コード例 #1
0
        private void BuildPSOs()
        {
            //
            // PSO for opaque objects.
            //

            var opaquePsoDesc = new GraphicsPipelineStateDescription
            {
                InputLayout           = _inputLayout,
                RootSignature         = _rootSignature,
                VertexShader          = _shaders["standardVS"],
                PixelShader           = _shaders["opaquePS"],
                RasterizerState       = RasterizerStateDescription.Default(),
                BlendState            = BlendStateDescription.Default(),
                DepthStencilState     = DepthStencilStateDescription.Default(),
                SampleMask            = unchecked ((int)uint.MaxValue),
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                SampleDescription     = new SampleDescription(MsaaCount, MsaaQuality),
                DepthStencilFormat    = DepthStencilFormat
            };

            opaquePsoDesc.RenderTargetFormats[0] = BackBufferFormat;

            _psos["opaque"] = Device.CreateGraphicsPipelineState(opaquePsoDesc);
        }
コード例 #2
0
        protected void Initialize(PipelineStateDescription description)
        {
            var pipelineStateDescription = new GraphicsPipelineStateDescription()
            {
                // From mesh
                InputLayout = FromVertexLayout(description.InputLayout),

                // From effect
                RootSignature = description.RootSignature.NativeRootSignature,
                VertexShader  = new SharpDX.Direct3D12.ShaderBytecode(description.VertexShader),
                PixelShader   = new SharpDX.Direct3D12.ShaderBytecode(description.PixelShader),

                // Common
                RasterizerState       = RasterizerStateDescription.Default(),
                BlendState            = BlendStateDescription.Default(),
                DepthStencilFormat    = Format.D32_Float,
                DepthStencilState     = DepthStencilStateDescription.Default(),
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                Flags             = PipelineStateFlags.None,
                SampleDescription = new SampleDescription(1, 0),
                StreamOutput      = new StreamOutputDescription()
            };

            pipelineStateDescription.RenderTargetFormats[0] = Format.B8G8R8A8_UNorm;
            NativePipelineState = Device.NativeDevice.CreateGraphicsPipelineState(pipelineStateDescription);
        }
コード例 #3
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        private void PlatformConstruct(GraphicsDevice graphicsDevice, PipelineStateDescription description)
        {
            var rasterizerState = description.RasterizerState.ToRasterizerStateDescription();

            var blendState = description.BlendState.ToBlendStateDescription();

            var depthStencilState = description.DepthStencilState.ToDepthStencilStateDescription();

            var deviceDescription = new GraphicsPipelineStateDescription
            {
                BlendState         = blendState,
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState  = depthStencilState,
                Flags                 = PipelineStateFlags.None,
                InputLayout           = description.VertexDescriptor?.DeviceInputLayoutDescription ?? new InputLayoutDescription(),
                PixelShader           = description.PixelShader.DeviceBytecode,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RasterizerState       = rasterizerState,
                RenderTargetCount     = 1,
                RootSignature         = description.PipelineLayout.DeviceRootSignature,
                SampleDescription     = new SharpDX.DXGI.SampleDescription(1, 0),
                SampleMask            = int.MaxValue,
                StreamOutput          = new StreamOutputDescription(),
                VertexShader          = description.VertexShader.DeviceBytecode
            };

            deviceDescription.RenderTargetFormats[0] = description.RenderTargetFormat.ToDxgiFormat();

            DevicePipelineState = AddDisposable(graphicsDevice.Device.CreateGraphicsPipelineState(deviceDescription));
        }
コード例 #4
0
        private void CreatePSO(InputElement[] inputElementDescs, ShaderBytecode vertexShader, ShaderBytecode pixelShader)
        {
            // Describe and create the graphics pipeline state object (PSO).
            var psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout        = new InputLayoutDescription(inputElementDescs),
                RootSignature      = rootSignature,
                VertexShader       = vertexShader,
                PixelShader        = pixelShader,
                RasterizerState    = RasterizerStateDescription.Default(),
                BlendState         = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState  = new DepthStencilStateDescription()
                {
                    IsDepthEnabled   = true,
                    DepthComparison  = Comparison.LessEqual,
                    DepthWriteMask   = DepthWriteMask.All,
                    IsStencilEnabled = false
                },
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                Flags             = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput      = new StreamOutputDescription()
            };

            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);
            commandList.Close();
        }
コード例 #5
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        public unsafe ID3D12PipelineState LoadGraphicsPipeline(string name, GraphicsPipelineStateDescription description)
        {
            Guard.NotNullOrEmpty(name, nameof(name));
            Guard.NotNull(description, nameof(description));

            return(LoadGraphicsPipeline(name, description, typeof(ID3D12PipelineState).GUID));
        }
コード例 #6
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        public static GraphicsPipelineStateDescription Copy(this GraphicsPipelineStateDescription desc)
        {
            var newDesc = new GraphicsPipelineStateDescription
            {
                BlendState         = desc.BlendState,
                CachedPSO          = desc.CachedPSO,
                DepthStencilFormat = desc.DepthStencilFormat,
                DepthStencilState  = desc.DepthStencilState,
                SampleDescription  = desc.SampleDescription,
                DomainShader       = desc.DomainShader,
                Flags                 = desc.Flags,
                GeometryShader        = desc.GeometryShader,
                HullShader            = desc.HullShader,
                IBStripCutValue       = desc.IBStripCutValue,
                InputLayout           = desc.InputLayout,
                NodeMask              = desc.NodeMask,
                PixelShader           = desc.PixelShader,
                PrimitiveTopologyType = desc.PrimitiveTopologyType,
                RasterizerState       = desc.RasterizerState,
                RenderTargetCount     = desc.RenderTargetCount,
                SampleMask            = desc.SampleMask,
                StreamOutput          = desc.StreamOutput,
                VertexShader          = desc.VertexShader,
                RootSignature         = desc.RootSignature
            };

            for (int i = 0; i < desc.RenderTargetFormats.Length; i++)
            {
                newDesc.RenderTargetFormats[i] = desc.RenderTargetFormats[i];
            }
            return(newDesc);
        }
コード例 #7
0
        private void BuildPSOs()
        {
            //
            // PSO for opaque objects.
            //

            var opaquePsoDesc = new GraphicsPipelineStateDescription
            {
                InputLayout           = _inputLayout,
                RootSignature         = _rootSignature,
                VertexShader          = _shaders["tessVS"],
                HullShader            = _shaders["tessHS"],
                DomainShader          = _shaders["tessDS"],
                PixelShader           = _shaders["tessPS"],
                RasterizerState       = RasterizerStateDescription.Default(),
                BlendState            = BlendStateDescription.Default(),
                DepthStencilState     = DepthStencilStateDescription.Default(),
                SampleMask            = unchecked ((int)0xFFFFFFFF),
                PrimitiveTopologyType = PrimitiveTopologyType.Patch,
                RenderTargetCount     = 1,
                SampleDescription     = new SampleDescription(MsaaCount, MsaaQuality),
                DepthStencilFormat    = DepthStencilFormat
            };

            opaquePsoDesc.RenderTargetFormats[0]   = BackBufferFormat;
            opaquePsoDesc.RasterizerState.FillMode = FillMode.Wireframe;

            _psos["opaque"] = Device.CreateGraphicsPipelineState(opaquePsoDesc);
        }
コード例 #8
0
        private void BuildPSOs()
        {
            //
            // PSO for opaque objects.
            //

            var opaquePsoDesc = new GraphicsPipelineStateDescription
            {
                InputLayout           = _inputLayout,
                RootSignature         = _rootSignature,
                VertexShader          = _shaders["standardVS"],
                PixelShader           = _shaders["opaquePS"],
                RasterizerState       = RasterizerStateDescription.Default(),
                BlendState            = BlendStateDescription.Default(),
                DepthStencilState     = DepthStencilStateDescription.Default(),
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                SampleDescription     = new SampleDescription(MsaaCount, MsaaQuality),
                DepthStencilFormat    = DepthStencilFormat,
                StreamOutput          = new StreamOutputDescription() //find out how this should actually be done later
            };

            opaquePsoDesc.RenderTargetFormats[0] = BackBufferFormat;

            _opaquePso = Device.CreateGraphicsPipelineState(opaquePsoDesc);
        }
コード例 #9
0
        private void BuildPSO()
        {
            var psoDesc = new GraphicsPipelineStateDescription
            {
                InputLayout           = _inputLayout,
                RootSignature         = _rootSignature,
                VertexShader          = _mvsByteCode,
                PixelShader           = _mpsByteCode,
                RasterizerState       = RasterizerStateDescription.Default(),
                BlendState            = BlendStateDescription.Default(),
                DepthStencilState     = DepthStencilStateDescription.Default(),
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                SampleDescription     = new SampleDescription(MsaaCount, MsaaQuality),
                DepthStencilFormat    = DepthStencilFormat,

                //Flags = PipelineStateFlags.None,
                //IBStripCutValue = IndexBufferStripCutValue.Disabled,
                //NodeMask = 0,
                //CachedPSO = new CachedPipelineState(),
                //DomainShader = new ShaderBytecode(),
                //GeometryShader = new ShaderBytecode(),
                //HullShader = new ShaderBytecode(),

                //RenderTargetFormats = new Format[] { },
                StreamOutput = new StreamOutputDescription()
            };

            psoDesc.RenderTargetFormats[0] = BackBufferFormat;

            _pso = Device.CreateGraphicsPipelineState(psoDesc);
        }
コード例 #10
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        private bool Add(string name, GraphicsPipelineStateDescription description)
        {
            Pipeline pipeline = new Pipeline();

            pipeline.Description = description;
            pipeline.State       = Engine.Instance.Core.Device.CreateGraphicsPipelineState(description);
            return(Pipelines.TryAdd(name, pipeline));
        }
コード例 #11
0
ファイル: DriectX12Hooker.cs プロジェクト: mlacker/RoeHack
        void GetPipelineState()
        {

            DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, BaseShaderRegister = 0, DescriptorCount = 1 } };
            RootParameter parameter = new RootParameter(ShaderVisibility.Vertex, ranges);

            // Create a root signature.
            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, new RootParameter[] { parameter });
            var rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.
            string filePath = @"E:\Code\ROE1\RoeHack-master\Forms\bin\Debug\DirectXHooker\shaders.hlsl";

#if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile(filePath, "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("filePath, "VSMain", "vs_5_0"));
#endif

#if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile(filePath, "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile(filePath, "PSMain", "ps_5_0"));
#endif
           



            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("COLOR",0,Format.R32G32B32A32_Float,12,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = DepthStencilStateDescription.Default(),
                SampleMask = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount = 1,
                Flags = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput = new StreamOutputDescription()

            };
            psoDesc.DepthStencilState.IsDepthEnabled = false;
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;
            pipelineState = device.CreateGraphicsPipelineState(psoDesc);
        }
コード例 #12
0
        private void BuildPSOs()
        {
            //
            // PSO for opaque objects.
            //

            var opaquePsoDesc = new GraphicsPipelineStateDescription
            {
                InputLayout           = _inputLayout,
                RootSignature         = _rootSignature,
                VertexShader          = _shaders["standardVS"],
                PixelShader           = _shaders["opaquePS"],
                RasterizerState       = RasterizerStateDescription.Default(),
                BlendState            = BlendStateDescription.Default(),
                DepthStencilState     = DepthStencilStateDescription.Default(),
                SampleMask            = unchecked ((int)uint.MaxValue),
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                SampleDescription     = new SampleDescription(MsaaCount, MsaaQuality),
                DepthStencilFormat    = DepthStencilFormat,
                StreamOutput          = new StreamOutputDescription() //find out how this should actually be done later
            };

            opaquePsoDesc.RenderTargetFormats[0] = BackBufferFormat;
            _psos["opaque"] = Device.CreateGraphicsPipelineState(opaquePsoDesc);

            //
            // PSO for highlight objects.
            //

            GraphicsPipelineStateDescription highlightPsoDesc = opaquePsoDesc.Copy();

