public bool Init(AbstractionDesc desc) { for (int i = 0; i != devices.Length; ++i) { if (instance is D3D12.Instance) { var deviceD3D12 = (D3D12.Device)devices[i]; if (!deviceD3D12.Init(desc.deviceDescD3D12)) { return(false); } } else if (instance is Vulkan.Instance) { var deviceVulkan = (Vulkan.Device)devices[i]; if (!deviceVulkan.Init(desc.deviceDescVulkan)) { return(false); } } else { throw new NotImplementedException("Failed to create devices based on instance type: " + instance.GetType().ToString()); } } return(true); }
/// <summary> /// Initializes first API avaliable to the hardware /// NOTE: 'desc' may be modified /// </summary> public static bool InitFirstAvaliable(AbstractionDesc desc, out InstanceBase instance) { // validate supported APIs is configured if (desc.supportedAPIs == null) { instance = null; return(false); } // try to init each API until we find one supported by this hardware foreach (var api in desc.supportedAPIs) { switch (api) { //case AbstractionAPI.WindowsGamingInput: //{ // throw new NotImplementedException(); //} //break; case AbstractionAPI.XInput: { var instanceXInput = new XInput.Instance(desc.autoConfigureAbstractions); if (instanceXInput.Init()) { instance = instanceXInput; return(true); } else { instanceXInput.Dispose(); } } break; case AbstractionAPI.DirectInput: { if (!LoadNativeLib(Path.Combine(desc.nativeLibPathDirectInput, DirectInput.Instance.lib))) { continue; } var instanceXInput = new DirectInput.Instance(desc.ignoreXInputDevices, desc.autoConfigureAbstractions); if (instanceXInput.Init(IntPtr.Zero, DirectInput.FeatureLevel.Level_1)) { instance = instanceXInput; return(true); } else { instanceXInput.Dispose(); } } break; } } instance = null; return(false); }
public static bool InitAllAvaliableInstances(AbstractionDesc desc, out List <InstanceBase> instances) { instances = new List <InstanceBase>(); if (desc.supportedAPIs == null) { return(false); } foreach (var api in desc.supportedAPIs) { switch (api) { #if WIN32 || WIN32 case AbstractionAPI.D3D12: { if (!LoadNativeLib(Path.Combine(desc.nativeLibPathD3D12, D3D12.Instance.lib))) { continue; } var instanceD3D12 = new D3D12.Instance(); if (instanceD3D12.Init(desc.instanceDescD3D12)) { instances.Add(instanceD3D12); } else { instanceD3D12.Dispose(); } } break; case AbstractionAPI.Vulkan: { if (!LoadNativeLib(Path.Combine(desc.nativeLibPathVulkan, Vulkan.Instance.lib))) { continue; } var instanceVulkan = new Vulkan.Instance(); if (instanceVulkan.Init(desc.instanceDescVulkan)) { instances.Add(instanceVulkan); } else { instanceVulkan.Dispose(); } } break; #endif } } return(true); }
public void Init(string platformPath, string folder64Bit, string folder32Bit) { // pre-load native libs string libFolderBit; if (IntPtr.Size == 8) { libFolderBit = folder64Bit; } else if (IntPtr.Size == 4) { libFolderBit = folder32Bit; } else { throw new NotSupportedException("Unsupported bit size: " + IntPtr.Size.ToString()); } #if RELEASE const string config = "Release"; #else const string config = "Debug"; #endif // load api abstraction (api-instance and hardware-device) var abstractionDesc = new AbstractionDesc(AbstractionInitType.SingleAPI); abstractionDesc.supportedAPIs = new AbstractionAPI[] { AbstractionAPI.XInput }; #if DEBUG abstractionDesc.nativeLibPathDirectInput = Path.Combine(platformPath, @"Shared\Orbital.Input.DirectInput.Native\bin", libFolderBit, config); #else abstractionDesc.nativeLibPathDirectInput = string.Empty; #endif if (!Abstraction.InitFirstAvaliable(abstractionDesc, out instance)) { throw new Exception("Failed to init abstraction"); } instance.DeviceConnectedCallback += Instance_DeviceConnectedCallback; instance.GamepadConnectedCallback += Instance_GamepadConnectedCallback; if (instance is Orbital.Input.XInput.Instance) { var instanceXI = (Orbital.Input.XInput.Instance)instance; Console.WriteLine("Version: " + instanceXI.version.ToString()); } if (instance is Orbital.Input.DirectInput.Instance) { var instanceDI = (Orbital.Input.DirectInput.Instance)instance; Console.WriteLine("FeatureLevel: " + instanceDI.featureLevel.ToString()); } }
public void Init(string platformPath, string folder64Bit, string folder32Bit) { // pre-load native libs string libFolderBit; if (IntPtr.Size == 8) { libFolderBit = folder64Bit; } else if (IntPtr.Size == 4) { libFolderBit = folder32Bit; } else { throw new NotSupportedException("Unsupported bit size: " + IntPtr.Size.ToString()); } #if RELEASE const string config = "Release"; #else const string config = "Debug"; #endif // load api abstraction (api-instance and hardware-device) var abstractionDesc = new AbstractionDesc(true); abstractionDesc.supportedAPIs = new AbstractionAPI[] { AbstractionAPI.D3D12 }; abstractionDesc.deviceDescD3D12.window = window; abstractionDesc.nativeLibPathD3D12 = Path.Combine(platformPath, @"Shared\Orbital.Video.D3D12.Native\bin", libFolderBit, config); abstractionDesc.deviceDescVulkan.window = window; abstractionDesc.nativeLibPathVulkan = Path.Combine(platformPath, @"Shared\Orbital.Video.Vulkan.Native\bin", libFolderBit, config); if (!Abstraction.InitFirstAvaliable(abstractionDesc, out instance, out device)) { throw new Exception("Failed to init abstraction"); } // create command list commandList = device.CreateCommandList(); // create render pass var renderPassDesc = new RenderPassDesc() { clearColor = true, clearColorValue = new Vec4(0, .2f, .4f, 1) }; renderPass = device.CreateRenderPass(renderPassDesc); // create texture int textureWidth = 256, textureHeight = 256; var textureData = new byte[textureWidth * textureHeight * 4]; for (int y = 0; y != textureHeight; ++y) { for (int x = 0; x != textureWidth; ++x) { int i = (x * 4) + (y * textureWidth * 4); if (x % 16 <= 7 && y % 16 <= 7) { textureData[i + 0] = 0; textureData[i + 1] = 0; textureData[i + 2] = 0; textureData[i + 3] = 0; } else { textureData[i + 0] = 255; textureData[i + 1] = 255; textureData[i + 2] = 255; textureData[i + 3] = 255; } } } texture = device.CreateTexture2D(TextureFormat.B8G8R8A8, textureWidth, textureHeight, textureData, TextureMode.GPUOptimized); // create texture 2 textureWidth = 100; textureHeight = 100; textureData = new byte[textureWidth * textureHeight * 4]; for (int y = 0; y != textureHeight; ++y) { for (int x = 0; x != textureWidth; ++x) { int i = (x * 4) + (y * textureWidth * 4); if (x % 16 <= 7 && y % 16 <= 7) { textureData[i + 0] = 0; textureData[i + 1] = 0; textureData[i + 2] = 0; textureData[i + 3] = 0; } else { textureData[i + 0] = 255; textureData[i + 1] = 255; textureData[i + 2] = 255; textureData[i + 3] = 255; } } } texture2 = device.CreateTexture2D(TextureFormat.B8G8R8A8, textureWidth, textureHeight, textureData, TextureMode.GPUOptimized); // create