private EffectProgram(GraphicsDevice device, EffectBytecode bytecode)
     : base(device)
 {
     effectBytecode = bytecode;
     Reflection = effectBytecode.Reflection;
     CreateShaders();
 }
        private DepthStencilState(GraphicsDevice device, DepthStencilStateDescription depthStencilStateDescription)
            : base(device)
        {
            Description = depthStencilStateDescription;

            depthFunction = Description.DepthBufferFunction.ToOpenGLDepthFunction();
        }
        /// <summary>
        /// Compiles or recompiles the effect if necesssary.
        /// </summary>
        /// <param name="graphicsDevice"></param>
        /// <returns>True if the effect was recompiled, false otherwise.</returns>
        public bool UpdateEffect(GraphicsDevice graphicsDevice)
        {
            if (permutationCounter != Parameters.PermutationCounter || (effect != null && effect.SourceChanged))
            {
                permutationCounter = Parameters.PermutationCounter;

                var oldEffect = effect;
                ChooseEffect(graphicsDevice);

                // Early exit: same effect, and already initialized
                if (oldEffect == effect && descriptorReflection != null)
                    return false;

                // Update reflection and rearrange buffers/resources
                var layoutNames = effect.Bytecode.Reflection.ResourceBindings.Select(x => x.ResourceGroup ?? "Globals").Distinct().ToList();
                descriptorReflection = EffectDescriptorSetReflection.New(graphicsDevice, effect.Bytecode, layoutNames, "Globals");

                RootSignature = RootSignature.New(graphicsDevice, descriptorReflection);

                bufferUploader.Compile(graphicsDevice, descriptorReflection, effect.Bytecode);

                // Create parameter updater
                var layouts = new DescriptorSetLayoutBuilder[descriptorReflection.Layouts.Count];
                for (int i = 0; i < descriptorReflection.Layouts.Count; ++i)
                    layouts[i] = descriptorReflection.Layouts[i].Layout;
                var parameterUpdaterLayout = new EffectParameterUpdaterLayout(graphicsDevice, effect, layouts);
                parameterUpdater = new EffectParameterUpdater(parameterUpdaterLayout, Parameters);

                descriptorSets = new DescriptorSet[parameterUpdater.ResourceGroups.Length];

                return true;
            }

            return false;
        }
Esempio n. 4
0
        /// <summary>
        /// Creates a texture from an image file data (png, dds, ...).
        /// </summary>
        /// <param name="graphicsDevice">The graphics device in which to create the texture</param>
        /// <param name="data">The image file data</param>
        /// <returns>The texture</returns>
        public static Texture FromFileData(GraphicsDevice graphicsDevice, byte[] data)
        {
            Texture result;

            var loadAsSRgb = graphicsDevice.ColorSpace == ColorSpace.Linear;

            using (var imageStream = new MemoryStream(data))
            {
                using (var image = Image.Load(imageStream, loadAsSRgb))
                {
                    result = Texture.New(graphicsDevice, image);
                }
            }

            result.Reload = graphicsResource =>
            {
                using (var imageStream = new MemoryStream(data))
                {
                    using (var image = Image.Load(imageStream, loadAsSRgb))
                    {
                        ((Texture)graphicsResource).Recreate(image.ToDataBox());
                    }
                }
            };

            return result;
        }
Esempio n. 5
0
        private DescriptorPool(GraphicsDevice graphicsDevice, DescriptorTypeCount[] counts) : base(graphicsDevice)
        {
            // For now, we put everything together so let's compute total count
            foreach (var count in counts)
            {
                if (count.Type == EffectParameterClass.Sampler)
                    SamplerCount += count.Count;
                else
                    SrvCount += count.Count;
            }

            if (SrvCount > 0)
            {
                SrvHeap = graphicsDevice.NativeDevice.CreateDescriptorHeap(new DescriptorHeapDescription
                {
                    DescriptorCount = SrvCount,
                    Flags = DescriptorHeapFlags.None,
                    Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView,
                });
            }

            if (SamplerCount > 0)
            {
                SamplerHeap = graphicsDevice.NativeDevice.CreateDescriptorHeap(new DescriptorHeapDescription
                {
                    DescriptorCount = SamplerCount,
                    Flags = DescriptorHeapFlags.None,
                    Type = DescriptorHeapType.Sampler,
                });
            }
        }
 public LightShadowProcessorDefaultBudget(GraphicsDevice device, bool manageShadows)
     : base(device, manageShadows)
 {
     // Fixed budget of textures
     AddShadowMapTexture(new ShadowMapTexture(GraphicsDevice, LightShadowMapFilterType.Nearest, 2048), LightShadowMapFilterType.Nearest);
     AddShadowMapTexture(new ShadowMapTexture(GraphicsDevice, LightShadowMapFilterType.Variance, 2048), LightShadowMapFilterType.Variance);
 }
Esempio n. 7
0
        private Shader(GraphicsDevice device, ShaderStage shaderStage, byte[] shaderStageBytecode)
            : base(device)
        {
            this.stage = shaderStage;

            var shaderStageGl = ConvertShaderStage(shaderStage);

            // Decode shader StageBytecode
            var binarySerializationReader = new BinarySerializationReader(new MemoryStream(shaderStageBytecode));
            var shaderBytecodeData = new OpenGLShaderBytecodeData();
            shaderBytecodeData.Serialize(binarySerializationReader, ArchiveMode.Deserialize);

            using (GraphicsDevice.UseOpenGLCreationContext())
            {
                resourceId = GL.CreateShader(shaderStageGl);

                if (shaderBytecodeData.IsBinary)
                {
                    GL.ShaderBinary(1, ref resourceId, (BinaryFormat)shaderBytecodeData.BinaryFormat, shaderBytecodeData.Binary, shaderBytecodeData.Binary.Length);
                }
                else
                {
                    GL.ShaderSource(resourceId, shaderBytecodeData.Source);
                    GL.CompileShader(resourceId);

                    var log = GL.GetShaderInfoLog(resourceId);

                    int compileStatus;
                    GL.GetShader(resourceId, ShaderParameter.CompileStatus, out compileStatus);

                    if (compileStatus != 1)
                        throw new InvalidOperationException(string.Format("Error while compiling GLSL shader: {0}", log));
                }
            }
        }
Esempio n. 8
0
        public void Compile(GraphicsDevice graphicsDevice, EffectDescriptorSetReflection descriptorSetLayouts, EffectBytecode effectBytecode)
        {
            resourceGroupBindings = new ResourceGroupBinding[descriptorSetLayouts.Layouts.Count];
            for (int setIndex = 0; setIndex < descriptorSetLayouts.Layouts.Count; setIndex++)
            {
                var layout = descriptorSetLayouts.Layouts[setIndex].Layout;
                if (layout == null)
                {
                    resourceGroupBindings[setIndex] = new ResourceGroupBinding { ConstantBufferSlot = -1 };
                    continue;
                }

