/// <summary> /// Uploads the specified data block into this buffer, replacing all previous contents. /// </summary> /// <typeparam name="T"></typeparam> /// <param name="buffer"></param> /// <param name="data">An array containing the data that will be uploaded.</param> /// <param name="index">The array starting index from which to start uploading data.</param> /// <param name="count">The number of elements from the array that should be uploaded.</param> public static void LoadData <T>(this INativeGraphicsBuffer buffer, T[] data, int index, int count) where T : struct { if (index < 0) { throw new ArgumentOutOfRangeException("index", "Index cannot be negative"); } if (count < 0) { throw new ArgumentOutOfRangeException("count", "Count cannot be negative"); } if (index + count > data.Length) { throw new ArgumentOutOfRangeException("count", "Index + Count cannot exceed the specified arrays length."); } int itemSize = Marshal.SizeOf(typeof(T)); using (PinnedArrayHandle pinned = new PinnedArrayHandle(data)) { IntPtr dataAddress = IntPtr.Add(pinned.Address, index * itemSize); buffer.LoadData( dataAddress, count * itemSize); } }
public static void LoadData <T>( this INativeAudioBuffer buffer, int sampleRate, T[] data, int dataLength, AudioDataLayout dataLayout, AudioDataElementType dataElementType) where T : struct { if (dataLength < 0) { throw new ArgumentOutOfRangeException("dataLength", "Data length cannot be negative"); } if (dataLength > data.Length) { throw new ArgumentOutOfRangeException("dataLength", "Data length cannot exceed the specified arrays length."); } int itemSize = Marshal.SizeOf(typeof(T)); using (PinnedArrayHandle pinned = new PinnedArrayHandle(data)) { buffer.LoadData( sampleRate, pinned.Address, itemSize * dataLength, dataLayout, dataElementType); } }
/// <summary> /// Retrieves the textures pixel data from video memory in the Rgba8 format. /// As a storage array type, either byte or <see cref="ColorRgba"/> is recommended. /// </summary> /// <typeparam name="T"></typeparam> /// <param name="texture"></param> /// <param name="target">The buffer to store pixel values into.</param> /// <param name="dataLayout">The desired color layout of the specified buffer.</param> /// <param name="dataElementType">The desired color element type of the specified buffer.</param> public static void GetData <T>( this INativeTexture texture, T[] target, ColorDataLayout dataLayout, ColorDataElementType dataElementType) { using (PinnedArrayHandle pinned = new PinnedArrayHandle(target)) { texture.GetData( pinned.Address, dataLayout, dataElementType); } }
[Test] public void Locking() { VertexBatch <VertexC1P3> typedBatch = new VertexBatch <VertexC1P3>(); IVertexBatch abstractBatch = typedBatch; typedBatch.Vertices.Add(new VertexC1P3 { Color = new ColorRgba(0) }); typedBatch.Vertices.Add(new VertexC1P3 { Color = new ColorRgba(1) }); typedBatch.Vertices.Add(new VertexC1P3 { Color = new ColorRgba(2) }); typedBatch.Vertices.Add(new VertexC1P3 { Color = new ColorRgba(3) }); // Assert that we can retrieve all data via unmanaged pointer access VertexDeclaration layout = typedBatch.Declaration; int vertexSize = layout.Size; int colorElementIndex = layout.Elements.IndexOfFirst(item => item.FieldName == VertexDeclaration.ShaderFieldPrefix + "Color"); int colorOffset = (int)layout.Elements[colorElementIndex].Offset; using (PinnedArrayHandle locked = typedBatch.Lock()) { Assert.AreEqual(new ColorRgba(0), ReadColor(locked.Address, vertexSize * 0 + colorOffset)); Assert.AreEqual(new