コード例 #1
0
 /// <summary>
 /// Копирует данные из неуправляемого ресурса ( Используемого в Компюте шейдере) в управляемый ресурс обычного шейдера.
 /// </summary>
 /// <param name="device">Устройстов используемое для отрисовки 3д</param>
 /// <param name="srv">ShaderResourceView с данными тестуры в который будем копировать данные UnorderedAccessView.</param>
 /// <param name="uav">UnorderedAccessView из которого будем брать данные</param>
 public static void CopyUAVToSRV(SharpDX.Direct3D11.Device device, ref SharpDX.Direct3D11.ShaderResourceView srv, SharpDX.Direct3D11.UnorderedAccessView uav)
 {
     using (var t = srv.ResourceAs <Texture2D>())
     {
         using (var t2 = uav.ResourceAs <SharpDX.Direct3D11.Texture2D>())
         {
             // Copy the texture for the resource to the typeless texture
             device.ImmediateContext.CopyResource(t2, t);
         }
     }
 }
コード例 #2
0
 /// <summary>
 /// Получает Bimap из ShaderResourceView (Ресурса с текстурой для шейдера).
 /// </summary>
 /// <param name="srv">Ресурс текстуры шейдера</param>
 /// <param name="renderTarger"> 2d рендертаргет который будет рисовать этот битмап</param>
 /// <returns>Битмапу с данными</returns>
 public static SharpDX.Direct2D1.Bitmap GetBitmapFromSRV(SharpDX.Direct3D11.ShaderResourceView srv, RenderTarget renderTarger)
 {
     using (var texture = srv.ResourceAs <Texture2D>())
         using (var surface = texture.QueryInterface <Surface>())
         {
             var bitmap = new SharpDX.Direct2D1.Bitmap(renderTarger, surface, new SharpDX.Direct2D1.BitmapProperties(new SharpDX.Direct2D1.PixelFormat(
                                                                                                                         Format.R8G8B8A8_UNorm,
                                                                                                                         SharpDX.Direct2D1.AlphaMode.Premultiplied)));
             return(bitmap);
         }
 }
コード例 #3
0
ファイル: DXSprite.cs プロジェクト: nefarius/Direct3DHook
        public void BeginBatch(ShaderResourceView texSRV)
        {
            Debug.Assert(_initialized);

            _batchTexSRV = texSRV;

            var tex = _batchTexSRV.ResourceAs<Texture2D>();
            {
                var texDesc = tex.Description;
                _texWidth = texDesc.Width;
                _texHeight = texDesc.Height;
            }
            _spriteList.Clear();
        }
コード例 #4
0
        private void CopyUAVToSRV(ShaderResourceView srv, UnorderedAccessView uav)
        {
            var device = this.DeviceManager.Direct3DDevice;

            using (var t = srv.ResourceAs<Texture2D>())
            {
                using (var t2 = uav.ResourceAs<Texture2D>())
                {
                    // Copy the texture for the resource to the typeless texture
                    device.ImmediateContext.CopyResource(t, t2);
                }
            }
        }
コード例 #5
0
        private UnorderedAccessView CopySRVToNewR32_UInt_UAV(ShaderResourceView srv)
        {
            UnorderedAccessView uav;
            var device = this.DeviceManager.Direct3DDevice;

            using (var t = srv.ResourceAs<Texture2D>())
            {
                // Resize the sourceTexture resource so that it is the correct size
                var desc = t.Description;
                desc.BindFlags = BindFlags.ShaderResource | BindFlags.UnorderedAccess;
                desc.Format = Format.R8G8B8A8_Typeless;
                using (var t2 = ToDispose(new Texture2D(device, desc)))
                {

                    uav = ToDispose(new UnorderedAccessView(device, t2, new UnorderedAccessViewDescription
                    {
                        Format = Format.R32_UInt,
                        Dimension = UnorderedAccessViewDimension.Texture2D
                    }));

                    // Copy the texture for the resource to the typeless texture
                    device.ImmediateContext.CopyResource(t, t2);
                }
            }

            return uav;
        }
コード例 #6
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        private void CopyR32_UInt_UAVToExistingSRV(UnorderedAccessView uav, ShaderResourceView srv)
        {
            var device = this.DeviceManager.Direct3DDevice;

            int width, height;

            using (var t = uav.ResourceAs<Texture2D>())
            {
                width = t.Description.Width;
                height = t.Description.Height;

                if (t.Description.Format != Format.R32_UInt)
                    throw new ArgumentException("The provided UAV does not use the format R32_Uint", "uav");

                using (var t2 = srv.ResourceAs<Texture2D>())
                {
                    if (t2.Description.Format != Format.R8G8B8A8_Typeless)
                        throw new ArgumentException("Currently only supporting R8G8B8A8_Typeless SRVs", "srv");

                    this.DeviceManager.Direct3DDevice.ImmediateContext.CopyResource(t, t2);
                }
            }
        }
コード例 #7
0
 private void CheckSRVWidthHeight(ShaderResourceView srv, out int width, out int height)
 {
     using (var t = srv.ResourceAs<Texture2D>())
     {
         width = t.Description.Width;
         height = t.Description.Height;
     }
 }