private bool Add(string name, IndexBufferView index, Resource data) { bool result = Resources.TryAdd(name, data); result = (result == true) ? Indices.TryAdd(name, index) : false; return(result); }
public override void InitBuffer(MpGe.Data.Vertex[] verts, short[] indices, int size, int stride) { int vertexBufferSize = Utilities.SizeOf(verts); vertexBuffer = DXGlobal.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, verts, 0, verts.Length); vertexBuffer.Unmap(0); // Initialize the vertex buffer view. vertexBufferView = new VertexBufferView(); vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress; vertexBufferView.StrideInBytes = Utilities.SizeOf <MpGe.Data.Vertex>(); vertexBufferView.SizeInBytes = vertexBufferSize; int indexBufferSize = Utilities.SizeOf(indices); indexBuffer = DXGlobal.device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead); IntPtr pIndexDataBegin = indexBuffer.Map(0); Utilities.Write(pIndexDataBegin, indices, 0, indices.Length); indexBuffer.Unmap(0); indexBufferView = new IndexBufferView(); indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress; indexBufferView.Format = Format.R16_Typeless; indexBufferView.SizeInBytes = indexBufferSize; IndexCount = indices.Length; }
public Task <Mesh> GetMeshAsync(int meshIndex) { GltfLoader.Schema.Mesh mesh = gltf.Meshes[meshIndex]; Span <byte> indexBuffer = Span <byte> .Empty; IndexBufferView?indexBufferView = null; bool is32BitIndex = false; if (mesh.Primitives[0].Indices.HasValue) { indexBuffer = GetIndexBuffer(mesh, out int stride); is32BitIndex = stride == sizeof(int); indexBufferView = new IndexBufferView(GraphicsResource.CreateBuffer(GraphicsDevice, indexBuffer, ResourceFlags.None), is32BitIndex); } VertexBufferView[] vertexBufferViews = GetVertexBufferViews(mesh, indexBuffer, is32BitIndex); int materialIndex = 0; if (mesh.Primitives[0].Material.HasValue) { materialIndex = mesh.Primitives[0].Material ?? throw new Exception(); } Node node = gltf.Nodes.First(n => n.Mesh == meshIndex); float[] matrix = node.Matrix; Matrix4x4 worldMatrix = Matrix4x4.Transpose(new Matrix4x4( matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5], matrix[6], matrix[7], matrix[8], matrix[9], matrix[10], matrix[11], matrix[12], matrix[13], matrix[14], matrix[15])); float[] s = node.Scale; float[] r = node.Rotation; float[] t = node.Translation; Vector3 scale = new Vector3(s[0], s[1], s[2]); Quaternion rotation = new Quaternion(r[0], r[1], r[2], r[3]); Vector3 translation = new Vector3(t[0], t[1], t[2]); worldMatrix *= Matrix4x4.CreateScale(scale) * Matrix4x4.CreateFromQuaternion(rotation) * Matrix4x4.CreateTranslation(translation); MeshDraw meshDraw = new MeshDraw { IndexBufferView = indexBufferView, VertexBufferViews = vertexBufferViews }; return(Task.FromResult(new Mesh(meshDraw) { MaterialIndex = materialIndex, WorldMatrix = worldMatrix })); }
void ConstructPlatformDependentMembers(Int64 bufferLocation, H1PixelFormat format, Int32 sizeInBytes) { m_IBVDesc = new IndexBufferView() { BufferLocation = bufferLocation, Format = H1RHIDefinitionHelper.ConvertToFormat(format), SizeInBytes = sizeInBytes, }; }
public void SetIndexBuffer(Buffer buffer, IndexType type) { IndexBufferView indexBufferView = new IndexBufferView() { BufferLocation = (ulong)buffer.GPUVirtualAddress, SizeInBytes = buffer.SizeInBytes, Format = ConvertExtensions.ToIndexType(type), }; nativeCommandList.IASetIndexBuffer(indexBufferView); }
//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); }
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(); }
private void LoadAssets() { // Create the root signature description. var rootSignatureDesc = new RootSignatureDescription( RootSignatureFlags.AllowInputAssemblerInputLayout, // Root Parameters new[] { new RootParameter(ShaderVisibility.All, new [] { new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0 }, new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue + 1, BaseShaderRegister = 0 } }), new RootParameter(ShaderVisibility.Pixel, new DescriptorRange() { RangeType = DescriptorRangeType.Sampler, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0 }), }); //// Samplers //new[] //{ // new StaticSamplerDescription(ShaderVisibility.Pixel, 0, 0) // { // Filter = Filter.MinimumMinMagMipPoint, // AddressUVW = TextureAddressMode.Border, // } //}); 