/// <summary> /// Gets the view-projection constant buffer for the display, and attaches it /// to the shader pipeline. /// </summary> public bool AttachViewProjectionBuffer(DeviceResources deviceResources) { // This method uses Direct3D device-based resources. var context = deviceResources.D3DDeviceContext; // Loading is asynchronous. Resources must be created before they can be updated. // Cameras can also be added asynchronously, in which case they must be initialized // before they can be used. if (context == null || _viewProjectionConstantBuffer == null || !_framePending) { return(false); } // Set the viewport for this camera. context.Rasterizer.SetViewport(Viewport); // Send the constant buffer to the vertex shader. context.VertexShader.SetConstantBuffers(1, _viewProjectionConstantBuffer); // The template includes a pass-through geometry shader that is used by // default on systems that don't support the D3D11_FEATURE_D3D11_OPTIONS3:: // VPAndRTArrayIndexFromAnyShaderFeedingRasterizer extension. The shader // will be enabled at run-time on systems that require it. // If your app will also use the geometry shader for other tasks and those // tasks require the view/projection matrix, uncomment the following line // of code to send the constant buffer to the geometry shader as well. //context.GeometryShader.SetConstantBuffers(1, _viewProjectionConstantBuffer); _framePending = false; return(true); }
/// <summary> /// Releases resources associated with a holographic display back buffer. /// </summary> public void ReleaseResourcesForBackBuffer(DeviceResources deviceResources) { var context = deviceResources.D3DDeviceContext; this.RemoveAndDispose(ref _d3DBackBuffer); this.RemoveAndDispose(ref _d3DRenderTargetView); this.RemoveAndDispose(ref _d3DDepthStencilView); const int d3D11SimultaneousRenderTargetCount = 8; var nullViews = new RenderTargetView[d3D11SimultaneousRenderTargetCount]; // Ensure system references to the back buffer are released by clearing the render // target from the graphics pipeline state, and then flushing the Direct3D context. context.OutputMerger.SetRenderTargets(null, nullViews); context.Flush(); }
/// <summary> /// Updates resources associated with a holographic camera's swap chain. /// The app does not access the swap chain directly, but it does create /// resource views for the back buffer. /// </summary> public void CreateResourcesForBackBuffer( DeviceResources deviceResources, HolographicCameraRenderingParameters cameraParameters ) { var device = deviceResources.D3DDevice; // Get the WinRT object representing the holographic camera's back buffer. var surface = cameraParameters.Direct3D11BackBuffer; // Get a DXGI interface for the holographic camera's back buffer. // Holographic cameras do not provide the DXGI swap chain, which is owned // by the system. The Direct3D back buffer resource is provided using WinRT // interop APIs. var surfaceDxgiInterfaceAccess = surface as InteropStatics.IDirect3DDxgiInterfaceAccess; var pResource = surfaceDxgiInterfaceAccess.GetInterface(InteropStatics.Id3D11Resource); var resource = CppObject.FromPointer <Resource>(pResource); Marshal.Release(pResource); // Get a Direct3D interface for the holographic camera's back buffer. var cameraBackBuffer = resource.QueryInterface <Texture2D>(); // Determine if the back buffer has changed. If so, ensure that the render target view // is for the current back buffer. if ((null == _d3DBackBuffer) || (_d3DBackBuffer.NativePointer != cameraBackBuffer.NativePointer)) { // This can change every frame as the system moves to the next buffer in the // swap chain. This mode of operation will occur when certain rendering modes // are activated. _d3DBackBuffer = cameraBackBuffer; // Create a render target view of the back buffer. // Creating this resource is inexpensive, and is better than keeping track of // the back buffers in order to pre-allocate render target views for each one. _d3DRenderTargetView = this.ToDispose(new RenderTargetView(device, BackBufferTexture2D)); // Get the DXGI format for the back buffer. // This information can be accessed by the app using CameraResources::GetBackBufferDXGIFormat(). var backBufferDesc = BackBufferTexture2D.Description; _dxgiFormat = backBufferDesc.Format; // Check for render target size changes. var currentSize = _holographicCamera.RenderTargetSize; if (_d3DRenderTargetSize != currentSize) { // Set render target size. _d3DRenderTargetSize = HolographicCamera.RenderTargetSize; // A new depth stencil view is also needed. this.RemoveAndDispose(ref _d3DDepthStencilView); } } // Refresh depth stencil resources, if needed. if (null == DepthStencilView) { // Create a depth stencil view for use with 3D rendering if needed. var depthStencilDesc = new Texture2DDescription { Format = SharpDX.DXGI.Format.D16_UNorm, Width = (int)RenderTargetSize.Width, Height = (int)RenderTargetSize.Height, ArraySize = IsRenderingStereoscopic ? 