc.MipLevels = 1;
            }

            this.Resource = new Texture2D(context.Device, texBufferDesc);

            this.desc = texBufferDesc;

            //Create faces SRV/RTV
            this.FaceRTVs = new RenderTargetView[6];
            this.FaceSRVs = new ShaderResourceView[6];

            ShaderResourceViewDescription svd = new ShaderResourceViewDescription()
            {
                Dimension = ShaderResourceViewDimension.TextureCube,
                Format = format,
                MipLevels = 1,
                MostDetailedMip = 0,
                First2DArrayFace = 0
            };

            this.SRV = new ShaderResourceView(context.Device, this.Resource, svd);

            this.CreateSliceViews(context.Device, format);
        }
Esempio n. 49
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        // Static functions
        static public GPUBufferObject CreateBuffer(Device device, int size, int elementSizeInBytes, DataStream stream = null, bool append = false, bool allowStaging = false)
        {
            GPUBufferObject newBuffer = new GPUBufferObject();

            // Variables
            newBuffer.m_Size = size;

            BindFlags bindFlags = BindFlags.ShaderResource | BindFlags.UnorderedAccess;

            BufferDescription description = new BufferDescription(size * elementSizeInBytes, ResourceUsage.Default, bindFlags, CpuAccessFlags.None, ResourceOptionFlags.StructuredBuffer, elementSizeInBytes);

            newBuffer.m_BufferObject = stream != null ? new Buffer(device, stream, description) : new Buffer(device, description);

            ShaderResourceViewDescription srvViewDesc = new ShaderResourceViewDescription
            {
                FirstElement = 0,
                ElementCount = size,
                Format = Format.Unknown,
                Dimension = ShaderResourceViewDimension.ExtendedBuffer,
                Flags = 0,
            };

            newBuffer.m_ShaderResourceView = new ShaderResourceView(device, newBuffer.m_BufferObject, srvViewDesc);


            UnorderedAccessViewDescription uavDesc = new UnorderedAccessViewDescription
            {
                ArraySize = 0,
                Dimension = UnorderedAccessViewDimension.Buffer,
                ElementCount = size,
                Flags = append ? UnorderedAccessViewBufferFlags.AllowAppend : UnorderedAccessViewBufferFlags.None,
                Format = Format.Unknown,
                MipSlice = 0
            };
            newBuffer.m_UnorderedAccessView = new UnorderedAccessView(device, newBuffer.m_BufferObject, uavDesc);

            if (allowStaging)
            {
                description = new BufferDescription(size * elementSizeInBytes, ResourceUsage.Staging, BindFlags.None, CpuAccessFlags.Read, ResourceOptionFlags.StructuredBuffer, elementSizeInBytes);
                newBuffer.m_StagingBufferObject = new Buffer(device, description);

                description = new BufferDescription(16, ResourceUsage.Staging, BindFlags.None, CpuAccessFlags.Read, ResourceOptionFlags.None, 4);
                newBuffer.m_StagingCountBufferObject = new Buffer(device, description);
            }

            return newBuffer;
        }
        public void TestNormalizedViewDesc()
        {
            var desc = BodyIndexTextureDescriptors.NormalizedView;

            var expected = new ShaderResourceViewDescription()
            {
                Dimension = SharpDX.Direct3D.ShaderResourceViewDimension.Texture2D,
                Format = SharpDX.DXGI.Format.R8_UNorm,
                Texture2D = new ShaderResourceViewDescription.Texture2DResource()
                {
                    MipLevels = 1,
                    MostDetailedMip = 0
                }
            };

            Assert.AreEqual(desc, expected);
        }
Esempio n. 51
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        public ShadowMap(Device device, int width, int height) {
            _width = width;
            _height = height;

            _viewport = new Viewport(0, 0, _width, _height, 0, 1.0f);

            var texDesc = new Texture2DDescription {
                Width = _width,
                Height = _height,
                MipLevels = 1,
                ArraySize = 1,
                Format = Format.R24G8_Typeless,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.DepthStencil | BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None
            };

            var depthMap = new Texture2D(device, texDesc) {
                DebugName = "shadowmap depthmap"
            };
            var dsvDesc = new DepthStencilViewDescription {
                Flags = DepthStencilViewFlags.None,
                Format = Format.D24_UNorm_S8_UInt,
                Dimension = DepthStencilViewDimension.Texture2D,
                Texture2D = new DepthStencilViewDescription.Texture2DResource() {
                    MipSlice = 0
                }
            };
            _depthMapDSV = new DepthStencilView(device, depthMap, dsvDesc);

            var srvDesc = new ShaderResourceViewDescription {
                Format = Format.R24_UNorm_X8_Typeless,
                Dimension = ShaderResourceViewDimension.Texture2D,
                Texture2D = new ShaderResourceViewDescription.Texture2DResource() {
                    MipLevels = texDesc.MipLevels,
                    MostDetailedMip = 0
                }
            };

