コード例 #1
0
ファイル: TextureCube.cs プロジェクト: sselecirPyM/Coocoo3D
 internal void SetPartResourceState(ID3D12GraphicsCommandList commandList, ResourceStates states, int mipLevelBegin, int mipLevels)
 {
     for (int i = mipLevelBegin; i < mipLevelBegin + mipLevels; i++)
     {
         for (int j = 0; j < 6; j++)
         {
             int index1 = j * this.mipLevels + i;
             if (states != resourceStates[index1])
             {
                 commandList.ResourceBarrierTransition(resource, resourceStates[index1], states, index1);
                 resourceStates[index1] = states;
             }
         }
     }
 }
コード例 #2
0
ファイル: Texture2D.cs プロジェクト: sselecirPyM/Coocoo3D
        internal void SetPartResourceState(ID3D12GraphicsCommandList commandList, ResourceStates states, int mipLevelBegin, int mipLevels)
        {
            bool uavBarrier = false;

            for (int i = mipLevelBegin; i < mipLevelBegin + mipLevels; i++)
            {
                int index1 = i;
                if (states != resourceStates[index1])
                {
                    commandList.ResourceBarrierTransition(resource, resourceStates[index1], states, index1);
                    resourceStates[index1] = states;
                }
                else if (states == ResourceStates.UnorderedAccess)
                {
                    uavBarrier = true;
                }
            }
            if (uavBarrier)
            {
                commandList.ResourceBarrierUnorderedAccessView(resource);
            }
        }
コード例 #3
0
        public static ulong UpdateSubresources(
            ID3D12GraphicsCommandList pCmdList,
            ID3D12Resource pDestinationResource,
            ID3D12Resource pIntermediate,
            ulong IntermediateOffset,
            int FirstSubresource,
            int NumSubresources,
            Span <SubresourceData> pSrcData)
        {
            Span <PlacedSubresourceFootPrint> pLayouts = stackalloc PlacedSubresourceFootPrint[NumSubresources];
            Span <ulong> pRowSizesInBytes = stackalloc ulong[NumSubresources];
            Span <int>   pNumRows         = stackalloc int[NumSubresources];

            var          Desc    = pDestinationResource.Description;
            ID3D12Device pDevice = null;

            pDestinationResource.GetDevice(out pDevice);
            pDevice.GetCopyableFootprints(Desc, (int)FirstSubresource, (int)NumSubresources, IntermediateOffset, pLayouts, pNumRows, pRowSizesInBytes, out ulong RequiredSize);
            pDevice.Release();

            ulong Result = UpdateSubresources(pCmdList, pDestinationResource, pIntermediate, FirstSubresource, NumSubresources, RequiredSize, pLayouts, pNumRows, pRowSizesInBytes, pSrcData);

            return(Result);
        }
コード例 #4
0
 internal CompiledCommandList(CommandList builder, ID3D12CommandAllocator nativeCommandAllocator, ID3D12GraphicsCommandList nativeCommandList)
 {
     Builder = builder;
     NativeCommandAllocator = nativeCommandAllocator;
     NativeCommandList      = nativeCommandList;
 }
コード例 #5
0
        protected Application(bool useDirect3D12)
        {
            _wndProc = ProcessWindowMessage;
            var wndClassEx = new WNDCLASSEX
            {
                Size                  = Unsafe.SizeOf <WNDCLASSEX>(),
                Styles                = WindowClassStyles.CS_HREDRAW | WindowClassStyles.CS_VREDRAW | WindowClassStyles.CS_OWNDC,
                WindowProc            = _wndProc,
                InstanceHandle        = HInstance,
                CursorHandle          = LoadCursor(IntPtr.Zero, SystemCursor.IDC_ARROW),
                BackgroundBrushHandle = IntPtr.Zero,
                IconHandle            = IntPtr.Zero,
                ClassName             = WndClassName,
            };

            var atom = RegisterClassEx(ref wndClassEx);

            if (atom == 0)
            {
                throw new InvalidOperationException(
                          $"Failed to register window class. Error: {Marshal.GetLastWin32Error()}"
                          );
            }

