コード例 #1
0
        private void CreateShaders()
        {
            var vertexLayout = new VertexLayoutDescription
                               (
                16,
                0,
                new VertexElementDescription[]
            {
                new VertexElementDescription("Position", VertexElementFormat.Float2, VertexElementSemantic.Position),
                new VertexElementDescription("VTex", VertexElementFormat.Float2, VertexElementSemantic.TextureCoordinate)
            }
                               );

            var uniformDescriptions = new ResourceLayoutElementDescription[2][];

            uniformDescriptions[0] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("Factors", ResourceKind.UniformBuffer, ShaderStages.Fragment)
            };

            uniformDescriptions[1] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("Sampler", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("Texture", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            _shaderPackage = _shaderLoader.CreateShaderPackage("Vertex2D", AssetSourceEnum.Embedded, "ColourFragment", AssetSourceEnum.Embedded, vertexLayout, uniformDescriptions);
        }
コード例 #2
0
        private List <IDisposable> createTransformationPipelineUniform()
        {
            _transformationPipelineBuffer = _factory.CreateBuffer(new BufferDescription(192, BufferUsage.UniformBuffer | BufferUsage.Dynamic));

            ResourceLayoutElementDescription resourceLayoutElementDescription = new ResourceLayoutElementDescription("transformPipeline", ResourceKind.UniformBuffer, ShaderStages.Vertex);

            ResourceLayoutElementDescription[] resourceLayoutElementDescriptions = { resourceLayoutElementDescription };
            ResourceLayoutDescription          resourceLayoutDescription         = new ResourceLayoutDescription(resourceLayoutElementDescriptions);

            BindableResource[] bindableResources = new BindableResource[] { _transformationPipelineBuffer };

            _transformationPipelineResourceLayout = _factory.CreateResourceLayout(resourceLayoutDescription);
            ResourceSetDescription resourceSetDescription = new ResourceSetDescription(_transformationPipelineResourceLayout, bindableResources);

            _transformationPipelineResourceSet = _factory.CreateResourceSet(resourceSetDescription);

            //_graphicsDevice.UpdateBuffer(_transformationPipelineBuffer,0,_camera.ViewMatrix);
            GraphicsDevice.UpdateBuffer(_transformationPipelineBuffer, 64, Camera.ProjectionMatrix);

            return(new List <IDisposable>()
            {
                _transformationPipelineBuffer,
                _transformationPipelineResourceLayout,
                _transformationPipelineResourceSet
            });
        }
コード例 #3
0
        private void CreateShaders()
        {
            var vertexLayout = new VertexLayoutDescription
                               (
                16,
                0,
                new VertexElementDescription[]
            {
                new VertexElementDescription("Position", VertexElementFormat.Float2, VertexElementSemantic.Position),
                new VertexElementDescription("VTex", VertexElementFormat.Float2, VertexElementSemantic.TextureCoordinate)
            }
                               );

            var uniformDescriptions = new ResourceLayoutElementDescription[8][];

            uniformDescriptions[0] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("Sampler_Source", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("Texture_Source", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            uniformDescriptions[1] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("Sampler_Noise", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("Texture_Noise", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            uniformDescriptions[2] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("Sampler_ScanlineMask", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("Texture_ScanlineMask", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            uniformDescriptions[3] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("PixellateFactors", ResourceKind.UniformBuffer, ShaderStages.Fragment)
            };

            uniformDescriptions[4] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("EdgeDetectionFactors", ResourceKind.UniformBuffer, ShaderStages.Fragment)
            };

            uniformDescriptions[5] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("StaticFactors", ResourceKind.UniformBuffer, ShaderStages.Fragment)
            };

            uniformDescriptions[6] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("OldMovieFactors", ResourceKind.UniformBuffer, ShaderStages.Fragment)
            };

            uniformDescriptions[7] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("CrtEffectFactors", ResourceKind.UniformBuffer, ShaderStages.Fragment)
            };

            _shaderPackage = _shaderLoader.CreateShaderPackage("Vertex2D", AssetSourceEnum.Embedded, "StyleFragment", AssetSourceEnum.Embedded, vertexLayout, uniformDescriptions);
        }
コード例 #4
0
 private void AssertEqual(ResourceLayoutElementDescription a, ResourceLayoutElementDescription b)
 {
     Assert.Equal(a.Name, b.Name);
     Assert.Equal(a.Kind, b.Kind);
     Assert.Equal(a.Options, b.Options);
     Assert.Equal(a.Stages, b.Stages);
 }
コード例 #5
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        public static ResourceLayout GenerateResourceLayout(DisposeCollectorResourceFactory factory, string name, ResourceKind resourceKind, ShaderStages shaderStages)
        {
            var resourceLayoutElementDescription = new ResourceLayoutElementDescription(name, resourceKind, shaderStages);

            ResourceLayoutElementDescription[] resourceLayoutElementDescriptions = { resourceLayoutElementDescription };
            var resourceLayoutDescription = new ResourceLayoutDescription(resourceLayoutElementDescriptions);

            return(factory.CreateResourceLayout(resourceLayoutDescription));
        }
コード例 #6
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        public _EffectTexture(GraphicsDevice device, string inputName)
        {
            Name       = inputName;
            _ExtDevice = device;

            // Input
            var texDesc = new ResourceLayoutElementDescription(inputName, ResourceKind.TextureReadOnly, ShaderStages.Fragment);

            _OwnedTextureLayout = device.ResourceFactory.CreateResourceLayout(new ResourceLayoutDescription(texDesc));
        }
コード例 #7
0
        public _EffectSampler(GraphicsDevice device, string samplerName)
        {
            Name       = samplerName;
            _ExtDevice = device;

            var smpDesc = new ResourceLayoutElementDescription(samplerName, ResourceKind.Sampler, ShaderStages.Fragment);

            _OwnedSamplerLayout = device.ResourceFactory.CreateResourceLayout(new ResourceLayoutDescription(smpDesc));

            _OwnedSamplerResourceSets = new _EffectSamplers(device, _OwnedSamplerLayout);
        }
コード例 #8
0
ファイル: Effect.cs プロジェクト: vtsingaras/OpenSAGE
        public Effect(
            GraphicsDevice graphicsDevice,
            string shaderName,
            params VertexLayoutDescription[] vertexDescriptors)
        {
            GraphicsDevice = graphicsDevice;

            ID = _nextID++;

            var shaderCodeExtension = GetBytecodeExtension(graphicsDevice.BackendType);

            Shader CreateShader(ShaderStages shaderStage, string entryPoint)
            {
                var embeddedResourceName = $"OpenSage.Graphics.Shaders.Compiled.{shaderName}-{shaderStage.ToString().ToLowerInvariant()}{shaderCodeExtension}";

                using (var shaderStream = typeof(Effect).Assembly.GetManifestResourceStream(embeddedResourceName))
                {
                    var shaderBytecode = shaderStream.ReadAllBytes();
                    var shader         = graphicsDevice.ResourceFactory.CreateShader(new ShaderDescription(shaderStage, shaderBytecode, entryPoint));
                    shader.Name = shaderName;
                    return(shader);
                }
            }

            _vertexShader = AddDisposable(CreateShader(ShaderStages.Vertex, "VS"));
            _pixelShader  = AddDisposable(CreateShader(ShaderStages.Fragment, "PS"));

            _cachedPipelineStates = new Dictionary <EffectPipelineStateHandle, Pipeline>();

            _vertexDescriptors = vertexDescriptors;

            var shaderDefinition = ShaderDefinitions.GetShaderDefinition(shaderName);

            _parameters      = new Dictionary <string, EffectParameter>();
            _resourceLayouts = new ResourceLayout[shaderDefinition.ResourceBindings.Count];

            for (var i = 0u; i < shaderDefinition.ResourceBindings.Count; i++)
            {
                var resourceBinding           = shaderDefinition.ResourceBindings[(int)i];
                var resourceLayoutDescription = new ResourceLayoutElementDescription(
                    resourceBinding.Name,
                    resourceBinding.Type,
                    resourceBinding.Stages);

                var parameter = AddDisposable(new EffectParameter(
                                                  graphicsDevice,
                                                  resourceBinding,
                                                  resourceLayoutDescription,
                                                  i));

                _parameters[parameter.Name] = parameter;
                _resourceLayouts[i]         = parameter.ResourceLayout;
            }
        }
コード例 #9
0
        public _EffectUniform(GraphicsDevice device, string name, ShaderStages stage, int byteCount)
        {
            _Device = device;
            Name    = name;

            var desc = new ResourceLayoutElementDescription(name, ResourceKind.UniformBuffer, stage);

            _ByteCount = byteCount;

            _DeviceBuffer   = device.ResourceFactory.CreateBuffer(new BufferDescription((uint)byteCount, BufferUsage.UniformBuffer));
            _ResourceLayout = device.ResourceFactory.CreateResourceLayout(new ResourceLayoutDescription(desc));
            _ResourceSet    = device.ResourceFactory.CreateResourceSet(new ResourceSetDescription(_ResourceLayout, _DeviceBuffer));
        }
コード例 #10
0
ファイル: Effect.cs プロジェクト: neuromancer/OpenSAGE
        public Effect(
            GraphicsDevice graphicsDevice,
            string shaderName,
            VertexLayoutDescription[] vertexDescriptors)
        {
            _graphicsDevice = graphicsDevice;