ColorRgba(1), ReadColor(locked.Address, vertexSize * 1 + colorOffset)); Assert.AreEqual(new ColorRgba(2), ReadColor(locked.Address, vertexSize * 2 + colorOffset)); Assert.AreEqual(new ColorRgba(3), ReadColor(locked.Address, vertexSize * 3 + colorOffset)); } using (PinnedArrayHandle locked = abstractBatch.Lock()) { Assert.AreEqual(new ColorRgba(0), ReadColor(locked.Address, vertexSize * 0 + colorOffset)); Assert.AreEqual(new ColorRgba(1), ReadColor(locked.Address, vertexSize * 1 + colorOffset)); Assert.AreEqual(new ColorRgba(2), ReadColor(locked.Address, vertexSize * 2 + colorOffset)); Assert.AreEqual(new ColorRgba(3), ReadColor(locked.Address, vertexSize * 3 + colorOffset)); } // Make sure that our locks released properly, i.e. allowing the array to be garbage collected WeakReference weakRefToLockedData = new WeakReference(typedBatch.Vertices.Data); Assert.IsTrue(weakRefToLockedData.IsAlive); typedBatch = null; abstractBatch = null; GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced, true); GC.WaitForPendingFinalizers(); Assert.IsFalse(weakRefToLockedData.IsAlive); }
/// <summary> /// Uploads all dynamically gathered vertex data to the GPU using the internal <see cref="vertexBuffers"/> pool. /// </summary> private void UploadVertexData() { // Note that there is a 1:1 mapping between gathered vertex batches and vertex buffers. // We'll keep all buffers around until the drawdevice is disposed, in case we might need // them again later. this.vertexBuffers.Count = Math.Max(this.vertexBuffers.Count, this.drawVertices.TypeIndexCount); for (int typeIndex = 0; typeIndex < this.drawVertices.TypeIndexCount; typeIndex++) { // Filter out unused vertex types IReadOnlyList <IVertexBatch> batches = this.drawVertices.GetBatches(typeIndex); if (batches == null) { continue; } if (batches.Count == 0) { continue; } // Upload all vertex batches for this vertex type if (this.vertexBuffers[typeIndex] == null) { this.vertexBuffers[typeIndex] = new RawList <VertexBuffer>(); } this.vertexBuffers[typeIndex].Count = Math.Max(this.vertexBuffers[typeIndex].Count, batches.Count); for (int batchIndex = 0; batchIndex < batches.Count; batchIndex++) { IVertexBatch vertexBatch = batches[batchIndex]; // Generate a VertexBuffer for this vertex type and batch index, if it didn't exist yet if (this.vertexBuffers[typeIndex][batchIndex] == null) { this.vertexBuffers[typeIndex][batchIndex] = new VertexBuffer(); } // Upload the vertex batch to using (PinnedArrayHandle pinned = vertexBatch.Lock()) { this.vertexBuffers[typeIndex][batchIndex].LoadVertexData( vertexBatch.Declaration, pinned.Address, vertexBatch.Count); } } } }
/// <summary> /// Uploads the specified pixel data in RGBA format to video memory. A call to <see cref="INativeTexture.SetupEmpty"/> /// is to be considered required for this. /// </summary> /// <typeparam name="T"></typeparam> /// <param name="texture"></param> /// <param name="format">The textures internal format.</param> /// <param name="width"></param> /// <param name="height"></param> /// <param name="data">The block of pixel data to transfer.</param> /// <param name="dataLayout">The color layout of the specified data block.</param> /// <param name="dataElementType">The color element type of the specified data block.</param> public static void LoadData <T>( this INativeTexture texture, TexturePixelFormat format, int width, int height, T[] data, ColorDataLayout dataLayout, ColorDataElementType dataElementType) where T : struct { using (PinnedArrayHandle pinned = new PinnedArrayHandle(data)) { texture.LoadData( format, width, height, pinned.Address, dataLayout, dataElementType); } }