            // Change the depth test from < to <= so that if we draw the same triangle twice, it will
            // still pass the depth test. This is needed because we redraw the picked triangle with a
            // different material to highlight it. If we do not use <=, the triangle will fail the
            // depth test the 2nd time we try and draw it.
            highlightPsoDesc.DepthStencilState.DepthComparison = Comparison.LessEqual;

            // Standard transparency blending.
            var transparencyBlendDesc = new RenderTargetBlendDescription
            {
                IsBlendEnabled        = true,
                LogicOpEnable         = false,
                SourceBlend           = BlendOption.SourceAlpha,
                DestinationBlend      = BlendOption.InverseSourceAlpha,
                BlendOperation        = BlendOperation.Add,
                SourceAlphaBlend      = BlendOption.One,
                DestinationAlphaBlend = BlendOption.Zero,
                AlphaBlendOperation   = BlendOperation.Add,
                RenderTargetWriteMask = ColorWriteMaskFlags.All
            };

            highlightPsoDesc.BlendState.RenderTarget[0] = transparencyBlendDesc;
            _psos["highlight"] = Device.CreateGraphicsPipelineState(highlightPsoDesc);
        }
コード例 #13
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        private void PlatformCreateShaders()
        {
            var inputElementDescs = new[]
            {
                new InputElement("POSITION", 0, Format.R32G32_Float, 0, 0),
                new InputElement("COLOR", 0, Format.B8G8R8A8_UNorm, 8, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 8 + 4, 0)
            };

            var psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout        = new InputLayoutDescription(inputElementDescs),
                RootSignature      = graphicsHost.RootSignature,
                VertexShader       = DXHelper.CompileShader(vertexShaderSource, "main", "vs_5_0"),
                PixelShader        = DXHelper.CompileShader(pixelShaderSource, "main", "ps_5_0"),
                RasterizerState    = RasterizerStateDescription.Default(),
                BlendState         = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState  = new DepthStencilStateDescription()
                {
                    IsDepthEnabled = false, IsStencilEnabled = false
                },
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                Flags             = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput      = new StreamOutputDescription()
            };

            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = graphicsHost.Device.CreateGraphicsPipelineState(psoDesc);

            // TODO: Move buffer
            var constantBufferDesc = ResourceDescription.Buffer(1024 * 64);

            constantBuffer      = graphicsHost.Device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, constantBufferDesc, ResourceStates.GenericRead);
            constantBuffer.Name = "[SpriteRenderer] Constant Buffer";

            var cbvDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes    = (SharpDX.Utilities.SizeOf <ConstantBuffer>() + 255) & ~255,
            };

            graphicsHost.Device.CreateConstantBufferView(cbvDesc, graphicsHost.CBVHeap.CPUDescriptorHandleForHeapStart);

            mappedConstantBuffer = constantBuffer.Map(0);
            SharpDX.Utilities.Write(mappedConstantBuffer, ref constantBufferData);
        }
コード例 #14
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        public void LoadShaders(string path)
        {
            BuildDescriptorHeaps();
            BuildConstantBuffers <Simple2DConst>();
            if (RootMake == null)
            {
                BuildRootSignature();
                Root = _rootSignature;
            }

            else
            {
                RootMake?.Invoke();
            }



            VertexCode = LoadVertex(path);
            FragCode   = LoadFrag(path);
            SetupShader();

            var psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout        = new InputLayoutDescription(Input),
                RootSignature      = Root,
                VertexShader       = VertexCode,
                PixelShader        = FragCode,
                RasterizerState    = RasterizerStateDescription.Default(),
                BlendState         = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState  = new DepthStencilStateDescription()
                {
                    IsDepthEnabled = false, IsStencilEnabled = false
                },
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                Flags             = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput      = new StreamOutputDescription()
            };


            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;
            //psoDesc.

            pipelineState = DXGlobal.device.CreateGraphicsPipelineState(psoDesc);
            _pip          = pipelineState;
            // commandList = DXGlobal.device.CreateCommandList(CommandListType.Direct, DXGlobal.Display.DirectCmdListAlloc, pipelineState);
        }
コード例 #15
0
        private void BuildPSOs()
        {
            //
            // PSO for opaque objects.
            //

            var opaquePsoDesc = new GraphicsPipelineStateDescription
            {
                InputLayout           = _inputLayout,
                RootSignature         = _rootSignature,
                VertexShader          = _shaders["standardVS"],
                PixelShader           = _shaders["opaquePS"],
                RasterizerState       = RasterizerStateDescription.Default(),
                BlendState            = BlendStateDescription.Default(),
                DepthStencilState     = DepthStencilStateDescription.Default(),
                SampleMask            = unchecked ((int)uint.MaxValue),
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                SampleDescription     = new SampleDescription(MsaaCount, MsaaQuality),
                DepthStencilFormat    = DepthStencilFormat,
                StreamOutput          = new StreamOutputDescription() //find out how this should actually be done later
            };

            opaquePsoDesc.RenderTargetFormats[0] = BackBufferFormat;
            _psos["opaque"] = Device.CreateGraphicsPipelineState(opaquePsoDesc);

            //
            // PSO for sky.
            //

            GraphicsPipelineStateDescription skyPsoDesc = opaquePsoDesc.Copy();

            // The camera is inside the sky sphere, so just turn off culling.
            skyPsoDesc.RasterizerState.CullMode = CullMode.None;
            // Make sure the depth function is LESS_EQUAL and not just LESS.
            // Otherwise, the normalized depth values at z = 1 (NDC) will
            // fail the depth test if the depth buffer was cleared to 1.
            skyPsoDesc.DepthStencilState.DepthComparison = Comparison.LessEqual;
            skyPsoDesc.RootSignature = _rootSignature;
            skyPsoDesc.VertexShader  = _shaders["skyVS"];
            skyPsoDesc.PixelShader   = _shaders["skyPS"];
            _psos["sky"]             = Device.CreateGraphicsPipelineState(skyPsoDesc);
        }
コード例 #16
0
        private static GraphicsPipelineStateDescription CreateGraphicsPipelineStateDescription(GraphicsDevice device, RootSignature rootSignature, InputElementDescription[] inputElements, byte[] vertexShader, byte[] pixelShader, byte[]?geometryShader, byte[]?hullShader, byte[]?domainShader)
        {
            RasterizerDescription rasterizerDescription = RasterizerDescription.CullNone;

            rasterizerDescription.FrontCounterClockwise = true;

            BlendDescription       blendDescription       = BlendDescription.AlphaBlend;
            InputLayoutDescription inputLayoutDescription = new InputLayoutDescription(inputElements.Select(i => Unsafe.As <InputElementDescription, Vortice.Direct3D12.InputElementDescription>(ref i)).ToArray());

            GraphicsPipelineStateDescription pipelineStateDescription = new GraphicsPipelineStateDescription
            {
                InputLayout           = inputLayoutDescription,
                RootSignature         = rootSignature.NativeRootSignature,
                VertexShader          = vertexShader,
                PixelShader           = pixelShader,
                GeometryShader        = geometryShader,
                HullShader            = hullShader,
                DomainShader          = domainShader,
                RasterizerState       = rasterizerDescription,
                BlendState            = blendDescription,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                StreamOutput          = new StreamOutputDescription()
            };

            DepthStencilView?depthStencilBuffer = device.CommandList.DepthStencilBuffer;

            if (depthStencilBuffer != null)
            {
                pipelineStateDescription.DepthStencilFormat = (Format)depthStencilBuffer.Resource.Description.Format;
            }

            Format[] renderTargetFormats = new Format[device.CommandList.RenderTargets.Length];

            for (int i = 0; i < renderTargetFormats.Length; i++)
            {
                renderTargetFormats[i] = (Format)device.CommandList.RenderTargets[i].Resource.Description.Format;
            }

            pipelineStateDescription.RenderTargetFormats = renderTargetFormats;

            return(pipelineStateDescription);
        }
コード例 #17
0
        private static GraphicsPipelineStateDescription CreateGraphicsPipelineStateDescription(GraphicsDevice device, InputElementDescription[] inputElements, ID3D12RootSignature rootSignature, ShaderBytecode vertexShader, ShaderBytecode pixelShader, ShaderBytecode geometryShader, ShaderBytecode hullShader, ShaderBytecode domainShader)
        {
            RasterizerDescription rasterizerDescription = RasterizerDescription.CullNone;

            rasterizerDescription.FrontCounterClockwise = true;

            BlendDescription blendDescription = BlendDescription.AlphaBlend;

            GraphicsPipelineStateDescription pipelineStateDescription = new GraphicsPipelineStateDescription
            {
                InputLayout           = new InputLayoutDescription(inputElements),
                RootSignature         = rootSignature,
                VertexShader          = vertexShader,
                PixelShader           = pixelShader,
                GeometryShader        = geometryShader,
                HullShader            = hullShader,
                DomainShader          = domainShader,
                RasterizerState       = rasterizerDescription,
                BlendState            = blendDescription,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                StreamOutput          = new StreamOutputDescription()
            };

            Texture?depthStencilBuffer = device.CommandList.DepthStencilBuffer;

            if (depthStencilBuffer != null)
            {
                pipelineStateDescription.DepthStencilFormat = (Format)depthStencilBuffer.Description.Format;
            }

            Format[] renderTargetFormats = new Format[device.CommandList.RenderTargets.Length];

            for (int i = 0; i < renderTargetFormats.Length; i++)
            {
                renderTargetFormats[i] = (Format)((Texture)device.CommandList.RenderTargets[i]).Description.Format;
            }

            pipelineStateDescription.RenderTargetFormats = renderTargetFormats;

            return(pipelineStateDescription);
        }
コード例 #18
0
        public void CreatePipeline()
        {
            InputElementDescription[] inputElementDescs = new InputElementDescription[]
            {
                new InputElementDescription("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                new InputElementDescription("COLOR", 0, Format.R32G32B32A32_Float, 12, 0),
            };

            var psoDesc = new GraphicsPipelineStateDescription()
            {
                RootSignature = RootSignature,

                InputLayout           = new InputLayoutDescription(inputElementDescs),
                SampleMask            = uint.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RasterizerState       = RasterizerDescription.CullCounterClockwise,
                BlendState            = BlendDescription.Opaque,
                DepthStencilState     = DepthStencilDescription.None,
                RenderTargetFormats   = new[] { Format.R8G8B8A8_UNorm },
                DepthStencilFormat    = Format.Unknown,
                SampleDescription     = new SampleDescription(1, 0),
                //IndexBufferStripCutValue = IndexBufferStripCutValue.Value0xFFFF
                StreamOutput = new StreamOutputDescription()
                {
                    //RasterizedStream =
                },


                HullShader = PipelineStateDescription.HullShader == null ? null : PipelineStateDescription.HullShader.Data,

                GeometryShader = PipelineStateDescription.GeometryShader == null ? null : PipelineStateDescription.GeometryShader.Data,

                DomainShader = PipelineStateDescription.DomainShader == null ? null : PipelineStateDescription.DomainShader.Data,

                VertexShader = PipelineStateDescription.VertexShader == null ? null : PipelineStateDescription.VertexShader.Data,

                PixelShader = PipelineStateDescription.PixelShader == null ? null : PipelineStateDescription.PixelShader.Data,
            };

            oldPipelineState = GraphicsDevice.NativeDevice.CreateGraphicsPipelineState <ID3D12PipelineState>(psoDesc);
        }
コード例 #19
0
        private void BuildPSO()
        {
            var psoDesc = new GraphicsPipelineStateDescription
            {
                InputLayout           = _inputLayout,
                RootSignature         = _rootSignature,
                VertexShader          = _mvsByteCode,
                PixelShader           = _mpsByteCode,
                RasterizerState       = RasterizerStateDescription.Default(),
                BlendState            = BlendStateDescription.Default(),
                DepthStencilState     = DepthStencilStateDescription.Default(),
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                SampleDescription     = new SampleDescription(MsaaCount, MsaaQuality),
                DepthStencilFormat    = DepthStencilFormat
            };

            psoDesc.RenderTargetFormats[0] = BackBufferFormat;

            _pso = Device.CreateGraphicsPipelineState(psoDesc);
        }
コード例 #20
0
        private void LoadAssets()
        {
            // Create an empty root signature.
            var rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout);

            rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.