                var resourceGroupBinding = new ResourceGroupBinding();

                for (int resourceIndex = 0; resourceIndex < layout.Entries.Count; resourceIndex++)
                {
                    var layoutEntry = layout.Entries[resourceIndex];

                    if (layoutEntry.Class == EffectParameterClass.ConstantBuffer)
                    {
                        var constantBuffer = effectBytecode.Reflection.ConstantBuffers.First(x => x.Name == layoutEntry.Key.Name);
                        resourceGroupBinding.ConstantBufferSlot = resourceIndex;
                        resourceGroupBinding.ConstantBufferPreallocated = Buffer.Constant.New(graphicsDevice, constantBuffer.Size);
                    }
                }

                resourceGroupBindings[setIndex] = resourceGroupBinding;
            }
        }
Esempio n. 9
0
        internal BlendState(GraphicsDevice device, BlendStateDescription blendStateDescription) : base(device)
        {
            Description = blendStateDescription;

            for (int i = 1; i < Description.RenderTargets.Length; ++i)
            {
                if (Description.RenderTargets[i].BlendEnable || Description.RenderTargets[i].ColorWriteChannels != ColorWriteChannels.All)
                    throw new NotSupportedException();
            }

            blendEnable = Description.RenderTargets[0].BlendEnable;

            blendEquationModeColor = ToOpenGL(Description.RenderTargets[0].ColorBlendFunction);
            blendEquationModeAlpha = ToOpenGL(Description.RenderTargets[0].AlphaBlendFunction);
            blendFactorSrcColor = ToOpenGL(Description.RenderTargets[0].ColorSourceBlend);
            blendFactorSrcAlpha = ToOpenGL(Description.RenderTargets[0].AlphaSourceBlend);
            blendFactorDestColor = (BlendingFactorDest)ToOpenGL(Description.RenderTargets[0].ColorDestinationBlend);
            blendFactorDestAlpha = (BlendingFactorDest)ToOpenGL(Description.RenderTargets[0].AlphaDestinationBlend);
            EnabledColors[0] = (Description.RenderTargets[0].ColorWriteChannels & ColorWriteChannels.Red  ) != 0;
            EnabledColors[1] = (Description.RenderTargets[0].ColorWriteChannels & ColorWriteChannels.Green) != 0;
            EnabledColors[2] = (Description.RenderTargets[0].ColorWriteChannels & ColorWriteChannels.Blue ) != 0;
            EnabledColors[3] = (Description.RenderTargets[0].ColorWriteChannels & ColorWriteChannels.Alpha) != 0;

            blendEquationHash = (uint)Description.RenderTargets[0].ColorBlendFunction
                             | ((uint)Description.RenderTargets[0].AlphaBlendFunction << 8);

            blendFuncHash = (uint)Description.RenderTargets[0].ColorSourceBlend
                         | ((uint)Description.RenderTargets[0].AlphaSourceBlend << 8)
                         | ((uint)Description.RenderTargets[0].ColorDestinationBlend << 16)
                         | ((uint)Description.RenderTargets[0].AlphaDestinationBlend << 24);
        }
Esempio n. 10
0
        public SceneRenderer(GameSettingsAsset gameSettings)
        {
            if (gameSettings == null) throw new ArgumentNullException(nameof(gameSettings));

            // Initialize services
            Services = new ServiceRegistry();
            ContentManager = new ContentManager(Services);

            var renderingSettings = gameSettings.Get<RenderingSettings>();
            GraphicsDevice = GraphicsDevice.New(DeviceCreationFlags.None, new[] { renderingSettings.DefaultGraphicsProfile });

            var graphicsDeviceService = new GraphicsDeviceServiceLocal(Services, GraphicsDevice);
            EffectSystem = new EffectSystem(Services);
            GraphicsContext = new GraphicsContext(GraphicsDevice);
            Services.AddService(typeof(GraphicsContext), GraphicsContext);

            SceneSystem = new SceneSystem(Services);

            // Create game systems
            GameSystems = new GameSystemCollection(Services);
            GameSystems.Add(new GameFontSystem(Services));
            GameSystems.Add(new UISystem(Services));
            GameSystems.Add(EffectSystem);
            GameSystems.Add(SceneSystem);
            GameSystems.Initialize();

            // Fake presenter
            // TODO GRAPHICS REFACTOR: This is needed be for render stage setup
            GraphicsDevice.Presenter = new RenderTargetGraphicsPresenter(GraphicsDevice,
                Texture.New2D(GraphicsDevice, renderingSettings.DefaultBackBufferWidth, renderingSettings.DefaultBackBufferHeight,
                    renderingSettings.ColorSpace == ColorSpace.Linear ? PixelFormat.R8G8B8A8_UNorm_SRgb : PixelFormat.R8G8B8A8_UNorm, TextureFlags.ShaderResource | TextureFlags.RenderTarget),
                PixelFormat.D24_UNorm_S8_UInt);

            SceneSystem.MainRenderFrame = RenderFrame.FromTexture(GraphicsDevice.Presenter.BackBuffer, GraphicsDevice.Presenter.DepthStencilBuffer);
        }
        public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
        {
            gameWindow = (iPhoneOSGameView)Description.DeviceWindowHandle.NativeHandle;
            device.InitDefaultRenderTarget(presentationParameters);

            backBuffer = Texture.New2D(device, Description.BackBufferWidth, Description.BackBufferHeight, presentationParameters.BackBufferFormat, TextureFlags.RenderTarget | TextureFlags.ShaderResource);
        }
        internal DepthStencilBuffer(GraphicsDevice device, Texture2D depthTexture, bool isReadOnly) : base(device)
        {
            DescriptionInternal = depthTexture.Description;
            depthTexture.AddReferenceInternal();
            Texture = depthTexture;

            resourceId = Texture.ResourceId;

            if (Description.Format == PixelFormat.D24_UNorm_S8_UInt ||
                Description.Format == PixelFormat.D32_Float_S8X24_UInt)
            {
                IsDepthBuffer = true;
                IsStencilBuffer = true;
            }
            else if (Description.Format == PixelFormat.D32_Float || 
                     Description.Format == PixelFormat.D16_UNorm)
            {
                IsDepthBuffer = true;
                IsStencilBuffer = false;
            }
            else 
                throw new NotSupportedException("The provided depth stencil format is currently not supported"); // implement composition for other formats