/// <summary> /// Retrieves the main rendering buffer's pixel data from video memory in the Rgba8 format. /// As a storage array type, either byte or <see cref="ColorRgba"/> is recommended. /// </summary> /// <param name="target">The target buffer to store transferred pixel data in.</param> /// <param name="dataLayout">The desired color layout of the specified buffer.</param> /// <param name="dataElementType">The desired color element type of the specified buffer.</param> /// <param name="x">The x position of the rectangular area to read.</param> /// <param name="y">The y position of the rectangular area to read.</param> /// <param name="width">The width of the rectangular area to read. Defaults to the rendering targets width.</param> /// <param name="height">The height of the rectangular area to read. Defaults to the rendering targets height.</param> public static void GetOutputPixelData <T>( this IGraphicsBackend backend, T[] target, ColorDataLayout dataLayout, ColorDataElementType dataElementType, int x, int y, int width, int height) where T : struct { using (PinnedArrayHandle pinned = new PinnedArrayHandle(target)) { backend.GetOutputPixelData( pinned.Address, dataLayout, dataElementType, x, y, width, height); } }
/// <summary> /// Retrieves the rendering targets pixel data from video memory in the Rgba8 format. /// As a storage array type, either byte or <see cref="ColorRgba"/> is recommended. /// </summary> /// <param name="renderTarget"></param> /// <param name="buffer">The target buffer to store transferred pixel data in.</param> /// <param name="dataLayout">The desired color layout of the specified buffer.</param> /// <param name="dataElementType">The desired color element type of the specified buffer.</param> /// <param name="targetIndex">The target texture lists index to read from.</param> /// <param name="x">The x position of the rectangular area to read.</param> /// <param name="y">The y position of the rectangular area to read.</param> /// <param name="width">The width of the rectangular area to read. Defaults to the rendering targets width.</param> /// <param name="height">The height of the rectangular area to read. Defaults to the rendering targets height.</param> public static void GetData <T>( this INativeRenderTarget renderTarget, T[] buffer, ColorDataLayout dataLayout, ColorDataElementType dataElementType, int targetIndex, int x, int y, int width, int height) where T : struct { using (PinnedArrayHandle pinned = new PinnedArrayHandle(buffer)) { renderTarget.GetData( pinned.Address, dataLayout, dataElementType, targetIndex, x, y, width, height); } }
void IGraphicsBackend.BeginRendering(IDrawDevice device, VertexBatchStore vertexData, RenderOptions options, RenderStats stats) { DebugCheckOpenGLErrors(); // ToDo: AA is disabled for now //this.CheckContextCaps(); this.currentDevice = device; this.renderOptions = options; this.renderStats = stats; // Upload all vertex data that we'll need during rendering if (vertexData != null) { this.perVertexTypeVBO.Count = Math.Max(this.perVertexTypeVBO.Count, vertexData.Batches.Count); for (int typeIndex = 0; typeIndex < vertexData.Batches.Count; typeIndex++) { // Filter out unused vertex types IVertexBatch vertexBatch = vertexData.Batches[typeIndex]; if (vertexBatch == null) { continue; } if (vertexBatch.Count == 0) { continue; } // Generate a VBO for this vertex type if it didn't exist yet if (this.perVertexTypeVBO[typeIndex] == 0) { GL.GenBuffers(1, out