            ID = _nextID++;

            const string shaderNamespace     = "OpenSage.Graphics.Shaders.Compiled";
            var          shaderCodeExtension = GetBytecodeExtension(graphicsDevice.BackendType);

            using (var shaderStream = typeof(Effect).Assembly.GetManifestResourceStream($"{shaderNamespace}.{shaderName}-vertex{shaderCodeExtension}"))
            {
                var vertexShaderBytecode = shaderStream.ReadAllBytes();
                _vertexShader = AddDisposable(graphicsDevice.ResourceFactory.CreateShader(new ShaderDescription(ShaderStages.Vertex, vertexShaderBytecode, "VS")));
            }

            using (var shaderStream = typeof(Effect).Assembly.GetManifestResourceStream($"{shaderNamespace}.{shaderName}-fragment{shaderCodeExtension}"))
            {
                var pixelShaderBytecode = shaderStream.ReadAllBytes();
                _pixelShader = AddDisposable(graphicsDevice.ResourceFactory.CreateShader(new ShaderDescription(ShaderStages.Fragment, pixelShaderBytecode, "PS")));
            }

            _cachedPipelineStates = new Dictionary <EffectPipelineStateHandle, Pipeline>();

            _vertexDescriptors = vertexDescriptors;

            var shaderDefinition = ShaderDefinitions.GetShaderDefinition(shaderName);

            _parameters      = new Dictionary <string, EffectParameter>();
            _resourceLayouts = new ResourceLayout[shaderDefinition.ResourceBindings.Length];

            for (var i = 0u; i < shaderDefinition.ResourceBindings.Length; i++)
            {
                var resourceBinding           = shaderDefinition.ResourceBindings[i];
                var resourceLayoutDescription = new ResourceLayoutElementDescription(
                    resourceBinding.Name,
                    resourceBinding.Type,
                    resourceBinding.Stages);

                var parameter = AddDisposable(new EffectParameter(
                                                  graphicsDevice,
                                                  resourceBinding,
                                                  resourceLayoutDescription,
                                                  i));

                _parameters[parameter.Name] = parameter;
                _resourceLayouts[i]         = parameter.ResourceLayout;
            }
        }
コード例 #11
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        internal Uniform(string name,
                         BufferUsage bufferUsage,
                         ShaderStages shaderStages,
                         ResourceLayoutElementOptions options)
        {
            BufferUsage  = bufferUsage;
            ShaderStages = shaderStages;

            ResourceLayoutElementDescription = new ResourceLayoutElementDescription(
                name,
                ResourceKind.UniformBuffer,
                ShaderStages,
                options);
        }
コード例 #12
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        private ResourceSet CreateFragmentShaderUniformResourceSet(DeviceBuffer buffer, string elementName)
        {
            var resourceLayoutElementDescription = new ResourceLayoutElementDescription(elementName, ResourceKind.UniformBuffer, ShaderStages.Fragment);

            var resourceLayout = _systemComponents.Factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    resourceLayoutElementDescription
                    )
                );

            return(_systemComponents.Factory.CreateResourceSet(
                       new ResourceSetDescription(resourceLayout, buffer)
                       ));
        }
コード例 #13
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        private void CreateSizeDependentResources()
        {
            renderTargetColorTexture = factory.CreateTexture(TextureDescription.Texture2D(
                                                                 width, height, 1, 1,
                                                                 PixelFormat.R8_G8_B8_A8_UNorm, TextureUsage.RenderTarget | TextureUsage.Sampled));
            renderTargetColorTextureView = factory.CreateTextureView(renderTargetColorTexture);
            renderTargetDepthTexture     = factory.CreateTexture(TextureDescription.Texture2D(
                                                                     width, height, 1, 1, PixelFormat.R32_Float, TextureUsage.DepthStencil));
            renderTargetFramebuffer = factory.CreateFramebuffer(new FramebufferDescription(renderTargetDepthTexture, renderTargetColorTexture));

            // final render pipeline
            ResourceLayoutElementDescription[] layoutDescriptions = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("ScreenMap", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("ScreenMapSampler", ResourceKind.Sampler, ShaderStages.Fragment),
            };
            BindableResource[] bindableResources = new BindableResource[]
            {
                renderTargetColorTextureView,
                graphicsDevice.PointSampler,
            };
            resourceLayout = factory.CreateResourceLayout(new ResourceLayoutDescription(layoutDescriptions));
            pipeline       = factory.CreateGraphicsPipeline(
                new GraphicsPipelineDescription(
                    BlendStateDescription.SingleOverrideBlend,
                    new DepthStencilStateDescription(
                        depthTestEnabled: false,
                        depthWriteEnabled: false,
                        comparisonKind: ComparisonKind.Always),
                    new RasterizerStateDescription(
                        cullMode: FaceCullMode.Back,
                        fillMode: PolygonFillMode.Solid,
                        frontFace: FrontFace.Clockwise,
                        depthClipEnabled: false,
                        scissorTestEnabled: false),
                    PrimitiveTopology.TriangleList,
                    new ShaderSetDescription(
                        vertexLayouts: new VertexLayoutDescription[] {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float3)
                    )
            },
                        shaders: CreateShaders(finalVertexCode, finalFragmentCode)),
                    new ResourceLayout[] { resourceLayout },
                    swapchain.Framebuffer.OutputDescription)
                );
            resourceSet = factory.CreateResourceSet(new ResourceSetDescription(resourceLayout, bindableResources));
        }
コード例 #14
0
        private void CreateShadersAndFactorsUniform()
        {
            var vertexLayout = new VertexLayoutDescription
                               (
                16,
                0,
                new VertexElementDescription[]
            {
                new VertexElementDescription("Position", VertexElementFormat.Float2, VertexElementSemantic.Position),
                new VertexElementDescription("VTex", VertexElementFormat.Float2, VertexElementSemantic.TextureCoordinate)
            }
                               );

            var uniformDescriptions = new ResourceLayoutElementDescription[3][];

            uniformDescriptions[0] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("UniformBlock", ResourceKind.UniformBuffer, ShaderStages.Fragment)
            };

            uniformDescriptions[1] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("Sampler_Source", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("Texture_Source", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            uniformDescriptions[2] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("Sampler_Processed", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("Texture_Processed", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            _shaderPackage = _shaderLoader.CreateShaderPackage("Vertex2D", AssetSourceEnum.Embedded, "BloomMixFragment", AssetSourceEnum.Embedded, vertexLayout, uniformDescriptions);

            var uniformBlockResourceLayoutDescription = uniformDescriptions[0][0];

            _uniformBlockBuffer = _systemComponents.Factory.CreateBuffer(new BufferDescription(MixingShaderFactors.SizeInBytes, BufferUsage.UniformBuffer | BufferUsage.Dynamic));

            var uniformBlockResourceLayout = _systemComponents.Factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    uniformBlockResourceLayoutDescription
                    )
                );

            _uniformBlockResourceSet = _systemComponents.Factory.CreateResourceSet(
                new ResourceSetDescription(uniformBlockResourceLayout, _uniformBlockBuffer)
                );
        }
コード例 #15
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        private void CreateBuffer()
        {
            _factorsBuffer = _systemComponents.Factory.CreateBuffer(new BufferDescription(ColourEffectFactors.SizeInBytes, BufferUsage.UniformBuffer | BufferUsage.Dynamic));

            //Duplicated across here and renderer...
            var resourceLayoutElementDescription = new ResourceLayoutElementDescription("Factors", ResourceKind.UniformBuffer, ShaderStages.Fragment);

            var resourceLayout = _systemComponents.Factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    resourceLayoutElementDescription
                    )
                );

            FactorsResourceSet = _systemComponents.Factory.CreateResourceSet(
                new ResourceSetDescription(resourceLayout, _factorsBuffer)
                );
        }
コード例 #16
0
ファイル: DistortionRenderer.cs プロジェクト: limocute/yak2d
        private void CreateShadersAndFactorsUniform()
        {
            var vertexLayout = new VertexLayoutDescription
                               (
                16,
                0,
                new VertexElementDescription[] {
                new VertexElementDescription("Position", VertexElementFormat.Float2, VertexElementSemantic.Position),
                new VertexElementDescription("VTex", VertexElementFormat.Float2, VertexElementSemantic.TextureCoordinate)
            }
                               );

            var uniformDescriptions = new ResourceLayoutElementDescription[3][];

            uniformDescriptions[0] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("DistortionFactor", ResourceKind.UniformBuffer, ShaderStages.Fragment)
            };

            uniformDescriptions[1] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("SamplerGradientMap", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("TextureGradientMap", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            uniformDescriptions[2] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("SamplerImage", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("TextureImage", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            _shaderPackage = _shaderLoader.CreateShaderPackage("Vertex2D", AssetSourceEnum.Embedded, "DistortionFragment", AssetSourceEnum.Embedded, vertexLayout, uniformDescriptions);