#if !SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
            if (isReadOnly)
            {
                if (device.versionMajor < 4)
                {
                    needReadOnlySynchronization = true;
                    throw new NotImplementedException();
                }
            }
#endif
        }
Esempio n. 13
0
        private Shader(GraphicsDevice device, ShaderStage shaderStage, byte[] shaderBytecode)
            : base(device)
        {
            this.stage = shaderStage;

            switch (shaderStage)
            {
                case ShaderStage.Vertex:
                    NativeDeviceChild = new VertexShader(device.NativeDevice, shaderBytecode);
                    NativeInputSignature = shaderBytecode;
                    break;
                case ShaderStage.Hull:
                    NativeDeviceChild = new HullShader(device.NativeDevice, shaderBytecode);
                    break;
                case ShaderStage.Domain:
                    NativeDeviceChild = new DomainShader(device.NativeDevice, shaderBytecode);
                    break;
                case ShaderStage.Geometry:
                    NativeDeviceChild = new GeometryShader(device.NativeDevice, shaderBytecode);
                    break;
                case ShaderStage.Pixel:
                    NativeDeviceChild = new PixelShader(device.NativeDevice, shaderBytecode);
                    break;
                case ShaderStage.Compute:
                    NativeDeviceChild = new ComputeShader(device.NativeDevice, shaderBytecode);
                    break;
                default:
                    throw new ArgumentOutOfRangeException("shaderStage");
            }
        }
Esempio n. 14
0
        /// <summary>
        /// Initializes a new instance of the <see cref="BlendStateFactory"/> class.
        /// </summary>
        /// <param name="device">The device.</param>
        internal BlendStateFactory(GraphicsDevice device)
        {
            var blendDescription = new BlendStateDescription(Blend.One, Blend.Zero);
            blendDescription.SetDefaults();
            Default = BlendState.New(device, blendDescription).DisposeBy(device);
            Default.Name = "Default";

            Additive = BlendState.New(device, new BlendStateDescription(Blend.SourceAlpha, Blend.One)).DisposeBy(device);
            Additive.Name = "Additive";

            AlphaBlend = BlendState.New(device, new BlendStateDescription(Blend.One, Blend.InverseSourceAlpha)).DisposeBy(device);
            AlphaBlend.Name = "AlphaBlend";

            NonPremultiplied = BlendState.New(device, new BlendStateDescription(Blend.SourceAlpha, Blend.InverseSourceAlpha)).DisposeBy(device);
            NonPremultiplied.Name = "NonPremultiplied";

            Opaque = BlendState.New(device, new BlendStateDescription(Blend.One, Blend.Zero)).DisposeBy(device);
            Opaque.Name = "Opaque";

            var colorDisabledDescription = new BlendStateDescription();
            colorDisabledDescription.SetDefaults();
            colorDisabledDescription.RenderTargets[0].ColorWriteChannels = ColorWriteChannels.None;
            ColorDisabled = BlendState.New(device, colorDisabledDescription).DisposeBy(device);
            ColorDisabled.Name = "ColorDisabled";
        }
        /// <summary>
        /// Initializes a new instance of the <see cref="DepthStencilState"/> class.
        /// </summary>
        /// <param name="depthEnable">if set to <c>true</c> [depth enable].</param>
        /// <param name="depthWriteEnable">if set to <c>true</c> [depth write enable].</param>
        /// <param name="name">The name.</param>
        private DepthStencilState(GraphicsDevice device, DepthStencilStateDescription depthStencilStateDescription)
            : base(device)
        {
            Description = depthStencilStateDescription;

            CreateNativeDeviceChild();
        }
        public static EffectDescriptorSetReflection New(GraphicsDevice graphicsDevice, EffectBytecode effectBytecode, List<string> effectDescriptorSetSlots, string defaultSetSlot)
        {
            // Find resource groups
            // TODO: We should precompute most of that at compile time in BytecodeReflection
            // just waiting for format to be more stable
            var descriptorSetLayouts = new EffectDescriptorSetReflection { DefaultSetSlot = defaultSetSlot };
            foreach (var effectDescriptorSetSlot in effectDescriptorSetSlots)
            {
                // Find all resources related to this slot name
                // NOTE: Ordering is mirrored by GLSL layout in Vulkan
                var descriptorSetLayoutBuilder = new DescriptorSetLayoutBuilder();
                bool hasBindings = false;
                foreach (var resourceBinding in effectBytecode.Reflection.ResourceBindings
                    .Where(x => x.ResourceGroup == effectDescriptorSetSlot || (effectDescriptorSetSlot == defaultSetSlot && (x.ResourceGroup == null || x.ResourceGroup == "Globals")))
                    .GroupBy(x => new { Key = x.KeyInfo.Key, Class = x.Class, Type = x.Type, SlotCount = x.SlotCount, LogicalGroup = x.LogicalGroup })
                    .OrderBy(x => x.Key.Class == EffectParameterClass.ConstantBuffer ? 0 : 1)) // Note: Putting cbuffer first for now
                {
                    SamplerState samplerState = null;
                    if (resourceBinding.Key.Class == EffectParameterClass.Sampler)
                    {
                        var matchingSamplerState = effectBytecode.Reflection.SamplerStates.FirstOrDefault(x => x.Key == resourceBinding.Key.Key);
                        if (matchingSamplerState != null)
                            samplerState = SamplerState.New(graphicsDevice, matchingSamplerState.Description);
                    }
                    hasBindings = true;

                    descriptorSetLayoutBuilder.AddBinding(resourceBinding.Key.Key, resourceBinding.Key.LogicalGroup, resourceBinding.Key.Class, resourceBinding.Key.Type, resourceBinding.Key.SlotCount, samplerState);
                }

                descriptorSetLayouts.AddLayout(effectDescriptorSetSlot, hasBindings ? descriptorSetLayoutBuilder : null);
            }

            return descriptorSetLayouts;
        }
        private DescriptorSet(GraphicsDevice graphicsDevice, DescriptorPool pool, DescriptorSetLayout desc)
        {
            if (pool.SrvOffset + desc.SrvCount > pool.SrvCount || pool.SamplerOffset + desc.SamplerCount > pool.SamplerCount)
            {
                // Eearly exit if OOM, IsValid should return false (TODO: different mechanism?)
                Device = null;
                BindingOffsets = null;
                Description = null;
                SrvStart = new CpuDescriptorHandle();
                SamplerStart = new CpuDescriptorHandle();
                return;
            }