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.Compile(SharpDX.IO.NativeFile.ReadAllText("../../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.Compile(SharpDX.IO.NativeFile.ReadAllText("../../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 #if DEBUG //var result = SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "GSMain", "gs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug); var geometryShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "GSMain", "gs_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("TEXCOORD", 0, Format.R32G32_Float, 12, 0) }; // Describe and create the graphics pipeline state object (PSO). var psoDesc = new GraphicsPipelineStateDescription() { InputLayout = new InputLayoutDescription(inputElementDescs), RootSignature = rootSignature, VertexShader = vertexShader, GeometryShader = geometryShader, 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(); // build vertex buffer var triangleVertices = new[] { //TOP new Vertex() { Position = new Vector3(-1f, 1f, 1f), TexCoord = new Vector2(1f, 1f) }, new Vertex() { Position = new Vector3(1f, 1f, 1f), TexCoord = new Vector2(0f, 1f) }, new Vertex() { Position = new Vector3(1f, 1f, -1f), TexCoord = new Vector2(0f, 0f) }, new Vertex() { Position = new Vector3(-1f, 1f, -1f), TexCoord = new Vector2(1f, 0f) }, //BOTTOM new Vertex() { Position = new Vector3(-1f, -1f, 1f), TexCoord = new Vector2(1f, 1f) }, new Vertex() { Position = new Vector3(1f, -1f, 1f), TexCoord = new Vector2(0f, 1f) }, new Vertex() { Position = new Vector3(1f, -1f, -1f), TexCoord = new Vector2(0f, 0f) }, new Vertex() { Position = new Vector3(-1f, -1f, -1f), TexCoord = new Vector2(1f, 0f) }, //LEFT new Vertex() { Position = new Vector3(-1f, -1f, 1f), TexCoord = new Vector2(0f, 1f) }, new Vertex() { Position = new Vector3(-1f, 1f, 1f), TexCoord = new Vector2(0f, 0f) }, new Vertex() { Position = new Vector3(-1f, 1f, -1f), TexCoord = new Vector2(1f, 0f) }, new Vertex() { Position = new Vector3(-1f, -1f, -1f), TexCoord = new Vector2(1f, 1f) }, //RIGHT new Vertex() { Position = new Vector3(1f, -1f, 1f), TexCoord = new Vector2(1f, 1f) }, new Vertex() { Position = new Vector3(1f, 1f, 1f), TexCoord = new Vector2(1f, 0f) }, new Vertex() { Position = new Vector3(1f, 1f, -1f), TexCoord = new Vector2(0f, 0f) }, new Vertex() { Position = new Vector3(1f, -1f, -1f), TexCoord = new Vector2(0f, 1f) }, //FRONT new Vertex() { Position = new Vector3(-1f, 1f, 1f), TexCoord = new Vector2(1f, 0f) }, new Vertex() { Position = new Vector3(1f, 1f, 1f), TexCoord = new Vector2(0f, 0f) }, new Vertex() { Position = new Vector3(1f, -1f, 1f), TexCoord = new Vector2(0f, 1f) }, new Vertex() { Position = new Vector3(-1f, -1f, 1f), TexCoord = new Vector2(1f, 1f) }, //BACK new Vertex() { Position = new Vector3(-1f, 1f, -1f), TexCoord = new Vector2(0f, 0f) }, new Vertex() { Position = new Vector3(1f, 1f, -1f), TexCoord = new Vector2(1f, 0f) }, new Vertex() { Position = new Vector3(1f, -1f, -1f), TexCoord = new Vector2(1f, 1f) }, new Vertex() { Position = new Vector3(-1f, -1f, -1f), TexCoord = new Vector2(0f, 1f) } }; int vertexBufferSize = Utilities.SizeOf(triangleVertices); vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead); IntPtr pVertexDataBegin = vertexBuffer.Map(0); Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length); vertexBuffer.Unmap(0); vertexBufferView = new VertexBufferView(); vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress; vertexBufferView.StrideInBytes = Utilities.SizeOf <Vertex>(); vertexBufferView.SizeInBytes = vertexBufferSize; // build index buffer var triangleIndexes = new uint[] { 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(triangleIndexes); indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead); IntPtr pIndexDataBegin = indexBuffer.Map(0); Utilities.Write(pIndexDataBegin, triangleIndexes, 0, triangleIndexes.Length); indexBuffer.Unmap(0); indexBufferView = new IndexBufferView(); indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress; indexBufferView.SizeInBytes = indexBufferSize; indexBufferView.Format = Format.R32_UInt; // Create the texture. // Describe and create a Texture2D. var textureDesc = ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight, 1, 1, 1, 0, ResourceFlags.None, TextureLayout.Unknown, 0); texture = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, textureDesc, ResourceStates.GenericRead, null); // Copy