Esempio n. 1
0
        /// <summary>
        /// Function to create a new texture that is bindable to the GPU as an unordered access resource.
        /// </summary>
        /// <param name="graphics">The graphics interface to use when creating the target.</param>
        /// <param name="info">The information about the texture.</param>
        /// <param name="initialData">[Optional] Initial data used to populate the texture.</param>
        /// <returns>A new <see cref="GorgonTexture3DReadWriteView"/>.</returns>
        /// <exception cref="ArgumentNullException">Thrown when the <paramref name="graphics"/>, or <paramref name="info"/> parameter is <b>null</b>.</exception>
        /// <remarks>
        /// <para>
        /// This is a convenience method that will create a <see cref="GorgonTexture3D"/> and a <see cref="GorgonTexture3DReadWriteView"/> as a single object that users can use to apply a texture as an unordered
        /// access resource. This helps simplify creation of a texture by executing some prerequisite steps on behalf of the user.
        /// </para>
        /// <para>
        /// Since the <see cref="GorgonTexture3D"/> created by this method is linked to the <see cref="GorgonTexture3DReadWriteView"/> returned, disposal of either one will dispose of the other on your behalf. If
        /// the user created a <see cref="GorgonTexture3DReadWriteView"/> from the <see cref="GorgonTexture3D.GetReadWriteView"/> method on the <see cref="GorgonTexture3D"/>, then it's assumed the user knows
        /// what they are doing and will handle the disposal of the texture and view on their own.
        /// </para>
        /// <para>
        /// If an <paramref name="initialData"/> image is provided, and the width/height/depth is not the same as the values in the <paramref name="info"/> parameter, then the image data will be cropped to
        /// match the values in the <paramref name="info"/> parameter. Things like array count, and mip levels will still be taken from the <paramref name="initialData"/> image parameter.
        /// </para>
        /// </remarks>
        /// <seealso cref="GorgonTexture3D"/>
        public static GorgonTexture3DReadWriteView CreateTexture(GorgonGraphics graphics, IGorgonTexture3DInfo info, IGorgonImage initialData = null)
        {
            if (graphics == null)
            {
                throw new ArgumentNullException(nameof(graphics));
            }

            if (info == null)
            {
                throw new ArgumentNullException(nameof(info));
            }

            var newInfo = new GorgonTexture3DInfo(info)
            {
                Usage   = info.Usage == ResourceUsage.Staging ? ResourceUsage.Default : info.Usage,
                Binding = (((info.Binding & TextureBinding.ReadWriteView) != TextureBinding.ReadWriteView)
                                             ? (info.Binding | TextureBinding.ReadWriteView)
                                             : info.Binding) & ~TextureBinding.DepthStencil // There's now way we can build a depth/stencil from this method.
            };

            if (initialData != null)
            {
                if ((initialData.Width > info.Width) ||
                    (initialData.Height > info.Height) ||
                    (initialData.Depth > info.Depth))
                {
                    initialData = initialData.Expand(info.Width, info.Height, info.Depth);
                }

                if ((initialData.Width < info.Width) ||
                    (initialData.Height < info.Height) ||
                    (initialData.Depth < info.Depth))
                {
                    initialData = initialData.Crop(new DX.Rectangle(0, 0, info.Width, info.Height), info.Depth);
                }
            }

            GorgonTexture3D texture = initialData == null
                                          ? new GorgonTexture3D(graphics, newInfo)
                                          : initialData.ToTexture3D(graphics,
                                                                    new GorgonTextureLoadOptions
            {
                Usage   = newInfo.Usage,
                Binding = newInfo.Binding,
                Name    = newInfo.Name
            });

            GorgonTexture3DReadWriteView result = texture.GetReadWriteView();

            result.OwnsResource = true;

            return(result);
        }
Esempio n. 2
0
        /// <summary>
        /// Function to create a new texture that is bindable to the GPU.
        /// </summary>
        /// <param name="graphics">The graphics interface to use when creating the target.</param>
        /// <param name="info">The information about the texture.</param>
        /// <param name="initialData">[Optional] Initial data used to populate the texture.</param>
        /// <returns>A new <see cref="GorgonTexture3DView"/>.</returns>
        /// <exception cref="ArgumentNullException">Thrown when the <paramref name="graphics"/>, or <paramref name="info"/> parameter is <b>null</b>.</exception>
        /// <remarks>
        /// <para>
        /// This is a convenience method that will create a <see cref="GorgonTexture3D"/> and a <see cref="GorgonTexture3DView"/> as a single object that users can use to apply a texture as a shader
        /// resource. This helps simplify creation of a texture by executing some prerequisite steps on behalf of the user.
        /// </para>
        /// <para>
        /// Since the <see cref="GorgonTexture3D"/> created by this method is linked to the <see cref="GorgonTexture3DView"/> returned, disposal of either one will dispose of the other on your behalf. If
        /// the user created a <see cref="GorgonTexture3DView"/> from the <see cref="GorgonTexture3D.GetShaderResourceView"/> method on the <see cref="GorgonTexture3D"/>, then it's assumed the user knows
        /// what they are doing and will handle the disposal of the texture and view on their own.
        /// </para>
        /// <para>
        /// If an <paramref name="initialData"/> image is provided, and the width/height/depth is not the same as the values in the <paramref name="info"/> parameter, then the image data will be cropped to
        /// match the values in the <paramref name="info"/> parameter. Things like array count, and mip levels will still be taken from the <paramref name="initialData"/> image parameter.
        /// </para>
        /// </remarks>
        /// <seealso cref="GorgonTexture3D"/>
        public static GorgonTexture3DView CreateTexture(GorgonGraphics graphics, IGorgonTexture3DInfo info, IGorgonImage initialData = null)
        {
            if (graphics == null)
            {
                throw new ArgumentNullException(nameof(graphics));
            }