            Device = graphicsDevice;
            BindingOffsets = desc.BindingOffsets;
            Description = desc;

            // Store start CpuDescriptorHandle
            SrvStart = desc.SrvCount > 0 ? (pool.SrvStart + graphicsDevice.SrvHandleIncrementSize * pool.SrvOffset) : new CpuDescriptorHandle();
            SamplerStart = desc.SamplerCount > 0 ? (pool.SamplerStart + graphicsDevice.SamplerHandleIncrementSize * pool.SamplerOffset) : new CpuDescriptorHandle();

            // Allocation is done, bump offsets
            // TODO D3D12 thread safety?
            pool.SrvOffset += desc.SrvCount;
            pool.SamplerOffset += desc.SamplerCount;
        }
Esempio n. 18
0
        public override MeshDraw CreateDebugPrimitive(GraphicsDevice device)
        {
            if (cachedDebugPrimitive != null) return cachedDebugPrimitive;

            var verts = new VertexPositionNormalTexture[pointsList.Count];
            for (var i = 0; i < pointsList.Count; i++)
            {
                verts[i].Position = pointsList[i];
                verts[i].TextureCoordinate = Vector2.Zero;
                verts[i].Normal = Vector3.Zero;
            }

            var intIndices = indicesList.Select(x => (int)x).ToArray();

            ////calculate basic normals
            ////todo verify, winding order might be wrong?
            for (var i = 0; i < indicesList.Count; i += 3)
            {
                var i1 = intIndices[i];
                var i2 = intIndices[i + 1];
                var i3 = intIndices[i + 2];
                var a = verts[i1];
                var b = verts[i2];
                var c = verts[i3];
                var n = Vector3.Cross((b.Position - a.Position), (c.Position - a.Position));
                n.Normalize();
                verts[i1].Normal = verts[i2].Normal = verts[i3].Normal = n;
            }

            var meshData = new GeometricMeshData<VertexPositionNormalTexture>(verts, intIndices, false);

            cachedDebugPrimitive = new GeometricPrimitive(device, meshData).ToMeshDraw();

            return cachedDebugPrimitive;
        }
        public EffectParameterUpdaterLayout(GraphicsDevice graphicsDevice, Effect effect, DescriptorSetLayoutBuilder[] layouts)
        {
            Layouts = layouts;

            // Process constant buffers
            ResourceGroupLayouts = new ResourceGroupLayout[layouts.Length];
            for (int layoutIndex = 0; layoutIndex < layouts.Length; layoutIndex++)
            {
                var layout = layouts[layoutIndex];
                if (layout == null)
                    continue;

                ParameterCollectionLayout.ProcessResources(layout);

                EffectConstantBufferDescription cbuffer = null;

                for (int entryIndex = 0; entryIndex < layout.Entries.Count; ++entryIndex)
                {
                    var layoutEntry = layout.Entries[entryIndex];
                    if (layoutEntry.Class == EffectParameterClass.ConstantBuffer)
                    {
                        // For now we assume first cbuffer will be the main one
                        if (cbuffer == null)
                        {
                            cbuffer = effect.Bytecode.Reflection.ConstantBuffers.First(x => x.Name == layoutEntry.Key.Name);
                            ParameterCollectionLayout.ProcessConstantBuffer(cbuffer);
                        }
                    }
                }

                var resourceGroupDescription = new ResourceGroupDescription(layout, cbuffer);

                ResourceGroupLayouts[layoutIndex] = ResourceGroupLayout.New(graphicsDevice, resourceGroupDescription, effect.Bytecode);
            }
        }
        /// <summary>
        /// Polls the shader generator if the shader code has changed and has to be reloaded
        /// </summary>
        /// <param name="graphicsDevice">The current <see cref="GraphicsDevice"/></param>
        private void UpdateShaders(GraphicsDevice graphicsDevice)
        {
            // TODO Part of the graphics improvement XK-3052
            // Don't do this every frame, we have to propagate changes better
            if (--shadersUpdateCounter > 0)
                return;
            shadersUpdateCounter = 10;

            if (ComputeColor != null)
            {
                if (ComputeColor.HasChanged)
                {
                    var shaderGeneratorContext = new ShaderGeneratorContext(graphicsDevice)
                    {
                        Parameters = Parameters,
                        ColorSpace = graphicsDevice.ColorSpace
                    };

                    shaderSource = ComputeColor.GenerateShaderSource(shaderGeneratorContext, new MaterialComputeColorKeys(ParticleBaseKeys.EmissiveMap, ParticleBaseKeys.EmissiveValue, Color.White));

                    if (Parameters.Get(ParticleBaseKeys.BaseColor)?.Equals(shaderSource) ?? false)
                    {
                        shaderSource = Parameters.Get(ParticleBaseKeys.BaseColor);
                    }
                    else
                    {
                        Parameters.Set(ParticleBaseKeys.BaseColor, shaderSource);
                    }

                    HasVertexLayoutChanged = true;
                }
            }
        }
 /// <summary>
 /// Initializes a new instance of the <see cref="GraphicsDeviceServiceLocal"/> class.
 /// </summary>
 /// <param name="registry">The registry.</param>
 /// <param name="graphicsDevice">The graphics device.</param>
 public GraphicsDeviceServiceLocal(IServiceRegistry registry, GraphicsDevice graphicsDevice)
 {
     if (registry != null)
     {
         registry.AddService(typeof(IGraphicsDeviceService), this);
     }
     GraphicsDevice = graphicsDevice;
 }
        public ResourceGroupAllocator(GraphicsResourceAllocator allocator, CommandList commandList)
        {
            this.allocator = allocator;
            this.commandList = commandList;
            this.graphicsDevice = commandList.GraphicsDevice;