            _distortionFactorBuffer = _systemComponents.Factory.CreateBuffer(new BufferDescription(DistortionFactorUniform.SizeInBytes, BufferUsage.UniformBuffer | BufferUsage.Dynamic));

            var distortionFactorBufferResourceLayout = _systemComponents.Factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    uniformDescriptions[0]
                    )
                );

            _distortionFactorUniformResourceSet = _systemComponents.Factory.CreateResourceSet(
                new ResourceSetDescription(distortionFactorBufferResourceLayout, _distortionFactorBuffer)
                );
        }
コード例 #17
0
        private void CreateShaders()
        {
            var vertexLayout = new VertexLayoutDescription
                               (
                32,
                0,
                new VertexElementDescription[] {
                new VertexElementDescription("VertPosition", VertexElementFormat.Float3, VertexElementSemantic.Position),
                new VertexElementDescription("VertNormal", VertexElementFormat.Float3, VertexElementSemantic.Normal),
                new VertexElementDescription("VertTexCoord", VertexElementFormat.Float2, VertexElementSemantic.TextureCoordinate)
            }
                               );

            var uniformDescriptions = new ResourceLayoutElementDescription[5][];

            uniformDescriptions[0] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("VertexUniforms", ResourceKind.UniformBuffer, ShaderStages.Vertex)
            };

            uniformDescriptions[1] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("FragUniforms", ResourceKind.UniformBuffer, ShaderStages.Fragment)
            };

            uniformDescriptions[2] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("Texture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("Sampler", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            uniformDescriptions[3] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("LightProperties", ResourceKind.UniformBuffer, ShaderStages.Fragment)
            };

            uniformDescriptions[4] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("LightsUniformBlock", ResourceKind.UniformBuffer, ShaderStages.Fragment)
            };

            _shaderPackage = _shaderLoader.CreateShaderPackage("Vertex3D", AssetSourceEnum.Embedded, "MeshFragment", AssetSourceEnum.Embedded, vertexLayout, uniformDescriptions);
        }
コード例 #18
0
ファイル: ValidationHelpers.cs プロジェクト: sahwar/veldrid
        internal static void ValidateResourceSet(GraphicsDevice gd, ref ResourceSetDescription description)
        {
            ResourceLayoutElementDescription[] elements = description.Layout.Description.Elements;
            BindableResource[] resources = description.BoundResources;

            if (elements.Length != resources.Length)
            {
                throw new VeldridException(
                          $"The number of resources specified ({resources.Length}) must be equal to the number of resources in the {nameof(ResourceLayout)} ({elements.Length}).");
            }

            for (uint i = 0; i < elements.Length; i++)
            {
                ValidateResourceKind(elements[i].Kind, resources[i], i);
            }

            for (int i = 0; i < description.Layout.Description.Elements.Length; i++)
            {
                ResourceLayoutElementDescription element = description.Layout.Description.Elements[i];
                if (element.Kind == ResourceKind.UniformBuffer ||
                    element.Kind == ResourceKind.StructuredBufferReadOnly ||
                    element.Kind == ResourceKind.StructuredBufferReadWrite)
                {
                    DeviceBufferRange range = Util.GetBufferRange(description.BoundResources[i], 0);

                    if (!gd.Features.BufferRangeBinding && (range.Offset != 0 || range.SizeInBytes != range.Buffer.SizeInBytes))
                    {
                        throw new VeldridException($"The {nameof(DeviceBufferRange)} in slot {i} uses a non-zero offset or less-than-full size, " +
                                                   $"which requires {nameof(GraphicsDeviceFeatures)}.{nameof(GraphicsDeviceFeatures.BufferRangeBinding)}.");
                    }

                    uint alignment = element.Kind == ResourceKind.UniformBuffer
                       ? gd.UniformBufferMinOffsetAlignment
                       : gd.StructuredBufferMinOffsetAlignment;

                    if ((range.Offset % alignment) != 0)
                    {
                        throw new VeldridException($"The {nameof(DeviceBufferRange)} in slot {i} has an invalid offset: {range.Offset}. " +
                                                   $"The offset for this buffer must be a multiple of {alignment}.");
                    }
                }
            }
        }
コード例 #19
0
ファイル: DrawStageRenderer.cs プロジェクト: limocute/yak2d
        private void CreateShaders()
        {
            var vertexLayout = new VertexLayoutDescription
                               (
                56,
                0,
                new VertexElementDescription[] {
                new VertexElementDescription("isWorld", VertexElementFormat.UInt1, VertexElementSemantic.TextureCoordinate),
                new VertexElementDescription("TexuringType", VertexElementFormat.UInt1, VertexElementSemantic.TextureCoordinate),
                new VertexElementDescription("Position", VertexElementFormat.Float3, VertexElementSemantic.Position),
                new VertexElementDescription("Color", VertexElementFormat.Float4, VertexElementSemantic.Color),
                new VertexElementDescription("TexCoord0", VertexElementFormat.Float2, VertexElementSemantic.TextureCoordinate),
                new VertexElementDescription("TexCoord1", VertexElementFormat.Float2, VertexElementSemantic.TextureCoordinate),
                new VertexElementDescription("TexWeight0", VertexElementFormat.Float1, VertexElementSemantic.TextureCoordinate)
            }
                               );

            var uniformDescriptions = new ResourceLayoutElementDescription[3][];

            //Thes resource layouts will match those that are used to create the resouce sets for the camera matrices and textures.
            //It may be useful to feed a fixed version to both higher up. Also, I am assuming the string label means nothing as
            //For textures they can be either 0 or 1.. anyway, i'm sure i get headaches later when using different graphics api backends

            uniformDescriptions[0] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("WorldViewProjection", ResourceKind.UniformBuffer, ShaderStages.Vertex)
            };

            uniformDescriptions[1] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("texSampler0", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("tex0", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            uniformDescriptions[2] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("texSampler1", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("tex1", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            _shaderPackage = _shaderLoader.CreateShaderPackage("DrawingVertex", AssetSourceEnum.Embedded, "DrawingFragment", AssetSourceEnum.Embedded, vertexLayout, uniformDescriptions);
        }
コード例 #20
0
        private void CreateShaders()
        {
            var vertexLayout = new VertexLayoutDescription
                               (
                56,
                0,
                new VertexElementDescription[] {
                new VertexElementDescription("isWorld", VertexElementFormat.UInt1, VertexElementSemantic.TextureCoordinate),
                new VertexElementDescription("TexuringType", VertexElementFormat.UInt1, VertexElementSemantic.TextureCoordinate),
                new VertexElementDescription("Position", VertexElementFormat.Float3, VertexElementSemantic.Position),
                new VertexElementDescription("Color", VertexElementFormat.Float4, VertexElementSemantic.Color),
                new VertexElementDescription("TexCoord0", VertexElementFormat.Float2, VertexElementSemantic.TextureCoordinate),
                new VertexElementDescription("TexCoord1", VertexElementFormat.Float2, VertexElementSemantic.TextureCoordinate),
                new VertexElementDescription("TexWeight0", VertexElementFormat.Float1, VertexElementSemantic.TextureCoordinate)
            }
                               );

            var uniformDescriptions = new ResourceLayoutElementDescription[3][];

            uniformDescriptions[0] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("WorldViewProjection", ResourceKind.UniformBuffer, ShaderStages.Vertex)
            };

            uniformDescriptions[1] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("texSampler0", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("tex0", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            uniformDescriptions[2] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("texSampler1", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("tex1", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            _shaderPackage = _shaderLoader.CreateShaderPackage("DrawingVertex", AssetSourceEnum.Embedded, "DistortionHeightFragment", AssetSourceEnum.Embedded, vertexLayout, uniformDescriptions);
        }
コード例 #21
0
        private void ProcessResourceSetLayouts(ResourceLayout[] layouts)
        {
            int resourceLayoutCount = layouts.Length;

            _setInfos = new SetBindingsInfo[resourceLayoutCount];
            int  lastTextureLocation  = -1;
            int  relativeTextureIndex = -1;
            int  relativeImageIndex   = -1;
            uint storageBlockIndex    = 0; // Tracks OpenGL ES storage buffers.

            for (uint setSlot = 0; setSlot < resourceLayoutCount; setSlot++)
            {
                ResourceLayout       setLayout               = layouts[setSlot];
                OpenGLResourceLayout glSetLayout             = Util.AssertSubtype <ResourceLayout, OpenGLResourceLayout>(setLayout);
                ResourceLayoutElementDescription[] resources = glSetLayout.Elements;

                Dictionary <uint, OpenGLUniformBinding>         uniformBindings       = new Dictionary <uint, OpenGLUniformBinding>();
                Dictionary <uint, OpenGLTextureBindingSlotInfo> textureBindings       = new Dictionary <uint, OpenGLTextureBindingSlotInfo>();
                Dictionary <uint, OpenGLSamplerBindingSlotInfo> samplerBindings       = new Dictionary <uint, OpenGLSamplerBindingSlotInfo>();
                Dictionary <uint, OpenGLShaderStorageBinding>   storageBufferBindings = new Dictionary <uint, OpenGLShaderStorageBinding>();

                List <int> samplerTrackedRelativeTextureIndices = new List <int>();
                for (uint i = 0; i < resources.Length; i++)
                {
                    ResourceLayoutElementDescription resource = resources[i];
                    if (resource.Kind == ResourceKind.UniformBuffer)
                    {
                        string resourceName    = resource.Name;
                        int    byteCount       = Encoding.UTF8.GetByteCount(resourceName) + 1;
                        byte * resourceNamePtr = stackalloc byte[byteCount];
                        fixed(char *charPtr = resourceName)
                        {
                            int bytesWritten = Encoding.UTF8.GetBytes(charPtr, resourceName.Length, resourceNamePtr, byteCount);

                            Debug.Assert(bytesWritten == byteCount - 1);
                        }

                        resourceNamePtr[byteCount - 1] = 0; // Add null terminator.