#if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
#endif

#if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
#endif

            // Define the vertex input layout.
            var inputElementDescs = new []
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 12, 0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            var psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout        = new InputLayoutDescription(inputElementDescs),
                RootSignature      = rootSignature,
                VertexShader       = vertexShader,
                PixelShader        = pixelShader,
                RasterizerState    = RasterizerStateDescription.Default(),
                BlendState         = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState  = new DepthStencilStateDescription()
                {
                    IsDepthEnabled = false, IsStencilEnabled = false
                },
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                Flags             = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput      = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a triangle.
            var triangleVertices = new []
            {
                new Vertex()
                {
                    Position = new Vector3(0.0f, 0.25f * aspectRatio, 0.0f), Color = new Vector4(1.0f, 0.0f, 0.0f, 1.0f)
                },
                new Vertex()
                {
                    Position = new Vector3(0.25f, -0.25f * aspectRatio, 0.0f), Color = new Vector4(0.0f, 1.0f, 0.0f, 1.0f)
                },
                new Vertex()
                {
                    Position = new Vector3(-0.25f, -0.25f * aspectRatio, 0.0f), Color = new Vector4(0.0f, 0.0f, 1.0f, 1.0f)
                },
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes  = Utilities.SizeOf <Vertex>();
            vertexBufferView.SizeInBytes    = vertexBufferSize;

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            // Create synchronization objects.
            fence      = device.CreateFence(0, FenceFlags.None);
            fenceValue = 1;

            // Create an event handle to use for frame synchronization.
            fenceEvent = new AutoResetEvent(false);
        }
コード例 #21
0
        private void BuildPSOs()
        {
            //
            // PSO for opaque objects.
            //

            var opaquePsoDesc = new GraphicsPipelineStateDescription
            {
                InputLayout           = _inputLayout,
                RootSignature         = _rootSignature,
                VertexShader          = _shaders["standardVS"],
                PixelShader           = _shaders["opaquePS"],
                RasterizerState       = RasterizerStateDescription.Default(),
                BlendState            = BlendStateDescription.Default(),
                DepthStencilState     = DepthStencilStateDescription.Default(),
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                SampleDescription     = new SampleDescription(MsaaCount, MsaaQuality),
                DepthStencilFormat    = DepthStencilFormat,
                StreamOutput          = new StreamOutputDescription() //find out how this should actually be done later
            };

            opaquePsoDesc.RenderTargetFormats[0] = BackBufferFormat;
            _psos["opaque"] = Device.CreateGraphicsPipelineState(opaquePsoDesc);

            //
            // PSO for transparent objects.
            //

            GraphicsPipelineStateDescription transparentPsoDesc = opaquePsoDesc.Copy();
            var transparencyBlendDesc = new RenderTargetBlendDescription
            {
                IsBlendEnabled        = true,
                LogicOpEnable         = false,
                SourceBlend           = BlendOption.SourceAlpha,
                DestinationBlend      = BlendOption.InverseSourceAlpha,
                BlendOperation        = BlendOperation.Add,
                SourceAlphaBlend      = BlendOption.One,
                DestinationAlphaBlend = BlendOption.Zero,
                AlphaBlendOperation   = BlendOperation.Add,
                LogicOp = LogicOperation.Noop,
                RenderTargetWriteMask = ColorWriteMaskFlags.All
            };

            transparentPsoDesc.BlendState.RenderTarget[0] = transparencyBlendDesc;
            _psos["transparent"] = Device.CreateGraphicsPipelineState(transparentPsoDesc);

            //
            // PSO for alpha tested objects.
            //

            GraphicsPipelineStateDescription alphaTestedPsoDesc = opaquePsoDesc.Copy();

            alphaTestedPsoDesc.PixelShader = _shaders["alphaTestedPS"];
            alphaTestedPsoDesc.RasterizerState.CullMode = CullMode.None;
            _psos["alphaTested"] = Device.CreateGraphicsPipelineState(alphaTestedPsoDesc);

            //
            // PSO for drawing waves.
            //

            GraphicsPipelineStateDescription wavesRenderPSO = transparentPsoDesc.Copy();

            wavesRenderPSO.VertexShader = _shaders["wavesVS"];
            _psos["wavesRender"]        = Device.CreateGraphicsPipelineState(wavesRenderPSO);

            //
            // PSO for compositing post process.
            //

            GraphicsPipelineStateDescription compositePSO = opaquePsoDesc.Copy();

            compositePSO.RootSignature = _postProcessRootSignature;

            // Disable depth test.
            compositePSO.DepthStencilState.IsDepthEnabled  = false;
            compositePSO.DepthStencilState.DepthWriteMask  = DepthWriteMask.Zero;
            compositePSO.DepthStencilState.DepthComparison = Comparison.Always;
            compositePSO.VertexShader = _shaders["compositeVS"];
            compositePSO.PixelShader  = _shaders["compositePS"];
            _psos["composite"]        = Device.CreateGraphicsPipelineState(compositePSO);

            //
            // PSO for disturbing waves.
            //

            var wavesDisturbPSO = new ComputePipelineStateDescription
            {
                RootSignaturePointer = _wavesRootSignature,
                ComputeShader        = _shaders["wavesDisturbCS"],
                Flags = PipelineStateFlags.None
            };

            _psos["wavesDisturb"] = Device.CreateComputePipelineState(wavesDisturbPSO);

            //
            // PSO for updating waves.
            //

            var wavesUpdatePSO = new ComputePipelineStateDescription
            {
                RootSignaturePointer = _wavesRootSignature,
                ComputeShader        = _shaders["wavesUpdateCS"],
                Flags = PipelineStateFlags.None
            };

            _psos["wavesUpdate"] = Device.CreateComputePipelineState(wavesUpdatePSO);

            //
            // PSO for sobel.
            //

            var sobelPSO = new ComputePipelineStateDescription
            {
                RootSignaturePointer = _postProcessRootSignature,
                ComputeShader        = _shaders["sobelCS"],
                Flags = PipelineStateFlags.None
            };

            _psos["sobel"] = Device.CreateComputePipelineState(sobelPSO);
        }
コード例 #22
0
        private void BuildPSOs()
        {
            //
            // PSO for opaque objects.
            //

            var opaquePsoDesc = new GraphicsPipelineStateDescription
            {
                InputLayout           = _inputLayout,
                RootSignature         = _rootSignature,
                VertexShader          = _shaders["standardVS"],
                PixelShader           = _shaders["opaquePS"],
                RasterizerState       = RasterizerStateDescription.Default(),
                BlendState            = BlendStateDescription.Default(),
                DepthStencilState     = DepthStencilStateDescription.Default(),
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                SampleDescription     = new SampleDescription(MsaaCount, MsaaQuality),
                DepthStencilFormat    = DepthStencilFormat
            };

            opaquePsoDesc.RenderTargetFormats[0] = BackBufferFormat;

            _psos["opaque"] = Device.CreateGraphicsPipelineState(opaquePsoDesc);

            //
            // PSO for transparent objects.
            //

            GraphicsPipelineStateDescription transparentPsoDesc = opaquePsoDesc.Copy();

            var transparencyBlendDesc = new RenderTargetBlendDescription
            {
                IsBlendEnabled        = true,
                LogicOpEnable         = false, // TODO: API suggestion: Rename to IsLogicOpEnabled similar to IsBlendEnabled.
                SourceBlend           = BlendOption.SourceAlpha,
                DestinationBlend      = BlendOption.InverseSourceAlpha,
                BlendOperation        = BlendOperation.Add,
                SourceAlphaBlend      = BlendOption.One,
                DestinationAlphaBlend = BlendOption.Zero,
                AlphaBlendOperation   = BlendOperation.Add,
                LogicOp = LogicOperation.Noop,
                RenderTargetWriteMask = ColorWriteMaskFlags.All
            };

            transparentPsoDesc.BlendState.RenderTarget[0] = transparencyBlendDesc;

            _psos["transparent"] = Device.CreateGraphicsPipelineState(transparentPsoDesc);

            //
            // PSO for alpha tested objects.
            //

            GraphicsPipelineStateDescription alphaTestedPsoDesc = opaquePsoDesc.Copy();

            alphaTestedPsoDesc.PixelShader = _shaders["alphaTestedPS"];
            alphaTestedPsoDesc.RasterizerState.CullMode = CullMode.None;

            _psos["alphaTested"] = Device.CreateGraphicsPipelineState(alphaTestedPsoDesc);
        }
コード例 #23
0
ファイル: LitVertex.cs プロジェクト: curin/CPU-GPU-Renderer
        public void BuildPSO(Device3 device, GraphicsCommandList commandList)
        {
            World        = Matrix.Translation(-2.5f, -2.5f, -2.5f);
            buffer.World = World;
            light        = new Lighting
            {
                GlobalAmbientX = 1,
                GlobalAmbientY = 1,
                GlobalAmbientZ = 1,
                KaX            = .1f,
                KaY            = .1f,
                KaZ            = .1f,
                KdX            = .5f,
                KdY            = .5f,
                KdZ            = .5f,
                KeX            = .25f,
                KeY            = .25f,
                KeZ            = .25f,
                KsX            = .1f,
                KsY            = .1f,
                KsZ            = .1f,
                LightColorX    = 1,
                LightColorY    = 1,
                LightColorZ    = 1,
                LightPositionX = 10,
                LightPositionY = 10,
                LightPositionZ = 10,
                shininess      = 5
            };

            DescriptorHeapDescription srvHeapDesc = new DescriptorHeapDescription()
            {
                DescriptorCount = 1,
                Flags           = DescriptorHeapFlags.ShaderVisible,
                Type            = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView
            };

            _srvDescriptorHeap = device.CreateDescriptorHeap(srvHeapDesc);

            //setup descriptor ranges
            DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange()
                                                               {
                                                                   RangeType = DescriptorRangeType.ShaderResourceView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0
                                                               } };

            //Get sampler state setup
            StaticSamplerDescription sampler = new StaticSamplerDescription()
            {
                Filter           = Filter.MinimumMinMagMipPoint,
                AddressU         = TextureAddressMode.Border,
                AddressV         = TextureAddressMode.Border,
                AddressW         = TextureAddressMode.Border,
                MipLODBias       = 0,
                MaxAnisotropy    = 0,
                ComparisonFunc   = Comparison.Never,
                BorderColor      = StaticBorderColor.TransparentBlack,
                MinLOD           = 0.0f,
                MaxLOD           = float.MaxValue,
                ShaderRegister   = 0,
                RegisterSpace    = 0,
                ShaderVisibility = ShaderVisibility.Pixel,
            };

            Projection = Matrix.PerspectiveFovLH((float)Math.PI / 3f, 4f / 3f, 1, 1000);
            View       = Matrix.LookAtLH(new Vector3(10 * (float)Math.Sin(rotation), 5, 10 * (float)Math.Cos(rotation)), Vector3.Zero, Vector3.UnitY);
            World      = Matrix.Translation(-2.5f, -2.5f, -2.5f);

            DescriptorHeapDescription cbvHeapDesc = new DescriptorHeapDescription()
            {
                DescriptorCount = 1,
                Flags           = DescriptorHeapFlags.ShaderVisible,
                Type            = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView
            };

            _objectViewHeap   = device.CreateDescriptorHeap(cbvHeapDesc);
            _lightingViewHeap = device.CreateDescriptorHeap(cbvHeapDesc);

            RootParameter[] rootParameters = new RootParameter[] { new RootParameter(ShaderVisibility.Pixel, ranges),
                                                                   new RootParameter(ShaderVisibility.All, new RootDescriptor(1, 0), RootParameterType.ConstantBufferView),
                                                                   new RootParameter(ShaderVisibility.All, new RootDescriptor(2, 0), RootParameterType.ConstantBufferView) };


            // Create an empty root signature.
            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootParameters, new StaticSamplerDescription[] { sampler });

            _rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.