this.perVertexTypeVBO.Data[typeIndex]); } GL.BindBuffer(BufferTarget.ArrayBuffer, this.perVertexTypeVBO[typeIndex]); // Upload all data of this vertex type as a single block int vertexDataLength = vertexBatch.Declaration.Size * vertexBatch.Count; using (PinnedArrayHandle pinned = vertexBatch.Lock()) { GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)vertexDataLength, IntPtr.Zero, BufferUsage.StreamDraw); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)vertexDataLength, pinned.Address, BufferUsage.StreamDraw); } } } GL.BindBuffer(BufferTarget.ArrayBuffer, 0); // Prepare the target surface for rendering NativeRenderTarget.Bind(options.Target as NativeRenderTarget); // Determine the available size on the active rendering surface //Point2 availableSize; //if (NativeRenderTarget.BoundRT != null) { // availableSize = new Point2(NativeRenderTarget.BoundRT.Width, NativeRenderTarget.BoundRT.Height); //} else { // availableSize = this.externalBackbufferSize; //} Rect openGLViewport = options.Viewport; // Setup viewport and scissor rects GL.Viewport((int)openGLViewport.X, (int)openGLViewport.Y, (int)MathF.Ceiling(openGLViewport.W), (int)MathF.Ceiling(openGLViewport.H)); GL.Scissor((int)openGLViewport.X, (int)openGLViewport.Y, (int)MathF.Ceiling(openGLViewport.W), (int)MathF.Ceiling(openGLViewport.H)); // Clear buffers ClearBufferMask glClearMask = 0; ColorRgba clearColor = options.ClearColor; if ((options.ClearFlags & ClearFlag.Color) != ClearFlag.None) { glClearMask |= ClearBufferMask.ColorBufferBit; } if ((options.ClearFlags & ClearFlag.Depth) != ClearFlag.None) { glClearMask |= ClearBufferMask.DepthBufferBit; } GL.ClearColor(clearColor.R / 255.0f, clearColor.G / 255.0f, clearColor.B / 255.0f, clearColor.A / 255.0f); GL.ClearDepth(options.ClearDepth); GL.Clear(glClearMask); // Configure Rendering params if (options.RenderMode == RenderMatrix.ScreenSpace) { GL.Enable(EnableCap.ScissorTest); GL.Enable(EnableCap.DepthTest); GL.DepthFunc(DepthFunction.Always); } else { GL.Enable(EnableCap.ScissorTest); GL.Enable(EnableCap.DepthTest); GL.DepthFunc(DepthFunction.Lequal); } Matrix4 modelView = options.ModelViewMatrix; Matrix4 projection = options.ProjectionMatrix; if (NativeRenderTarget.BoundRT != null) { modelView = Matrix4.CreateScale(new Vector3(1f, -1f, 1f)) * modelView; if (options.RenderMode == RenderMatrix.ScreenSpace) { modelView = Matrix4.CreateTranslation(new Vector3(0f, -device.TargetSize.Y, 0f)) * modelView; } } // Convert matrices to float arrays GetArrayMatrix(ref modelView, ref modelViewData); GetArrayMatrix(ref projection, ref projectionData); // All EBOs can be used again lastUsedEBO = 0; }
void IGraphicsBackend.BeginRendering(IDrawDevice device, VertexBatchStore vertexData, RenderOptions options, RenderStats stats) { DebugCheckOpenGLErrors(); this.CheckContextCaps(); this.currentDevice = device; this.renderOptions = options; this.renderStats = stats; // Upload all vertex data that we'll need during rendering if (vertexData != null) { this.perVertexTypeVBO.Count = Math.Max(this.perVertexTypeVBO.Count, vertexData.Batches.Count); for (int typeIndex = 0; typeIndex < vertexData.Batches.Count; typeIndex++) { // Filter out unused vertex types IVertexBatch vertexBatch = vertexData.Batches[typeIndex]; if (vertexBatch == null) { continue; } if (vertexBatch.Count == 0) { continue; } // Generate a VBO for this vertex type if it didn't exist yet if (this.perVertexTypeVBO[typeIndex] == 0) { GL.GenBuffers(1, out this.perVertexTypeVBO.Data[typeIndex]); } GL.BindBuffer(BufferTarget.ArrayBuffer, this.perVertexTypeVBO[typeIndex]); // Upload