data to the intermediate upload heap and then schedule a copy // from the upload heap to the Texture2D. byte[] textureData = Utilities.ReadStream(new FileStream("../../texture1.dds", FileMode.Open)); texture.Name = "Texture"; var handle = GCHandle.Alloc(textureData, GCHandleType.Pinned); var ptr = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0); texture.WriteToSubresource(0, null, ptr, TextureWidth * 4, textureData.Length); handle.Free(); // Describe and create a SRV for the texture. var srvDesc = new ShaderResourceViewDescription { Shader4ComponentMapping = ((((0) & 0x7) | (((1) & 0x7) << 3) | (((2) & 0x7) << (3 * 2)) | (((3) & 0x7) << (3 * 3)) | (1 << (3 * 4)))), Format = textureDesc.Format, Dimension = ShaderResourceViewDimension.Texture2D, Texture2D = { MipLevels = 1, MostDetailedMip = 0, PlaneSlice = 0, ResourceMinLODClamp = 0.0f }, }; device.CreateShaderResourceView(texture, srvDesc, srvCbvHeap.CPUDescriptorHandleForHeapStart); SamplerStateDescription samplerDesc = new SamplerStateDescription { Filter = Filter.MinMagMipLinear, AddressU = TextureAddressMode.Clamp, AddressV = TextureAddressMode.Clamp, AddressW = TextureAddressMode.Clamp, MaximumAnisotropy = 0, MaximumLod = float.MaxValue, MinimumLod = -float.MaxValue, MipLodBias = 0, ComparisonFunction = Comparison.Never }; device.CreateSampler(samplerDesc, samplerViewHeap.CPUDescriptorHandleForHeapStart); // build constant buffer constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(1024 * 64), ResourceStates.GenericRead); var cbDesc = new ConstantBufferViewDescription() { BufferLocation = constantBuffer.GPUVirtualAddress, SizeInBytes = (Utilities.SizeOf <ConstantBufferData>() + 255) & ~255 }; var srvCbvStep = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView); device.CreateConstantBufferView(cbDesc, srvCbvHeap.CPUDescriptorHandleForHeapStart + srvCbvStep); constantBufferData = new ConstantBufferData { Project = Matrix.Identity }; constantBufferPointer = constantBuffer.Map(0); Utilities.Write(constantBufferPointer, ref constantBufferData); // build depth buffer DescriptorHeapDescription descDescriptorHeapDSB = new DescriptorHeapDescription() { DescriptorCount = 1, Type = DescriptorHeapType.DepthStencilView, Flags = DescriptorHeapFlags.None }; DescriptorHeap descriptorHeapDSB = device.CreateDescriptorHeap(descDescriptorHeapDSB); ResourceDescription descDepth = new ResourceDescription() { Dimension = ResourceDimension.Texture2D, DepthOrArraySize = 1, MipLevels = 0, Flags = ResourceFlags.AllowDepthStencil, Width = (int)viewport.Width, Height = (int)viewport.Height, Format = Format.R32_Typeless, Layout = TextureLayout.Unknown, SampleDescription = new SampleDescription() { Count = 1 } }; ClearValue dsvClearValue = new ClearValue() { Format = Format.D32_Float, DepthStencil = new DepthStencilValue() { Depth = 1.0f, Stencil = 0 } }; Resource renderTargetDepth = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, descDepth, ResourceStates.GenericRead, dsvClearValue); DepthStencilViewDescription depthDSV = new DepthStencilViewDescription() { Dimension = DepthStencilViewDimension.Texture2D, Format = Format.D32_Float, Texture2D = new DepthStencilViewDescription.Texture2DResource() { MipSlice = 0 } }; device.CreateDepthStencilView(renderTargetDepth, depthDSV, descriptorHeapDSB.CPUDescriptorHandleForHeapStart); handleDSV = descriptorHeapDSB.CPUDescriptorHandleForHeapStart; fence = device.CreateFence(0, FenceFlags.None); fenceValue = 1; fenceEvent = new AutoResetEvent(false); }
public void BuildPSO(Device3 device, GraphicsCommandList commandList) { buffer = new CBuffer() { Rows = 3, Columns = 5 }; DescriptorHeapDescription cbvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = 1, Flags = DescriptorHeapFlags.ShaderVisible, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView }; _constantBufferViewHeap = device.CreateDescriptorHeap(cbvHeapDesc); DescriptorHeapDescription srvHeapDesc = new DescriptorHeapDescription() { DescriptorCount = 1, Flags = DescriptorHeapFlags.ShaderVisible, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView }; _srvDescriptorHeap = device.CreateDescriptorHeap(srvHeapDesc); 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, }; RootParameter[] rootParameters = new RootParameter[] { new RootParameter(ShaderVisibility.Pixel, ranges), new RootParameter(ShaderVisibility.Pixel, new RootDescriptor(1, 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/AtlasWalk.