#if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/LitVertex.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/LitVertex.hlsl", "VSMain", "vs_5_0"));
#endif

#if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/LitVertex.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/LitVertex.hlsl", "PSMain", "ps_5_0"));
#endif

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 24, 0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout           = new InputLayoutDescription(inputElementDescs),
                RootSignature         = _rootSignature,
                VertexShader          = vertexShader,
                PixelShader           = pixelShader,
                RasterizerState       = RasterizerStateDescription.Default(),
                BlendState            = BlendStateDescription.Default(),
                DepthStencilFormat    = SharpDX.DXGI.Format.D24_UNorm_S8_UInt,
                DepthStencilState     = DepthStencilStateDescription.Default(),
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                Flags             = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput      = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            _pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Define the geometry for a triangle.
            Vertex[] triangleVertices = new Vertex[]
            {
                //Front
                new Vertex()
                {
                    Position = new Vector3(0, 0, 0), TexCoord = new Vector2(1, 1), Normal = -Vector3.UnitZ
                },
                new Vertex()
                {
                    Position = new Vector3(0, 5, 0), TexCoord = new Vector2(1, 0), Normal = -Vector3.UnitZ
                },
                new Vertex()
                {
                    Position = new Vector3(5, 0, 0), TexCoord = new Vector2(0, 1), Normal = -Vector3.UnitZ
                },
                new Vertex()
                {
                    Position = new Vector3(5, 5, 0), TexCoord = new Vector2(0, 0), Normal = -Vector3.UnitZ
                },

                //Back
                new Vertex()
                {
                    Position = new Vector3(0, 0, 5), TexCoord = new Vector2(1, 1), Normal = Vector3.UnitZ
                },
                new Vertex()
                {
                    Position = new Vector3(0, 5, 5), TexCoord = new Vector2(1, 0), Normal = Vector3.UnitZ
                },
                new Vertex()
                {
                    Position = new Vector3(5, 0, 5), TexCoord = new Vector2(0, 1), Normal = Vector3.UnitZ
                },
                new Vertex()
                {
                    Position = new Vector3(5, 5, 5), TexCoord = new Vector2(0, 0), Normal = Vector3.UnitZ
                },

                //Left
                new Vertex()
                {
                    Position = new Vector3(0, 0, 0), TexCoord = new Vector2(1, 1), Normal = -Vector3.UnitX
                },
                new Vertex()
                {
                    Position = new Vector3(0, 5, 0), TexCoord = new Vector2(1, 0), Normal = -Vector3.UnitX
                },
                new Vertex()
                {
                    Position = new Vector3(0, 0, 5), TexCoord = new Vector2(0, 1), Normal = -Vector3.UnitX
                },
                new Vertex()
                {
                    Position = new Vector3(0, 5, 5), TexCoord = new Vector2(0, 0), Normal = -Vector3.UnitX
                },

                //Right
                new Vertex()
                {
                    Position = new Vector3(5, 0, 0), TexCoord = new Vector2(1, 1), Normal = Vector3.UnitX
                },
                new Vertex()
                {
                    Position = new Vector3(5, 5, 0), TexCoord = new Vector2(1, 0), Normal = Vector3.UnitX
                },
                new Vertex()
                {
                    Position = new Vector3(5, 0, 5), TexCoord = new Vector2(0, 1), Normal = Vector3.UnitX
                },
                new Vertex()
                {
                    Position = new Vector3(5, 5, 5), TexCoord = new Vector2(0, 0), Normal = Vector3.UnitX
                },

                //Top
                new Vertex()
                {
                    Position = new Vector3(0, 0, 0), TexCoord = new Vector2(1, 1), Normal = -Vector3.UnitY
                },
                new Vertex()
                {
                    Position = new Vector3(0, 0, 5), TexCoord = new Vector2(1, 0), Normal = -Vector3.UnitY
                },
                new Vertex()
                {
                    Position = new Vector3(5, 0, 0), TexCoord = new Vector2(0, 1), Normal = -Vector3.UnitY
                },
                new Vertex()
                {
                    Position = new Vector3(5, 0, 5), TexCoord = new Vector2(0, 0), Normal = -Vector3.UnitY
                },

                //Bottom
                new Vertex()
                {
                    Position = new Vector3(0, 5, 0), TexCoord = new Vector2(1, 1), Normal = Vector3.UnitY
                },
                new Vertex()
                {
                    Position = new Vector3(0, 5, 5), TexCoord = new Vector2(1, 0), Normal = Vector3.UnitY
                },
                new Vertex()
                {
                    Position = new Vector3(5, 5, 0), TexCoord = new Vector2(0, 1), Normal = Vector3.UnitY
                },
                new Vertex()
                {
                    Position = new Vector3(5, 5, 5), TexCoord = new Vector2(0, 0), Normal = Vector3.UnitY
                }
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            _vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = _vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            _vertexBuffer.Unmap(0);

            _indicies = new int[] { 0, 1, 2,
                                    3, 2, 1,
                                    6, 5, 4,
                                    5, 6, 7,

                                    10, 9, 8,
                                    9, 10, 11,
                                    12, 13, 14,
                                    15, 14, 13,

                                    18, 17, 16,
                                    17, 18, 19,
                                    20, 21, 22,
                                    23, 22, 21 };

            int indBufferSize = Utilities.SizeOf(_indicies);

            _indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indBufferSize), ResourceStates.GenericRead);

            IntPtr pIndBegin = _indexBuffer.Map(0);
            Utilities.Write(pIndBegin, _indicies, 0, _indicies.Length);
            _indexBuffer.Unmap(0);

            _indexBufferView = new IndexBufferView()
            {
                BufferLocation = _indexBuffer.GPUVirtualAddress,
                Format         = Format.R32_UInt,
                SizeInBytes    = indBufferSize
            };

            // Initialize the vertex buffer view.
            _vertexBufferView = new VertexBufferView
            {
                BufferLocation = _vertexBuffer.GPUVirtualAddress,
                StrideInBytes  = Utilities.SizeOf <Vertex>(),
                SizeInBytes    = vertexBufferSize
            };

            _objectBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(Utilities.SizeOf <ObjectData>()), ResourceStates.GenericRead);

            //// Describe and create a constant buffer view.
            ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = _objectBuffer.GPUVirtualAddress,
                SizeInBytes    = (Utilities.SizeOf <ObjectData>() + 255) & ~255
            };
            device.CreateConstantBufferView(cbvDesc, _objectViewHeap.CPUDescriptorHandleForHeapStart);

            // Initialize and map the constant buffers. We don't unmap this until the
            // app closes. Keeping things mapped for the lifetime of the resource is okay.
            _objectPointer = _objectBuffer.Map(0);
            Utilities.Write(_objectPointer, ref buffer);

            _lightingBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(Utilities.SizeOf <Lighting>()), ResourceStates.GenericRead);

            //// Describe and create a constant buffer view.
            ConstantBufferViewDescription cbvDesc2 = new ConstantBufferViewDescription()
            {
                BufferLocation = _objectBuffer.GPUVirtualAddress,
                SizeInBytes    = (Utilities.SizeOf <Lighting>() + 255) & ~255
            };
            device.CreateConstantBufferView(cbvDesc2, _lightingViewHeap.CPUDescriptorHandleForHeapStart);

            // Initialize and map the constant buffers. We don't unmap this until the
            // app closes. Keeping things mapped for the lifetime of the resource is okay.
            _lightingPointer = _lightingBuffer.Map(0);
            Utilities.Write(_lightingPointer, ref light);

            Resource textureUploadHeap;

            // Create the texture.
            // Describe and create a Texture2D.
            ResourceDescription textureDesc = ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, textureWidth, textureHeight);
            _texture = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, textureDesc, ResourceStates.CopyDestination);

            long uploadBufferSize = GetRequiredIntermediateSize(device, _texture, 0, 1);

            // Create the GPU upload buffer.
            textureUploadHeap = device.CreateCommittedResource(new HeapProperties(CpuPageProperty.WriteBack, MemoryPool.L0), HeapFlags.None, ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, textureWidth, textureHeight), ResourceStates.GenericRead);

            // Copy data to the intermediate upload heap and then schedule a copy
            // from the upload heap to the Texture2D.
            byte[] textureData = GenerateTextureData();

            GCHandle handle = GCHandle.Alloc(textureData, GCHandleType.Pinned);
            IntPtr   ptr    = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0);
            textureUploadHeap.WriteToSubresource(0, null, ptr, 4 * textureWidth, textureData.Length);
            handle.Free();

            commandList.CopyTextureRegion(new TextureCopyLocation(_texture, 0), 0, 0, 0, new TextureCopyLocation(textureUploadHeap, 0), null);

            commandList.ResourceBarrierTransition(_texture, ResourceStates.CopyDestination, ResourceStates.PixelShaderResource);

            // Describe and create a SRV for the texture.
            ShaderResourceViewDescription srvDesc = new ShaderResourceViewDescription()
            {
                Shader4ComponentMapping = ComponentMapping(0, 1, 2, 3),
                Format    = textureDesc.Format,
                Dimension = ShaderResourceViewDimension.Texture2D,
            };
            srvDesc.Texture2D.MipLevels = 1;

            device.CreateShaderResourceView(_texture, srvDesc, _srvDescriptorHeap.CPUDescriptorHandleForHeapStart);

            _resources = new[] { new GraphicsResource()
                                 {
                                     Heap = _srvDescriptorHeap, Register = 0, type = ResourceType.DescriptorTable
                                 },
                                 new GraphicsResource()
                                 {
                                     Resource = _objectBuffer, Register = 2, type = ResourceType.ConstantBufferView
                                 },
                                 new GraphicsResource()
                                 {
                                     Resource = _lightingBuffer, Register = 1, type = ResourceType.ConstantBufferView
                                 } };
        }
コード例 #24
0
        internal void Prepare(PipelineStateDescription pipelineStateDescription)
        {
            if (pipelineStateDescription.RootSignature != null)
            {
                var effectReflection = pipelineStateDescription.EffectBytecode.Reflection;

                var computeShader = pipelineStateDescription.EffectBytecode.Stages.FirstOrDefault(e => e.Stage == ShaderStage.Compute);
                IsCompute = computeShader != null;

                var rootSignatureParameters = new List <RootParameter>();
                var immutableSamplers       = new List <StaticSamplerDescription>();
                SrvBindCounts     = new int[pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.Layouts.Count];
                SamplerBindCounts = new int[pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.Layouts.Count];
                for (int layoutIndex = 0; layoutIndex < pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.Layouts.Count; layoutIndex++)
                {
                    var layout = pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.Layouts[layoutIndex];
                    if (layout.Layout == null)
                    {
                        continue;
                    }

                    // TODO D3D12 for now, we don't control register so we simply generate one resource table per shader stage and per descriptor set layout
                    //            we should switch to a model where we make sure VS/PS don't overlap for common descriptors so that they can be shared
                    var srvDescriptorRanges     = new Dictionary <ShaderStage, List <DescriptorRange> >();
                    var samplerDescriptorRanges = new Dictionary <ShaderStage, List <DescriptorRange> >();

                    int descriptorSrvOffset     = 0;
                    int descriptorSamplerOffset = 0;
                    foreach (var item in layout.Layout.Entries)
                    {
                        var isSampler = item.Class == EffectParameterClass.Sampler;

                        // Find matching resource bindings
                        foreach (var binding in effectReflection.ResourceBindings)
                        {
                            if (binding.Stage == ShaderStage.None || binding.KeyInfo.Key != item.Key)
                            {
                                continue;
                            }

                            List <DescriptorRange> descriptorRanges;
                            {
                                var dictionary = isSampler ? samplerDescriptorRanges : srvDescriptorRanges;
                                if (dictionary.TryGetValue(binding.Stage, out descriptorRanges) == false)
                                {
                                    descriptorRanges = dictionary[binding.Stage] = new List <DescriptorRange>();
                                }
                            }