constant buffer constantBufferObject = new ConstantBufferObject() { offset = .5f, constrast = .5f }; constantBuffer = device.CreateConstantBuffer <ConstantBufferObject>(constantBufferObject, ConstantBufferMode.Write); // load shaders // TODO: load CS2X compiled ShaderEffect /*using (var stream = new FileStream("Shader.se", FileMode.Open, FileAccess.Read, FileShare.Read)) * { * shaderEffect = device.CreateShaderEffect(stream, ShaderEffectSamplerAnisotropy.Default); * }*/ using (var vsStream = new FileStream("Shaders\\Shader_D3D12.vs", FileMode.Open, FileAccess.Read, FileShare.Read)) using (var psStream = new FileStream("Shaders\\Shader_D3D12.ps", FileMode.Open, FileAccess.Read, FileShare.Read)) { var vs = new Video.D3D12.Shader((Video.D3D12.Device)device, ShaderType.VS); var ps = new Video.D3D12.Shader((Video.D3D12.Device)device, ShaderType.PS); if (!vs.Init(vsStream)) { throw new Exception("Failed to init VS shader"); } if (!ps.Init(psStream)) { throw new Exception("Failed to init PS shader"); } var desc = new ShaderEffectDesc(); desc.constantBuffers = new ShaderEffectConstantBuffer[1]; desc.constantBuffers[0] = new ShaderEffectConstantBuffer() { registerIndex = 0, usage = ShaderEffectResourceUsage.VS }; desc.textures = new ShaderEffectTexture[2]; desc.textures[0] = new ShaderEffectTexture() { registerIndex = 0, usage = ShaderEffectResourceUsage.PS }; desc.textures[1] = new ShaderEffectTexture() { registerIndex = 1, usage = ShaderEffectResourceUsage.PS }; desc.samplers = new ShaderEffectSampler[1]; desc.samplers[0] = new ShaderEffectSampler() { registerIndex = 0, filter = ShaderEffectSamplerFilter.Default, anisotropy = ShaderEffectSamplerAnisotropy.Default, addressU = ShaderEffectSamplerAddress.Wrap, addressV = ShaderEffectSamplerAddress.Wrap, addressW = ShaderEffectSamplerAddress.Wrap }; shaderEffect = device.CreateShaderEffect(vs, ps, null, null, null, desc, true); } // create vertex buffer var vertexBufferLayout = new VertexBufferLayout(); vertexBufferLayout.elements = new VertexBufferLayoutElement[3]; vertexBufferLayout.elements[0] = new VertexBufferLayoutElement() { type = VertexBufferLayoutElementType.Float3, usage = VertexBufferLayoutElementUsage.Position, streamIndex = 0, usageIndex = 0, byteOffset = 0 }; vertexBufferLayout.elements[1] = new VertexBufferLayoutElement() { type = VertexBufferLayoutElementType.RGBAx8, usage = VertexBufferLayoutElementUsage.Color, streamIndex = 0, usageIndex = 0, byteOffset = (sizeof(float) * 3) }; vertexBufferLayout.elements[2] = new VertexBufferLayoutElement() { type = VertexBufferLayoutElementType.Float2, usage = VertexBufferLayoutElementUsage.UV, streamIndex = 0, usageIndex = 0, byteOffset = (sizeof(float) * 3) + 4 }; var vertices = new Vertex[] { new Vertex(new Vec3(-1, -1, 0), Color4.red, new Vec2(0, 0)), new Vertex(new Vec3(0, 1, 0), Color4.green, new Vec2(.5f, 1)), new Vertex(new Vec3(1, -1, 0), Color4.blue, new Vec2(1, 0)) }; vertexBuffer = device.CreateVertexBuffer <Vertex>(vertices, vertexBufferLayout, VertexBufferMode.GPUOptimized); // create render state var renderStateDesc = new RenderStateDesc() { renderPass = renderPass, shaderEffect = shaderEffect, constantBuffers = new ConstantBufferBase[1], textures = new TextureBase[2], vertexBuffer = vertexBuffer, vertexBufferTopology = VertexBufferTopology.Triangle }; renderStateDesc.constantBuffers[0] = constantBuffer; renderStateDesc.textures[0] = texture; renderStateDesc.textures[1] = texture2; renderState = device.CreateRenderState(renderStateDesc, 0); // print all GPUs this abstraction supports if (!instance.QuerySupportedAdapters(false, out var adapters)) { throw new Exception("Failed: QuerySupportedAdapters"); } foreach (var adapter in adapters) { Debug.WriteLine(adapter.name); } }