                        uint blockIndex = glGetUniformBlockIndex(_program, resourceNamePtr);
                        CheckLastError();
                        if (blockIndex != GL_INVALID_INDEX)
                        {
                            int blockSize;
                            glGetActiveUniformBlockiv(_program, blockIndex, ActiveUniformBlockParameter.UniformBlockDataSize, &blockSize);
                            CheckLastError();
                            uniformBindings[i] = new OpenGLUniformBinding(_program, blockIndex, (uint)blockSize);
                        }
                    }
                    else if (resource.Kind == ResourceKind.TextureReadOnly)
                    {
                        string resourceName    = resource.Name;
                        int    byteCount       = Encoding.UTF8.GetByteCount(resourceName) + 1;
                        byte * resourceNamePtr = stackalloc byte[byteCount];
                        fixed(char *charPtr = resourceName)
                        {
                            int bytesWritten = Encoding.UTF8.GetBytes(charPtr, resourceName.Length, resourceNamePtr, byteCount);

                            Debug.Assert(bytesWritten == byteCount - 1);
                        }

                        resourceNamePtr[byteCount - 1] = 0; // Add null terminator.
                        int location = glGetUniformLocation(_program, resourceNamePtr);
                        CheckLastError();
                        relativeTextureIndex += 1;
                        textureBindings[i]    = new OpenGLTextureBindingSlotInfo()
                        {
                            RelativeIndex = relativeTextureIndex, UniformLocation = location
                        };
                        lastTextureLocation = location;
                        samplerTrackedRelativeTextureIndices.Add(relativeTextureIndex);
                    }
                    else if (resource.Kind == ResourceKind.TextureReadWrite)
                    {
                        string resourceName    = resource.Name;
                        int    byteCount       = Encoding.UTF8.GetByteCount(resourceName) + 1;
                        byte * resourceNamePtr = stackalloc byte[byteCount];
                        fixed(char *charPtr = resourceName)
                        {
                            int bytesWritten = Encoding.UTF8.GetBytes(charPtr, resourceName.Length, resourceNamePtr, byteCount);

                            Debug.Assert(bytesWritten == byteCount - 1);
                        }

                        resourceNamePtr[byteCount - 1] = 0; // Add null terminator.
                        int location = glGetUniformLocation(_program, resourceNamePtr);
                        CheckLastError();
                        relativeImageIndex += 1;
                        textureBindings[i]  = new OpenGLTextureBindingSlotInfo()
                        {
                            RelativeIndex = relativeImageIndex, UniformLocation = location
                        };
                    }
                    else if (resource.Kind == ResourceKind.StructuredBufferReadOnly ||
                             resource.Kind == ResourceKind.StructuredBufferReadWrite)
                    {
                        uint storageBlockBinding;
                        if (_gd.BackendType == GraphicsBackend.OpenGL)
                        {
                            string resourceName    = resource.Name;
                            int    byteCount       = Encoding.UTF8.GetByteCount(resourceName) + 1;
                            byte * resourceNamePtr = stackalloc byte[byteCount];
                            fixed(char *charPtr = resourceName)
                            {
                                int bytesWritten = Encoding.UTF8.GetBytes(charPtr, resourceName.Length, resourceNamePtr, byteCount);

                                Debug.Assert(bytesWritten == byteCount - 1);
                            }

                            resourceNamePtr[byteCount - 1] = 0; // Add null terminator.
                            storageBlockBinding            = glGetProgramResourceIndex(
                                _program,
                                ProgramInterface.ShaderStorageBlock,
                                resourceNamePtr);
                            CheckLastError();
                        }
                        else
                        {
                            storageBlockBinding = storageBlockIndex;
                            storageBlockIndex  += 1;
                        }

                        storageBufferBindings[i] = new OpenGLShaderStorageBinding(storageBlockBinding);
                    }
                    else
                    {
                        Debug.Assert(resource.Kind == ResourceKind.Sampler);

                        int[] relativeIndices = samplerTrackedRelativeTextureIndices.ToArray();
                        samplerTrackedRelativeTextureIndices.Clear();
                        samplerBindings[i] = new OpenGLSamplerBindingSlotInfo()
                        {
                            RelativeIndices = relativeIndices
                        };
                    }
                }

                _setInfos[setSlot] = new SetBindingsInfo(uniformBindings, textureBindings, samplerBindings, storageBufferBindings);
            }
        }
コード例 #22
0
        // TODO: Abstract Resource Crreation for Uniforms, Vertex Layouts, Disposing
        override protected void CreateResources()
        {
            //string filePath = Path.Combine(AppContext.BaseDirectory, "Models/sphere.obj"); // huge
            //string filePath = Path.Combine(AppContext.BaseDirectory, "Models/sphere_centered.obj"); // no texture coordiantes
            string filePath = "armor/armor.dae";

            _model = AssimpLoader.LoadFromFileWithRealtimeMaterial <VertexPositionNormalTextureTangent>(AppContext.BaseDirectory, filePath, VertexPositionNormalTextureTangent.HenzaiType);
            //GeometryUtils.GenerateSphericalTextureCoordinatesFor(_model.meshes[0], UVMappingTypes.Spherical_Coordinates,true);
            GeometryUtils.GenerateTangentSpaceFor(_model);
            // _model = new Model<VertexPositionNormalTextureTangent>(GeometryFactory.generateSphere(100,100,1.0f));

            /// Uniform 1 - Camera
            _cameraProjViewBuffer = _factory.CreateBuffer(new BufferDescription(192, BufferUsage.UniformBuffer | BufferUsage.Dynamic));

            var resourceLayoutElementDescription = new ResourceLayoutElementDescription("projViewWorld", ResourceKind.UniformBuffer, ShaderStages.Vertex);

            ResourceLayoutElementDescription[] resourceLayoutElementDescriptions = { resourceLayoutElementDescription };
            var resourceLayoutDescription = new ResourceLayoutDescription(resourceLayoutElementDescriptions);

            BindableResource[] bindableResources = new BindableResource[] { _cameraProjViewBuffer };
            _cameraResourceLayout = _factory.CreateResourceLayout(resourceLayoutDescription);
            var resourceSetDescription = new ResourceSetDescription(_cameraResourceLayout, bindableResources);

            _cameraResourceSet = _factory.CreateResourceSet(resourceSetDescription);

            // Uniform 2 - Material
            _materialBuffer = _factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));

            var resourceLayoutElementDescriptionMaterial = new ResourceLayoutElementDescription("material", ResourceKind.UniformBuffer, ShaderStages.Fragment);

            ResourceLayoutElementDescription[] resourceLayoutElementDescriptionsMaterial = { resourceLayoutElementDescriptionMaterial };
            var resourceLayoutDescriptionMaterial = new ResourceLayoutDescription(resourceLayoutElementDescriptionsMaterial);

            BindableResource[] bindableResourcesMaterial = new BindableResource[] { _materialBuffer };

            _materialResourceLayout = _factory.CreateResourceLayout(resourceLayoutDescriptionMaterial);
            var resourceSetDescriptionMaterial = new ResourceSetDescription(_materialResourceLayout, bindableResourcesMaterial);

            _materialResourceSet = _factory.CreateResourceSet(resourceSetDescriptionMaterial);

            // Uniform 3 - Light
            _lightBuffer = _factory.CreateBuffer(new BufferDescription(16, BufferUsage.UniformBuffer));

            var resourceLayoutElementDescriptionLight = new ResourceLayoutElementDescription("light", ResourceKind.UniformBuffer, ShaderStages.Vertex);

            ResourceLayoutElementDescription[] resourceLayoutElementDescriptionsLight = { resourceLayoutElementDescriptionLight };
            var resourceLayoutDescriptionLight = new ResourceLayoutDescription(resourceLayoutElementDescriptionsLight);

            BindableResource[] bindableResourcesLight = new BindableResource[] { _lightBuffer };

            _lightResourceLayout = _factory.CreateResourceLayout(resourceLayoutDescriptionLight);
            var resourceSetDescriptionLight = new ResourceSetDescription(_lightResourceLayout, bindableResourcesLight);

            _lightResourceSet = _factory.CreateResourceSet(resourceSetDescriptionLight);

            for (int i = 0; i < _model.MeshCount; i++)
            {
                var          mesh = _model.GetMesh(i);
                DeviceBuffer vertexBuffer
                    = _factory.CreateBuffer(new BufferDescription(mesh.Vertices.LengthUnsigned() * VertexPositionNormalTextureTangent.SizeInBytes, BufferUsage.VertexBuffer));