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/AtlasWalk.hlsl", "VSMain", "vs_5_0")); #endif #if DEBUG var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/AtlasWalk.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/AtlasWalk.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); // Define the geometry for a triangle. Vertex[] triangleVertices = new Vertex[] { new Vertex() { position = new Vector3(-0.5f, -0.5f, 0.5f), texCoord = new Vector2(1.0f, 1.0f) }, new Vertex() { position = new Vector3(-0.5f, 0.5f, 0.5f), texCoord = new Vector2(1.0f, 0.0f) }, new Vertex() { position = new Vector3(0.5f, -0.5f, 0.5f), texCoord = new Vector2(0.0f, 1.0f) }, new Vertex() { position = new Vector3(0.5f, 0.5f, 0.5f), texCoord = new Vector2(0.0f, 0.0f) } }; 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); _indicies = new int[] { 0, 1, 2, 3, 2, 1 }; 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 }; 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); _constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(1024 * 64), ResourceStates.GenericRead); //// Describe and create a constant buffer view. ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription() { BufferLocation = _constantBuffer.GPUVirtualAddress, SizeInBytes = (Utilities.SizeOf <CBuffer>() + 255) & ~255 }; device.CreateConstantBufferView(cbvDesc, _constantBufferViewHeap.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. _constantBufferPointer = _constantBuffer.Map(0); Utilities.Write(_constantBufferPointer, ref buffer); _resources = new[] { new GraphicsResource() { Heap = _srvDescriptorHeap, Register = 0, type = ResourceType.DescriptorTable }, new GraphicsResource() { Resource = _constantBuffer, Register = 1, type = ResourceType.ConstantBufferView } }; }
private void LoadMesh(CpuDescriptorHandle heapStart) { SamplerStateDescription samplerDesc = new SamplerStateDescription() { Filter = Filter.ComparisonMinMagMipLinear, AddressU = TextureAddressMode.Wrap, AddressV = TextureAddressMode.Wrap, AddressW = TextureAddressMode.Wrap, MinimumLod = float.MinValue, MaximumLod = float.MaxValue, MipLodBias = 0, MaximumAnisotropy = 0, ComparisonFunction = Comparison.Never }; var heapPosition = heapStart; // Load model from obj. var importer = new Assimp.AssimpContext(); var scene = importer.ImportFile(@"../../../Models/lara/lara.obj", PostProcessSteps.GenerateSmoothNormals | PostProcessSteps.FlipUVs | PostProcessSteps.PreTransformVertices); Vertex[] vertices = new Vertex[scene.Meshes.Sum(m => m.VertexCount)]; int[] indices = new int[scene.Meshes.Sum(m => m.FaceCount * 3)]; faceCounts = new List <int>(); int vertexOffSet = 0; int indexOffSet = 0; foreach (var mesh in scene.Meshes) { var positions = mesh.Vertices; var normals = mesh.Normals; var texs = mesh.TextureCoordinateChannels[0]; for (int i = 0; i < mesh.VertexCount; i++) { vertices[vertexOffSet + i] = new Vertex() { position = new Vector3(positions[i].X, positions[i].Y, positions[i].Z), normal = new Vector3(normals[i].X, normals[i].Y, normals[i].Z), textureCoordinate = new Vector3(texs[i].X, texs[i].Y, texs[i].Z) }; } var faces = mesh.Faces; for (int i = 0; i < mesh.FaceCount; i++) { indices[i * 3 + indexOffSet] = (int)faces[i].Indices[0] + vertexOffSet; indices[i * 3 + 1 + indexOffSet] = (int)faces[i].Indices[1] + vertexOffSet; indices[i * 3 + 2 + indexOffSet] = (int)faces[i].Indices[2] + vertexOffSet; } faceCounts.Add(mesh.FaceCount * 3); vertexOffSet += mesh.VertexCount; indexOffSet += mesh.FaceCount * 3; string textureName = System.IO.Path.GetFileName(scene.Materials[mesh.MaterialIndex].TextureDiffuse.FilePath); var texResource = TextureUtilities.CreateTextureFromDDS(device, @"../../../Models/lara/" + textureName); textures.Add(texResource); int D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING = 5768; ShaderResourceViewDescription desc = new ShaderResourceViewDescription { Dimension = ShaderResourceViewDimension.Texture2D, Format = texResource.Description.Format, Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, }; desc.Texture2D.MipLevels = 1; desc.Texture2D.MostDetailedMip = 0; desc.Texture2D.ResourceMinLODClamp = 0; device.CreateShaderResourceView(texResource, desc, heapStart); heapStart += constantBufferDescriptorSize; } 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 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; }