            SetupNextDescriptorPool();
        }
Esempio n. 23
0
        protected internal Texture3D(GraphicsDevice device, Texture3D texture) : base(device, texture, ViewType.Full, 0, 0)
        {
#if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
            throw new NotImplementedException();
#else
            Target = TextureTarget.Texture3D;
#endif
        }
Esempio n. 24
0
        protected internal Texture3D(GraphicsDevice device, TextureDescription description3D, DataBox[] dataBoxes = null) : base(device, description3D, ViewType.Full, 0, 0)
        {
#if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
            throw new NotImplementedException();
#else
            Target = TextureTarget.Texture3D;
#endif
        }
 public ShaderGeneratorContext(GraphicsDevice graphicsDevice = null)
 {
     this.graphicsDevice = graphicsDevice;
     Parameters = new ParameterCollection();
     parameterKeyIndices = new Dictionary<ParameterKey, int>();
     declaredSamplerStates = new Dictionary<SamplerStateDescription, ObjectParameterKey<SamplerState>>();
     currentOverrides = new MaterialOverrides();
 }
 public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
 {
     device.Begin();
     device.InitDefaultRenderTarget(presentationParameters);
     device.End();
     backBuffer = device.DefaultRenderTarget;
     DepthStencilBuffer = device.windowProvidedDepthTexture;
 }
Esempio n. 27
0
 /// <summary>
 /// Initializes a new instance of the <see cref="Buffer" /> class.
 /// </summary>
 /// <param name="device">The <see cref="GraphicsDevice"/>.</param>
 /// <param name="description">The description.</param>
 /// <param name="bufferFlags">Type of the buffer.</param>
 /// <param name="viewFormat">The view format.</param>
 /// <param name="dataPointer">The data pointer.</param>
 protected Buffer(GraphicsDevice device, BufferDescription description, BufferFlags bufferFlags, PixelFormat viewFormat, IntPtr dataPointer) : base(device)
 {
     Description = description;
     BufferFlags = bufferFlags;
     ViewFormat = viewFormat;
     //InitCountAndViewFormat(out this.elementCount, ref ViewFormat);
     //Initialize(device.RootDevice, null);
 }
Esempio n. 28
0
        public CommandList(GraphicsDevice device) : base(device)
        {
            nativeCommandAllocator = device.CommandAllocators.GetObject();
            NativeCommandList = device.NativeDevice.CreateCommandList(CommandListType.Direct, nativeCommandAllocator, null);

            ResetSrvHeap(true);
            ResetSamplerHeap(true);
        }
Esempio n. 29
0
        public CommandList(GraphicsDevice device) : base(device)
        {
            nativeDeviceContext = device.NativeDeviceContext;
            nativeDeviceProfiler = device.IsDebugMode ? SharpDX.ComObject.QueryInterfaceOrNull<SharpDX.Direct3D11.UserDefinedAnnotation>(nativeDeviceContext.NativePointer) : null;
            InitializeStages();

            ClearState();
        }
Esempio n. 30
0
 public PhysicsDebugEffect(GraphicsDevice graphicsDevice)
     : base(graphicsDevice, bytecode ?? (bytecode = EffectBytecode.FromBytesSafe(binaryBytecode)))
 {
     parameters = new ParameterCollection();
     Color = new Color4(1.0f);
     WorldViewProj = Matrix.Identity;
     UseUv = true;
 }
Esempio n. 31
0
 public CommandAllocatorPool(GraphicsDevice graphicsDevice) : base(graphicsDevice)
 {
 }
Esempio n. 32
0
 /// <summary>
 /// Initializes a new instance of the <see cref="Buffer" /> class.
 /// </summary>
 /// <param name="device">The <see cref="GraphicsDevice"/>.</param>
 protected Buffer(GraphicsDevice device)
     : base(device)
 {
 }
Esempio n. 33
0
        /// <summary>
        /// Explicitly recreate buffer with given data. Usually called after a <see cref="GraphicsDevice"/> reset.
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="dataPointer"></param>
        public void Recreate(IntPtr dataPointer)
        {
            // TODO D3D12 where should that go longer term? should it be precomputed for future use? (cost would likely be additional check on SetDescriptorSets/Draw)
            NativeResourceState = ResourceStates.Common;
            var bufferFlags = bufferDescription.BufferFlags;

            if ((bufferFlags & BufferFlags.ConstantBuffer) != 0)
            {
                NativeResourceState |= ResourceStates.VertexAndConstantBuffer;
            }

            if ((bufferFlags & BufferFlags.IndexBuffer) != 0)
            {
                NativeResourceState |= ResourceStates.IndexBuffer;
            }

            if ((bufferFlags & BufferFlags.VertexBuffer) != 0)
            {
                NativeResourceState |= ResourceStates.VertexAndConstantBuffer;
            }

            if ((bufferFlags & BufferFlags.ShaderResource) != 0)
            {
                NativeResourceState |= ResourceStates.PixelShaderResource | ResourceStates.NonPixelShaderResource;
            }

            if ((bufferFlags & BufferFlags.UnorderedAccess) != 0)
            {
                NativeResourceState |= ResourceStates.UnorderedAccess;
            }

            if ((bufferFlags & BufferFlags.StructuredBuffer) != 0)
            {
                throw new NotImplementedException();
                if (bufferDescription.StructureByteStride == 0)
                {
                    throw new ArgumentException("Element size cannot be set to 0 for structured buffer");
                }
            }

            if ((bufferFlags & BufferFlags.RawBuffer) == BufferFlags.RawBuffer)
            {
                throw new NotImplementedException();
            }

            if ((bufferFlags & BufferFlags.ArgumentBuffer) == BufferFlags.ArgumentBuffer)
            {
                NativeResourceState |= ResourceStates.IndirectArgument;
            }

            // TODO D3D12 move that to a global allocator in bigger committed resources
            NativeDeviceChild = GraphicsDevice.NativeDevice.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, nativeDescription, dataPointer != IntPtr.Zero ? ResourceStates.CopyDestination : NativeResourceState);

            if (dataPointer != IntPtr.Zero)
            {
                // Copy data in upload heap for later copy
                // TODO D3D12 move that to a shared upload heap
                SharpDX.Direct3D12.Resource uploadResource;
                int uploadOffset;
                var uploadMemory = GraphicsDevice.AllocateUploadBuffer(SizeInBytes, out uploadResource, out uploadOffset);
                Utilities.CopyMemory(uploadMemory, dataPointer, SizeInBytes);

                // TODO D3D12 lock NativeCopyCommandList usages
                var commandList = GraphicsDevice.NativeCopyCommandList;
                commandList.Reset(GraphicsDevice.NativeCopyCommandAllocator, null);
                // Copy from upload heap to actual resource
                commandList.CopyBufferRegion(NativeResource, 0, uploadResource, uploadOffset, SizeInBytes);

                // Switch resource to proper read state
                commandList.ResourceBarrierTransition(NativeResource, 0, ResourceStates.CopyDestination, NativeResourceState);

                commandList.Close();

                GraphicsDevice.NativeCommandQueue.ExecuteCommandList(commandList);

