SizeOf() public static method

public static SizeOf ( ColorFormat format ) : int
format ColorFormat
return int
コード例 #1
0
        /// <summary>
        /// Sets 3D texture data, specifying a mipmap level, source box, start index, and number of elements.
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="level"></param>
        /// <param name="left"></param>
        /// <param name="top"></param>
        /// <param name="right"></param>
        /// <param name="bottom"></param>
        /// <param name="front"></param>
        /// <param name="back"></param>
        /// <param name="data"></param>
        /// <param name="startIndex"></param>
        /// <param name="elementCount"></param>
        public void SetData <T>(int level,
                                int left, int top, int right, int bottom, int front, int back,
                                T[] data, int startIndex, int elementCount) where T : struct
        {
            if (data == null)
            {
                throw new ArgumentNullException("data");
            }

            var elementSizeInByte = Marshal.SizeOf(typeof(T));
            var dataHandle        = GCHandle.Alloc(data, GCHandleType.Pinned);
            var dataPtr           = (IntPtr)(dataHandle.AddrOfPinnedObject().ToInt64() + startIndex * elementSizeInByte);

            try {
                int width  = right - left;
                int height = bottom - top;
                int depth  = back - front;

                int rowPitch   = width * Converter.SizeOf(format);
                int slicePitch = rowPitch * height;                        // For 3D texture: Size of 2D image.
                var box        = new DataBox(dataPtr, rowPitch, slicePitch);

                int subresourceIndex = level;

                var region = new ResourceRegion(left, top, front, right, bottom, back);

                lock (device.DeviceContext) {
                    device.DeviceContext.UpdateSubresource(box, tex3D, subresourceIndex, region);
                }
            } finally {
                dataHandle.Free();
            }
        }
コード例 #2
0
        /// <summary>
        /// Sets cube texture data, specifying a cubemap face, mipmap level, source rectangle, start index, and number of elements.
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="face"></param>
        /// <param name="level"></param>
        /// <param name="rect"></param>
        /// <param name="data"></param>
        /// <param name="startIndex"></param>
        /// <param name="elementCount"></param>
        public void SetData <T>(CubeFace face, int level, Rectangle?rect, T[] data, int startIndex, int elementCount) where T : struct
        {
            if (data == null)
            {
                throw new ArgumentNullException("data");
            }

            var elementSizeInByte = Marshal.SizeOf(typeof(T));
            var dataHandle        = GCHandle.Alloc(data, GCHandleType.Pinned);

            try {
                var dataPtr = (IntPtr)(dataHandle.AddrOfPinnedObject().ToInt64() + startIndex * elementSizeInByte);

                int xOffset, yOffset, width, height;

                if (rect.HasValue)
                {
                    xOffset = rect.Value.X;
                    yOffset = rect.Value.Y;
                    width   = rect.Value.Width;
                    height  = rect.Value.Height;
                }
                else
                {
                    xOffset = 0;
                    yOffset = 0;
                    width   = Math.Max(1, this.Width >> level);
                    height  = Math.Max(1, this.Height >> level);

                    // For DXT textures the width and height of each level is a multiple of 4.
                    if (format == ColorFormat.Dxt1 ||
                        format == ColorFormat.Dxt3 ||
                        format == ColorFormat.Dxt5)
                    {
                        width  = (width + 3) & ~3;
                        height = (height + 3) & ~3;
                    }
                }

                var box = new DataBox(dataPtr, width * Converter.SizeOf(format), 0);

                int subresourceIndex = (int)face * mipCount + level;

                var region = new ResourceRegion {
                    Top    = yOffset,
                    Front  = 0,
                    Back   = 1,
                    Bottom = yOffset + height,
                    Left   = xOffset,
                    Right  = xOffset + width
                };

                lock (device.DeviceContext) {
                    device.DeviceContext.UpdateSubresource(box, texCube, subresourceIndex, region);
                }
            } finally {
                dataHandle.Free();
            }
        }
コード例 #3
0
        /// <summary>
        /// Sets 2D texture data, specifying a mipmap level, source rectangle, start index, and number of elements.
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="level"></param>
        /// <param name="data"></param>
        /// <param name="startIndex"></param>
        /// <param name="elementCount"></param>
        public void SetData <T>(int level, Rectangle?rect, T[] data, int startIndex, int elementCount) where T : struct
        {
            var elementSizeInByte = Marshal.SizeOf(typeof(T));
            var dataHandle        = GCHandle.Alloc(data, GCHandleType.Pinned);

            // Use try..finally to make sure dataHandle is freed in case of an error
            try {
                var startBytes = startIndex * elementSizeInByte;
                var dataPtr    = (IntPtr)(dataHandle.AddrOfPinnedObject().ToInt64() + startBytes);

                int x, y, w, h;
                if (rect.HasValue)
                {
                    x = rect.Value.X;
                    y = rect.Value.Y;
                    w = rect.Value.Width;
                    h = rect.Value.Height;
                }
                else
                {
                    x = 0;
                    y = 0;
                    w = Math.Max(Width >> level, 1);
                    h = Math.Max(Height >> level, 1);