                DeviceBuffer indexBuffer
                    = _factory.CreateBuffer(new BufferDescription(mesh.Indices.LengthUnsigned() * sizeof(ushort), BufferUsage.IndexBuffer));


                _vertexBuffers.Add(vertexBuffer);
                _indexBuffers.Add(indexBuffer);

                GraphicsDevice.UpdateBuffer(vertexBuffer, 0, mesh.Vertices);
                GraphicsDevice.UpdateBuffer(indexBuffer, 0, mesh.Indices);
            }

            //Texture Samper
            // ImageSharpTexture diffuseTexture = new ImageSharpTexture(Path.Combine(AppContext.BaseDirectory, "Textures", "earth.jpg"));
            // ImageSharpTexture diffuseTexture = new ImageSharpTexture(Path.Combine(AppContext.BaseDirectory, "Textures", "Water.jpg"));
            ImageSharpTexture diffuseTexture           = new ImageSharpTexture(Path.Combine(AppContext.BaseDirectory, "armor", "diffuse.png"));
            Texture           sphereDiffuseTexture     = diffuseTexture.CreateDeviceTexture(GraphicsDevice, _factory);
            TextureView       sphereDiffuseTextureView = _factory.CreateTextureView(sphereDiffuseTexture);

            // ImageSharpTexture normalTexture = new ImageSharpTexture(Path.Combine(AppContext.BaseDirectory, "Textures", "WaterNorm.jpg"));
            ImageSharpTexture normalTexture           = new ImageSharpTexture(Path.Combine(AppContext.BaseDirectory, "armor", "normal.png"));
            Texture           sphereNormalTexture     = normalTexture.CreateDeviceTexture(GraphicsDevice, _factory);
            TextureView       sphereNormalTextureView = _factory.CreateTextureView(sphereNormalTexture);

            ResourceLayout textureLayout = _factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    new ResourceLayoutElementDescription("DiffuseTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                    new ResourceLayoutElementDescription("DiffuseSampler", ResourceKind.Sampler, ShaderStages.Fragment),
                    new ResourceLayoutElementDescription("NormTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                    new ResourceLayoutElementDescription("NormSampler", ResourceKind.Sampler, ShaderStages.Fragment)
                    ));

            var sampler = _factory.CreateSampler(new SamplerDescription
            {
                AddressModeU      = SamplerAddressMode.Wrap,
                AddressModeV      = SamplerAddressMode.Wrap,
                AddressModeW      = SamplerAddressMode.Wrap,
                Filter            = SamplerFilter.MinLinear_MagLinear_MipLinear,
                LodBias           = 0,
                MinimumLod        = 0,
                MaximumLod        = uint.MaxValue,
                MaximumAnisotropy = 0,
            });

            _textureResourceSet = _factory.CreateResourceSet(new ResourceSetDescription(
                                                                 textureLayout,
                                                                 sphereDiffuseTextureView,
                                                                 GraphicsDevice.LinearSampler,
                                                                 sphereNormalTextureView,
                                                                 sampler
                                                                 ));

            VertexLayoutDescription vertexLayout
                = new VertexLayoutDescription(
                      new VertexElementDescription("Position", VertexElementSemantic.Position, VertexElementFormat.Float3),
                      new VertexElementDescription("Normal", VertexElementSemantic.Normal, VertexElementFormat.Float3),
                      new VertexElementDescription("UV", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2),
                      new VertexElementDescription("Tangent", VertexElementSemantic.Normal, VertexElementFormat.Float3)
                      );

            _vertexShader   = IO.LoadShader("PhongTexture", ShaderStages.Vertex, GraphicsDevice);
            _fragmentShader = IO.LoadShader("PhongTexture", ShaderStages.Fragment, GraphicsDevice);

            GraphicsPipelineDescription pipelineDescription = new GraphicsPipelineDescription()
            {
                BlendState        = BlendStateDescription.SingleOverrideBlend,
                DepthStencilState = DepthStencilStateDescription.DepthOnlyLessEqual,
                RasterizerState   = new RasterizerStateDescription(
                    cullMode: FaceCullMode.Back,
                    fillMode: PolygonFillMode.Solid,
                    frontFace: FrontFace.Clockwise,
                    depthClipEnabled: true,
                    scissorTestEnabled: false
                    ),
                PrimitiveTopology = PrimitiveTopology.TriangleList,
                ResourceLayouts   = new ResourceLayout[] { _cameraResourceLayout, _lightResourceLayout, _materialResourceLayout, textureLayout },
                ShaderSet         = new ShaderSetDescription(
                    vertexLayouts: new VertexLayoutDescription[] { vertexLayout },
                    shaders: new Shader[] { _vertexShader, _fragmentShader }
                    ),
                Outputs = GraphicsDevice.SwapchainFramebuffer.OutputDescription
            };

            _pipeline = _factory.CreateGraphicsPipeline(pipelineDescription);
        }
コード例 #23
0
        private void CreateShaders()
        {
            //Vertex layout is the same for all custom shaders
            var vertexLayout = new VertexLayoutDescription
                               (
                16,
                0,
                new VertexElementDescription[]
            {
                new VertexElementDescription("Position", VertexElementFormat.Float2, VertexElementSemantic.Position),
                new VertexElementDescription("VTex", VertexElementFormat.Float2, VertexElementSemantic.TextureCoordinate)
            }
                               );

            //Build up the uniform descriptions & create buffers where required
            var uniformDescriptions = new List <ResourceLayoutElementDescription[]>();

            var numUniforms = _userUniformDescriptions.Length;

            var textureCount = 0;

            for (var n = 0; n < numUniforms; n++)
            {
                var desc = _userUniformDescriptions[n];

                switch (desc.UniformType)
                {
                case ShaderUniformType.Texture:
                    if (textureCount >= 4)
                    {
                        _frameworkMessenger.Report("Customer Shader has more than 4 textures, not currently allowed, skipping uniform");
                        continue;
                    }
                    textureCount++;

                    uniformDescriptions.Add(
                        new ResourceLayoutElementDescription[]
                    {
                        new ResourceLayoutElementDescription(string.Concat("Sampler_", desc.Name), ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                        new ResourceLayoutElementDescription(string.Concat("Texture_", desc.Name), ResourceKind.Sampler, ShaderStages.Fragment)
                    }
                        );
                    break;

                case ShaderUniformType.Data:
                    var description = new ResourceLayoutElementDescription[]
                    {
                        new ResourceLayoutElementDescription(desc.Name, ResourceKind.UniformBuffer, ShaderStages.Fragment)
                    };
                    uniformDescriptions.Add(description);
                    var buffer = CreateUniformBuffer(description, desc);
                    _uniformBuffers[n] = buffer;
                    _uniformBufferNameLookup.Add(desc.Name, n);
                    break;
                }
            }

            var vertexShaderFileName = "Vertex2D";

            if (_useSpirvCompile)
            {
                //Different Vertex Shaders account for differences in backend (incl. Texcoord origin)
                switch (_systemComponents.Device.BackendType)
                {
                case GraphicsApi.Direct3D11:
                case GraphicsApi.Metal:
                    vertexShaderFileName = "Vertex2D-TcTopLeft";
                    break;

                case GraphicsApi.Vulkan:
                case GraphicsApi.OpenGL:
                    vertexShaderFileName = "Vertex2D-TcBottomLeft";
                    break;

                case GraphicsApi.OpenGLES:
                case GraphicsApi.SystemDefault:
                    throw new Yak2DException("Type is either unsupported or erroneously stored as system default");
                }
            }

            _shaderPackage = _shaderLoader.CreateShaderPackage(vertexShaderFileName,
                                                               AssetSourceEnum.Embedded,
                                                               _fragmentShaderFilename,
                                                               _shaderFileAssetType,
                                                               vertexLayout,
                                                               uniformDescriptions.ToArray(),
                                                               _useSpirvCompile,
                                                               _useSpirvCompile);
        }
コード例 #24
0
        private void ProcessResourceSetLayouts(ResourceLayout[] layouts)
        {
            int resourceLayoutCount = layouts.Length;

            _setInfos = new SetBindingsInfo[resourceLayoutCount];
            int  lastTextureLocation  = -1;
            int  relativeTextureIndex = -1;
            int  relativeImageIndex   = -1;
            uint storageBlockIndex    = 0; // Tracks OpenGL ES storage buffers.

            for (uint setSlot = 0; setSlot < resourceLayoutCount; setSlot++)
            {
                ResourceLayout       setLayout               = layouts[setSlot];
                OpenGLResourceLayout glSetLayout             = Util.AssertSubtype <ResourceLayout, OpenGLResourceLayout>(setLayout);
                ResourceLayoutElementDescription[] resources = glSetLayout.Elements;

                Dictionary <uint, OpenGLUniformBinding>         uniformBindings       = new Dictionary <uint, OpenGLUniformBinding>();
                Dictionary <uint, OpenGLTextureBindingSlotInfo> textureBindings       = new Dictionary <uint, OpenGLTextureBindingSlotInfo>();
                Dictionary <uint, OpenGLSamplerBindingSlotInfo> samplerBindings       = new Dictionary <uint, OpenGLSamplerBindingSlotInfo>();
                Dictionary <uint, OpenGLShaderStorageBinding>   storageBufferBindings = new Dictionary <uint, OpenGLShaderStorageBinding>();

                List <int> samplerTrackedRelativeTextureIndices = new List <int>();
                for (uint i = 0; i < resources.Length; i++)
                {
                    ResourceLayoutElementDescription resource = resources[i];
                    if (resource.Kind == ResourceKind.UniformBuffer)
                    {
                        string resourceName    = resource.Name;
                        int    byteCount       = Encoding.UTF8.GetByteCount(resourceName) + 1;
                        byte * resourceNamePtr = stackalloc byte[byteCount];
                        fixed(char *charPtr = resourceName)
                        {
                            int bytesWritten = Encoding.UTF8.GetBytes(charPtr, resourceName.Length, resourceNamePtr, byteCount);

                            Debug.Assert(bytesWritten == byteCount - 1);
                        }

                        resourceNamePtr[byteCount - 1] = 0; // Add null terminator.