                            if (isSampler)
                            {
                                if (item.ImmutableSampler != null)
                                {
                                    immutableSamplers.Add(new StaticSamplerDescription(ShaderStage2ShaderVisibility(binding.Stage), binding.SlotStart, 0)
                                    {
                                        // TODO D3D12 ImmutableSampler should only be a state description instead of a GPU object?
                                        Filter         = (Filter)item.ImmutableSampler.Description.Filter,
                                        ComparisonFunc = (Comparison)item.ImmutableSampler.Description.CompareFunction,
                                        BorderColor    = ColorHelper.ConvertStatic(item.ImmutableSampler.Description.BorderColor),
                                        AddressU       = (SharpDX.Direct3D12.TextureAddressMode)item.ImmutableSampler.Description.AddressU,
                                        AddressV       = (SharpDX.Direct3D12.TextureAddressMode)item.ImmutableSampler.Description.AddressV,
                                        AddressW       = (SharpDX.Direct3D12.TextureAddressMode)item.ImmutableSampler.Description.AddressW,
                                        MinLOD         = item.ImmutableSampler.Description.MinMipLevel,
                                        MaxLOD         = item.ImmutableSampler.Description.MaxMipLevel,
                                        MipLODBias     = item.ImmutableSampler.Description.MipMapLevelOfDetailBias,
                                        MaxAnisotropy  = item.ImmutableSampler.Description.MaxAnisotropy,
                                    });
                                }
                                else
                                {
                                    // Add descriptor range
                                    descriptorRanges.Add(new DescriptorRange(DescriptorRangeType.Sampler, item.ArraySize, binding.SlotStart, 0, descriptorSamplerOffset));
                                }
                            }
                            else
                            {
                                DescriptorRangeType descriptorRangeType;
                                switch (binding.Class)
                                {
                                case EffectParameterClass.ConstantBuffer:
                                    descriptorRangeType = DescriptorRangeType.ConstantBufferView;
                                    break;

                                case EffectParameterClass.ShaderResourceView:
                                    descriptorRangeType = DescriptorRangeType.ShaderResourceView;
                                    break;

                                case EffectParameterClass.UnorderedAccessView:
                                    descriptorRangeType = DescriptorRangeType.UnorderedAccessView;
                                    break;

                                default:
                                    throw new NotImplementedException();
                                }

                                // Add descriptor range
                                descriptorRanges.Add(new DescriptorRange(descriptorRangeType, item.ArraySize, binding.SlotStart, 0, descriptorSrvOffset));
                            }
                        }

                        // Move to next element (mirror what is done in DescriptorSetLayout)
                        if (isSampler)
                        {
                            if (item.ImmutableSampler == null)
                            {
                                descriptorSamplerOffset += item.ArraySize;
                            }
                        }
                        else
                        {
                            descriptorSrvOffset += item.ArraySize;
                        }
                    }

                    foreach (var stage in srvDescriptorRanges)
                    {
                        if (stage.Value.Count > 0)
                        {
                            rootSignatureParameters.Add(new RootParameter(ShaderStage2ShaderVisibility(stage.Key), stage.Value.ToArray()));
                            SrvBindCounts[layoutIndex]++;
                        }
                    }
                    foreach (var stage in samplerDescriptorRanges)
                    {
                        if (stage.Value.Count > 0)
                        {
                            rootSignatureParameters.Add(new RootParameter(ShaderStage2ShaderVisibility(stage.Key), stage.Value.ToArray()));
                            SamplerBindCounts[layoutIndex]++;
                        }
                    }
                }
                var rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootSignatureParameters.ToArray(), immutableSamplers.ToArray());

                var rootSignature = NativeDevice.CreateRootSignature(0, rootSignatureDesc.Serialize());

                InputElement[] inputElements = null;
                if (pipelineStateDescription.InputElements != null)
                {
                    inputElements = new InputElement[pipelineStateDescription.InputElements.Length];
                    for (int i = 0; i < inputElements.Length; ++i)
                    {
                        var inputElement = pipelineStateDescription.InputElements[i];
                        inputElements[i] = new InputElement
                        {
                            Format            = (SharpDX.DXGI.Format)inputElement.Format,
                            AlignedByteOffset = inputElement.AlignedByteOffset,
                            SemanticName      = inputElement.SemanticName,
                            SemanticIndex     = inputElement.SemanticIndex,
                            Slot                 = inputElement.InputSlot,
                            Classification       = (SharpDX.Direct3D12.InputClassification)inputElement.InputSlotClass,
                            InstanceDataStepRate = inputElement.InstanceDataStepRate,
                        };
                    }
                }

                PrimitiveTopologyType primitiveTopologyType;
                switch (pipelineStateDescription.PrimitiveType)
                {
                case PrimitiveType.Undefined:
                    primitiveTopologyType = PrimitiveTopologyType.Undefined;
                    break;

                case PrimitiveType.PointList:
                    primitiveTopologyType = PrimitiveTopologyType.Point;
                    break;

                case PrimitiveType.LineList:
                case PrimitiveType.LineStrip:
                case PrimitiveType.LineListWithAdjacency:
                case PrimitiveType.LineStripWithAdjacency:
                    primitiveTopologyType = PrimitiveTopologyType.Line;
                    break;

                case PrimitiveType.TriangleList:
                case PrimitiveType.TriangleStrip:
                case PrimitiveType.TriangleListWithAdjacency:
                case PrimitiveType.TriangleStripWithAdjacency:
                    primitiveTopologyType = PrimitiveTopologyType.Triangle;
                    break;

                default:
                    if (pipelineStateDescription.PrimitiveType >= PrimitiveType.PatchList && pipelineStateDescription.PrimitiveType < PrimitiveType.PatchList + 32)
                    {
                        primitiveTopologyType = PrimitiveTopologyType.Patch;
                    }
                    else
                    {
                        throw new ArgumentOutOfRangeException("pipelineStateDescription.PrimitiveType");
                    }
                    break;
                }

                // Check if it should use compute pipeline state
                if (IsCompute)
                {
                    var nativePipelineStateDescription = new ComputePipelineStateDescription
                    {
                        ComputeShader        = computeShader.Data,
                        Flags                = PipelineStateFlags.None,
                        RootSignaturePointer = rootSignature,
                    };

                    CompiledState = NativeDevice.CreateComputePipelineState(nativePipelineStateDescription);
                }
                else
                {
                    var nativePipelineStateDescription = new GraphicsPipelineStateDescription
                    {
                        InputLayout        = new InputLayoutDescription(inputElements),
                        RootSignature      = rootSignature,
                        RasterizerState    = CreateRasterizerState(pipelineStateDescription.RasterizerState),
                        BlendState         = CreateBlendState(pipelineStateDescription.BlendState),
                        SampleMask         = (int)pipelineStateDescription.SampleMask,
                        DepthStencilFormat = (SharpDX.DXGI.Format)pipelineStateDescription.Output.DepthStencilFormat,
                        DepthStencilState  = CreateDepthStencilState(pipelineStateDescription.DepthStencilState),
                        RenderTargetCount  = pipelineStateDescription.Output.RenderTargetCount,
                        // TODO D3D12 hardcoded
                        StreamOutput          = new StreamOutputDescription(),
                        PrimitiveTopologyType = primitiveTopologyType,
                        // TODO D3D12 hardcoded
                        SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                    };

                    // Disable depth buffer if no format specified
                    if (nativePipelineStateDescription.DepthStencilFormat == Format.Unknown)
                        nativePipelineStateDescription.DepthStencilState.IsDepthEnabled = false;

                    fixed(PixelFormat *renderTargetFormats = &pipelineStateDescription.Output.RenderTargetFormat0)
                    {
                        for (int i = 0; i < pipelineStateDescription.Output.RenderTargetCount; ++i)
                        {
                            nativePipelineStateDescription.RenderTargetFormats[i] = (SharpDX.DXGI.Format)renderTargetFormats[i];
                        }
                    }

                    foreach (var stage in pipelineStateDescription.EffectBytecode.Stages)
                    {
                        switch (stage.Stage)
                        {
                        case ShaderStage.Vertex:
                            nativePipelineStateDescription.VertexShader = stage.Data;
                            break;

                        case ShaderStage.Hull:
                            nativePipelineStateDescription.HullShader = stage.Data;
                            break;

                        case ShaderStage.Domain:
                            nativePipelineStateDescription.DomainShader = stage.Data;
                            break;

                        case ShaderStage.Geometry:
                            nativePipelineStateDescription.GeometryShader = stage.Data;
                            break;

                        case ShaderStage.Pixel:
                            nativePipelineStateDescription.PixelShader = stage.Data;
                            break;

                        default:
                            throw new ArgumentOutOfRangeException();
                        }
                    }

                    CompiledState = NativeDevice.CreateGraphicsPipelineState(nativePipelineStateDescription);
                }

                RootSignature     = rootSignature;
                PrimitiveTopology = (PrimitiveTopology)pipelineStateDescription.PrimitiveType;
                HasScissorEnabled = pipelineStateDescription.RasterizerState.ScissorTestEnable;
            }
        }
コード例 #25
0
        /// <summary>
        /// Setup resources for rendering
        /// </summary>
        void LoadAssets()
        {
            // Create the main command list
            commandList = Collect(device.CreateCommandList(CommandListType.Direct, commandListAllocator, pipelineState));

            // Create the descriptor heap for the render target view
            descriptorHeapRT = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                Type            = DescriptorHeapType.RenderTargetView,
                DescriptorCount = 1
            }));
#if USE_DEPTH
            descriptorHeapDS = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                Type            = DescriptorHeapType.DepthStencilView,
                DescriptorCount = 1
            }));
#endif
#if USE_TEXTURE
            descriptorHeapCB = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                Type            = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView,
                DescriptorCount = 2,
                Flags           = DescriptorHeapFlags.ShaderVisible,
            }));
            descriptorHeapS = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                Type            = DescriptorHeapType.Sampler,
                DescriptorCount = 1,
                Flags           = DescriptorHeapFlags.ShaderVisible,
            }));
            descriptorsHeaps[0] = descriptorHeapCB;
            descriptorsHeaps[1] = descriptorHeapS;
#else
            descriptorHeapCB = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                Type            = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView,
                DescriptorCount = 1,
                Flags           = DescriptorHeapFlags.ShaderVisible,
            }));
            descriptorsHeaps[0] = descriptorHeapCB;
#endif
#if true // root signature in code
            var rsparams = new RootParameter[]
            {
                new RootParameter(ShaderVisibility.Vertex, new RootDescriptor(), RootParameterType.ConstantBufferView),
                new RootParameter(ShaderVisibility.Vertex,
                                  new DescriptorRange
                {
                    RangeType          = DescriptorRangeType.ConstantBufferView,
                    BaseShaderRegister = 1,
                    DescriptorCount    = 1,
                }),
#if USE_TEXTURE
                new RootParameter(ShaderVisibility.Pixel,
                                  new DescriptorRange
                {
                    RangeType          = DescriptorRangeType.ShaderResourceView,
                    BaseShaderRegister = 0,
                    DescriptorCount    = 1,
                }),
                new RootParameter(ShaderVisibility.Pixel,
                                  new DescriptorRange
                {
                    RangeType          = DescriptorRangeType.Sampler,
                    BaseShaderRegister = 0,
                    DescriptorCount    = 1,
                }),
#endif
            };
            var rs = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rsparams);
            rootSignature = Collect(device.CreateRootSignature(rs.Serialize()));
#else
            var rootSignatureByteCode = Utilities.ReadStream(assembly.GetManifestResourceStream("Shaders.Cube" + shaderNameSuffix + ".rs"));
            using (var bufferRootSignature = DataBuffer.Create(rootSignatureByteCode))
                rootSignature = Collect(device.CreateRootSignature(bufferRootSignature));
#endif
            byte[] vertexShaderByteCode = GetResourceBytes("Cube" + shaderNameSuffix + ".vso");
            byte[] pixelShaderByteCode  = GetResourceBytes("Cube" + shaderNameSuffix + ".pso");

            var layout = new InputLayoutDescription(new InputElement[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0),
                new InputElement("NORMAL", 0, Format.R32G32B32_Float, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0),
#if USE_INSTANCES
                new InputElement("OFFSET", 0, Format.R32G32B32_Float, 0, 1, InputClassification.PerInstanceData, 1),
#endif
            });