/// <summary> /// Initializes first API avaliable to the hardware /// NOTE: 'desc' may be modified /// </summary> public static bool InitFirstAvaliable(AbstractionDesc desc, out InstanceBase instance, out DeviceBase device) { // validate supported APIs is configured if (desc.supportedAPIs == null) { instance = null; device = null; return(false); } // try to init each API until we find one supported by this hardware foreach (var api in desc.supportedAPIs) { switch (api) { #if WIN32 || WIN32 case AbstractionAPI.D3D12: { if (!LoadNativeLib(Path.Combine(desc.nativeLibPathD3D12, D3D12.Instance.lib))) { continue; } var instanceD3D12 = new D3D12.Instance(); if (instanceD3D12.Init(desc.instanceDescD3D12)) { var deviceBase = CreateDevice(desc, instanceD3D12); if (deviceBase is D3D12.Device) { var deviceD3D12 = (D3D12.Device)deviceBase; if (deviceD3D12.Init(desc.deviceDescD3D12)) { instance = instanceD3D12; device = deviceD3D12; return(true); } deviceD3D12.Dispose(); } else if (deviceBase is mGPU.Device) { var deviceMGPU = (mGPU.Device)deviceBase; if (deviceMGPU.Init(desc)) { instance = instanceD3D12; device = deviceMGPU; return(true); } deviceMGPU.Dispose(); } instanceD3D12.Dispose(); } else { instanceD3D12.Dispose(); } } break; /*case AbstractionAPI.Vulkan: * { * if (!LoadNativeLib(Path.Combine(desc.nativeLibPathVulkan, "vulkan-1.dll"))) continue; * if (!LoadNativeLib(Path.Combine(desc.nativeLibPathVulkan, Vulkan.Instance.lib))) continue; * var instanceVulkan = new Vulkan.Instance(); * if (instanceVulkan.Init(desc.instanceDescVulkan)) * { * var deviceVulkan = new Vulkan.Device(instanceVulkan, desc.deviceType); * if (deviceVulkan.Init(desc.deviceDescVulkan)) * { * instance = instanceVulkan; * device = deviceVulkan; * return true; * } * * deviceVulkan.Dispose(); * instanceVulkan.Dispose(); * } * else * { * instanceVulkan.Dispose(); * } * } * break;*/ #endif } } instance = null; device = null; return(false); }
private static DeviceBase CreateDevice(AbstractionDesc desc, InstanceBase instance) { DeviceBase device = null; AdapterInfo[] adapters = null; bool createSingleDevice = false; var initType = desc.type; if (initType == AbstractionInitType.SingleGPU_Standard) { initType = AbstractionInitType.SingleGPU_Standard; createSingleDevice = true; // single gpu mode only } else if (initType == AbstractionInitType.MultiGPU_BestAvaliable_AFR) { if (!instance.QuerySupportedAdapters(false, out adapters)) { throw new Exception("Failed to get supported adapters"); } if (adapters.Length >= 1) { // test for linked-gpus foreach (var adapter in adapters) { if (adapter.isPrimary && adapter.nodeCount > 1) { initType = AbstractionInitType.MultiGPU_LinkedNode_AFR; break; } } // test for mixed-gpu support if (initType == AbstractionInitType.MultiGPU_BestAvaliable_AFR) { if (adapters.Length >= 2) { foreach (var adapter in adapters) { if (adapter.isPrimary) { initType = AbstractionInitType.MultiGPU_MixedDevice_AFR; break; } } } } } // set to single gpu if no mGPU support found if (initType == AbstractionInitType.MultiGPU_BestAvaliable_AFR) { initType = AbstractionInitType.SingleGPU_Standard; createSingleDevice = true; } } if (initType == AbstractionInitType.MultiGPU_LinkedNode_AFR) { if (adapters == null && !instance.QuerySupportedAdapters(false, out adapters)) { throw new Exception("Failed to get supported adapters"); } bool linkedNodesFound = false; foreach (var adapter in adapters) { if (adapter.isPrimary && adapter.nodeCount > 1) { linkedNodesFound = true; break; } } if (!linkedNodesFound) { initType = AbstractionInitType.SingleGPU_Standard; // default to single gpu mode if only adapter-node found } createSingleDevice = true; // always create a single device } else if (initType == AbstractionInitType.MultiGPU_MixedDevice_AFR) { if (adapters == null && !instance.QuerySupportedAdapters(false, out adapters)) { throw new Exception("Failed to get supported adapters"); } if (adapters.Length > 1) { // gather all supported adapters List <AdapterInfo> supportedAdapters; if (desc.vendorIgnores_MixedDevices != null) { supportedAdapters = new List <AdapterInfo>(); foreach (var adapter in adapters) { if (!IsVendorIgnored(adapter.vendor, desc.vendorIgnores_MixedDevices)) { supportedAdapters.Add(adapter); } } } else { supportedAdapters = new List <AdapterInfo>(adapters); } if (supportedAdapters.Count > 1) { device = new mGPU.Device(instance, desc.deviceType, supportedAdapters.ToArray()); } else { initType = AbstractionInitType.SingleGPU_Standard; // default to single gpu mode if only adapter found createSingleDevice = true; } } else { initType = AbstractionInitType.SingleGPU_Standard; // default to single gpu mode if only adapter found createSingleDevice = true; } } // force mixed-device AFR requirements if (initType == AbstractionInitType.MultiGPU_MixedDevice_AFR) { desc.deviceDescD3D12.swapChainType = SwapChainType.SingleGPU_Standard; desc.deviceDescVulkan.swapChainType = SwapChainType.SingleGPU_Standard; } // create single device if needed if (createSingleDevice) { if (instance is D3D12.Instance) { device = new D3D12.Device((D3D12.Instance)instance, desc.deviceType); } else if (instance is Vulkan.Instance) { device = new Vulkan.Device((Vulkan.Instance)instance, desc.deviceType); } } return(device); }
public void Init(string platformPath, string folder64Bit, string folder32Bit) { // pre-load native libs string libFolderBit; if (IntPtr.Size == 8) { libFolderBit = folder64Bit; } else if (IntPtr.Size == 4) { libFolderBit = folder32Bit; } else { throw new NotSupportedException("Unsupported bit size: " + IntPtr.Size.ToString()); } #if RELEASE const string config = "Release"; #else const string config = "Debug"; #endif // load api abstraction (api-instance and hardware-device) var abstractionDesc = new AbstractionDesc(AbstractionInitType.DefaultSingleGPU); abstractionDesc.supportedAPIs = new AbstractionAPI[] { AbstractionAPI.D3D12 }; abstractionDesc.deviceDescD3D12.window = window; //abstractionDesc.deviceDescD3D12.adapterIndex = 1; //abstractionDesc.deviceDescD3D12.vSyncMode = SwapChainVSyncMode.VSyncOff; abstractionDesc.nativeLibPathD3D12 = Path.Combine(platformPath, @"Shared\Orbital.Video.D3D12.Native\bin", libFolderBit, config); abstractionDesc.deviceDescVulkan.window = window; abstractionDesc.nativeLibPathVulkan = Path.Combine(platformPath, @"Shared\Orbital.Video.Vulkan.Native\bin", libFolderBit, config); if (!Abstraction.InitFirstAvaliable(abstractionDesc, out instance, out device)) { throw new Exception("Failed to init abstraction"); } // create render texture test objects renderTextureTest = new RenderTextureTest(device); // create msaa render texture if (!device.GetMaxMSAALevel(TextureFormat.Default, out var msaaLevel)) { throw new Exception("Failed to get MSAA level"); } msaaLevel = MSAALevel.Disabled; var windowSize = window.GetSize(WindowSizeType.WorkingArea); renderTextureMSAA = device.CreateRenderTexture2D(windowSize.width, windowSize.height, TextureFormat.Default, RenderTextureUsage.Discard, TextureMode.GPUOptimized, StencilUsage.Discard, DepthStencilFormat.DefaultDepth, DepthStencilMode.GPUOptimized, msaaLevel, false, MultiGPUNodeResourceVisibility.All); // create command list commandList = device.CreateRasterizeCommandList(); commandList_Compute = device.CreateComputeCommandList(); // create render pass var renderPassDesc = RenderPassDesc.CreateDefault(new Color4F(0, .2f, .4f, 1), 1); //renderPass = device.CreateRenderPass(renderPassDesc, device.swapChain.depthStencil); renderPass = renderTextureMSAA.CreateRenderPass(renderPassDesc, renderTextureMSAA.GetDepthStencil()); // create texture int textureWidth = 256, textureHeight = 256; var textureData = new byte[textureWidth * textureHeight * 4]; for (int y = 0; y != textureHeight; ++y) { for (int x = 0; x != textureWidth; ++x) { int i = (x * 4) + (y * textureWidth * 4); if (x % 16 <= 7 && y % 16 <= 7) { textureData[i + 0] = 0; textureData[i + 1] = 0; textureData[i + 2] = 0; textureData[i + 3] = 0; } else { textureData[i + 0] = 255; textureData[i + 1] = 255; textureData[i + 2] = 255; textureData[i + 3] = 255; } } } texture = device.CreateTexture2D(textureWidth, textureHeight, TextureFormat.B8G8R8A8, textureData, TextureMode.GPUOptimized, MultiGPUNodeResourceVisibility.Self); // create texture 2 textureWidth = 100; textureHeight = 100; textureData = new byte[textureWidth * textureHeight * 4]; for (int y = 0; y != textureHeight; ++y) { for (int x = 0; x != textureWidth; ++x) { int i = (x * 4) + (y * textureWidth * 4); if (x % 16 <= 7 && y % 16 <= 7) { textureData[i + 0] = 0; textureData[i + 1] = 0; textureData[i + 2] = 0; textureData[i + 3] = 0; } else { textureData[i + 0] = 255; textureData[i + 1] = 255; textureData[i + 2] = 255; textureData[i + 3] = 255; } } } texture2 = device.CreateTexture2D(textureWidth, textureHeight, TextureFormat.B8G8R8A8, textureData, TextureMode.GPUOptimized, MultiGPUNodeResourceVisibility.Self); // load shaders // TODO: load CS2X compiled ShaderEffect /*using (var stream = new FileStream("Shader.se", FileMode.Open, FileAccess.Read, FileShare.Read)) * { * shaderEffect = device.CreateShaderEffect(stream, ShaderEffectSamplerAnisotropy.Default); * }*/ using (var vsStream = new FileStream("Shaders\\Shader_D3D12.vs", FileMode.Open, FileAccess.Read, FileShare.Read)) using (var psStream = new FileStream("Shaders\\Shader_D3D12.ps", FileMode.Open, FileAccess.Read, FileShare.Read)) { var vs = new Video.D3D12.Shader((Video.D3D12.Device)device, ShaderType.VS); var ps = new Video.D3D12.Shader((Video.D3D12.Device)device, ShaderType.PS); if (!vs.Init(vsStream)) { throw new