                        uint blockIndex = glGetUniformBlockIndex(_program, resourceNamePtr);
                        CheckLastError();
                        if (blockIndex != GL_INVALID_INDEX)
                        {
                            int blockSize;
                            glGetActiveUniformBlockiv(_program, blockIndex, ActiveUniformBlockParameter.UniformBlockDataSize, &blockSize);
                            CheckLastError();
                            uniformBindings[i] = new OpenGLUniformBinding(_program, blockIndex, (uint)blockSize);
                        }
#if DEBUG && GL_VALIDATE_SHADER_RESOURCE_NAMES
                        else
                        {
                            uint  uniformBufferIndex  = 0;
                            uint  bufferNameByteCount = 64;
                            byte *bufferNamePtr       = stackalloc byte[(int)bufferNameByteCount];
                            var   names = new List <string>();
                            while (true)
                            {
                                uint actualLength;
                                glGetActiveUniformBlockName(_program, uniformBufferIndex, bufferNameByteCount, &actualLength, bufferNamePtr);

                                if (glGetError() != 0)
                                {
                                    break;
                                }

                                string name = Encoding.UTF8.GetString(bufferNamePtr, (int)actualLength);
                                names.Add(name);
                                uniformBufferIndex++;
                            }

                            throw new VeldridException($"Unable to bind uniform buffer \"{resourceName}\" by name. Valid names for this pipeline are: {string.Join(", ", names)}");
                        }
#endif
                    }
                    else if (resource.Kind == ResourceKind.TextureReadOnly)
                    {
                        string resourceName    = resource.Name;
                        int    byteCount       = Encoding.UTF8.GetByteCount(resourceName) + 1;
                        byte * resourceNamePtr = stackalloc byte[byteCount];
                        fixed(char *charPtr = resourceName)
                        {
                            int bytesWritten = Encoding.UTF8.GetBytes(charPtr, resourceName.Length, resourceNamePtr, byteCount);

                            Debug.Assert(bytesWritten == byteCount - 1);
                        }

                        resourceNamePtr[byteCount - 1] = 0; // Add null terminator.
                        int location = glGetUniformLocation(_program, resourceNamePtr);
                        CheckLastError();
#if DEBUG && GL_VALIDATE_SHADER_RESOURCE_NAMES
                        if (location == -1)
                        {
                            ReportInvalidResourceName(resourceName);
                        }
#endif
                        relativeTextureIndex += 1;
                        textureBindings[i]    = new OpenGLTextureBindingSlotInfo()
                        {
                            RelativeIndex = relativeTextureIndex, UniformLocation = location
                        };
                        lastTextureLocation = location;
                        samplerTrackedRelativeTextureIndices.Add(relativeTextureIndex);
                    }
                    else if (resource.Kind == ResourceKind.TextureReadWrite)
                    {
                        string resourceName    = resource.Name;
                        int    byteCount       = Encoding.UTF8.GetByteCount(resourceName) + 1;
                        byte * resourceNamePtr = stackalloc byte[byteCount];
                        fixed(char *charPtr = resourceName)
                        {
                            int bytesWritten = Encoding.UTF8.GetBytes(charPtr, resourceName.Length, resourceNamePtr, byteCount);

                            Debug.Assert(bytesWritten == byteCount - 1);
                        }

                        resourceNamePtr[byteCount - 1] = 0; // Add null terminator.
                        int location = glGetUniformLocation(_program, resourceNamePtr);
                        CheckLastError();
#if DEBUG && GL_VALIDATE_SHADER_RESOURCE_NAMES
                        if (location == -1)
                        {
                            ReportInvalidResourceName(resourceName);
                        }
#endif
                        relativeImageIndex += 1;
                        textureBindings[i]  = new OpenGLTextureBindingSlotInfo()
                        {
                            RelativeIndex = relativeImageIndex, UniformLocation = location
                        };
                    }
                    else if (resource.Kind == ResourceKind.StructuredBufferReadOnly ||
                             resource.Kind == ResourceKind.StructuredBufferReadWrite)
                    {
                        uint storageBlockBinding;
                        if (_gd.BackendType == GraphicsBackend.OpenGL)
                        {
                            string resourceName    = resource.Name;
                            int    byteCount       = Encoding.UTF8.GetByteCount(resourceName) + 1;
                            byte * resourceNamePtr = stackalloc byte[byteCount];
                            fixed(char *charPtr = resourceName)
                            {
                                int bytesWritten = Encoding.UTF8.GetBytes(charPtr, resourceName.Length, resourceNamePtr, byteCount);

                                Debug.Assert(bytesWritten == byteCount - 1);
                            }

                            resourceNamePtr[byteCount - 1] = 0; // Add null terminator.
                            storageBlockBinding            = glGetProgramResourceIndex(
                                _program,
                                ProgramInterface.ShaderStorageBlock,
                                resourceNamePtr);
                            CheckLastError();
                        }
                        else
                        {
                            storageBlockBinding = storageBlockIndex;
                            storageBlockIndex  += 1;
                        }

                        storageBufferBindings[i] = new OpenGLShaderStorageBinding(storageBlockBinding);
                    }
                    else
                    {
                        Debug.Assert(resource.Kind == ResourceKind.Sampler);

                        int[] relativeIndices = samplerTrackedRelativeTextureIndices.ToArray();
                        samplerTrackedRelativeTextureIndices.Clear();
                        samplerBindings[i] = new OpenGLSamplerBindingSlotInfo()
                        {
                            RelativeIndices = relativeIndices
                        };
                    }
                }

                _setInfos[setSlot] = new SetBindingsInfo(uniformBindings, textureBindings, samplerBindings, storageBufferBindings);
            }
        }
コード例 #25
0
 public IPipelineBuilder With(ResourceLayoutElementDescription resourceLayoutDescr)
 {
     resLayoutElements.Last().Add(resourceLayoutDescr);
     return(this);
 }
コード例 #26
0
        private void CreateShadersAndFactorsUniform()
        {
            var vertexLayout = new VertexLayoutDescription
                               (
                16,
                0,
                new VertexElementDescription[]
            {
                new VertexElementDescription("Position", VertexElementFormat.Float2, VertexElementSemantic.Position),
                new VertexElementDescription("VTex", VertexElementFormat.Float2, VertexElementSemantic.TextureCoordinate)
            }
                               );

            var uniformDescriptions = new ResourceLayoutElementDescription[3][];

            uniformDescriptions[0] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("Sampler", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("Texture", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            uniformDescriptions[1] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("LinearSampledGaussianUniforms", ResourceKind.UniformBuffer, ShaderStages.Fragment)
            };

            uniformDescriptions[2] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("WeightsAndOffsets", ResourceKind.UniformBuffer, ShaderStages.Fragment)
            };

            _shaderPackage = _shaderLoader.CreateShaderPackage("Vertex2D", AssetSourceEnum.Embedded, "LinearFilterGaussianBlur1DFragment", AssetSourceEnum.Embedded, vertexLayout, uniformDescriptions);

            var gaussianUniformBlockResourceLayoutDescription = uniformDescriptions[1][0];

            _gaussianFactorsUniformBlockBuffer = _systemComponents.Factory.CreateBuffer(new BufferDescription(GaussianBlurFactors.SizeInBytes, BufferUsage.UniformBuffer | BufferUsage.Dynamic));

            var gaussianFactorsResourceLayout = _systemComponents.Factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    gaussianUniformBlockResourceLayoutDescription
                    )
                );

            _gaussianFactorsUniformBlockResourceSet = _systemComponents.Factory.CreateResourceSet(
                new ResourceSetDescription(gaussianFactorsResourceLayout, _gaussianFactorsUniformBlockBuffer)
                );

            var weightsAndOffsetsResourceLayoutDescription = uniformDescriptions[2][0];

            _weightsAndOffsetsDeviceBuffer = _systemComponents.Factory.CreateBuffer(new BufferDescription((uint)_gaussianWeightsAndOffsetsCache.WeightsAndOffsetsArraySize * GaussianBlurArrayComponent.SizeInBytes, BufferUsage.UniformBuffer | BufferUsage.Dynamic));

            var weightsAndOffsetsResourceLayoutFactors = _systemComponents.Factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    weightsAndOffsetsResourceLayoutDescription
                    )
                );