            #region pipeline state
            var psd = new GraphicsPipelineStateDescription
            {
                InputLayout           = layout,
                VertexShader          = vertexShaderByteCode,
                PixelShader           = pixelShaderByteCode,
                RootSignature         = rootSignature,
                DepthStencilState     = DepthStencilStateDescription.Default(),
                DepthStencilFormat    = Format.Unknown,
                BlendState            = BlendStateDescription.Default(),
                RasterizerState       = RasterizerStateDescription.Default(),
                SampleDescription     = new SampleDescription(1, 0),
                RenderTargetCount     = 1,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                SampleMask            = -1,
                StreamOutput          = new StreamOutputDescription()
            };
            psd.RenderTargetFormats[0] = Format.R8G8B8A8_UNorm;
#if USE_DEPTH
            psd.DepthStencilFormat = Format.D32_Float;
#else
            psd.DepthStencilState.IsDepthEnabled = false;
#endif
            //psd.RasterizerState.CullMode = CullMode.None;
            pipelineState = Collect(device.CreateGraphicsPipelineState(psd));
            #endregion pipeline state

            #region vertices
            var vertices = new[]
            {
                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                       // Front
                -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,

                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                        // BACK
                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                        // BACK
                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,

                -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                        // Top
                -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                        // Top
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,

                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                       // Bottom
                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                       // Bottom
                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,

                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                       // Left
                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                       // Left
                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,

                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                        // Right
                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                        // Right
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
            };
            #endregion vertices
            #region vertex buffer
            // Instantiate Vertex buiffer from vertex data
            int sizeOfFloat = sizeof(float);
            int sizeInBytes = vertices.Length * sizeOfFloat;
            vertexBuffer = Collect(device.CreateCommittedResource(
                                       new HeapProperties(HeapType.Upload),
                                       HeapFlags.None,
                                       new ResourceDescription(ResourceDimension.Buffer, 0, sizeInBytes, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None),
                                       ResourceStates.GenericRead));
            vertexBufferView = new[]
            {
                new VertexBufferView
                {
                    BufferLocation = vertexBuffer.GPUVirtualAddress,
                    SizeInBytes    = sizeInBytes,
                    StrideInBytes  = sizeOfFloat * 8,
                }
            };
            var ptr = vertexBuffer.Map(0);
            Utilities.Write(ptr, vertices, 0, vertices.Length);
            vertexBuffer.Unmap(0);
            #endregion vertex buffer
            #region instances
#if USE_INSTANCES
            int instanceSizeInBytes = sizeOfFloat * instances.Length;
            instancesBuffer = Collect(device.CreateCommittedResource(
                                          new HeapProperties(HeapType.Upload),
                                          HeapFlags.None,
                                          new ResourceDescription(ResourceDimension.Buffer, 0, instanceSizeInBytes, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None),
                                          ResourceStates.GenericRead));
            instancesBufferView = new[]
            {
                new VertexBufferView
                {
                    BufferLocation = instancesBuffer.GPUVirtualAddress,
                    SizeInBytes    = instanceSizeInBytes,
                    StrideInBytes  = sizeOfFloat * 3,
                }
            };
            ptr = instancesBuffer.Map(0);
            Utilities.Write(ptr, instances, 0, instances.Length);
            instancesBuffer.Unmap(0);
#endif
            #endregion instances

            #region indices
#if USE_INDICES
            var indexData = new[]
            {
                0, 1, 2, 3, 4,
                5, 6, 7, 8, 9, 10,
                11, 12, 13, 14, 15, 16,
                17, 18, 19, 20, 21, 22,
                23, 24, 25, 26, 27, 28,
                29, 30, 31, 32, 33
            };
            sizeInBytes = indexData.Length * sizeof(int);
            indexBuffer = Collect(device.CreateCommittedResource(
                                      new HeapProperties(HeapType.Upload),
                                      HeapFlags.None,
                                      new ResourceDescription(ResourceDimension.Buffer, 0, sizeInBytes, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None),
                                      ResourceStates.GenericRead));
            ptr = indexBuffer.Map(0);
            Utilities.Write(ptr, indexData, 0, indexData.Length);
            indexBuffer.Unmap(0);
            indexBufferView = new IndexBufferView
            {
                BufferLocation = indexBuffer.GPUVirtualAddress,
                SizeInBytes    = sizeInBytes,
                Format         = Format.R32_UInt
            };
#endif
            #endregion indices

            #region transform
            transWorld = Collect(device.CreateCommittedResource(
                                     new HeapProperties(HeapType.Upload),
                                     HeapFlags.None,
                                     new ResourceDescription(ResourceDimension.Buffer, 0, 16 * sizeOfMatrix, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None),
                                     ResourceStates.GenericRead));
            transWorldPtr = transWorld.Map(0);
            transViewProj = Collect(device.CreateCommittedResource(
                                        new HeapProperties(HeapType.Upload),
                                        HeapFlags.None,
                                        new ResourceDescription(ResourceDimension.Buffer, 0, sizeOfMatrix, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None),
                                        ResourceStates.GenericRead));
            device.CreateConstantBufferView(new ConstantBufferViewDescription
            {
                BufferLocation = transViewProj.GPUVirtualAddress,
                SizeInBytes    = sizeOfMatrix,
            }, descriptorHeapCB.CPUDescriptorHandleForHeapStart);

            var view = Matrix.LookAtLH(new Vector3(5, 5, -5), Vector3.Zero, Vector3.UnitY);
            var proj = Matrix.PerspectiveFovLH(MathUtil.Pi / 4, (float)width / height, 0.1f, 100);
            var vpT  = view * proj;
            vpT.Transpose();
            ptr = transViewProj.Map(0);
            Utilities.Write(ptr, ref vpT);
            transViewProj.Unmap(0);
            #endregion transform

#if USE_TEXTURE
            #region texture
            Resource buf;
            using (var tl = new TextureLoader("GeneticaMortarlessBlocks.jpg"))
            {
                int w = tl.Width, h = tl.Height;
                var descrs = new[]
                {
                    new ResourceDescription(ResourceDimension.Texture2D,
                                            0, w, h, 1, 1,
                                            Format.B8G8R8A8_UNorm, 1, 0,
                                            TextureLayout.Unknown,
                                            ResourceFlags.None),
                };
                texture = Collect(device.CreateCommittedResource(
                                      new HeapProperties(HeapType.Default),
                                      HeapFlags.None,
                                      descrs[0],
                                      ResourceStates.CopyDestination)
                                  );
                var resAllocInfo = device.GetResourceAllocationInfo(1, 1, descrs);
                buf = device.CreateCommittedResource(
                    new HeapProperties(HeapType.Upload),
                    HeapFlags.None,
                    new ResourceDescription(
                        ResourceDimension.Buffer,
                        0,
                        resAllocInfo.SizeInBytes,
                        1, 1, 1,
                        Format.Unknown,
                        1, 0,
                        TextureLayout.RowMajor,
                        ResourceFlags.None),
                    ResourceStates.GenericRead);

                var ptrBuf   = buf.Map(0);
                int rowPitch = tl.CopyImageData(ptrBuf);
                buf.Unmap(0);

                var src = new TextureCopyLocation(buf,
                                                  new PlacedSubResourceFootprint
                {
                    Offset    = 0,
                    Footprint = new SubResourceFootprint
                    {
                        Format   = Format.B8G8R8A8_UNorm_SRgb,
                        Width    = w,
                        Height   = h,
                        Depth    = 1,
                        RowPitch = rowPitch
                    }
                }
                                                  );
                var dst = new TextureCopyLocation(texture, 0);
                // record copy
                commandList.CopyTextureRegion(dst, 0, 0, 0, src, null);

                commandList.ResourceBarrierTransition(texture, ResourceStates.CopyDestination, ResourceStates.GenericRead);
            }
            descrOffsetCB = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);
            device.CreateShaderResourceView(texture, null, descriptorHeapCB.CPUDescriptorHandleForHeapStart + descrOffsetCB);
            #endregion texture

            #region sampler
            device.CreateSampler(new SamplerStateDescription
            {
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Wrap,
                AddressW = TextureAddressMode.Wrap,
                Filter   = Filter.MaximumMinMagMipLinear,
            }, descriptorHeapS.CPUDescriptorHandleForHeapStart);
            #endregion sampler
#endif
            // Get the backbuffer and creates the render target view
            renderTarget = Collect(swapChain.GetBackBuffer <Resource>(0));
            device.CreateRenderTargetView(renderTarget, null, descriptorHeapRT.CPUDescriptorHandleForHeapStart);

#if USE_DEPTH
            depthBuffer = Collect(device.CreateCommittedResource(
                                      new HeapProperties(HeapType.Default),
                                      HeapFlags.None,
                                      new ResourceDescription(ResourceDimension.Texture2D, 0, width, height, 1, 1, Format.D32_Float, 1, 0, TextureLayout.Unknown, ResourceFlags.AllowDepthStencil),
                                      ResourceStates.Present,
                                      new ClearValue
            {
                Format       = Format.D32_Float,
                DepthStencil = new DepthStencilValue
                {
                    Depth   = 1,
                    Stencil = 0,
                }
            }));
            device.CreateDepthStencilView(depthBuffer, null, descriptorHeapDS.CPUDescriptorHandleForHeapStart);
#endif

            // Create the viewport
            viewPort = new ViewportF(0, 0, width, height);

            // Create the scissor
            scissorRectangle = new Rectangle(0, 0, width, height);

            // Create a fence to wait for next frame
            fence        = Collect(device.CreateFence(0, FenceFlags.None));
            currentFence = 1;

            // Close command list
            commandList.Close();
            commandQueue.ExecuteCommandList(commandList);

            // Create an event handle use for VTBL
            CreateWaitEvent();

            // Wait the command list to complete
            WaitForPrevFrame();
#if USE_TEXTURE
            buf.Dispose();
#endif
        }
コード例 #26
0
        private void LoadAssets()
        {
            DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange()
                                                               {
                                                                   RangeType = DescriptorRangeType.ShaderResourceView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0
                                                               } };

            StaticSamplerDescription sampler = new StaticSamplerDescription()
            {
                Filter           = Filter.MinimumMinMagMipPoint,
                AddressU         = TextureAddressMode.Border,
                AddressV         = TextureAddressMode.Border,
                AddressW         = TextureAddressMode.Border,
                MipLODBias       = 0,
                MaxAnisotropy    = 0,
                ComparisonFunc   = Comparison.Never,
                BorderColor      = StaticBorderColor.TransparentBlack,
                MinLOD           = 0.0f,
                MaxLOD           = float.MaxValue,
                ShaderRegister   = 0,
                RegisterSpace    = 0,
                ShaderVisibility = ShaderVisibility.Pixel,
            };

            RootParameter[] rootParameters = new RootParameter[] { new RootParameter(ShaderVisibility.Pixel, ranges) };


            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootParameters, new StaticSamplerDescription[] { sampler });

            rootSignature = device.CreateRootSignature(0, rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.
#if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
#endif

#if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
#endif

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout        = new InputLayoutDescription(inputElementDescs),
                RootSignature      = rootSignature,
                VertexShader       = vertexShader,
                PixelShader        = pixelShader,
                RasterizerState    = RasterizerStateDescription.Default(),
                BlendState         = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState  = new DepthStencilStateDescription()
                {
                    IsDepthEnabled = false, IsStencilEnabled = false
                },
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                Flags             = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput      = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a triangle.
            Vertex[] triangleVertices = new Vertex[]
            {
                new Vertex()
                {
                    position = new Vector3(0.0f, 0.25f * aspectRatio, 0.0f), uv = new Vector2(0.5f, 0.0f)
                },
                new Vertex()
                {
                    position = new Vector3(0.25f, -0.25f * aspectRatio, 0.0f), uv = new Vector2(1.0f, 1.0f)
                },
                new Vertex()
                {
                    position = new Vector3(-0.25f, -0.25f * aspectRatio, 0.0f), uv = new Vector2(0.0f, 1.0f)
                },
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes  = Utilities.SizeOf <Vertex>();
            vertexBufferView.SizeInBytes    = vertexBufferSize;