            DepthMapSRV = new ShaderResourceView(device, depthMap, srvDesc);

            Utilities.Dispose(ref depthMap);

        }
Esempio n. 52
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        public DX11TextureArray2D(DX11RenderContext context, Texture2D resource)
        {
            this.context = context;
            this.desc = resource.Description;

            this.Resource = resource;

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription()
            {
                ArraySize = this.desc.ArraySize,
                FirstArraySlice = 0,
                Dimension = ShaderResourceViewDimension.Texture2DArray,
                Format = this.desc.Format,
                MipLevels = 1,
                MostDetailedMip = 0
            };

            this.SRV = new ShaderResourceView(context.Device, this.Resource, srvd);
        }
Esempio n. 53
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 public void OnDeviceInit()
 {
     {
         ShaderResourceViewDescription desc = new ShaderResourceViewDescription();
         desc.Format = m_format;
         desc.Dimension = ShaderResourceViewDimension.Texture2D;
         desc.Texture2D.MipLevels = 1;
         desc.Texture2D.MostDetailedMip = 0;
         m_srv = new ShaderResourceView(MyRender11.Device, m_owner.Resource, desc);
         m_srv.DebugName = m_owner.Name;
     }
     {
         RenderTargetViewDescription desc = new RenderTargetViewDescription();
         desc.Format = m_format;
         desc.Dimension = RenderTargetViewDimension.Texture2D;
         desc.Texture2D.MipSlice = 0;
         m_rtv = new RenderTargetView(MyRender11.Device, m_owner.Resource, desc);
         m_rtv.DebugName = m_owner.Name;
     }
 }
Esempio n. 54
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        public DX11MipSliceRenderTarget3D(DX11RenderContext context, DX11Texture3D texture, int mipindex, int w, int h, int d)
            : base(context)
        {
            this.Resource = texture.Resource;

            RenderTargetViewDescription rtd = new RenderTargetViewDescription()
            {
                Dimension = RenderTargetViewDimension.Texture3D,
                Format = texture.Format,
                MipSlice = mipindex,
                DepthSliceCount = d
            };

            UnorderedAccessViewDescription uavd = new UnorderedAccessViewDescription()
            {
                Dimension = UnorderedAccessViewDimension.Texture3D,
                Format = texture.Format,
                MipSlice = mipindex,
                FirstDepthSlice = 0,
                DepthSliceCount = d
            };

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription();
            srvd.Dimension = ShaderResourceViewDimension.Texture3D;
            srvd.MipLevels = 1;
            srvd.MostDetailedMip = mipindex;
            srvd.Format = texture.Format;
            srvd.ArraySize = d;
            srvd.FirstArraySlice = 0;

            this.RTV = new RenderTargetView(context.Device, texture.Resource, rtd);
            this.SRV = new ShaderResourceView(context.Device, texture.Resource, srvd);
            this.UAV = new UnorderedAccessView(context.Device, texture.Resource, uavd);

            this.Width = w;
            this.Height = h;
            this.Depth = d;
        }
Esempio n. 55
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        public DX11DynamicRawBuffer(Device dev, int size)
        {
            this.Size = size;

            BufferDescription bd = new BufferDescription()
            {
                BindFlags = BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.Write,
                OptionFlags = ResourceOptionFlags.RawBuffer,
                SizeInBytes = this.Size,
                Usage = ResourceUsage.Dynamic,
            };
            this.Buffer = new Buffer(dev, bd);

            ShaderResourceViewDescription srvd = new ShaderResourceViewDescription()
            {
                Format = SlimDX.DXGI.Format.R32_Typeless,
                Dimension = ShaderResourceViewDimension.ExtendedBuffer,
                Flags = ShaderResourceViewExtendedBufferFlags.RawData,
                ElementCount = size / 4
            };
            this.SRV = new ShaderResourceView(dev, this.Buffer, srvd);
        }
Esempio n. 56
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        public void LoadFromData(SharpDX.DXGI.Format format, int width, int height, int numTextures, int numMips, params DataBox[] datas)
        {
            var textureDesc = new Texture2DDescription
            {
                ArraySize = numTextures,
                BindFlags = BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = format,
                Height = height,
                Width = width,
                MipLevels = numMips,
                OptionFlags = ResourceOptionFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                Usage = ResourceUsage.Default
            };