2 : 1, // Create two textures when rendering in stereo. MipLevels = 1, // Use a single mipmap level. BindFlags = BindFlags.DepthStencil, SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0) }; using (var depthStencil = new Texture2D(device, depthStencilDesc)) { var depthStencilViewDesc = new DepthStencilViewDescription { Dimension = IsRenderingStereoscopic ? DepthStencilViewDimension.Texture2DArray : DepthStencilViewDimension.Texture2D, Texture2DArray = { ArraySize = IsRenderingStereoscopic ? 2 : 0 } }; _d3DDepthStencilView = this.ToDispose(new DepthStencilView(device, depthStencil, depthStencilViewDesc)); } } // Create the constant buffer, if needed. if (null == _viewProjectionConstantBuffer) { // Create a constant buffer to store view and projection matrices for the camera. var viewProjectionConstantBufferData = new ViewProjectionConstantBuffer(); _viewProjectionConstantBuffer = this.ToDispose(Buffer.Create( device, BindFlags.ConstantBuffer, ref viewProjectionConstantBufferData)); } }
/// <summary> /// Updates the constant buffer for the display with view and projection /// matrices for the current frame. /// </summary> public void UpdateViewProjectionBuffer( DeviceResources deviceResources, HolographicCameraPose cameraPose, SpatialCoordinateSystem coordinateSystem ) { // The system changes the viewport on a per-frame basis for system optimizations. _d3DViewport.X = (float)cameraPose.Viewport.Left; _d3DViewport.Y = (float)cameraPose.Viewport.Top; _d3DViewport.Width = (float)cameraPose.Viewport.Width; _d3DViewport.Height = (float)cameraPose.Viewport.Height; _d3DViewport.MinDepth = 0; _d3DViewport.MaxDepth = 1; // The projection transform for each frame is provided by the HolographicCameraPose. var cameraProjectionTransform = cameraPose.ProjectionTransform; // Get a container object with the view and projection matrices for the given // pose in the given coordinate system. var viewTransformContainer = cameraPose.TryGetViewTransform(coordinateSystem); // If TryGetViewTransform returns null, that means the pose and coordinate system // cannot be understood relative to one another; content cannot be rendered in this // coordinate system for the duration of the current frame. // This usually means that positional tracking is not active for the current frame, in // which case it is possible to use a SpatialLocatorAttachedFrameOfReference to render // content that is not world-locked instead. var viewProjectionConstantBufferData = new ViewProjectionConstantBuffer(); var viewTransformAcquired = viewTransformContainer.HasValue; if (viewTransformAcquired) { // Otherwise, the set of view transforms can be retrieved. var viewCoordinateSystemTransform = viewTransformContainer.Value; // Update the view matrices. Holographic cameras (such as Microsoft HoloLens) are // constantly moving relative to the world. The view matrices need to be updated // every frame. viewProjectionConstantBufferData.ViewProjectionLeft = Matrix4x4.Transpose( viewCoordinateSystemTransform.Left * cameraProjectionTransform.Left ); viewProjectionConstantBufferData.ViewProjectionRight = Matrix4x4.Transpose( viewCoordinateSystemTransform.Right * cameraProjectionTransform.Right ); } // Use the D3D device context to update Direct3D device-based resources. var context = deviceResources.D3DDeviceContext; // Loading is asynchronous. Resources must be created before they can be updated. if (context == null || _viewProjectionConstantBuffer == null || !viewTransformAcquired) { _framePending = false; } else { // Update the view and projection matrices. context.UpdateSubresource(ref viewProjectionConstantBufferData, _viewProjectionConstantBuffer); _framePending = true; } }
public void ReleaseAllDeviceResources(DeviceResources deviceResources) { ReleaseResourcesForBackBuffer(deviceResources); this.RemoveAndDispose(ref _viewProjectionConstantBuffer); }