            Resource textureUploadHeap;

            // Create the texture.
            // Describe and create a Texture2D.
            ResourceDescription textureDesc = ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight);
            texture = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, textureDesc, ResourceStates.CopyDestination);

            long uploadBufferSize = GetRequiredIntermediateSize(this.texture, 0, 1);

            // Create the GPU upload buffer.
            textureUploadHeap = device.CreateCommittedResource(new HeapProperties(CpuPageProperty.WriteBack, MemoryPool.L0), HeapFlags.None, ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight), ResourceStates.GenericRead);

            // Copy data to the intermediate upload heap and then schedule a copy
            // from the upload heap to the Texture2D.
            byte[] textureData = GenerateTextureData();

            GCHandle handle = GCHandle.Alloc(textureData, GCHandleType.Pinned);
            IntPtr   ptr    = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0);
            textureUploadHeap.WriteToSubresource(0, null, ptr, TexturePixelSize * TextureWidth, textureData.Length);
            handle.Free();

            commandList.CopyTextureRegion(new TextureCopyLocation(texture, 0), 0, 0, 0, new TextureCopyLocation(textureUploadHeap, 0), null);

            commandList.ResourceBarrierTransition(this.texture, ResourceStates.CopyDestination, ResourceStates.PixelShaderResource);

            // Describe and create a SRV for the texture.
            ShaderResourceViewDescription srvDesc = new ShaderResourceViewDescription()
            {
                Shader4ComponentMapping = D3DXUtilities.DefaultComponentMapping(),
                Format    = textureDesc.Format,
                Dimension = ShaderResourceViewDimension.Texture2D,
            };
            srvDesc.Texture2D.MipLevels = 1;

            device.CreateShaderResourceView(this.texture, srvDesc, shaderRenderViewHeap.CPUDescriptorHandleForHeapStart);

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            commandQueue.ExecuteCommandList(commandList);

            // Create synchronization objects.
            fence      = device.CreateFence(0, FenceFlags.None);
            fenceValue = 1;

            // Create an event handle to use for frame synchronization.
            fenceEvent = new AutoResetEvent(false);


            WaitForPreviousFrame();

            //release temp texture
            textureUploadHeap.Dispose();
        }
コード例 #27
0
        //创建资源
        private void LoadAssets()
        {
            //创建一个空的根签名
            var rootSignatureDesc = new RootSignatureDescription(
                RootSignatureFlags.AllowInputAssemblerInputLayout,
                //根常量
                new[] {
                new RootParameter(ShaderVisibility.All,    //指定可以访问根签名绑定的内容的着色器,这里设置为顶点着色器
                                  new DescriptorRange()
                {
                    RangeType          = DescriptorRangeType.ConstantBufferView, //指定描述符范围,这里的参数是CBV
                    BaseShaderRegister = 0,                                      //指定描述符范围内的基本着色器
                    OffsetInDescriptorsFromTableStart = int.MinValue,            //描述符从根签名开始的偏移量
                    DescriptorCount = 1                                          //描述符范围内的描述符数
                })
            });

            //表示该根签名需要一组顶点缓冲区来绑定
            rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            //创建流水线状态,负责编译和加载着色器
#if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VS", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VS", "vs_5_0"));
#endif

//#if DEBUG
//            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PS", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
//#else
//            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PS", "ps_5_0"));
//#endif

            //描述输入装配器阶段的输入元素,这里定义顶点输入布局
            var inputElementDescs = new[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0)
            };

            //创建流水线状态对象(PSO)
            var psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout   = new InputLayoutDescription(inputElementDescs),  //描述输入缓冲器
                RootSignature = rootSignature,                                  //根签名
                VertexShader  = vertexShader,                                   //顶点着色器
                //PixelShader = pixelShader,//像素着色器
                RasterizerState       = RasterizerStateDescription.Default(),   //描述光栅器状态
                BlendState            = BlendStateDescription.Default(),        //描述混合状态
                DepthStencilFormat    = SharpDX.DXGI.Format.D32_Float,          //描述深度/模板格式(纹理资源)
                DepthStencilState     = DepthStencilStateDescription.Default(), //描述深度模板状态
                SampleMask            = int.MaxValue,                           //混合状态的样本掩码
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,         //定义该管道的几何或外壳着色器的输入类型,这里是三角
                RenderTargetCount     = 1,                                      //RTVFormat成员中的渲染目标格式数
                Flags             = PipelineStateFlags.None,                    //用于控制管道状态的标志,这里表示没有标志
                SampleDescription = new SampleDescription(1, 0),                //描述资源的多采样参数
                StreamOutput      = new StreamOutputDescription()               //描述输出缓冲器
            };
            psoDesc.RenderTargetFormats[0] = Format.R8G8B8A8_UNorm;             //描述渲染目标格式的数组

            //设置管道
            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            //创建命令列表
            commandList = device.CreateCommandList(
                CommandListType.Direct, //指定命令列表的创建类型,Direct命令列表不会继承任何GPU状态
                commandAllocator,       //指向设备创建的命令列表对象的指针
                pipelineState);         //指向(管道)内存块的指针

            commandList.Close();

            float aspectRatio = viewPort.Width / viewPort.Height;

            //定义待绘制图形的几何形状
            string bitmapPath = @"C:\Users\yulanli\Desktop\TerrainForm\heightMap.BMP";
            Bitmap bitmap     = new Bitmap(bitmapPath);
            xCount     = (bitmap.Width - 1) / 2;
            yCount     = (bitmap.Height - 1) / 2;
            cellWidth  = bitmap.Width / xCount;
            cellHeight = bitmap.Height / yCount;

            var vertices = new PositionTextured[(xCount + 1) * (yCount + 1)];//定义顶点
            for (int i = 0; i < yCount + 1; i++)
            {
                for (int j = 0; j < xCount + 1; j++)
                {
                    System.Drawing.Color color = bitmap.GetPixel((int)(j * cellWidth), (int)(i * cellHeight));
                    float height = float.Parse(color.R.ToString()) + float.Parse(color.G.ToString()) + float.Parse(color.B.ToString());
                    height /= 10;
                    vertices[j + i * (xCount + 1)].Position = new Vector3(j * cellWidth, height, i * cellHeight);
                    vertices[j + i * (xCount + 1)].Texcoord = new Vector2((float)j / (xCount + 1), (float)i / (yCount + 1));
                }
            }
            texture = TextureLoader.TextureLoader.CreateTextureFromDDS(device, @"C:\Users\yulanli\Desktop\TerrainForm\colorMapDDS.DDS");
            //创建待绘制图形的顶点索引
            indices = new int[6 * xCount * yCount];
            for (int i = 0; i < yCount; i++)
            {
                for (int j = 0; j < xCount; j++)
                {
                    indices[6 * (j + i * xCount)]     = j + i * (xCount + 1);
                    indices[6 * (j + i * xCount) + 1] = j + (i + 1) * (xCount + 1);
                    indices[6 * (j + i * xCount) + 2] = j + i * (xCount + 1) + 1;
                    indices[6 * (j + i * xCount) + 3] = j + i * (xCount + 1) + 1;
                    indices[6 * (j + i * xCount) + 4] = j + (i + 1) * (xCount + 1);
                    indices[6 * (j + i * xCount) + 5] = j + (i + 1) * (xCount + 1) + 1;
                }
            }
            //创建视锥体
            //创建摄像机
            CamTarget = new Vector3(bitmap.Width / 2, 0f, bitmap.Height / 2);
            view      = Matrix.LookAtLH(
                CamPostion,     //摄像机原点
                CamTarget,      //摄像机观察目标点
                Vector3.UnitY); //当前世界的向上方向的向量,通常为(0,1,0),即这里的UnitY参数
            proj = Matrix.Identity;
            proj = Matrix.PerspectiveFovLH(
                (float)Math.PI / 4.0f, //用弧度制表示垂直视场角,这里是45°角
                aspectRatio,           //纵横比
                0.3f,                  //到近平面的距离
                500.0f                 //到远平面的距离
                );
            var worldViewProj = Matrix.Multiply(proj, view);

            //使用上传堆来传递顶点缓冲区的数据

            /*--------------------------------------------------*
            * 不推荐使用上传堆来传递像顶点缓冲区这样的静态数据 *
            * 这里使用上载堆是为了代码的简洁性,并且还因为需要 *
            * 传递的资源很少                                   *
            *--------------------------------------------------*/
            var vertexBufferSize = Utilities.SizeOf(vertices);
            vertexBuffer = device.CreateCommittedResource(
                new HeapProperties(HeapType.Upload),
                HeapFlags.None,
                ResourceDescription.Buffer(vertexBufferSize),
                ResourceStates.GenericRead);

            //将顶点的数据复制到顶点缓冲区
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(
                pVertexDataBegin,
                vertices,
                0,
                vertices.Length);
            vertexBuffer.Unmap(0);

            //初始化顶点缓冲区视图
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes  = Utilities.SizeOf <PositionTextured>();
            vertexBufferView.SizeInBytes    = vertexBufferSize;


            //使用上传堆来传递索引缓冲区的数据
            int indexBufferSize = Utilities.SizeOf(indices);
            indexBuffer = device.CreateCommittedResource(
                new HeapProperties(HeapType.Upload),
                HeapFlags.None,
                ResourceDescription.Buffer(indexBufferSize),
                ResourceStates.GenericRead);

            //将索引的数据复制到索引缓冲区
            IntPtr pIndexDataBegin = indexBuffer.Map(0);
            Utilities.Write(
                pIndexDataBegin,
                indices,
                0,
                indices.Length);
            indexBuffer.Unmap(0);

            //初始化索引缓冲区视图
            indexBufferView = new IndexBufferView();
            indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress;
            indexBufferView.SizeInBytes    = indexBufferSize;
            indexBufferView.Format         = Format.R32_UInt;

            //创建bundle
            bundle = device.CreateCommandList(
                0,
                CommandListType.Bundle,
                bundleAllocator,
                pipelineState);
            bundle.SetGraphicsRootSignature(rootSignature);
            bundle.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList;
            bundle.SetVertexBuffer(0, vertexBufferView);
            bundle.SetIndexBuffer(indexBufferView);

            //bundle.DrawInstanced(
            //   vertices.Length,//VertexCountPerInstance,要绘制的顶点数
            //    1,//InstanceCount,要绘制的实例数,这里是1个
            //    0,//StartVertexLocation,第一个顶点的索引,这里是0
            //    0);//StartInstanceLocation,在从顶点缓冲区读取每个实例数据之前添加到每个索引的值

            bundle.DrawIndexedInstanced(
                indices.Length, //IndexCountPerInstance,要绘制的索引数
                1,              //InstanceCount,要绘制的实例数,这里是1个
                0,              //StartIndexLocation,第一个顶点的索引,这里是0
                0,              //BaseVertexLocation,,从顶点缓冲区读取顶点之前添加到每个索引的值
                0);             //StartInstanceLocation,在从顶点缓冲区读取每个实例数据之前添加到每个索引的值
            bundle.Close();

            //使用上传堆来传递常量缓冲区的数据

            /*--------------------------------------------------*
            * 不推荐使用上传堆来传递像垂直缓冲区这样的静态数据 *
            * 这里使用上载堆是为了代码的简洁性,并且还因为需要 *
            * 传递的资源很少                                   *
            *--------------------------------------------------*/
            constantBuffer = device.CreateCommittedResource(
                new HeapProperties(HeapType.Upload),
                HeapFlags.None,
                ResourceDescription.Buffer(1024 * 64),
                ResourceStates.GenericRead);

            //创建SRV视图
            var srvDesc = new ShaderResourceViewDescription();
            srvDesc.Texture2D.MostDetailedMip     = 0;
            srvDesc.Texture2D.ResourceMinLODClamp = 0.0f;
            device.CreateShaderResourceView(texture, srvDesc, shaderRenderViewHeap.CPUDescriptorHandleForHeapStart);

            //创建常量缓冲区视图(CBV)
            var cbvDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes    = (Utilities.SizeOf <ConstantBuffer>() + 255) & ~255
            };
            device.CreateConstantBufferView(
                cbvDesc,
                constantBufferViewHeap.CPUDescriptorHandleForHeapStart);

            //初始化并映射常量缓冲区

            /*--------------------------------------------------*
            * 直到应用程序关闭,我们才会取消映射,因此在资源的 *
            * 生命周期中保持映射是可以的                       *
            *------------------------------------------------- */
            constantBufferPointer = constantBuffer.Map(0);
            Utilities.Write(constantBufferPointer, ref worldViewProj);

            //创建同步对象
            //创建围栏
            fence = device.CreateFence(
                0,                //围栏的初始值
                FenceFlags.None); //指定围栏的类型,None表示没有指定的类型
            fenceValue = 1;
            //创建用于帧同步的事件句柄
            fenceEvent = new AutoResetEvent(false);
        }
コード例 #28
0
        private void LoadAssets()
        {
            DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange()
                                                               {
                                                                   RangeType = DescriptorRangeType.ConstantBufferView, BaseShaderRegister = 0, DescriptorCount = 1
                                                               } };
            RootParameter parameter = new RootParameter(ShaderVisibility.Vertex, ranges);

            // Create a root signature.
            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, new RootParameter[] { parameter });

            rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.