            if (mTexture != null)
                mTexture.Dispose();
            mTexture = new Texture2D(mDevice.Device, textureDesc, datas);

            var srvd = new ShaderResourceViewDescription
            {
                Format = format,
                Dimension = SharpDX.Direct3D.ShaderResourceViewDimension.Texture2DArray,
                Texture2DArray = new ShaderResourceViewDescription.Texture2DArrayResource
                {
                    ArraySize = numTextures,
                    FirstArraySlice = 0,
                    MipLevels = -1,
                    MostDetailedMip = 0
                }
            };

            if (mView != null)
                mView.Dispose();
            mView = new ShaderResourceView(mDevice.Device, mTexture, srvd);
        }
        // Simple DDS loader ported from http://msdn.microsoft.com/en-us/library/windows/apps/jj651550.aspx
        static void CreateD3DResources(
            SharpDX.Direct3D11.Device d3dDevice,
            TextureDimension resDim,
            int width,
            int height,
            int depth,
            int mipCount,
            int arraySize,
            Format format,
            bool isCubeMap,
            DataBox[] initData,
            //_In_reads_(mipCount*arraySize) D3D11_SUBRESOURCE_DATA* initData,
            out SharpDX.Direct3D11.Resource texture,
            out SharpDX.Direct3D11.ShaderResourceView textureView
            //_Out_opt_ ID3D11Resource** texture,
            //_Out_opt_ ID3D11ShaderResourceView** textureView
            )
        {
            texture = null;
            textureView = null;

            if (d3dDevice == null || initData == null)
            {
                return;
            }

            switch (resDim)
            {
                case TextureDimension.Texture1D:// D3D11_RESOURCE_DIMENSION_TEXTURE1D:
                    {
                        Texture1DDescription desc = new Texture1DDescription();
                        //D3D11_TEXTURE1D_DESC desc;
                        desc.Width = width;
                        desc.MipLevels = mipCount;
                        desc.ArraySize = arraySize;
                        desc.Format = format;
                        desc.Usage = ResourceUsage.Default;
                        desc.BindFlags = BindFlags.ShaderResource;// D3D11_BIND_SHADER_RESOURCE;
                        desc.CpuAccessFlags = CpuAccessFlags.None;
                        desc.OptionFlags = ResourceOptionFlags.None;

                        Texture1D tex = null;
                        //ID3D11Texture1D* tex = nullptr;
                        tex = new Texture1D(d3dDevice, desc, initData);
                        //hr = d3dDevice->CreateTexture1D(&desc, initData, &tex);

                        if (tex != null)
                        {
                            ShaderResourceViewDescription SRVDesc = new ShaderResourceViewDescription();
                            //D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc;
                            //memset(&SRVDesc, 0, sizeof(SRVDesc));
                            SRVDesc.Format = format;

                            if (arraySize > 1)
                            {
                                SRVDesc.Dimension = SharpDX.Direct3D.ShaderResourceViewDimension.Texture1DArray;// D3D_SRV_DIMENSION_TEXTURE1DARRAY;
                                SRVDesc.Texture1DArray.MipLevels = desc.MipLevels;
                                SRVDesc.Texture1DArray.ArraySize = arraySize;
                            }
                            else
                            {
                                SRVDesc.Dimension = SharpDX.Direct3D.ShaderResourceViewDimension.Texture1D;// D3D_SRV_DIMENSION_TEXTURE1D;
                                SRVDesc.Texture1D.MipLevels = desc.MipLevels;
                            }

                            textureView = new ShaderResourceView(d3dDevice, tex, SRVDesc);
                            //hr = d3dDevice->CreateShaderResourceView(tex, &SRVDesc, textureView);

                            if (textureView == null)
                            {
                                tex.Dispose();
                                return;
                            }

                            texture = tex;
                        }
                    }
                    break;

                case TextureDimension.TextureCube:
                case TextureDimension.Texture2D:// D3D11_RESOURCE_DIMENSION_TEXTURE2D:
                    {
                        Texture2DDescription desc = new Texture2DDescription();
                        desc.Width = width;
                        desc.Height = height;
                        desc.MipLevels = mipCount;
                        desc.ArraySize = arraySize;
                        desc.Format = format;
                        desc.SampleDescription.Count = 1;
                        desc.SampleDescription.Quality = 0;
                        desc.Usage = ResourceUsage.Default;
                        desc.BindFlags = BindFlags.ShaderResource;
                        desc.CpuAccessFlags = CpuAccessFlags.None;
                        desc.OptionFlags = (isCubeMap) ? ResourceOptionFlags.TextureCube : ResourceOptionFlags.None;