private bool Add(string name, IndexBufferView index, Resource data) { bool result = Resources.TryAdd(name, data); result = (result == true) ? Indices.TryAdd(name, index) : false; return result; }
public void BuildPSO(Device3 device, GraphicsCommandList commandList) { _resources = new GraphicsResource[0]; // Create an empty root signature. RootSignatureDescription 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/SimpleShader.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/SimpleShader.hlsl", "VSMain", "vs_5_0")); #endif #if DEBUG var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/SimpleShader.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/SimpleShader.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 = 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); // Define the geometry for a triangle. Vertex[] triangleVertices = new Vertex[] { new Vertex() { position = new Vector3(-0.5f, -0.5f, 0.5f), color = new Vector4(1.0f, 0.0f, 0.0f, 1.0f) }, new Vertex() { position = new Vector3(-0.5f, 0.5f, 0.5f), color = new Vector4(1.0f, 0.0f, 0.0f, 1.0f) }, new Vertex() { position = new Vector3(0.5f, -0.5f, 0.5f), color = new Vector4(1.0f, 0.0f, 0.0f, 1.0f) }, new Vertex() { position = new Vector3(0.5f, 0.5f, 0.5f), color = new Vector4(1.0f, 0.0f, 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); _indicies = new int[] { 0, 1, 2, 3, 2, 1 }; 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 }; }
private void LoadMesh(CpuDescriptorHandle heapStart) { SamplerStateDescription samplerDesc = new SamplerStateDescription() { Filter = Filter.ComparisonMinMagMipLinear, AddressU = TextureAddressMode.Wrap, AddressV = TextureAddressMode.Wrap, AddressW = TextureAddressMode.Wrap, MinimumLod = float.MinValue, MaximumLod = float.MaxValue, MipLodBias = 0, MaximumAnisotropy = 0, ComparisonFunction = Comparison.Never }; var heapPosition = heapStart; // Load model from obj. var importer = new Assimp.AssimpContext(); var scene = importer.ImportFile(@"../../../Models/lara/lara.obj", PostProcessSteps.GenerateSmoothNormals | PostProcessSteps.FlipUVs | PostProcessSteps.PreTransformVertices); Vertex[] vertices = new Vertex[scene.Meshes.Sum(m => m.VertexCount)]; int[] indices = new int[scene.Meshes.Sum(m => m.FaceCount * 3)]; faceCounts = new List<int>(); int vertexOffSet = 0; int indexOffSet = 0; foreach (var mesh in scene.Meshes) { var positions = mesh.Vertices; var normals = mesh.Normals; var texs = mesh.TextureCoordinateChannels[0]; for (int i = 0; i < mesh.VertexCount; i++) { vertices[vertexOffSet + i] = new Vertex() { position = new Vector3(positions[i].X, positions[i].Y, positions[i].Z), normal = new Vector3(normals[i].X, normals[i].Y, normals[i].Z), textureCoordinate = new Vector3(texs[i].X, texs[i].Y, texs[i].Z) }; } var faces = mesh.Faces; for (int i = 0; i < mesh.FaceCount; i++) { indices[i * 3 + indexOffSet] = (int)faces[i].Indices[0] + vertexOffSet; indices[i * 3 + 1 + indexOffSet] = (int)faces[i].Indices[1] + vertexOffSet; indices[i * 3 + 2 + indexOffSet] = (int)faces[i].Indices[2] + vertexOffSet; } faceCounts.Add(mesh.FaceCount * 3); vertexOffSet += mesh.VertexCount; indexOffSet += mesh.FaceCount * 3; string textureName = System.IO.Path.GetFileName(scene.Materials[mesh.MaterialIndex].TextureDiffuse.FilePath); var texResource = TextureUtilities.CreateTextureFromDDS(device, @"../../../Models/lara/" + textureName); textures.Add(texResource); int D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING = 5768; ShaderResourceViewDescription desc = new ShaderResourceViewDescription { Dimension = ShaderResourceViewDimension.Texture2D, Format = texResource.Description.Format, Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, }; desc.Texture2D.MipLevels = 1; desc.Texture2D.MostDetailedMip = 0; desc.Texture2D.ResourceMinLODClamp = 0; device.CreateShaderResourceView(texResource, desc, heapStart); heapStart += constantBufferDescriptorSize; } 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 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; }