                // TODO D3D12 release uploadResource (using a fence to know when copy is done)
            }
        }
        public override unsafe void Present()
        {
            try
            {
                var swapChainCopy          = swapChain;
                var currentBufferIndexCopy = currentBufferIndex;
                var presentInfo            = new PresentInfo
                {
                    StructureType  = StructureType.PresentInfo,
                    SwapchainCount = 1,
                    Swapchains     = new IntPtr(&swapChainCopy),
                    ImageIndices   = new IntPtr(&currentBufferIndexCopy),
                };

                // Present
                GraphicsDevice.NativeCommandQueue.Present(ref presentInfo);

                // Get next image
                currentBufferIndex = GraphicsDevice.NativeDevice.AcquireNextImage(swapChain, ulong.MaxValue, GraphicsDevice.GetNextPresentSemaphore(), Fence.Null);

                // Flip render targets
                backbuffer.SetNativeHandles(swapchainImages[currentBufferIndex].NativeImage, swapchainImages[currentBufferIndex].NativeColorAttachmentView);
            }
            catch (SharpVulkanException e) when(e.Result == Result.ErrorOutOfDate)
            {
                // TODO VULKAN
            }
        }
        private unsafe void CreateBackBuffers()
        {
            // Create the texture object
            var backBufferDescription = new TextureDescription
            {
                ArraySize        = 1,
                Dimension        = TextureDimension.Texture2D,
                Height           = Description.BackBufferHeight,
                Width            = Description.BackBufferWidth,
                Depth            = 1,
                Flags            = TextureFlags.RenderTarget,
                Format           = Description.BackBufferFormat,
                MipLevels        = 1,
                MultiSampleLevel = MSAALevel.None,
                Usage            = GraphicsResourceUsage.Default
            };

            backbuffer.InitializeWithoutResources(backBufferDescription);

            var createInfo = new ImageViewCreateInfo
            {
                StructureType    = StructureType.ImageViewCreateInfo,
                SubresourceRange = new ImageSubresourceRange(ImageAspectFlags.Color, 0, 1, 0, 1),
                Format           = backbuffer.NativeFormat,
            };

            // We initialize swapchain images to PresentSource, since we swap them out while in this layout.
            backbuffer.NativeAccessMask = AccessFlags.MemoryRead;
            backbuffer.NativeLayout     = ImageLayout.PresentSource;

            var imageMemoryBarrier = new ImageMemoryBarrier
            {
                StructureType         = StructureType.ImageMemoryBarrier,
                SubresourceRange      = new ImageSubresourceRange(ImageAspectFlags.Color, 0, 1, 0, 1),
                OldLayout             = ImageLayout.Undefined,
                NewLayout             = ImageLayout.PresentSource,
                SourceAccessMask      = AccessFlags.None,
                DestinationAccessMask = AccessFlags.MemoryRead
            };

            var commandBuffer = GraphicsDevice.NativeCopyCommandBuffer;
            var beginInfo     = new CommandBufferBeginInfo {
                StructureType = StructureType.CommandBufferBeginInfo
            };

            commandBuffer.Begin(ref beginInfo);

            var buffers = GraphicsDevice.NativeDevice.GetSwapchainImages(swapChain);

            swapchainImages = new SwapChainImageInfo[buffers.Length];

            for (int i = 0; i < buffers.Length; i++)
            {
                // Create image views
                swapchainImages[i].NativeImage = createInfo.Image = buffers[i];
                swapchainImages[i].NativeColorAttachmentView = GraphicsDevice.NativeDevice.CreateImageView(ref createInfo);

                // Transition to default layout
                imageMemoryBarrier.Image = buffers[i];
                commandBuffer.PipelineBarrier(PipelineStageFlags.AllCommands, PipelineStageFlags.AllCommands, DependencyFlags.None, 0, null, 0, null, 1, &imageMemoryBarrier);
            }

            // Close and submit
            commandBuffer.End();

            var submitInfo = new SubmitInfo
            {
                StructureType      = StructureType.SubmitInfo,
                CommandBufferCount = 1,
                CommandBuffers     = new IntPtr(&commandBuffer),
            };

            GraphicsDevice.NativeCommandQueue.Submit(1, &submitInfo, Fence.Null);
            GraphicsDevice.NativeCommandQueue.WaitIdle();
            commandBuffer.Reset(CommandBufferResetFlags.None);

            // Get next image
            currentBufferIndex = GraphicsDevice.NativeDevice.AcquireNextImage(swapChain, ulong.MaxValue, GraphicsDevice.GetNextPresentSemaphore(), Fence.Null);

            // Apply the first swap chain image to the texture
            backbuffer.SetNativeHandles(swapchainImages[currentBufferIndex].NativeImage, swapchainImages[currentBufferIndex].NativeColorAttachmentView);
        }
Esempio n. 36
0
 public static DescriptorPool New(GraphicsDevice graphicsDevice, DescriptorTypeCount[] counts)
 {
     return(new DescriptorPool(graphicsDevice, counts));
 }
Esempio n. 37
0
        public static void ConvertPixelFormat(GraphicsDevice graphicsDevice, ref PixelFormat inputFormat, out PixelInternalFormat internalFormat, out PixelFormatGl format, out PixelType type, out int pixelSize, out bool compressed)
        {
            compressed = false;

#if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
            // check formats is the device is initialized with OpenGL ES 2
            if (graphicsDevice.IsOpenGLES2)
            {
                switch (inputFormat)
                {
                case PixelFormat.R32_UInt:
                case PixelFormat.R32_Float:
                case PixelFormat.R32G32_Float:
                case PixelFormat.R32G32B32_Float:
                case PixelFormat.R16G16B16A16_Float:
                case PixelFormat.R32G32B32A32_Float:
                case PixelFormat.D32_Float:
                    throw new NotSupportedException(String.Format("Texture format {0} not supported", inputFormat));

                case PixelFormat.D24_UNorm_S8_UInt:
                    if (!(graphicsDevice.HasDepth24 && graphicsDevice.HasPackedDepthStencilExtension))
                    {
                        throw new NotSupportedException(String.Format("Texture format {0} not supported", inputFormat));
                    }
                    break;
                }
            }
#endif