                        Texture2D tex = null;
                        tex = new Texture2D(d3dDevice, desc, initData);
                        tex.DebugName = "Test";
                        //hr = d3dDevice->CreateTexture2D(&desc, initData, &tex);

                        if (tex != null)
                        {
                            ShaderResourceViewDescription SRVDesc = new ShaderResourceViewDescription();
                            SRVDesc.Format = format;

                            if (isCubeMap)
                            {
                                if (arraySize > 6)
                                {
                                    SRVDesc.Dimension = SharpDX.Direct3D.ShaderResourceViewDimension.TextureCubeArray;
                                    SRVDesc.TextureCubeArray.MipLevels = desc.MipLevels;

                                    // Earlier we set arraySize to (NumCubes * 6)
                                    SRVDesc.TextureCubeArray.CubeCount = arraySize / 6;
                                }
                                else
                                {
                                    SRVDesc.Dimension = SharpDX.Direct3D.ShaderResourceViewDimension.TextureCube;
                                    SRVDesc.TextureCube.MipLevels = desc.MipLevels;
                                }
                            }
                            else if (arraySize > 1)
                            {
                                SRVDesc.Dimension = SharpDX.Direct3D.ShaderResourceViewDimension.Texture2DArray;
                                SRVDesc.Texture2DArray.MipLevels = desc.MipLevels;
                                SRVDesc.Texture2DArray.ArraySize = arraySize;
                            }
                            else
                            {
                                SRVDesc.Dimension = SharpDX.Direct3D.ShaderResourceViewDimension.Texture2D;
                                SRVDesc.Texture2D.MipLevels = desc.MipLevels;
                            }

                            textureView = new ShaderResourceView(d3dDevice, tex, SRVDesc);
                            //hr = d3dDevice->CreateShaderResourceView(tex, &SRVDesc, textureView);

                            texture = tex;
                        }
                    }
                    break;

                case TextureDimension.Texture3D:
                    {
                        Texture3DDescription desc = new Texture3DDescription();
                        desc.Width = width;
                        desc.Height = height;
                        desc.Depth = depth;
                        desc.MipLevels = mipCount;
                        desc.Format = format;
                        desc.Usage = ResourceUsage.Default;
                        desc.BindFlags = BindFlags.ShaderResource;
                        desc.CpuAccessFlags = CpuAccessFlags.None;
                        desc.OptionFlags = ResourceOptionFlags.None;

                        Texture3D tex = null;
                        tex = new Texture3D(d3dDevice, desc, initData);
                        //hr = d3dDevice->CreateTexture3D(&desc, initData, &tex);

                        if (tex != null)
                        {
                            ShaderResourceViewDescription SRVDesc = new ShaderResourceViewDescription();
                            SRVDesc.Format = format;
                            SRVDesc.Dimension = SharpDX.Direct3D.ShaderResourceViewDimension.Texture3D;
                            SRVDesc.Texture3D.MipLevels = desc.MipLevels;

                            textureView = new ShaderResourceView(d3dDevice, tex, SRVDesc);
                            texture = tex;
                        }
                    }
                    break;
            }
        }
Esempio n. 58
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 /// <summary>
 ///   Creates a <see cref = "T:SharpDX.Direct3D11.ShaderResourceView" /> for accessing resource data.
 /// </summary>
 /// <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D11.ShaderResourceView" />.</param>
 /// <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D11.BindFlags">ShaderResource</see> flag.</param>
 /// <param name = "description">A structure describing the <see cref = "T:SharpDX.Direct3D11.ShaderResourceView" /> to be created.</param>
 /// <msdn-id>ff476519</msdn-id>	
 /// <unmanaged>HRESULT ID3D11Device::CreateShaderResourceView([In] ID3D11Resource* pResource,[In, Optional] const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc,[Out, Fast] ID3D11ShaderResourceView** ppSRView)</unmanaged>	
 /// <unmanaged-short>ID3D11Device::CreateShaderResourceView</unmanaged-short>	
 public ShaderResourceView(Device device, Resource resource, ShaderResourceViewDescription description)
     : base(IntPtr.Zero)
 {
     device.CreateShaderResourceView(resource, description, this);
 }
Esempio n. 59
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 public void OnDeviceInit(MyDepthStencil owner, ShaderResourceViewDescription desc)
 {
     m_owner = owner;
     m_srv = new ShaderResourceView(MyRender11.Device, m_owner.Resource, desc);
     m_srv.DebugName = owner.Name;
 }
Esempio n. 60
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            public void OnDeviceInit()
            {
                Texture2DDescription desc = new Texture2DDescription();
                desc.Width = Size.X;
                desc.Height = Size.Y;
                desc.Format = m_resourceFormat;
                desc.ArraySize = 1;
                desc.MipLevels = 1;
                desc.BindFlags = BindFlags.ShaderResource | BindFlags.DepthStencil;
                desc.Usage = ResourceUsage.Default;
                desc.CpuAccessFlags = 0;
                desc.SampleDescription.Count = m_samplesCount;
                desc.SampleDescription.Quality = m_samplesQuality;
                desc.OptionFlags = 0;
                m_resource = new Texture2D(MyRender11.Device, desc);
                m_resource.DebugName = Name;

