コード例 #1
0
ファイル: Direct3DWindow.cs プロジェクト: zumpiez/ankh
        DXGI.SwapChain1 IDirect3DWindow.CreateSwapChain(D3D11.Device1 device, ref DXGI.SwapChainDescription1 description)
        {
            var dxgiDevice = device.QueryInterface<DXGI.Device1>();
            var dxgiAdapter = dxgiDevice.Adapter;

            var dxgiFactory = dxgiAdapter.GetParent<DXGI.Factory2>();

            return dxgiFactory.CreateSwapChainForHwnd(dxgiDevice, _form.Handle, ref description, null, null);
        }
コード例 #2
0
ファイル: Direct3DCoreWindow.cs プロジェクト: zumpiez/ankh
        DXGI.SwapChain1 IDirect3DWindow.CreateSwapChain(D3D11.Device1 device, ref DXGI.SwapChainDescription1 description)
        {
            var dxgiDevice = device.QueryInterface<DXGI.Device1>();
            var dxgiAdapter = dxgiDevice.Adapter;

            var dxgiFactory = dxgiAdapter.GetParent<DXGI.Factory2>();

            var coWindow = new SharpDX.ComObject(_coreWindow);
            return dxgiFactory.CreateSwapChainForCoreWindow(dxgiDevice, coWindow, ref description, null);
        }
コード例 #3
0
ファイル: Direct2DCanvas.cs プロジェクト: rbrian/NGraphics
 public RenderTargetCanvas(DXGI.Surface surface, D2D1.RenderTargetProperties properties, Direct2DFactories factories = null)
 {
     if (surface == null)
         throw new ArgumentNullException ("surface");
     this.factories = factories ?? Direct2DFactories.Shared;
     Initialize (new D2D1.RenderTarget (this.factories.D2DFactory, surface, properties));
 }
コード例 #4
0
        private void LoadAssets()
        {
            // Create the root signature description.
            var rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout,
                // Root Parameters
                new[]
                {
                    new RootParameter(ShaderVisibility.Pixel,
                        new DescriptorRange()
                        {
                            RangeType = DescriptorRangeType.ShaderResourceView,
                            DescriptorCount = 1,
                            OffsetInDescriptorsFromTableStart = int.MinValue,
                            BaseShaderRegister = 0
                        })
                },
                // Samplers
                new[]
                {
                    new StaticSamplerDescription(ShaderVisibility.Pixel, 0, 0)
                    {
                        Filter = Filter.MinimumMinMagMipPoint,
                        AddressUVW = TextureAddressMode.Border,
                    }
                });

            rootSignature = device.CreateRootSignature(0, rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.
#if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
#endif

#if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
#endif

            // Define the vertex input layout.
            var inputElementDescs = new []
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("TEXCOORD",0,Format.R32G32_Float,12,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            var psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = false, IsStencilEnabled = false },
                SampleMask = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount = 1,
                Flags = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a triangle.
            var triangleVertices = new []
            {
                new Vertex() { Position = new Vector3(0.0f, 0.25f * aspectRatio, 0.0f ),  TexCoord = new Vector2(0.5f, 0.0f) },
                new Vertex() { Position = new Vector3(0.25f, -0.25f * aspectRatio, 0.0f), TexCoord = new Vector2(1.0f, 1.0f) },
                new Vertex() { Position = new Vector3(-0.25f, -0.25f * aspectRatio, 0.0f),TexCoord = new Vector2(0.0f, 1.0f) },
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not 
            // recommended. Every time the GPU needs it, the upload heap will be marshalled 
            // over. Please read up on Default Heap usage. An upload heap is used here for 
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            var pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            // Create the texture.
            // Describe and create a Texture2D.
            var textureDesc = ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight);
            texture = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, textureDesc, ResourceStates.CopyDestination);

            long uploadBufferSize = GetRequiredIntermediateSize(this.texture, 0, 1);

            // Create the GPU upload buffer.
            var textureUploadHeap = device.CreateCommittedResource(new HeapProperties(CpuPageProperty.WriteBack, MemoryPool.L0), HeapFlags.None, ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight), ResourceStates.GenericRead);

            // Copy data to the intermediate upload heap and then schedule a copy 
            // from the upload heap to the Texture2D.
            byte[] textureData = GenerateTextureData();

            var handle = GCHandle.Alloc(textureData, GCHandleType.Pinned);
            var ptr = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0);
            textureUploadHeap.WriteToSubresource(0, null, ptr, TexturePixelSize * TextureWidth, textureData.Length);
            handle.Free();

            commandList.CopyTextureRegion(new TextureCopyLocation(texture, 0), 0, 0, 0, new TextureCopyLocation(textureUploadHeap, 0), null);

            commandList.ResourceBarrierTransition(this.texture, ResourceStates.CopyDestination, ResourceStates.PixelShaderResource);

            // Describe and create a SRV for the texture.
            var srvDesc = new ShaderResourceViewDescription
            {
                Shader4ComponentMapping = D3DXUtilities.DefaultComponentMapping(),
                Format = textureDesc.Format,
                Dimension = ShaderResourceViewDimension.Texture2D,
                Texture2D = {MipLevels = 1},
            };

            device.CreateShaderResourceView(this.texture, srvDesc, shaderRenderViewHeap.CPUDescriptorHandleForHeapStart);

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            commandQueue.ExecuteCommandList(commandList);

            // Create synchronization objects.
            fence = device.CreateFence(0, FenceFlags.None);
            fenceValue = 1;

            // Create an event handle to use for frame synchronization.
            fenceEvent = new AutoResetEvent(false);

            WaitForPreviousFrame();

            //release temp texture
            textureUploadHeap.Dispose();
        }
コード例 #5
0
        private void LoadAssets()
        {
            // Create an empty root signature.
            var rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout);
            rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.