Exception("Failed to init VS shader"); } if (!ps.Init(psStream)) { throw new Exception("Failed to init PS shader"); } var desc = new ShaderEffectDesc(); desc.constantBuffers = new ShaderEffectConstantBuffer[1]; desc.constantBuffers[0] = new ShaderEffectConstantBuffer() { registerIndex = 0, usage = ShaderEffectResourceUsage.VS, variables = new ShaderVariable[2] }; desc.constantBuffers[0].variables[0] = new ShaderVariable() { name = "constrast", type = ShaderVariableType.Float }; desc.constantBuffers[0].variables[1] = new ShaderVariable() { name = "camera", type = ShaderVariableType.Float4x4 }; desc.textures = new ShaderEffectTexture[3]; desc.textures[0] = new ShaderEffectTexture() { registerIndex = 0, usage = ShaderEffectResourceUsage.PS }; desc.textures[1] = new ShaderEffectTexture() { registerIndex = 1, usage = ShaderEffectResourceUsage.PS }; desc.textures[2] = new ShaderEffectTexture() { registerIndex = 2, usage = ShaderEffectResourceUsage.PS }; desc.samplers = new ShaderEffectSampler[1]; desc.samplers[0] = new ShaderEffectSampler() { registerIndex = 0, filter = ShaderSamplerFilter.Default, anisotropy = ShaderSamplerAnisotropy.Default, addressU = ShaderSamplerAddress.Wrap, addressV = ShaderSamplerAddress.Wrap, addressW = ShaderSamplerAddress.Wrap, usage = ShaderEffectResourceUsage.PS }; shaderEffect = device.CreateShaderEffect(vs, ps, null, null, null, desc, true); } if (!shaderEffect.FindVariable("constrast", out shaderEffectVar_Constrast)) { throw new Exception("Failed to find shader effect variable"); } if (!shaderEffect.FindVariable("camera", out shaderEffectVar_Camera)) { throw new Exception("Failed to find shader effect variable"); } // create constant buffer constantBuffer = device.CreateConstantBuffer(shaderEffect.constantBufferMappings[0].size, ConstantBufferMode.Write); // create vertex buffer const float size = 1 / 2f; var rotUpAxisMat = Mat3.FromEuler(0, MathTools.DegToRad(90), 0); var rotRightAxisMat = Mat3.FromEuler(MathTools.DegToRad(90), 0, 0); var vertices = new Vertex[4 * 6]; // 4 vertices per face var indices = new ushort[6 * 6]; // 6 indices per face var colorKey = new Color4[4] { Color4.blue, Color4.red, Color4.white, Color4.white }; for (int v = 0, i = 0, r = 0; v < (4 * 4); v += 4, i += 6, ++r) // caluclate front, right, back, left faces { vertices[v + 0] = new Vertex(new Vec3(-size, -size, size), colorKey[r], new Vec2(0, 0)).Transform(rotUpAxisMat, r); vertices[v + 1] = new Vertex(new Vec3(-size, size, size), colorKey[r], new Vec2(0, 1)).Transform(rotUpAxisMat, r); vertices[v + 2] = new Vertex(new Vec3(size, size, size), colorKey[r], new Vec2(1, 1)).Transform(rotUpAxisMat, r); vertices[v + 3] = new Vertex(new Vec3(size, -size, size), colorKey[r], new Vec2(1, 0)).Transform(rotUpAxisMat, r); indices[i + 0] = (ushort)(v + 0); indices[i + 1] = (ushort)(v + 1); indices[i + 2] = (ushort)(v + 2); indices[i + 3] = (ushort)(v + 0); indices[i + 4] = (ushort)(v + 2); indices[i + 5] = (ushort)(v + 3); } colorKey = new Color4[2] { Color4.green, Color4.white }; for (int v = (4 * 4), i = (6 * 4), r = 1; v < (4 * 6); v += 4, i += 6, r = 3) // caluclate top, bottom faces { vertices[v + 0] = new Vertex(new Vec3(-size, -size, size), colorKey[r / 3], new Vec2(0, 0)).Transform(rotRightAxisMat, r); vertices[v + 1] = new Vertex(new Vec3(-size, size, size), colorKey[r / 3], new Vec2(0, 