public void SetIndexBuffer(Buffer buffer, int offset, bool is32bits) { var newIndexBuffer = new IndexBufferView(buffer, offset, is32bits); if (indexBuffer != newIndexBuffer) { // Setup index buffer indexBuffer = newIndexBuffer; // Setup index buffer GL.BindBuffer(BufferTarget.ElementArrayBuffer, indexBuffer.Buffer != null ? indexBuffer.Buffer.BufferId : 0); } }
public void BuildPSO(Device3 device, GraphicsCommandList commandList) { 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 }; _perPassViewHeap = device.CreateDescriptorHeap(cbvHeapDesc); RootParameter[] rootParameters = new RootParameter[] { new RootParameter(ShaderVisibility.All, new RootDescriptor(0, 0), RootParameterType.ConstantBufferView) }; // Create an empty root signature. RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootParameters); _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/Untextured.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/Untextured.hlsl", "VSMain", "vs_5_0")); #endif #if DEBUG var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/Untextured.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug)); #else var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/Untextured.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.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), Color = new Vector4(0, 0, 1, 1) }, new Vertex() { Position = new Vector3(0, 5, 0), Color = new Vector4(0, 0, 1, 1) }, new Vertex() { Position = new Vector3(5, 0, 0), Color = new Vector4(0, 0, 1, 1) }, new Vertex() { Position = new Vector3(5, 5, 0), Color = new Vector4(0, 0, 1, 1) }, //Back new Vertex() { Position = new Vector3(0, 0, 5), Color = new Vector4(0, 0, 1, 1) }, new Vertex() { Position = new Vector3(0, 5, 5), Color = new Vector4(0, 0, 1, 1) }, new Vertex() { Position = new Vector3(5, 0, 5), Color = new Vector4(0, 0, 1, 1) }, new Vertex() { Position = new Vector3(5, 5, 5), Color = new Vector4(0, 0, 1, 1) }, //Left new Vertex() { Position = new Vector3(0, 0, 0), Color = new Vector4(0, 1, 0, 1) }, new Vertex() { Position = new Vector3(0, 5, 0), Color = new Vector4(0, 1, 0, 1) }, new Vertex() { Position = new Vector3(0, 0, 5), Color = new Vector4(0, 1, 0, 1) }, new Vertex() { Position = new Vector3(0, 5, 5), Color = new Vector4(0, 1, 0, 1) }, //Right new Vertex() { Position = new Vector3(5, 0, 0), Color = new Vector4(0, 1, 0, 1) }, new Vertex() { Position = new Vector3(5, 5, 0), Color = new Vector4(0, 1, 0, 1) }, new Vertex() { Position = new Vector3(5, 0, 5), Color = new Vector4(0, 1, 0, 1) }, new Vertex() { Position = new Vector3(5, 5, 5), Color = new Vector4(0, 1, 0, 1) }, //Top new Vertex() { Position = new Vector3(0, 0, 0), Color = new Vector4(1, 0, 0, 1) }, new Vertex() { Position = new Vector3(0, 0, 5), Color = new Vector4(1, 0, 0, 1) }, new Vertex() { Position = new Vector3(5, 0, 0), Color = new Vector4(1, 0, 0, 1) }, new Vertex() { Position = new Vector3(5, 0, 5), Color = new Vector4(1, 0, 0, 1) }, //Bottom new Vertex() { Position = new Vector3(0, 5, 0), Color = new Vector4(1, 0, 0, 1) }, new Vertex() { Position = new Vector3(0, 5, 5), Color = new Vector4(1, 0, 0, 1) }, new Vertex() { Position = new Vector3(5, 5, 0), Color = new Vector4(1, 0, 0, 1) }, new Vertex() { Position = new Vector3(5, 5, 5), Color = new Vector4(1, 0, 0, 1) } }; 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 }; _perPassBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(Utilities.SizeOf <PerPass>()), ResourceStates.GenericRead); //// Describe and create a constant buffer view. ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription() { BufferLocation = _perPassBuffer.GPUVirtualAddress, SizeInBytes = (Utilities.SizeOf <PerPass>() + 255) & ~255 }; device.CreateConstantBufferView(cbvDesc, _perPassViewHeap.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. _perPassPointer = _perPassBuffer.Map(0); Utilities.Write(_perPassPointer, ref buffer); _resources = new[] { new GraphicsResource() { Resource = _perPassBuffer, Register = 0, type = ResourceType.ConstantBufferView } }; }