#if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
#endif

#if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
#endif

            // Define the vertex input layout.
            var inputElementDescs = new []
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("COLOR",0,Format.R32G32B32A32_Float,12,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            var psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = false, IsStencilEnabled = false },
                SampleMask = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount = 1,
                Flags = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a triangle.
            var triangleVertices = new []
            {
                    new Vertex() {Position=new Vector3(0.0f, 0.25f * aspectRatio, 0.0f ),Color=new Vector4(1.0f, 0.0f, 0.0f, 1.0f ) },
                    new Vertex() {Position=new Vector3(0.25f, -0.25f * aspectRatio, 0.0f),Color=new Vector4(0.0f, 1.0f, 0.0f, 1.0f) },
                    new Vertex() {Position=new Vector3(-0.25f, -0.25f * aspectRatio, 0.0f),Color=new Vector4(0.0f, 0.0f, 1.0f, 1.0f ) },
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not 
            // recommended. Every time the GPU needs it, the upload heap will be marshalled 
            // over. Please read up on Default Heap usage. An upload heap is used here for 
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            // Create synchronization objects.
            fence = device.CreateFence(0, FenceFlags.None);
            fenceValue = 1;

            // Create an event handle to use for frame synchronization.
            fenceEvent = new AutoResetEvent(false);
        }
コード例 #6
0
        public static D3D.Texture2D CreateDepthStencilBuffer(this D3D.Device device, int width, int height, DXGI.SampleDescription sampleDescription, out D3D.DepthStencilView view)
        {
            var desc = new D3D.Texture2DDescription
            {
                Width = width,
                Height = height,
                MipLevels = 1,
                ArraySize = 1,
                Format = DXGI.Format.D24_UNorm_S8_UInt,
                SampleDescription = sampleDescription,
                Usage = D3D.ResourceUsage.Default,
                BindFlags = D3D.BindFlags.DepthStencil,
                CpuAccessFlags = D3D.CpuAccessFlags.None,
                OptionFlags = D3D.ResourceOptionFlags.None,
            };
            var depthStencilBuffer = new D3D.Texture2D(device, desc);

            view = new D3D.DepthStencilView(device, depthStencilBuffer);
            return depthStencilBuffer;
        }
コード例 #7
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        public static D3D.Texture2D CreateSurface(this D3D.Device device, int width, int height, DXGI.SampleDescription sampleDescription, out D3D.RenderTargetView renderTarget)
        {
            var desc = new D3D.Texture2DDescription
            {
                Width = width,
                Height = height,
                MipLevels = 1,
                ArraySize = 1,
                Format = DXGI.Format.R8G8B8A8_UNorm,
                SampleDescription = sampleDescription,
                Usage = D3D.ResourceUsage.Default,
                BindFlags = D3D.BindFlags.RenderTarget | D3D.BindFlags.ShaderResource,
                CpuAccessFlags = D3D.CpuAccessFlags.None,
                OptionFlags = D3D.ResourceOptionFlags.Shared,
            };
            var surface = new D3D.Texture2D(device, desc);

            var targetDesc = new D3D.RenderTargetViewDescription
            {
                Format = desc.Format,
                Dimension = desc.SampleDescription.Count == 1
                        ? D3D.RenderTargetViewDimension.Texture2D
                        : D3D.RenderTargetViewDimension.Texture2DMultisampled,
            };
            renderTarget = new D3D.RenderTargetView(device, surface, targetDesc);

            return surface;
        }
コード例 #8
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		/// <summary>
		/// Makes Typless format from UNorm or SRgb
		/// </summary>
		/// <param name="format"></param>
		/// <returns></returns>
		internal protected DXGI.Format MakeTypeless ( DXGI.Format format )
		{
			if (format==DXGI.Format.B8G8R8A8_UNorm) return DXGI.Format.B8G8R8A8_Typeless;
			if (format==DXGI.Format.R8G8B8A8_UNorm) return DXGI.Format.R8G8B8A8_Typeless;
			if (format==DXGI.Format.B8G8R8X8_UNorm) return DXGI.Format.B8G8R8X8_Typeless;
			if (format==DXGI.Format.BC1_UNorm) return DXGI.Format.BC1_Typeless;
			if (format==DXGI.Format.BC2_UNorm) return DXGI.Format.BC2_Typeless;
			if (format==DXGI.Format.BC3_UNorm) return DXGI.Format.BC3_Typeless;
			if (format==DXGI.Format.BC7_UNorm) return DXGI.Format.BC7_Typeless;
			if (format==DXGI.Format.B8G8R8A8_UNorm_SRgb) return DXGI.Format.B8G8R8A8_Typeless;
			if (format==DXGI.Format.R8G8B8A8_UNorm_SRgb) return DXGI.Format.R8G8B8A8_Typeless;
			if (format==DXGI.Format.B8G8R8X8_UNorm_SRgb) return DXGI.Format.B8G8R8X8_Typeless;
			if (format==DXGI.Format.BC1_UNorm_SRgb) return DXGI.Format.BC1_Typeless;
			if (format==DXGI.Format.BC2_UNorm_SRgb) return DXGI.Format.BC2_Typeless;
			if (format==DXGI.Format.BC3_UNorm_SRgb) return DXGI.Format.BC3_Typeless;
			if (format==DXGI.Format.BC7_UNorm_SRgb) return DXGI.Format.BC7_Typeless;
			return format;
		}