Esempio n. 1
0
        /// <summary>
        /// Creates a ConvolutionEngine instance.
        /// </summary>
        /// <param name="device">The graphics device to use.</param>
        /// <param name="context">The graphics context to use.</param>
        /// <param name="resolution">The convolution resolution.</param>
        public ConvolutionEngine(Device device, DeviceContext context, Size resolution)
        {
            fft = FastFourierTransform.Create2DComplex(context, resolution.Width, resolution.Height);
            fft.InverseScale = 1.0f / (float)(resolution.Width * resolution.Height);
            this.resolution = resolution;

            FastFourierTransformBufferRequirements bufferReqs = fft.BufferRequirements;
            precomputed = new FFTBuffer[bufferReqs.PrecomputeBufferCount];
            temporaries = new FFTBuffer[bufferReqs.TemporaryBufferCount];

            for (int t = 0; t < precomputed.Length; ++t)
                precomputed[t] = FFTUtils.AllocateBuffer(device, bufferReqs.PrecomputeBufferSizes[t]);

            for (int t = 0; t < temporaries.Length; ++t)
                temporaries[t] = FFTUtils.AllocateBuffer(device, bufferReqs.TemporaryBufferSizes[t]);

            UnorderedAccessView[] precomputedUAV = new UnorderedAccessView[bufferReqs.PrecomputeBufferCount];
            for (int t = 0; t < precomputed.Length; ++t) precomputedUAV[t] = precomputed[t].view;

            UnorderedAccessView[] temporariesUAV = new UnorderedAccessView[bufferReqs.TemporaryBufferCount];
            for (int t = 0; t < temporaries.Length; ++t) temporariesUAV[t] = temporaries[t].view;

            fft.AttachBuffersAndPrecompute(temporariesUAV, precomputedUAV);

            lBuf = FFTUtils.AllocateBuffer(device, 2 * resolution.Width * resolution.Height);
            rBuf = FFTUtils.AllocateBuffer(device, 2 * resolution.Width * resolution.Height);
            tBuf = FFTUtils.AllocateBuffer(device, 2 * resolution.Width * resolution.Height);

            rConvolved = new GraphicsResource(device, resolution, Format.R32_Float, true, true);
            gConvolved = new GraphicsResource(device, resolution, Format.R32_Float, true, true);
            bConvolved = new GraphicsResource(device, resolution, Format.R32_Float, true, true);
            staging    = new GraphicsResource(device, new Size(resolution.Width / 2, resolution.Height / 2), Format.R32G32B32A32_Float, true, true);

            BlendStateDescription description = new BlendStateDescription()
            {
                AlphaToCoverageEnable = false,
                IndependentBlendEnable = false,
            };

            description.RenderTarget[0] = new RenderTargetBlendDescription()
            {
                IsBlendEnabled = true,

                SourceBlend = BlendOption.One,
                DestinationBlend = BlendOption.One,
                BlendOperation = BlendOperation.Add,

                SourceAlphaBlend = BlendOption.Zero,
                DestinationAlphaBlend = BlendOption.Zero,
                AlphaBlendOperation = BlendOperation.Add,

                RenderTargetWriteMask = ColorWriteMaskFlags.Red
                                      | ColorWriteMaskFlags.Green
                                      | ColorWriteMaskFlags.Blue,
            };

            blendState = new BlendState(device, description);
        }
Esempio n. 2
0
        /// <summary>
        /// Creates a DiffractionEngine instance.
        /// </summary>
        /// <param name="device">The graphics device to use.</param>
        /// <param name="context">The graphics context to use.</param>
        /// <param name="resolution">The diffraction resolution.</param>
        public DiffractionEngine(Device device, DeviceContext context, Size resolution)
        {
            fft = FastFourierTransform.Create2DComplex(context, resolution.Width, resolution.Height);
            fft.ForwardScale = 1.0f / (float)(resolution.Width * resolution.Height);
            this.resolution = resolution;

            FastFourierTransformBufferRequirements bufferReqs = fft.BufferRequirements;
            precomputed = new FFTBuffer[bufferReqs.PrecomputeBufferCount];
            temporaries = new FFTBuffer[bufferReqs.TemporaryBufferCount];

            for (int t = 0; t < precomputed.Length; ++t)
                precomputed[t] = FFTUtils.AllocateBuffer(device, bufferReqs.PrecomputeBufferSizes[t]);

            for (int t = 0; t < temporaries.Length; ++t)
                temporaries[t] = FFTUtils.AllocateBuffer(device, bufferReqs.TemporaryBufferSizes[t]);

            UnorderedAccessView[] precomputedUAV = new UnorderedAccessView[bufferReqs.PrecomputeBufferCount];
            for (int t = 0; t < precomputed.Length; ++t) precomputedUAV[t] = precomputed[t].view;

            UnorderedAccessView[] temporariesUAV = new UnorderedAccessView[bufferReqs.TemporaryBufferCount];
            for (int t = 0; t < temporaries.Length; ++t) temporariesUAV[t] = temporaries[t].view;

            fft.AttachBuffersAndPrecompute(temporariesUAV, precomputedUAV);

            /* We are doing a complex to complex transform, so we need two floats per pixel. */
            buffer = FFTUtils.AllocateBuffer(device, 2 * resolution.Width * resolution.Height);

            transform = new GraphicsResource(device, resolution, Format.R32_Float, true, true);
            spectrum  = new GraphicsResource(device, resolution, Format.R32G32B32A32_Float, true, true, true);
        }