            // If the Device doesn't support SRGB, we remap automatically the format to non-srgb
            if (!graphicsDevice.Features.HasSRgb)
            {
                switch (inputFormat)
                {
                case PixelFormat.PVRTC_2bpp_RGB_SRgb:
                    inputFormat = PixelFormat.PVRTC_2bpp_RGB;
                    break;

                case PixelFormat.PVRTC_2bpp_RGBA_SRgb:
                    inputFormat = PixelFormat.PVRTC_2bpp_RGBA;
                    break;

                case PixelFormat.PVRTC_4bpp_RGB_SRgb:
                    inputFormat = PixelFormat.PVRTC_4bpp_RGB;
                    break;

                case PixelFormat.PVRTC_4bpp_RGBA_SRgb:
                    inputFormat = PixelFormat.PVRTC_4bpp_RGBA;
                    break;

                case PixelFormat.ETC2_RGB_SRgb:
                    inputFormat = PixelFormat.ETC2_RGB;
                    break;

                case PixelFormat.ETC2_RGBA_SRgb:
                    inputFormat = PixelFormat.ETC2_RGBA;
                    break;

                case PixelFormat.R8G8B8A8_UNorm_SRgb:
                    inputFormat = PixelFormat.R8G8B8A8_UNorm;
                    break;

                case PixelFormat.B8G8R8A8_UNorm_SRgb:
                    inputFormat = PixelFormat.B8G8R8A8_UNorm;
                    break;
                }
            }

            switch (inputFormat)
            {
            case PixelFormat.A8_UNorm:
                internalFormat = PixelInternalFormat.Alpha;
                format         = PixelFormatGl.Alpha;
                type           = PixelType.UnsignedByte;
                pixelSize      = 1;
                break;

            case PixelFormat.R8_UNorm:
#if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                if (!graphicsDevice.HasTextureRG && graphicsDevice.IsOpenGLES2)
                {
                    internalFormat = PixelInternalFormat.Luminance;
                    format         = PixelFormatGl.Luminance;
                }
                else
#endif
                {
#if SILICONSTUDIO_PLATFORM_IOS
                    internalFormat = PixelInternalFormat.Luminance;
                    format         = PixelFormatGl.Luminance;
#else
                    internalFormat = R8;
                    format         = PixelFormatGl.Red;
#endif
                }
                type      = PixelType.UnsignedByte;
                pixelSize = 1;
                break;

            case PixelFormat.R8G8B8A8_UNorm:
                internalFormat = PixelInternalFormat.Rgba;
                format         = PixelFormatGl.Rgba;
                type           = PixelType.UnsignedByte;
                pixelSize      = 4;
                break;

            case PixelFormat.B8G8R8A8_UNorm:
#if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                if (!graphicsDevice.HasExtTextureFormatBGRA8888)
                {
                    throw new NotSupportedException();
                }

                // It seems iOS and Android expects different things
#if SILICONSTUDIO_PLATFORM_IOS
                internalFormat = PixelInternalFormat.Rgba;
#else
                internalFormat = (PixelInternalFormat)ExtTextureFormatBgra8888.BgraExt;
#endif
                format = (PixelFormatGl)ExtTextureFormatBgra8888.BgraExt;
#else
                internalFormat = PixelInternalFormat.Rgba;
                format         = PixelFormatGl.Bgra;
#endif
                type      = PixelType.UnsignedByte;
                pixelSize = 4;
                break;

            case PixelFormat.R8G8B8A8_UNorm_SRgb:
                internalFormat = graphicsDevice.currentVersionMajor < 3 ? SrgbAlpha : Srgb8Alpha8;
                format         = graphicsDevice.currentVersionMajor < 3 ? (PixelFormatGl)SrgbAlpha : PixelFormatGl.Rgba;
                type           = PixelType.UnsignedByte;
                pixelSize      = 4;
                break;

#if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLCORE
            case PixelFormat.B8G8R8A8_UNorm_SRgb:
                // TODO: Check on iOS/Android and OpenGL 3
                internalFormat = graphicsDevice.currentVersionMajor < 3 ? SrgbAlpha : Srgb8Alpha8;
                format         = graphicsDevice.currentVersionMajor < 3 ? (PixelFormatGl)SrgbAlpha : PixelFormatGl.Bgra;
                type           = PixelType.UnsignedByte;
                pixelSize      = 4;
                break;
#endif
            case PixelFormat.R16_Float:
                internalFormat = R16f;
                format         = PixelFormatGl.Red;
                type           = PixelType.HalfFloat;
                pixelSize      = 2;
                break;

            case PixelFormat.R16G16_Float:
                internalFormat = Rg16f;
                format         = PixelFormatGl.Rg;
                type           = PixelType.HalfFloat;
                pixelSize      = 4;
                break;

            case PixelFormat.R16G16B16A16_Float:
                internalFormat = Rgba16f;
                format         = PixelFormatGl.Rgba;
                type           = PixelType.HalfFloat;
                pixelSize      = 8;
                break;

            case PixelFormat.R32_UInt:
                internalFormat = R32ui;
                format         = PixelFormatGl.RedInteger;
                type           = PixelType.UnsignedInt;
                pixelSize      = 4;
                break;

            case PixelFormat.R32_Float:
                internalFormat = R32f;
                format         = PixelFormatGl.Red;
                type           = PixelType.Float;
                pixelSize      = 4;
                break;

            case PixelFormat.R32G32_Float:
                internalFormat = Rg32f;
                format         = PixelFormatGl.Rg;
                type           = PixelType.Float;
                pixelSize      = 8;
                break;

            case PixelFormat.R32G32B32_Float:
                internalFormat = Rgb32f;
                format         = PixelFormatGl.Rgb;
                type           = PixelType.Float;
                pixelSize      = 12;
                break;

            case PixelFormat.R32G32B32A32_Float:
                internalFormat = Rgba32f;
                format         = PixelFormatGl.Rgba;
                type           = PixelType.Float;
                pixelSize      = 16;
                break;

            case PixelFormat.D16_UNorm:
                internalFormat = DepthComponent16;
                format         = PixelFormatGl.DepthComponent;
                type           = PixelType.UnsignedShort;
                pixelSize      = 2;
                break;

            case PixelFormat.D24_UNorm_S8_UInt:
                internalFormat = Depth24Stencil8;
                format         = PixelFormatGl.DepthStencil;
                type           = PixelType.UnsignedInt248;
                pixelSize      = 4;
                break;

            // TODO: Temporary depth format (need to decide relation between RenderTarget1D and Texture)
            case PixelFormat.D32_Float:
                internalFormat = DepthComponent32f;
                format         = PixelFormatGl.DepthComponent;
                type           = PixelType.Float;
                pixelSize      = 4;
                break;