                DepthStencilViewDescription dsvDesc = new DepthStencilViewDescription();
                dsvDesc.Format = m_dsvFormat;
                if (m_samplesCount == 1)
                {
                    dsvDesc.Dimension = DepthStencilViewDimension.Texture2D;
                    dsvDesc.Flags = DepthStencilViewFlags.None;
                    dsvDesc.Texture2D.MipSlice = 0;
                }
                else
                {
                    dsvDesc.Dimension = DepthStencilViewDimension.Texture2DMultisampled;
                    dsvDesc.Flags = DepthStencilViewFlags.None;
                }
                m_dsv = new DepthStencilView(MyRender11.Device, m_resource, dsvDesc);
                if (m_samplesCount == 1)
                {
                    dsvDesc.Dimension = DepthStencilViewDimension.Texture2D;
                    dsvDesc.Flags = DepthStencilViewFlags.ReadOnlyDepth;
                    dsvDesc.Texture2D.MipSlice = 0;
                }
                else
                {
                    dsvDesc.Dimension = DepthStencilViewDimension.Texture2DMultisampled;
                    dsvDesc.Flags = DepthStencilViewFlags.ReadOnlyDepth;
                }
                m_dsv_roDepth = new DepthStencilView(MyRender11.Device, m_resource, dsvDesc);
                if (m_samplesCount == 1)
                {
                    dsvDesc.Dimension = DepthStencilViewDimension.Texture2D;
                    dsvDesc.Flags = DepthStencilViewFlags.ReadOnlyStencil;
                    dsvDesc.Texture2D.MipSlice = 0;
                }
                else
                {
                    dsvDesc.Dimension = DepthStencilViewDimension.Texture2DMultisampled;
                    dsvDesc.Flags = DepthStencilViewFlags.ReadOnlyStencil;
                }
                m_dsv_roStencil = new DepthStencilView(MyRender11.Device, m_resource, dsvDesc);
                dsvDesc.Flags = DepthStencilViewFlags.ReadOnlyStencil | DepthStencilViewFlags.ReadOnlyDepth;
                if (m_samplesCount == 1)
                {
                    dsvDesc.Dimension = DepthStencilViewDimension.Texture2D;
                    dsvDesc.Texture2D.MipSlice = 0;
                }
                else
                {
                    dsvDesc.Dimension = DepthStencilViewDimension.Texture2DMultisampled;
                }
                m_dsv_ro = new DepthStencilView(MyRender11.Device, m_resource, dsvDesc);

                ShaderResourceViewDescription srvDesc = new ShaderResourceViewDescription();
                srvDesc.Format = m_srvDepthFormat;
                if (m_samplesCount == 1)
                {
                    srvDesc.Dimension = ShaderResourceViewDimension.Texture2D;
                    srvDesc.Texture2D.MipLevels = -1;
                    srvDesc.Texture2D.MostDetailedMip = 0;
                }
                else
                {
                    srvDesc.Dimension = ShaderResourceViewDimension.Texture2DMultisampled;
                }
                m_srvDepth.OnDeviceInit(this, srvDesc);
                srvDesc.Format = m_srvStencilFormat;
                if (m_samplesCount == 1)
                {
                    srvDesc.Dimension = ShaderResourceViewDimension.Texture2D;
                    srvDesc.Texture2D.MipLevels = -1;
                    srvDesc.Texture2D.MostDetailedMip = 0;
                }
                else
                {
                    srvDesc.Dimension = ShaderResourceViewDimension.Texture2DMultisampled;
                }
                m_srvStencil.OnDeviceInit(this, srvDesc);
            }