            Window = new Window("Vortice", 800, 600);

            if (useDirect3D12 &&
                !ID3D12Device.IsSupported(null, FeatureLevel.Level_11_0))
            {
                useDirect3D12 = false;
            }

            var debugFactory = false;

#if DEBUG
            if (useDirect3D12)
            {
                if (D3D12GetDebugInterface <ID3D12Debug>(out var debug).Success)
                {
                    debug.EnableDebugLayer();
                    debugFactory = true;
                }
            }
#endif

            if (useDirect3D12)
            {
                if (CreateDXGIFactory2(debugFactory, out IDXGIFactory4 dxgiFactory4).Failure)
                {
                    throw new InvalidOperationException("Cannot create IDXGIFactory4");
                }

                _dxgiFactory = dxgiFactory4;
            }
            else
            {
                if (CreateDXGIFactory2(debugFactory, out _dxgiFactory).Failure)
                {
                    throw new InvalidOperationException("Cannot create IDXGIFactory4");
                }
            }

            if (useDirect3D12)
            {
                Debug.Assert(D3D12CreateDevice(null, FeatureLevel.Level_11_0, out _d3d12Device).Success);

                _d3d12CommandQueue = _d3d12Device.CreateCommandQueue(new CommandQueueDescription(CommandListType.Direct, CommandQueuePriority.Normal));
            }
            else
            {
                var featureLevels = new FeatureLevel[]
                {
                    FeatureLevel.Level_11_1,
                    FeatureLevel.Level_11_0
                };
                Debug.Assert(ID3D11Device.TryCreate(
                                 null,
                                 DriverType.Hardware,
                                 DeviceCreationFlags.BgraSupport,
                                 featureLevels,
                                 out _d3d11Device,
                                 out _d3d11DeviceContext).Success);
            }

            var swapChainDesc = new SwapChainDescription1
            {
                BufferCount       = FrameCount,
                Width             = Window.Width,
                Height            = Window.Height,
                Format            = Format.B8G8R8A8_UNorm,
                Usage             = Vortice.Usage.RenderTargetOutput,
                SwapEffect        = SwapEffect.FlipDiscard,
                SampleDescription = new SampleDescription(1, 0)
            };

            SwapChain = DXGIFactory.CreateSwapChainForHwnd(_d3d12CommandQueue, Window.Handle, swapChainDesc);
            DXGIFactory.MakeWindowAssociation(Window.Handle, WindowAssociationFlags.IgnoreAltEnter);

            if (useDirect3D12)
            {
                SwapChain3  = SwapChain.QueryInterface <IDXGISwapChain3>();
                _frameIndex = SwapChain3.GetCurrentBackBufferIndex();
            }

            _rtvHeap           = _d3d12Device.CreateDescriptorHeap(new DescriptorHeapDescription(DescriptorHeapType.RenderTargetView, FrameCount));
            _rtvDescriptorSize = _d3d12Device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView);

            // Create frame resources.
            {
                var rtvHandle = _rtvHeap.GetCPUDescriptorHandleForHeapStart();

                // Create a RTV for each frame.
                _renderTargets = new ID3D12Resource[FrameCount];
                for (var i = 0; i < FrameCount; i++)
                {
                    _renderTargets[i] = SwapChain.GetBuffer <ID3D12Resource>(i);
                    _d3d12Device.CreateRenderTargetView(_renderTargets[i], null, rtvHandle);
                    rtvHandle += _rtvDescriptorSize;
                }
            }

            _commandAllocator = _d3d12Device.CreateCommandAllocator(CommandListType.Direct);
            _commandList      = _d3d12Device.CreateCommandList(CommandListType.Direct, _commandAllocator);
            _commandList.Close();

            // Create synchronization objects.
            _d3d12Fence = _d3d12Device.CreateFence(0);
            _fenceValue = 1;
            _fenceEvent = new AutoResetEvent(false);
        }