#if SILICONSTUDIO_PLATFORM_IOS
            case PixelFormat.PVRTC_4bpp_RGB:
                internalFormat = (PixelInternalFormat)ImgTextureCompressionPvrtc.CompressedRgbPvrtc4Bppv1Img;
                format         = (PixelFormatGl)ImgTextureCompressionPvrtc.CompressedRgbPvrtc4Bppv1Img;
                compressed     = true;
                pixelSize      = 4;
                type           = PixelType.UnsignedByte;
                break;

            case PixelFormat.PVRTC_2bpp_RGB:
                internalFormat = (PixelInternalFormat)ImgTextureCompressionPvrtc.CompressedRgbPvrtc2Bppv1Img;
                format         = (PixelFormatGl)ImgTextureCompressionPvrtc.CompressedRgbPvrtc2Bppv1Img;
                compressed     = true;
                pixelSize      = 2;
                type           = PixelType.UnsignedByte;
                break;

            case PixelFormat.PVRTC_4bpp_RGBA:
                internalFormat = (PixelInternalFormat)ImgTextureCompressionPvrtc.CompressedRgbaPvrtc4Bppv1Img;
                format         = (PixelFormatGl)ImgTextureCompressionPvrtc.CompressedRgbaPvrtc4Bppv1Img;
                compressed     = true;
                pixelSize      = 4;
                type           = PixelType.UnsignedByte;
                break;

            case PixelFormat.PVRTC_2bpp_RGBA:
                internalFormat = (PixelInternalFormat)ImgTextureCompressionPvrtc.CompressedRgbaPvrtc2Bppv1Img;
                format         = (PixelFormatGl)ImgTextureCompressionPvrtc.CompressedRgbaPvrtc2Bppv1Img;
                compressed     = true;
                pixelSize      = 2;
                type           = PixelType.UnsignedByte;
                break;

            case PixelFormat.PVRTC_4bpp_RGB_SRgb:
                internalFormat = (PixelInternalFormat)ImgTextureCompressionPvrtc.CompressedSrgbPvrtc4Bppv1Ext;
                format         = (PixelFormatGl)ImgTextureCompressionPvrtc.CompressedSrgbPvrtc4Bppv1Ext;
                compressed     = true;
                pixelSize      = 4;
                type           = PixelType.UnsignedByte;
                break;

            case PixelFormat.PVRTC_2bpp_RGB_SRgb:
                internalFormat = (PixelInternalFormat)ImgTextureCompressionPvrtc.CompressedSrgbPvrtc2Bppv1Ext;
                format         = (PixelFormatGl)ImgTextureCompressionPvrtc.CompressedSrgbPvrtc2Bppv1Ext;
                compressed     = true;
                pixelSize      = 2;
                type           = PixelType.UnsignedByte;
                break;

            case PixelFormat.PVRTC_4bpp_RGBA_SRgb:
                internalFormat = (PixelInternalFormat)ImgTextureCompressionPvrtc.CompressedSrgbAlphaPvrtc4Bppv1Ext;
                format         = (PixelFormatGl)ImgTextureCompressionPvrtc.CompressedSrgbAlphaPvrtc4Bppv1Ext;
                compressed     = true;
                pixelSize      = 4;
                type           = PixelType.UnsignedByte;
                break;

            case PixelFormat.PVRTC_2bpp_RGBA_SRgb:
                internalFormat = (PixelInternalFormat)ImgTextureCompressionPvrtc.CompressedSrgbAlphaPvrtc2Bppv1Ext;
                format         = (PixelFormatGl)ImgTextureCompressionPvrtc.CompressedSrgbAlphaPvrtc2Bppv1Ext;
                compressed     = true;
                pixelSize      = 2;
                type           = PixelType.UnsignedByte;
                break;
#elif SILICONSTUDIO_PLATFORM_ANDROID || !SILICONSTUDIO_PLATFORM_MONO_MOBILE && SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
            // Desktop OpenGLES
            case PixelFormat.ETC1:
                // TODO: Runtime check for extension?
                internalFormat = (PixelInternalFormat)OesCompressedEtc1Rgb8Texture.Etc1Rgb8Oes;
                format         = (PixelFormatGl)OesCompressedEtc1Rgb8Texture.Etc1Rgb8Oes;
                compressed     = true;
                pixelSize      = 2;
                type           = PixelType.UnsignedByte;
                break;

            case PixelFormat.ETC2_RGBA:
                internalFormat = (PixelInternalFormat)CompressedInternalFormat.CompressedRgba8Etc2Eac;
                format         = (PixelFormatGl)CompressedInternalFormat.CompressedRgba8Etc2Eac;
                compressed     = true;
                pixelSize      = 2;
                type           = PixelType.UnsignedByte;
                break;

            case PixelFormat.ETC2_RGBA_SRgb:
                internalFormat = (PixelInternalFormat)CompressedInternalFormat.CompressedSrgb8Alpha8Etc2Eac;
                format         = (PixelFormatGl)CompressedInternalFormat.CompressedSrgb8Alpha8Etc2Eac;
                compressed     = true;
                pixelSize      = 2;
                type           = PixelType.UnsignedByte;
                break;
#endif
            case PixelFormat.None:     // TODO: remove this - this is only for buffers used in compute shaders
                internalFormat = PixelInternalFormat.Rgba;
                format         = PixelFormatGl.Red;
                type           = PixelType.UnsignedByte;
                pixelSize      = 1;
                break;

            default:
                throw new InvalidOperationException("Unsupported texture format");
            }
        }
Esempio n. 38
0
 public static VertexArrayObject New(GraphicsDevice graphicsDevice, IndexBufferBinding indexBufferBinding, params VertexBufferBinding[] vertexBufferBindings)
 {
     return(New(graphicsDevice, null, indexBufferBinding, vertexBufferBindings));
 }
Esempio n. 39
0
 public static VertexArrayObject New(GraphicsDevice graphicsDevice, EffectInputSignature shaderSignature, params VertexBufferBinding[] vertexBufferBindings)
 {
     return(New(graphicsDevice, shaderSignature, null, vertexBufferBindings));
 }
Esempio n. 40
0
 public DescriptorAllocator(GraphicsDevice device, DescriptorHeapType descriptorHeapType)
 {
     this.device             = device;
     this.descriptorHeapType = descriptorHeapType;
     this.descriptorSize     = device.NativeDevice.GetDescriptorHandleIncrementSize(descriptorHeapType);
 }
Esempio n. 41
0
 protected ResourcePool(GraphicsDevice graphicsDevice)
 {
     GraphicsDevice = graphicsDevice;
 }
Esempio n. 42
0
 public HeapPool(GraphicsDevice graphicsDevice, int heapSize, DescriptorHeapType heapType) : base(graphicsDevice)
 {
     this.heapSize = heapSize;
     this.heapType = heapType;
 }