            if (info == null)
            {
                throw new ArgumentNullException(nameof(info));
            }

            var newInfo = new GorgonTexture3DInfo(info)
            {
                Usage   = info.Usage == ResourceUsage.Staging ? ResourceUsage.Default : info.Usage,
                Binding = (info.Binding & TextureBinding.ShaderResource) != TextureBinding.ShaderResource
                                            ? (info.Binding | TextureBinding.ShaderResource)
                                            : info.Binding
            };

            if (initialData != null)
            {
                if ((initialData.Width < info.Width) ||
                    (initialData.Height < info.Height) ||
                    (initialData.Depth < info.Depth))
                {
                    initialData = initialData.Expand(info.Width, info.Height, info.Depth);
                }

                if ((initialData.Width > info.Width) ||
                    (initialData.Height > info.Height) ||
                    (initialData.Depth > info.Depth))
                {
                    initialData = initialData.Crop(new DX.Rectangle(0, 0, info.Width, info.Height), info.Depth);
                }
            }

            GorgonTexture3D texture = initialData == null
                                          ? new GorgonTexture3D(graphics, newInfo)
                                          : initialData.ToTexture3D(graphics,
                                                                    new GorgonTextureLoadOptions
            {
                Usage   = newInfo.Usage,
                Binding = newInfo.Binding,
                Name    = newInfo.Name
            });

            GorgonTexture3DView result = texture.GetShaderResourceView();

            result.OwnsResource = true;

            return(result);
        }
Esempio n. 3
0
        /// <summary>
        /// Function to create a new render target that is bindable to the GPU.
        /// </summary>
        /// <param name="graphics">The graphics interface to use when creating the target.</param>
        /// <param name="info">The information about the texture.</param>
        /// <returns>A new <see cref="GorgonRenderTarget3DView"/>.</returns>
        /// <exception cref="ArgumentNullException">Thrown when the <paramref name="graphics"/>, or <paramref name="info"/> parameter is <b>null</b>.</exception>
        /// <remarks>
        /// <para>
        /// This is a convenience method that will create a <see cref="GorgonTexture3D"/> and a <see cref="GorgonRenderTarget3DView"/> as a single object that users can use to apply a render target texture.
        /// This helps simplify creation of a render target by executing some prerequisite steps on behalf of the user.
        /// </para>
        /// <para>
        /// Since the <see cref="GorgonTexture3D"/> created by this method is linked to the <see cref="GorgonRenderTarget3DView"/> returned, disposal of either one will dispose of the other on your behalf.
        /// If the user created a <see cref="GorgonRenderTarget3DView"/> from the <see cref="GorgonTexture3D.GetRenderTargetView"/> method on the <see cref="GorgonTexture3D"/>, then it's assumed the user
        /// knows what they are doing and will handle the disposal of the texture and view on their own.
        /// </para>
        /// </remarks>
        /// <seealso cref="GorgonTexture3D"/>
        public static GorgonRenderTarget3DView CreateRenderTarget(GorgonGraphics graphics, IGorgonTexture3DInfo info)
        {
            if (graphics == null)
            {
                throw new ArgumentNullException(nameof(graphics));
            }

            if (info == null)
            {
                throw new ArgumentNullException(nameof(info));
            }

            TextureBinding binding = TextureBinding.RenderTarget;

            if ((info.Binding & TextureBinding.ShaderResource) == TextureBinding.ShaderResource)
            {
                binding |= TextureBinding.ShaderResource;
            }

            if ((info.Binding & TextureBinding.ShaderResource) == TextureBinding.ReadWriteView)
            {
                binding |= TextureBinding.ReadWriteView;
            }

            var newInfo = new GorgonTexture3DInfo(info)
            {
                // Can't see a reason to use anything other than default for rtvs
                Usage   = ResourceUsage.Default,
                Binding = binding
            };

            var texture = new GorgonTexture3D(graphics, newInfo);
            GorgonRenderTarget3DView result = texture.GetRenderTargetView();

            result.OwnsResource = true;

            return(result);
        }