                    // For DXT textures the width and height of each level is a multiple of 4.
                    if (format == ColorFormat.Dxt1 ||
                        format == ColorFormat.Dxt3 ||
                        format == ColorFormat.Dxt5)
                    {
                        w = (w + 3) & ~3;
                        h = (h + 3) & ~3;
                    }
                }

                var box = new SharpDX.DataBox(dataPtr, w * Converter.SizeOf(format), 0);

                var region = new SharpDX.Direct3D11.ResourceRegion();
                region.Top    = y;
                region.Front  = 0;
                region.Back   = 1;
                region.Bottom = y + h;
                region.Left   = x;
                region.Right  = x + w;

                lock (device.DeviceContext) {
                    device.DeviceContext.UpdateSubresource(box, tex2D, level, region);
                }
            } finally {
                dataHandle.Free();
            }
        }
コード例 #4
0
ファイル: ShaderResource.cs プロジェクト: ttou73/IronStar
        /// <summary>
        /// Computes shader resource pitch
        /// </summary>
        /// <param name="format"></param>
        /// <param name="width"></param>
        /// <returns></returns>
        public static int GetPitch(ColorFormat format, int width)
        {
            Debug.Assert(width > 0, "The width is negative!");

            int pitch;

            switch (format)
            {
            case ColorFormat.Dxt1:
            case ColorFormat.Dxt3:
            case ColorFormat.Dxt5:
                Debug.Assert(MathUtil.IsPowerOfTwo(width), "This format must be power of two!");
                pitch = ((width + 3) / 4) * Converter.SizeOf(format);
                break;

            default:
                pitch = width * Converter.SizeOf(format);
                break;
            }
            ;

            return(pitch);
        }
コード例 #5
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="structureStride"></param>
        /// <param name="structureCount"></param>
        void Create(GraphicsDevice device, VertexFormat format, int elementsCount, StructuredBufferFlags flags)
        {
            Capacity = elementsCount;
            Stride   = Converter.SizeOf(format);

            Width  = elementsCount;
            Height = 0;
            Depth  = 0;

            //	create staging buffer :
            var bufferDesc = new BufferDescription {
                BindFlags      = BindFlags.None,
                Usage          = ResourceUsage.Staging,
                CpuAccessFlags = CpuAccessFlags.Write | CpuAccessFlags.Read,
                OptionFlags    = ResourceOptionFlags.None,
                SizeInBytes    = Capacity * Stride,
            };

            bufferStaging = new Buffer(device.Device, bufferDesc);



            //	create count buffer :
            bufferDesc = new BufferDescription {
                BindFlags      = BindFlags.None,
                Usage          = ResourceUsage.Staging,
                CpuAccessFlags = CpuAccessFlags.Write | CpuAccessFlags.Read,
                OptionFlags    = ResourceOptionFlags.None,
                SizeInBytes    = 4,
            };

            bufferCount = new Buffer(device.Device, bufferDesc);


            //	create GPU buffer :
            bufferDesc = new BufferDescription {
                BindFlags      = BindFlags.UnorderedAccess | BindFlags.ShaderResource,
                Usage          = ResourceUsage.Default,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags    = ResourceOptionFlags.None,
                SizeInBytes    = Capacity * Stride,
            };

            bufferGpu = new Buffer(device.Device, bufferDesc);


            var uavFlag = UnorderedAccessViewBufferFlags.None;

            if (flags == StructuredBufferFlags.None)
            {
                uavFlag = UnorderedAccessViewBufferFlags.None;
            }
            if (flags == StructuredBufferFlags.Append)
            {
                uavFlag = UnorderedAccessViewBufferFlags.Append;
            }
            if (flags == StructuredBufferFlags.Counter)
            {
                uavFlag = UnorderedAccessViewBufferFlags.Counter;
            }

            //	create UAV :
            var uavDesc = new UnorderedAccessViewDescription {
                Format    = Converter.Convert(format),
                Dimension = UnorderedAccessViewDimension.Buffer,
                Buffer    = new UnorderedAccessViewDescription.BufferResource {
                    ElementCount = Capacity,
                    FirstElement = 0,
                    Flags        = uavFlag
                }
            };

            uav = new UnorderedAccessView(device.Device, BufferGPU, uavDesc);


            //	create SRV :
            var srvDesc = new ShaderResourceViewDescription {
                Format    = Converter.Convert(format),
                Buffer    = { ElementCount = Capacity, FirstElement = 0 },
                Dimension = ShaderResourceViewDimension.Buffer
            };

            SRV = new ShaderResourceView(device.Device, BufferGPU, srvDesc);
        }