コード例 #1
0
        private void ResetManagedState()
        {
            _numVertexBindings = 0;
            Util.ClearArray(_vertexBindings);
            _vertexStrides = null;
            Util.ClearArray(_vertexOffsets);

            _framebuffer = null;

            Util.ClearArray(_viewports);
            Util.ClearArray(_scissors);
            _viewportsChanged    = false;
            _scissorRectsChanged = false;

            _ib = null;
            _graphicsPipeline  = null;
            _blendState        = null;
            _depthStencilState = null;
            _rasterizerState   = null;
            _primitiveTopology = SharpDX.Direct3D.PrimitiveTopology.Undefined;
            _inputLayout       = null;
            _vertexShader      = null;
            _geometryShader    = null;
            _hullShader        = null;
            _domainShader      = null;
            _pixelShader       = null;
            Util.ClearArray(_graphicsResourceSets);

            Util.ClearArray(_vertexBoundUniformBuffers);
            Util.ClearArray(_vertexBoundTextureViews);
            Util.ClearArray(_vertexBoundSamplers);

            Util.ClearArray(_fragmentBoundUniformBuffers);
            Util.ClearArray(_fragmentBoundTextureViews);
            Util.ClearArray(_fragmentBoundSamplers);

            _computePipeline = null;
            Util.ClearArray(_computeResourceSets);

            foreach (KeyValuePair <Texture, List <BoundTextureInfo> > kvp in _boundSRVs)
            {
                List <BoundTextureInfo> list = kvp.Value;
                list.Clear();
                PoolBoundTextureList(list);
            }
            _boundSRVs.Clear();

            foreach (KeyValuePair <Texture, List <BoundTextureInfo> > kvp in _boundUAVs)
            {
                List <BoundTextureInfo> list = kvp.Value;
                list.Clear();
                PoolBoundTextureList(list);
            }
            _boundUAVs.Clear();
        }
コード例 #2
0
        protected override void SetPipelineCore(Pipeline pipeline)
        {
            if (!pipeline.IsComputePipeline && _graphicsPipeline != pipeline)
            {
                D3D11Pipeline d3dPipeline = Util.AssertSubtype <Pipeline, D3D11Pipeline>(pipeline);
                _graphicsPipeline = d3dPipeline;
                Util.ClearArray(_graphicsResourceSets); // Invalidate resource set bindings -- they may be invalid.
                Util.ClearArray(_invalidatedGraphicsResourceSets);

                BlendState blendState = d3dPipeline.BlendState;
                if (_blendState != blendState)
                {
                    _blendState = blendState;
                    _context.OutputMerger.SetBlendState(blendState);
                }

                DepthStencilState depthStencilState = d3dPipeline.DepthStencilState;
                uint stencilReference = d3dPipeline.StencilReference;
                if (_depthStencilState != depthStencilState || _stencilReference != stencilReference)
                {
                    _depthStencilState = depthStencilState;
                    _stencilReference  = stencilReference;
                    _context.OutputMerger.SetDepthStencilState(depthStencilState, (int)stencilReference);
                }

                RasterizerState rasterizerState = d3dPipeline.RasterizerState;
                if (_rasterizerState != rasterizerState)
                {
                    _rasterizerState          = rasterizerState;
                    _context.Rasterizer.State = rasterizerState;
                }

                SharpDX.Direct3D.PrimitiveTopology primitiveTopology = d3dPipeline.PrimitiveTopology;
                if (_primitiveTopology != primitiveTopology)
                {
                    _primitiveTopology = primitiveTopology;
                    _context.InputAssembler.PrimitiveTopology = primitiveTopology;
                }

                InputLayout inputLayout = d3dPipeline.InputLayout;
                if (_inputLayout != inputLayout)
                {
                    _inputLayout = inputLayout;
                    _context.InputAssembler.InputLayout = inputLayout;
                }

                VertexShader vertexShader = d3dPipeline.VertexShader;
                if (_vertexShader != vertexShader)
                {
                    _vertexShader = vertexShader;
                    _context.VertexShader.Set(vertexShader);
                }

                GeometryShader geometryShader = d3dPipeline.GeometryShader;
                if (_geometryShader != geometryShader)
                {
                    _geometryShader = geometryShader;
                    _context.GeometryShader.Set(geometryShader);
                }

                HullShader hullShader = d3dPipeline.HullShader;
                if (_hullShader != hullShader)
                {
                    _hullShader = hullShader;
                    _context.HullShader.Set(hullShader);
                }

                DomainShader domainShader = d3dPipeline.DomainShader;
                if (_domainShader != domainShader)
                {
                    _domainShader = domainShader;
                    _context.DomainShader.Set(domainShader);
                }

                PixelShader pixelShader = d3dPipeline.PixelShader;
                if (_pixelShader != pixelShader)
                {
                    _pixelShader = pixelShader;
                    _context.PixelShader.Set(pixelShader);
                }

                _vertexStrides = d3dPipeline.VertexStrides;
                if (_vertexStrides != null)
                {
                    int vertexStridesCount = _vertexStrides.Length;
                    Util.EnsureArrayMinimumSize(ref _vertexBindings, (uint)vertexStridesCount);
                    Util.EnsureArrayMinimumSize(ref _vertexOffsets, (uint)vertexStridesCount);
                }

                Util.EnsureArrayMinimumSize(ref _graphicsResourceSets, (uint)d3dPipeline.ResourceLayouts.Length);
                Util.EnsureArrayMinimumSize(ref _invalidatedGraphicsResourceSets, (uint)d3dPipeline.ResourceLayouts.Length);
            }
            else if (pipeline.IsComputePipeline && _computePipeline != pipeline)
            {
                D3D11Pipeline d3dPipeline = Util.AssertSubtype <Pipeline, D3D11Pipeline>(pipeline);
                _computePipeline = d3dPipeline;
                Util.ClearArray(_computeResourceSets); // Invalidate resource set bindings -- they may be invalid.
                Util.ClearArray(_invalidatedComputeResourceSets);

                ComputeShader computeShader = d3dPipeline.ComputeShader;
                _context.ComputeShader.Set(computeShader);
                Util.EnsureArrayMinimumSize(ref _computeResourceSets, (uint)d3dPipeline.ResourceLayouts.Length);
                Util.EnsureArrayMinimumSize(ref _invalidatedComputeResourceSets, (uint)d3dPipeline.ResourceLayouts.Length);
            }
        }