private void LoadAssets() { // Create the root signature description. var rootSignatureDesc = new RootSignatureDescription( RootSignatureFlags.AllowInputAssemblerInputLayout, // Root Parameters new[] { new RootParameter(ShaderVisibility.All, new [] { new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0 }, new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue + 1, BaseShaderRegister = 0 } }), new RootParameter(ShaderVisibility.Pixel, new DescriptorRange() { RangeType = DescriptorRangeType.Sampler, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0 }), }); //// Samplers //new[] //{ // new StaticSamplerDescription(ShaderVisibility.Pixel, 0, 0) // { // Filter = Filter.MinimumMinMagMipPoint, // AddressUVW = TextureAddressMode.Border, // } //}); 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.Compile(SharpDX.IO.NativeFile.ReadAllText("../../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.Compile(SharpDX.IO.NativeFile.ReadAllText("../../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 #if DEBUG //var result = SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "GSMain", "gs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug); var geometryShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "GSMain", "gs_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("TEXCOORD",0,Format.R32G32_Float,12,0) }; // Describe and create the graphics pipeline state object (PSO). var psoDesc = new GraphicsPipelineStateDescription() { InputLayout = new InputLayoutDescription(inputElementDescs), RootSignature = rootSignature, VertexShader = vertexShader, GeometryShader = geometryShader, 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(); // build vertex buffer var triangleVertices = new[] { //TOP new Vertex() {Position = new Vector3(-1f , 1f , 1f) , TexCoord = new Vector2(1f ,1f)} , new Vertex() {Position = new Vector3(1f , 1f , 1f) , TexCoord = new Vector2(0f ,1f)} , new Vertex() {Position = new Vector3(1f , 1f ,-1f) , TexCoord = new Vector2(0f ,0f)} , new Vertex() {Position = new Vector3(-1f , 1f ,-1f) , TexCoord = new Vector2(1f ,0f)} , //BOTTOM new Vertex() {Position = new Vector3(-1f ,-1f , 1f) , TexCoord = new Vector2(1f ,1f)} , new Vertex() {Position = new Vector3(1f ,-1f , 1f) , TexCoord = new Vector2(0f ,1f)} , new Vertex() {Position = new Vector3(1f ,-1f ,-1f) , TexCoord = new Vector2(0f ,0f)} , new Vertex() {Position = new Vector3(-1f ,-1f ,-1f) , TexCoord = new Vector2(1f ,0f)} , //LEFT new Vertex() {Position = new Vector3(-1f ,-1f , 1f) , TexCoord = new Vector2(0f ,1f)} , new Vertex() {Position = new Vector3(-1f , 1f , 1f) , TexCoord = new Vector2(0f ,0f)} , new Vertex() {Position = new Vector3(-1f , 1f ,-1f) , TexCoord = new Vector2(1f ,0f)} , new Vertex() {Position = new Vector3(-1f ,-1f ,-1f) , TexCoord = new Vector2(1f ,1f)} , //RIGHT new Vertex() {Position = new Vector3(1f ,-1f , 1f) , TexCoord = new Vector2(1f ,1f)} , new Vertex() {Position = new Vector3(1f , 1f , 1f) , TexCoord = new Vector2(1f ,0f)} , new Vertex() {Position = new Vector3(1f , 1f ,-1f) , TexCoord = new Vector2(0f ,0f)} , new Vertex() {Position = new Vector3(1f ,-1f ,-1f) , TexCoord = new Vector2(0f ,1f)} , //FRONT new Vertex() {Position = new Vector3(-1f , 1f , 1f) , TexCoord = new Vector2(1f ,0f)} , new Vertex() {Position = new Vector3(1f , 1f , 1f) , TexCoord = new Vector2(0f ,0f)} , new Vertex() {Position = new Vector3(1f ,-1f , 1f) , TexCoord = new Vector2(0f ,1f)} , new Vertex() {Position = new Vector3(-1f ,-1f , 1f) , TexCoord = new Vector2(1f ,1f)} , //BACK new Vertex() {Position = new Vector3(-1f , 1f ,-1f) , TexCoord = new Vector2(0f ,0f)} , new Vertex() {Position = new Vector3(1f , 1f ,-1f) , TexCoord = new Vector2(1f ,0f)} , new Vertex() {Position = new Vector3(1f ,-1f ,-1f) , TexCoord = new Vector2(1f ,1f)} , new Vertex() {Position = new Vector3(-1f ,-1f ,-1f) , TexCoord = new Vector2(0f ,1f)} }; int vertexBufferSize = Utilities.SizeOf(triangleVertices); vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead); IntPtr pVertexDataBegin = vertexBuffer.Map(0); Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length); vertexBuffer.Unmap(0); vertexBufferView = new VertexBufferView(); vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress; vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>(); vertexBufferView.SizeInBytes = vertexBufferSize; // build index buffer var triangleIndexes = new uint[] { 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(triangleIndexes); indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead); IntPtr pIndexDataBegin = indexBuffer.Map(0); Utilities.Write(pIndexDataBegin, triangleIndexes, 0, triangleIndexes.Length); indexBuffer.Unmap(0); indexBufferView = new IndexBufferView(); indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress; indexBufferView.SizeInBytes = indexBufferSize; indexBufferView.Format = Format.R32_UInt; // Create the texture. // Describe and create a Texture2D. var textureDesc = ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight, 1, 1, 1, 0, ResourceFlags.None, TextureLayout.Unknown, 0); texture = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, textureDesc, ResourceStates.GenericRead, null); // Copy data to the intermediate upload heap and then schedule a copy // from the upload heap to the Texture2D. byte[] textureData = Utilities.ReadStream(new FileStream("../../texture1.dds", FileMode.Open)); texture.Name = "Texture"; var handle = GCHandle.Alloc(textureData, GCHandleType.Pinned); var ptr = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0); texture.WriteToSubresource(0, null, ptr, TextureWidth * 4, textureData.Length); handle.Free(); // Describe and create a SRV for the texture. var srvDesc = new ShaderResourceViewDescription { Shader4ComponentMapping = ((((0) & 0x7) |(((1) & 0x7) << 3) |(((2) & 0x7) << (3 * 2)) |(((3) & 0x7) << (3 * 3)) | (1 << (3 * 4)))), Format = textureDesc.Format, Dimension = ShaderResourceViewDimension.Texture2D, Texture2D = { MipLevels = 1, MostDetailedMip = 0, PlaneSlice = 0, ResourceMinLODClamp = 0.0f }, }; device.CreateShaderResourceView(texture, srvDesc, srvCbvHeap.CPUDescriptorHandleForHeapStart); SamplerStateDescription samplerDesc = new SamplerStateDescription { Filter = Filter.MinMagMipLinear, AddressU = TextureAddressMode.Clamp, AddressV = TextureAddressMode.Clamp, AddressW = TextureAddressMode.Clamp, MaximumAnisotropy = 0, MaximumLod = float.MaxValue, MinimumLod = -float.MaxValue, MipLodBias = 0, ComparisonFunction = Comparison.Never }; device.CreateSampler(samplerDesc, samplerViewHeap.CPUDescriptorHandleForHeapStart); // build constant buffer constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(1024 * 64), ResourceStates.GenericRead); var cbDesc = new ConstantBufferViewDescription() { BufferLocation = constantBuffer.GPUVirtualAddress, SizeInBytes = (Utilities.SizeOf<ConstantBufferData>() + 255) & ~255 }; var srvCbvStep = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView); device.CreateConstantBufferView(cbDesc, srvCbvHeap.CPUDescriptorHandleForHeapStart + srvCbvStep); constantBufferData = new ConstantBufferData { Project = Matrix.Identity }; constantBufferPointer = constantBuffer.Map(0); Utilities.Write(constantBufferPointer, ref constantBufferData); // build depth buffer DescriptorHeapDescription descDescriptorHeapDSB = new DescriptorHeapDescription() { DescriptorCount = 1, Type = DescriptorHeapType.DepthStencilView, Flags = DescriptorHeapFlags.None }; DescriptorHeap descriptorHeapDSB = device.CreateDescriptorHeap(descDescriptorHeapDSB); ResourceDescription descDepth = new ResourceDescription() { Dimension = ResourceDimension.Texture2D, DepthOrArraySize = 1, MipLevels = 0, Flags = ResourceFlags.AllowDepthStencil, Width = (int)viewport.Width, Height = (int)viewport.Height, Format = Format.R32_Typeless, Layout = TextureLayout.Unknown, SampleDescription = new SampleDescription() { Count = 1 } }; ClearValue dsvClearValue = new ClearValue() { Format = Format.D32_Float, DepthStencil = new DepthStencilValue() { Depth = 1.0f, Stencil = 0 } }; Resource renderTargetDepth = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, descDepth, ResourceStates.GenericRead, dsvClearValue); DepthStencilViewDescription depthDSV = new DepthStencilViewDescription() { Dimension = DepthStencilViewDimension.Texture2D, Format = Format.D32_Float, Texture2D = new DepthStencilViewDescription.Texture2DResource() { MipSlice = 0 } }; device.CreateDepthStencilView(renderTargetDepth, depthDSV, descriptorHeapDSB.CPUDescriptorHandleForHeapStart); handleDSV = descriptorHeapDSB.CPUDescriptorHandleForHeapStart; fence = device.CreateFence(0, FenceFlags.None); fenceValue = 1; fenceEvent = new AutoResetEvent(false); }
/// <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 }
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(); }
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 } }; }
public void SetIndexBuffer(Buffer buffer, int offset, bool is32bits) { var newIndexBuffer = new IndexBufferView(buffer, offset, is32bits); if (indexBuffer != newIndexBuffer) { // Setup index buffer indexBuffer = newIndexBuffer; } }