all data of this vertex type as a single block int vertexDataLength = vertexBatch.Declaration.Size * vertexBatch.Count; using (PinnedArrayHandle pinned = vertexBatch.Lock()) { GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)vertexDataLength, IntPtr.Zero, BufferUsageHint.StreamDraw); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)vertexDataLength, pinned.Address, BufferUsageHint.StreamDraw); } } } GL.BindBuffer(BufferTarget.ArrayBuffer, 0); // Prepare the target surface for rendering NativeRenderTarget.Bind(options.Target as NativeRenderTarget); // Determine whether masked blending should use alpha-to-coverage mode if (this.msaaIsDriverDisabled) { this.useAlphaToCoverageBlend = false; } else if (NativeRenderTarget.BoundRT != null) { this.useAlphaToCoverageBlend = NativeRenderTarget.BoundRT.Samples > 0; } else if (this.activeWindow != null) { this.useAlphaToCoverageBlend = this.activeWindow.IsMultisampled; } else { this.useAlphaToCoverageBlend = this.defaultGraphicsMode.Samples > 0; } // Determine the available size on the active rendering surface Point2 availableSize; if (NativeRenderTarget.BoundRT != null) { availableSize = new Point2(NativeRenderTarget.BoundRT.Width, NativeRenderTarget.BoundRT.Height); } else if (this.activeWindow != null) { availableSize = new Point2(this.activeWindow.Width, this.activeWindow.Height); } else { availableSize = this.externalBackbufferSize; } // Translate viewport coordinates to OpenGL screen coordinates (bottom-left, rising), unless rendering // to a texture, which is laid out Duality-like (top-left, descending) Rect openGLViewport = options.Viewport; if (NativeRenderTarget.BoundRT == null) { openGLViewport.Y = (availableSize.Y - openGLViewport.H) - openGLViewport.Y; } // Setup viewport and scissor rects GL.Viewport((int)openGLViewport.X, (int)openGLViewport.Y, (int)MathF.Ceiling(openGLViewport.W), (int)MathF.Ceiling(openGLViewport.H)); GL.Scissor((int)openGLViewport.X, (int)openGLViewport.Y, (int)MathF.Ceiling(openGLViewport.W), (int)MathF.Ceiling(openGLViewport.H)); // Clear buffers ClearBufferMask glClearMask = 0; ColorRgba clearColor = options.ClearColor; if ((options.ClearFlags & ClearFlag.Color) != ClearFlag.None) { glClearMask |= ClearBufferMask.ColorBufferBit; } if ((options.ClearFlags & ClearFlag.Depth) != ClearFlag.None) { glClearMask |= ClearBufferMask.DepthBufferBit; } GL.ClearColor(clearColor.R / 255.0f, clearColor.G / 255.0f, clearColor.B / 255.0f, clearColor.A / 255.0f); GL.ClearDepth((double)options.ClearDepth); // The "float version" is from OpenGL 4.1.. GL.Clear(glClearMask); // Configure Rendering params if (options.RenderMode == RenderMatrix.ScreenSpace) { GL.Enable(EnableCap.ScissorTest); GL.Enable(EnableCap.DepthTest); GL.DepthFunc(DepthFunction.Always); } else { GL.Enable(EnableCap.ScissorTest); GL.Enable(EnableCap.DepthTest); GL.DepthFunc(DepthFunction.Lequal); } OpenTK.Matrix4 openTkModelView; Matrix4 modelView = options.ModelViewMatrix; GetOpenTKMatrix(ref modelView, out openTkModelView); GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref openTkModelView); OpenTK.Matrix4 openTkProjection; Matrix4 projection = options.ProjectionMatrix; GetOpenTKMatrix(ref projection, out openTkProjection); GL.MatrixMode(MatrixMode.Projection); GL.LoadMatrix(ref openTkProjection); if (NativeRenderTarget.BoundRT != null) { GL.Scale(1.0f, -1.0f, 1.0f); if (options.RenderMode == RenderMatrix.ScreenSpace) { GL.Translate(0.0f, -device.TargetSize.Y, 0.0f); } } }