#if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
#endif

#if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
#endif

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 12, 0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout           = new InputLayoutDescription(inputElementDescs),
                RootSignature         = rootSignature,
                VertexShader          = vertexShader,
                PixelShader           = pixelShader,
                RasterizerState       = RasterizerStateDescription.Default(),
                BlendState            = BlendStateDescription.Default(),
                DepthStencilFormat    = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState     = DepthStencilStateDescription.Default(),
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                Flags             = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput      = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a cube.

            Vertex[] vertices = new[]
            {
                ////TOP
                new Vertex(new Vector3(-5, 5, 5), new Vector4(0, 1, 0, 0)),
                new Vertex(new Vector3(5, 5, 5), new Vector4(0, 1, 0, 0)),
                new Vertex(new Vector3(5, 5, -5), new Vector4(0, 1, 0, 0)),
                new Vertex(new Vector3(-5, 5, -5), new Vector4(0, 1, 0, 0)),
                //BOTTOM
                new Vertex(new Vector3(-5, -5, 5), new Vector4(1, 0, 1, 1)),
                new Vertex(new Vector3(5, -5, 5), new Vector4(1, 0, 1, 1)),
                new Vertex(new Vector3(5, -5, -5), new Vector4(1, 0, 1, 1)),
                new Vertex(new Vector3(-5, -5, -5), new Vector4(1, 0, 1, 1)),
                //LEFT
                new Vertex(new Vector3(-5, -5, 5), new Vector4(1, 0, 0, 1)),
                new Vertex(new Vector3(-5, 5, 5), new Vector4(1, 0, 0, 1)),
                new Vertex(new Vector3(-5, 5, -5), new Vector4(1, 0, 0, 1)),
                new Vertex(new Vector3(-5, -5, -5), new Vector4(1, 0, 0, 1)),
                //RIGHT
                new Vertex(new Vector3(5, -5, 5), new Vector4(1, 1, 0, 1)),
                new Vertex(new Vector3(5, 5, 5), new Vector4(1, 1, 0, 1)),
                new Vertex(new Vector3(5, 5, -5), new Vector4(1, 1, 0, 1)),
                new Vertex(new Vector3(5, -5, -5), new Vector4(1, 1, 0, 1)),
                //FRONT
                new Vertex(new Vector3(-5, 5, 5), new Vector4(0, 1, 1, 1)),
                new Vertex(new Vector3(5, 5, 5), new Vector4(0, 1, 1, 1)),
                new Vertex(new Vector3(5, -5, 5), new Vector4(0, 1, 1, 1)),
                new Vertex(new Vector3(-5, -5, 5), new Vector4(0, 1, 1, 1)),
                //BACK
                new Vertex(new Vector3(-5, 5, -5), new Vector4(0, 0, 1, 1)),
                new Vertex(new Vector3(5, 5, -5), new Vector4(0, 0, 1, 1)),
                new Vertex(new Vector3(5, -5, -5), new Vector4(0, 0, 1, 1)),
                new Vertex(new Vector3(-5, -5, -5), new Vector4(0, 0, 1, 1))
            };

            int vertexBufferSize = Utilities.SizeOf(vertices);


            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, vertices, 0, vertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes  = Utilities.SizeOf <Vertex>();
            vertexBufferView.SizeInBytes    = vertexBufferSize;


            //Create Index Buffer
            //Indices
            int[] indices = new int[]
            {
                0, 1, 2, 0, 2, 3,
                4, 6, 5, 4, 7, 6,
                8, 9, 10, 8, 10, 11,
                12, 14, 13, 12, 15, 14,
                16, 18, 17, 16, 19, 18,
                20, 21, 22, 20, 22, 23
            };
            int indexBufferSize = Utilities.SizeOf(indices);

            indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pIndexDataBegin = indexBuffer.Map(0);
            Utilities.Write(pIndexDataBegin, indices, 0, indices.Length);
            indexBuffer.Unmap(0);

            // Initialize the index buffer view.
            indexBufferView = new IndexBufferView();
            indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress;
            indexBufferView.Format         = Format.R32_UInt;
            indexBufferView.SizeInBytes    = indexBufferSize;

            //constant Buffer for each cubes
            constantBufferViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                DescriptorCount = NumCubes,
                Type            = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView,
                Flags           = DescriptorHeapFlags.ShaderVisible
            });

            int constantBufferSize = (Utilities.SizeOf <Transform>() + 255) & ~255;
            constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(constantBufferSize * NumCubes), ResourceStates.GenericRead);
            constantBufferDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);

            //First cube
            ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes    = constantBufferSize
            };

            CpuDescriptorHandle cbHandleHeapStart = constantBufferViewHeap.CPUDescriptorHandleForHeapStart;

            for (int i = 0; i < NumCubes; i++)
            {
                device.CreateConstantBufferView(cbvDesc, cbHandleHeapStart);
                cbvDesc.BufferLocation += Utilities.SizeOf <Transform>();
                cbHandleHeapStart      += constantBufferDescriptorSize;
            }

            InitBundles();
        }
コード例 #29
0
        private void BuildPSOs()
        {
            //
            // PSO for opaque objects.
            //

            var opaquePsoDesc = new GraphicsPipelineStateDescription
            {
                InputLayout           = _inputLayout,
                RootSignature         = _rootSignature,
                VertexShader          = _shaders["standardVS"],
                PixelShader           = _shaders["opaquePS"],
                RasterizerState       = RasterizerStateDescription.Default(),
                BlendState            = BlendStateDescription.Default(),
                DepthStencilState     = DepthStencilStateDescription.Default(),
                SampleMask            = unchecked ((int)uint.MaxValue),
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                SampleDescription     = new SampleDescription(MsaaCount, MsaaQuality),
                DepthStencilFormat    = DepthStencilFormat
            };

            opaquePsoDesc.RenderTargetFormats[0] = BackBufferFormat;
            _psos["opaque"] = Device.CreateGraphicsPipelineState(opaquePsoDesc);

            //
            // PSO for shadow map pass.
            //

            var smapPsoDesc = opaquePsoDesc.Copy();

            smapPsoDesc.RasterizerState.DepthBias            = 100000;
            smapPsoDesc.RasterizerState.DepthBiasClamp       = 0.0f;
            smapPsoDesc.RasterizerState.SlopeScaledDepthBias = 1.0f;
            smapPsoDesc.VertexShader = _shaders["shadowVS"];
            smapPsoDesc.PixelShader  = _shaders["shadowOpaquePS"];
            // Shadow map pass does not have a render target.
            smapPsoDesc.RenderTargetFormats[0] = Format.Unknown;
            smapPsoDesc.RenderTargetCount      = 0;
            _psos["shadow_opaque"]             = Device.CreateGraphicsPipelineState(smapPsoDesc);

            //
            // PSO for debug layer.
            //

            var debugPsoDesc = opaquePsoDesc.Copy();

            debugPsoDesc.VertexShader = _shaders["debugVS"];
            debugPsoDesc.PixelShader  = _shaders["debugPS"];
            _psos["debug"]            = Device.CreateGraphicsPipelineState(debugPsoDesc);

            //
            // PSO for sky.
            //

            GraphicsPipelineStateDescription skyPsoDesc = opaquePsoDesc.Copy();

            // The camera is inside the sky sphere, so just turn off culling.
            skyPsoDesc.RasterizerState.CullMode = CullMode.None;
            // Make sure the depth function is LESS_EQUAL and not just LESS.
            // Otherwise, the normalized depth values at z = 1 (NDC) will
            // fail the depth test if the depth buffer was cleared to 1.
            skyPsoDesc.DepthStencilState.DepthComparison = Comparison.LessEqual;
            skyPsoDesc.VertexShader = _shaders["skyVS"];
            skyPsoDesc.PixelShader  = _shaders["skyPS"];
            _psos["sky"]            = Device.CreateGraphicsPipelineState(skyPsoDesc);
        }
コード例 #30
0
        public ID3D12PipelineState GetState(GraphicsDevice device, PSODesc desc, RootSignature rootSignature)
        {
            foreach (var psoCombind in PSOCombinds)
            {
                if (psoCombind.PSODesc == desc && psoCombind.rootSignature == rootSignature)
                {
                    if (psoCombind.pipelineState == null)
                    {
                        throw new Exception("pipeline state error");
                    }
                    return(psoCombind.pipelineState);
                }
            }
            InputLayoutDescription inputLayoutDescription;

            if (device.inputLayouts.TryGetValue(desc.InputLayout, out inputLayoutDescription))
            {
            }
            else
            {
                inputLayoutDescription = new InputLayoutDescription(new InputElementDescription("POSITION", 0, Format.R32G32B32_Float, 0));
            }

            GraphicsPipelineStateDescription graphicsPipelineStateDescription = new GraphicsPipelineStateDescription();

            graphicsPipelineStateDescription.RootSignature         = rootSignature.rootSignature;
            graphicsPipelineStateDescription.VertexShader          = vertexShader;
            graphicsPipelineStateDescription.GeometryShader        = geometryShader;
            graphicsPipelineStateDescription.PixelShader           = pixelShader;
            graphicsPipelineStateDescription.PrimitiveTopologyType = PrimitiveTopologyType.Triangle;
            graphicsPipelineStateDescription.InputLayout           = inputLayoutDescription;
            graphicsPipelineStateDescription.DepthStencilFormat    = desc.DepthStencilFormat;
            graphicsPipelineStateDescription.RenderTargetFormats   = new Format[desc.RenderTargetCount];
            Array.Fill(graphicsPipelineStateDescription.RenderTargetFormats, desc.RenderTargetFormat);

            if (desc.BlendState == "Alpha")
            {
                graphicsPipelineStateDescription.BlendState = blendStateAlpha();
            }
            else if (desc.BlendState == "Add")
            {
                graphicsPipelineStateDescription.BlendState = BlendDescription.Additive;
            }
            else
            {
                graphicsPipelineStateDescription.BlendState = BlendDescription.Opaque;
            }


            graphicsPipelineStateDescription.DepthStencilState = new DepthStencilDescription(desc.DepthStencilFormat != Format.Unknown, desc.DepthStencilFormat != Format.Unknown);
            graphicsPipelineStateDescription.SampleMask        = uint.MaxValue;
            var RasterizerState = new RasterizerDescription(CullMode.None, FillMode.Solid);

            RasterizerState.DepthBias                        = desc.DepthBias;
            RasterizerState.SlopeScaledDepthBias             = desc.SlopeScaledDepthBias;
            graphicsPipelineStateDescription.RasterizerState = RasterizerState;

            var pipelineState = device.device.CreateGraphicsPipelineState <ID3D12PipelineState>(graphicsPipelineStateDescription);

            if (pipelineState == null)
            {
                throw new Exception("pipeline state error");
            }
            PSOCombinds.Add(new PSOCombind {
                PSODesc = desc, pipelineState = pipelineState, rootSignature = rootSignature
            });
            return(pipelineState);
        }