            _weightsAndOffsetsResourceSet = _systemComponents.Factory.CreateResourceSet(
                new ResourceSetDescription(weightsAndOffsetsResourceLayoutFactors, _weightsAndOffsetsDeviceBuffer)
                );
        }
コード例 #27
0
        // TODO: Abstract Resource Crreation for Uniforms, Vertex Layouts, Disposing
        override protected void CreateResources()
        {
            RgbaFloat lightColor  = RgbaFloat.LightGrey;
            var       lightLookAt = new Vector4(0, 0, 0, 1);
            var       lightCam    = new OrthographicCamera(35, 35, Light.DEFAULT_POSITION, lightLookAt);

            _sceneRuntimeState.Light = new Light(lightCam, lightColor, 0.1f);
            // string filePath = Path.Combine(AppContext.BaseDirectory, "Models/sphere.obj");
            //string filePath = Path.Combine(AppContext.BaseDirectory, "Models/300_polygon_sphere_100mm.STL");
            // string filePath =  "Models/sphere_centered.obj";
            string filePath = "Models/chinesedragon.dae";

            // string filePath = "Models/Box.dae";
            _model = AssimpLoader.LoadFromFileWithRealtimeMaterial <VertexPositionNormal>(AppContext.BaseDirectory, filePath, VertexPositionNormal.HenzaiType);
            //GeometryUtils.GenerateSphericalTextureCoordinatesFor(_model.meshes[0]);

            /// Uniform 1 - Camera
            _cameraProjViewBuffer = _factory.CreateBuffer(new BufferDescription(Camera.SizeInBytes, BufferUsage.UniformBuffer | BufferUsage.Dynamic));

            var resourceLayoutElementDescription = new ResourceLayoutElementDescription("projViewWorld", ResourceKind.UniformBuffer, ShaderStages.Vertex);

            ResourceLayoutElementDescription[] resourceLayoutElementDescriptions = { resourceLayoutElementDescription };
            var resourceLayoutDescription = new ResourceLayoutDescription(resourceLayoutElementDescriptions);

            BindableResource[] bindableResources = new BindableResource[] { _cameraProjViewBuffer };

            _cameraResourceLayout = _factory.CreateResourceLayout(resourceLayoutDescription);
            var resourceSetDescription = new ResourceSetDescription(_cameraResourceLayout, bindableResources);

            _cameraResourceSet = _factory.CreateResourceSet(resourceSetDescription);

            // Uniform 2 - Material
            _materialBuffer = _factory.CreateBuffer(new BufferDescription(RealtimeMaterial.SizeInBytes, BufferUsage.UniformBuffer));

            var resourceLayoutElementDescriptionMaterial = new ResourceLayoutElementDescription("material", ResourceKind.UniformBuffer, ShaderStages.Fragment);

            ResourceLayoutElementDescription[] resourceLayoutElementDescriptionsMaterial = { resourceLayoutElementDescriptionMaterial };
            var resourceLayoutDescriptionMaterial = new ResourceLayoutDescription(resourceLayoutElementDescriptionsMaterial);

            BindableResource[] bindableResourcesMaterial = new BindableResource[] { _materialBuffer };

            _materialResourceLayout = _factory.CreateResourceLayout(resourceLayoutDescriptionMaterial);
            var resourceSetDescriptionMaterial = new ResourceSetDescription(_materialResourceLayout, bindableResourcesMaterial);

            _materialResourceSet = _factory.CreateResourceSet(resourceSetDescriptionMaterial);

            // Uniform 3 - Light
            _lightBuffer = _factory.CreateBuffer(new BufferDescription(Light.SizeInBytes, BufferUsage.UniformBuffer));

            var resourceLayoutElementDescriptionLight = new ResourceLayoutElementDescription("light", ResourceKind.UniformBuffer, ShaderStages.Fragment);

            ResourceLayoutElementDescription[] resourceLayoutElementDescriptionsLight = { resourceLayoutElementDescriptionLight };
            var resourceLayoutDescriptionLight = new ResourceLayoutDescription(resourceLayoutElementDescriptionsLight);

            BindableResource[] bindableResourcesLight = new BindableResource[] { _lightBuffer };

            _lightResourceLayout = _factory.CreateResourceLayout(resourceLayoutDescriptionLight);
            var resourceSetDescriptionLight = new ResourceSetDescription(_lightResourceLayout, bindableResourcesLight);

            _lightResourceSet = _factory.CreateResourceSet(resourceSetDescriptionLight);

            for (int i = 0; i < _model.MeshCount; i++)
            {
                var          mesh = _model.GetMesh(i);
                DeviceBuffer vertexBuffer
                    = _factory.CreateBuffer(new BufferDescription(mesh.Vertices.LengthUnsigned() * VertexPositionNormal.SizeInBytes, BufferUsage.VertexBuffer));

                DeviceBuffer indexBuffer
                    = _factory.CreateBuffer(new BufferDescription(mesh.Indices.LengthUnsigned() * sizeof(ushort), BufferUsage.IndexBuffer));


                _vertexBuffers.Add(vertexBuffer);
                _indexBuffers.Add(indexBuffer);

                GraphicsDevice.UpdateBuffer(vertexBuffer, 0, mesh.Vertices);
                GraphicsDevice.UpdateBuffer(indexBuffer, 0, mesh.Indices);
            }

            VertexLayoutDescription vertexLayout
                = new VertexLayoutDescription(
                      new VertexElementDescription("Position", VertexElementSemantic.Position, VertexElementFormat.Float3),
                      new VertexElementDescription("Normal", VertexElementSemantic.Normal, VertexElementFormat.Float3)
                      //new VertexElementDescription("UV",VertexElementSemantic.TextureCoordinate,VertexElementFormat.Float2)
                      );

            _vertexShader   = IO.LoadShader("Phong", ShaderStages.Vertex, GraphicsDevice);
            _fragmentShader = IO.LoadShader("Phong", ShaderStages.Fragment, GraphicsDevice);

            GraphicsPipelineDescription pipelineDescription = new GraphicsPipelineDescription()
            {
                BlendState        = BlendStateDescription.SingleOverrideBlend,
                DepthStencilState = DepthStencilStateDescription.DepthOnlyLessEqual,
                RasterizerState   = new RasterizerStateDescription(
                    cullMode: FaceCullMode.Back,
                    fillMode: PolygonFillMode.Solid, // Wireframe doesnt seem to work with metal
                    frontFace: FrontFace.Clockwise,
                    depthClipEnabled: true,
                    scissorTestEnabled: false
                    ),
                PrimitiveTopology = PrimitiveTopology.TriangleList,
                //ResourceLayouts = new ResourceLayout[] {_cameraResourceLayout,_materialResourceLayout,_lightResourceLayout},
                ResourceLayouts = new ResourceLayout[] { _cameraResourceLayout, _lightResourceLayout, _materialResourceLayout },
                ShaderSet       = new ShaderSetDescription(
                    vertexLayouts: new VertexLayoutDescription[] { vertexLayout },
                    shaders: new Shader[] { _vertexShader, _fragmentShader }
                    ),
                Outputs = GraphicsDevice.SwapchainFramebuffer.OutputDescription
            };

            _pipeline = _factory.CreateGraphicsPipeline(pipelineDescription);
        }
コード例 #28
0
        override protected void CreateResources()
        {
            _cameraProjViewBuffer = _factory.CreateBuffer(new BufferDescription(128, BufferUsage.UniformBuffer | BufferUsage.Dynamic));

            ResourceLayoutElementDescription resourceLayoutElementDescription = new ResourceLayoutElementDescription("projView", ResourceKind.UniformBuffer, ShaderStages.Vertex);

            ResourceLayoutElementDescription[] resourceLayoutElementDescriptions = { resourceLayoutElementDescription };
            ResourceLayoutDescription          resourceLayoutDescription         = new ResourceLayoutDescription(resourceLayoutElementDescriptions);

            BindableResource[] bindableResources = new BindableResource[] { _cameraProjViewBuffer };

            _resourceLayout = _factory.CreateResourceLayout(resourceLayoutDescription);
            ResourceSetDescription resourceSetDescription = new ResourceSetDescription(_resourceLayout, bindableResources);

            _resourceSet = _factory.CreateResourceSet(resourceSetDescription);

            Mesh <VertexPositionNDCColor> coloredQuad
                = GeometryFactory.GenerateColorQuadNDC_XY(RgbaFloat.Red, RgbaFloat.Green, RgbaFloat.Blue, RgbaFloat.Yellow);

            ushort[] quadIndicies = GeometryFactory.GenerateQuadIndicies_TriangleStrip_CW();

            float[] _xOffset = { -2f, 2f };

            // declare (VBO) buffers
            _vertexBuffer
                = _factory.CreateBuffer(new BufferDescription(coloredQuad.Vertices.LengthUnsigned() * VertexPositionNDCColor.SizeInBytes, BufferUsage.VertexBuffer));
            _indexBuffer
                = _factory.CreateBuffer(new BufferDescription(quadIndicies.LengthUnsigned() * sizeof(ushort), BufferUsage.IndexBuffer));
            _xOffsetBuffer
                = _factory.CreateBuffer(new BufferDescription(_xOffset.LengthUnsigned() * sizeof(float), BufferUsage.VertexBuffer));