1)).Transform(rotRightAxisMat, r); vertices[v + 2] = new Vertex(new Vec3(size, size, size), colorKey[r / 3], new Vec2(1, 1)).Transform(rotRightAxisMat, r); vertices[v + 3] = new Vertex(new Vec3(size, -size, size), colorKey[r / 3], new Vec2(1, 0)).Transform(rotRightAxisMat, r); indices[i + 0] = (ushort)(v + 0); indices[i + 1] = (ushort)(v + 1); indices[i + 2] = (ushort)(v + 2); indices[i + 3] = (ushort)(v + 0); indices[i + 4] = (ushort)(v + 2); indices[i + 5] = (ushort)(v + 3); } vertexBuffer = device.CreateVertexBuffer <Vertex>(vertices, indices, VertexBufferMode.GPUOptimized); // create vertex buffer streamer var vertexBufferStreamLayout = new VertexBufferStreamLayout() { descs = new VertexBufferStreamDesc[1], elements = new VertexBufferStreamElement[3] }; vertexBufferStreamLayout.descs[0] = new VertexBufferStreamDesc() { vertexBuffer = vertexBuffer, type = VertexBufferStreamType.VertexData }; vertexBufferStreamLayout.elements[0] = new VertexBufferStreamElement() { type = VertexBufferStreamElementType.Float3, usage = VertexBufferStreamElementUsage.Position, offset = 0 }; vertexBufferStreamLayout.elements[1] = new VertexBufferStreamElement() { type = VertexBufferStreamElementType.RGBAx8, usage = VertexBufferStreamElementUsage.Color, offset = (sizeof(float) * 3) }; vertexBufferStreamLayout.elements[2] = new VertexBufferStreamElement() { type = VertexBufferStreamElementType.Float2, usage = VertexBufferStreamElementUsage.UV, offset = (sizeof(float) * 3) + 4 }; vertexBufferStreamer = device.CreateVertexBufferStreamer(vertexBufferStreamLayout); // create render state var renderStateDesc = new RenderStateDesc() { renderPass = renderPass, shaderEffect = shaderEffect, constantBuffers = new ConstantBufferBase[1], textures = new TextureBase[3], vertexBufferTopology = VertexBufferTopology.Triangle, vertexBufferStreamer = vertexBufferStreamer, triangleCulling = TriangleCulling.Back, triangleFillMode = TriangleFillMode.Solid, depthStencilDesc = DepthStencilDesc.StandardDepthTesting() }; //renderStateDesc.blendDesc.renderTargetBlendDescs = new RenderTargetBlendDesc[1] {RenderTargetBlendDesc.AlphaBlending()}; renderStateDesc.constantBuffers[0] = constantBuffer; renderStateDesc.textures[0] = texture; renderStateDesc.textures[1] = texture2; renderStateDesc.textures[2] = renderTextureTest.renderTexture; renderState = device.CreateRenderState(renderStateDesc); // create compute shader using (var csStream = new FileStream("Shaders\\Compute_D3D12.cs", FileMode.Open, FileAccess.Read, FileShare.Read)) { var csDesc = new ComputeShaderDesc() { randomAccessBuffers = new ComputeShaderRandomAccessBuffer[1] }; csDesc.randomAccessBuffers[0] = new ComputeShaderRandomAccessBuffer() { registerIndex = 0 }; computeShader = device.CreateComputeShader(csStream, csDesc); } // create compute state var computeStateDesc = new ComputeStateDesc() { computeShader = computeShader, randomAccessBuffers = new object[1] }; computeStateDesc.randomAccessBuffers[0] = renderTextureTest.renderTexture; computeState = device.CreateComputeState(computeStateDesc); // print all GPUs this abstraction supports if (!instance.QuerySupportedAdapters(false, out var adapters)) { throw new Exception("Failed: QuerySupportedAdapters"); } foreach (var adapter in adapters) { Debug.WriteLine(adapter.name); } // setup camera camera = new Camera(); }