            // fill buffers with data
            GraphicsDevice.UpdateBuffer(_vertexBuffer, 0, coloredQuad.Vertices);
            GraphicsDevice.UpdateBuffer(_indexBuffer, 0, quadIndicies);
            GraphicsDevice.UpdateBuffer(_xOffsetBuffer, 0, _xOffset);
            GraphicsDevice.UpdateBuffer(_cameraProjViewBuffer, 0, Camera.ViewMatrix);
            GraphicsDevice.UpdateBuffer(_cameraProjViewBuffer, 64, Camera.ProjectionMatrix);

            VertexLayoutDescription vertexLayout
                = new VertexLayoutDescription(
                      new VertexElementDescription("Position", VertexElementSemantic.Position, VertexElementFormat.Float2),
                      new VertexElementDescription("Color", VertexElementSemantic.Color, VertexElementFormat.Float4)
                      );

            VertexElementDescription vertexElementPerInstance
                = new VertexElementDescription("xOff", VertexElementSemantic.Position, VertexElementFormat.Float1);

            VertexLayoutDescription vertexLayoutPerInstance
                = new VertexLayoutDescription(
                      stride: 4,
                      instanceStepRate: 1,
                      elements: new VertexElementDescription[] { vertexElementPerInstance }
                      );

            _vertexShader   = IO.LoadShader("OffsetXNDCColor", ShaderStages.Vertex, GraphicsDevice);
            _fragmentShader = IO.LoadShader("Color", ShaderStages.Fragment, GraphicsDevice);

            GraphicsPipelineDescription pipelineDescription = new GraphicsPipelineDescription()
            {
                BlendState        = BlendStateDescription.SingleOverrideBlend,
                DepthStencilState = new DepthStencilStateDescription(
                    depthTestEnabled: true,
                    depthWriteEnabled: true,
                    comparisonKind: ComparisonKind.LessEqual),
                RasterizerState = new RasterizerStateDescription(
                    cullMode: FaceCullMode.Back,
                    fillMode: PolygonFillMode.Solid,
                    frontFace: FrontFace.Clockwise,
                    depthClipEnabled: true,
                    scissorTestEnabled: false
                    ),
                PrimitiveTopology = PrimitiveTopology.TriangleStrip,
                ResourceLayouts   = new ResourceLayout[] { _resourceLayout },
                ShaderSet         = new ShaderSetDescription(
                    vertexLayouts: new VertexLayoutDescription[] { vertexLayout, vertexLayoutPerInstance },
                    shaders: new Shader[] { _vertexShader, _fragmentShader }
                    ),
                Outputs = GraphicsDevice.SwapchainFramebuffer.OutputDescription
            };

            _pipeline = _factory.CreateGraphicsPipeline(pipelineDescription);
        }
コード例 #29
0
        private void CreateShadersAndBuffer()
        {
            var vertexLayout = new VertexLayoutDescription
                               (
                16,
                0,
                new VertexElementDescription[]
            {
                new VertexElementDescription("Position", VertexElementFormat.Float2, VertexElementSemantic.Position),
                new VertexElementDescription("VTex", VertexElementFormat.Float2, VertexElementSemantic.TextureCoordinate)
            }
                               );

            var uniformDescriptions = new ResourceLayoutElementDescription[6][];

            uniformDescriptions[0] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("MixFactors", ResourceKind.UniformBuffer, ShaderStages.Fragment)
            };

            uniformDescriptions[1] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("SamplerMix", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("TextureMix", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            uniformDescriptions[2] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("Sampler0", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("Texture0", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            uniformDescriptions[3] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("Sampler1", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("Texture1", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            uniformDescriptions[4] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("Sampler2", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("Texture2", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            uniformDescriptions[5] = new ResourceLayoutElementDescription[]
            {
                new ResourceLayoutElementDescription("Sampler3", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                new ResourceLayoutElementDescription("Texture3", ResourceKind.Sampler, ShaderStages.Fragment)
            };

            _shaderPackage = _shaderLoader.CreateShaderPackage("Vertex2D", AssetSourceEnum.Embedded, "MixFragment", AssetSourceEnum.Embedded, vertexLayout, uniformDescriptions);

            _mixFactorsBuffer = _systemComponents.Factory.CreateBuffer(new BufferDescription(MixStageFactors.SizeInBytes, BufferUsage.UniformBuffer | BufferUsage.Dynamic));

            var resourceLayout = _systemComponents.Factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    uniformDescriptions[0]
                    )
                );

            _mixFactorsResource = _systemComponents.Factory.CreateResourceSet(
                new ResourceSetDescription(resourceLayout, _mixFactorsBuffer)
                );
        }
コード例 #30
0
        override protected void CreateResources()
        {
            _cameraProjViewBuffer = _factory.CreateBuffer(new BufferDescription(Camera.SizeInBytes, BufferUsage.UniformBuffer | BufferUsage.Dynamic));

            ResourceLayoutElementDescription resourceLayoutElementDescription = new ResourceLayoutElementDescription("projView", ResourceKind.UniformBuffer, ShaderStages.Vertex);

            ResourceLayoutElementDescription[] resourceLayoutElementDescriptions = { resourceLayoutElementDescription };
            ResourceLayoutDescription          resourceLayoutDescription         = new ResourceLayoutDescription(resourceLayoutElementDescriptions);

            BindableResource[] bindableResources = new BindableResource[] { _cameraProjViewBuffer };

            _resourceLayout = _factory.CreateResourceLayout(resourceLayoutDescription);
            ResourceSetDescription resourceSetDescription = new ResourceSetDescription(_resourceLayout, bindableResources);

            _cameraResourceSet = _factory.CreateResourceSet(resourceSetDescription);

            ImageSharpTexture NameImage       = new ImageSharpTexture(Path.Combine(AppContext.BaseDirectory, "Textures", "Name.png"));
            Texture           cubeTexture     = NameImage.CreateDeviceTexture(GraphicsDevice, _factory);
            TextureView       cubeTextureView = _factory.CreateTextureView(cubeTexture);

            ResourceLayout textureLayout = _factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    new ResourceLayoutElementDescription("Texture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                    new ResourceLayoutElementDescription("Sampler", ResourceKind.Sampler, ShaderStages.Fragment)));

            _textureResourceSet = _factory.CreateResourceSet(new ResourceSetDescription(
                                                                 textureLayout,
                                                                 cubeTextureView,
                                                                 GraphicsDevice.LinearSampler));

            Mesh <VertexPositionTexture> texturedCube
                = GeometryFactory.GenerateTexturedCube(false);

            ushort[] cubeIndicies = GeometryFactory.generateCubeIndicies_TriangleList_CW();

            // declare (VBO) buffers
            _vertexBuffer
                = _factory.CreateBuffer(new BufferDescription(texturedCube.Vertices.LengthUnsigned() * VertexPositionTexture.SizeInBytes, BufferUsage.VertexBuffer));
            _indexBuffer
                = _factory.CreateBuffer(new BufferDescription(cubeIndicies.LengthUnsigned() * sizeof(ushort), BufferUsage.IndexBuffer));

            // fill buffers with data
            GraphicsDevice.UpdateBuffer(_vertexBuffer, 0, texturedCube.Vertices);
            GraphicsDevice.UpdateBuffer(_indexBuffer, 0, cubeIndicies);
            //graphicsDevice.UpdateBuffer(_cameraProjViewBuffer,0,camera.ViewMatrix);
            //graphicsDevice.UpdateBuffer(_cameraProjViewBuffer,64,camera.ProjectionMatrix);

            VertexLayoutDescription vertexLayout
                = new VertexLayoutDescription(
                      new VertexElementDescription("Position", VertexElementSemantic.Position, VertexElementFormat.Float3),
                      new VertexElementDescription("UV", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2)
                      );

            _vertexShader   = IO.LoadShader("Texture", ShaderStages.Vertex, GraphicsDevice);
            _fragmentShader = IO.LoadShader("Texture", ShaderStages.Fragment, GraphicsDevice);

            GraphicsPipelineDescription pipelineDescription = new GraphicsPipelineDescription()
            {
                BlendState        = BlendStateDescription.SingleOverrideBlend,
                DepthStencilState = DepthStencilStateDescription.DepthOnlyLessEqual,
                RasterizerState   = new RasterizerStateDescription(
                    cullMode: FaceCullMode.Back,
                    fillMode: PolygonFillMode.Solid,
                    frontFace: FrontFace.Clockwise,
                    depthClipEnabled: true,
                    scissorTestEnabled: false
                    ),
                PrimitiveTopology = PrimitiveTopology.TriangleList,
                ResourceLayouts   = new ResourceLayout[] { _resourceLayout, textureLayout },
                ShaderSet         = new ShaderSetDescription(
                    vertexLayouts: new VertexLayoutDescription[] { vertexLayout },
                    shaders: new Shader[] { _vertexShader, _fragmentShader }
                    ),
                Outputs = GraphicsDevice.SwapchainFramebuffer.OutputDescription
            };

            _pipeline = _factory.CreateGraphicsPipeline(pipelineDescription);
        }