protected override void Draw(GameTimer gt) { // Reuse the memory associated with command recording. // We can only reset when the associated command lists have finished execution on the GPU. DirectCmdListAlloc.Reset(); // A command list can be reset after it has been added to the command queue via ExecuteCommandList. // Reusing the command list reuses memory. CommandList.Reset(DirectCmdListAlloc, _pso); CommandList.SetViewport(Viewport); CommandList.SetScissorRectangles(ScissorRectangle); // Indicate a state transition on the resource usage. CommandList.ResourceBarrierTransition(CurrentBackBuffer, ResourceStates.Present, ResourceStates.RenderTarget); // Clear the back buffer and depth buffer. CommandList.ClearRenderTargetView(CurrentBackBufferView, Color.LightSteelBlue); CommandList.ClearDepthStencilView(DepthStencilView, ClearFlags.FlagsDepth | ClearFlags.FlagsStencil, 1.0f, 0); // Specify the buffers we are going to render to. CommandList.SetRenderTargets(CurrentBackBufferView, DepthStencilView); // TODO: API suggestion: rename descriptorHeapsOut to descriptorHeaps; // TODO: Add an overload for a setting a single SetDescriptorHeap? // TODO: Make requiring explicit length optional. CommandList.SetDescriptorHeaps(_descriptorHeaps.Length, _descriptorHeaps); CommandList.SetGraphicsRootSignature(_rootSignature); CommandList.SetVertexBuffer(0, _boxGeo.VertexBufferView); CommandList.SetIndexBuffer(_boxGeo.IndexBufferView); CommandList.PrimitiveTopology = PrimitiveTopology.TriangleList; CommandList.SetGraphicsRootDescriptorTable(0, _cbvHeap.GPUDescriptorHandleForHeapStart); CommandList.DrawIndexedInstanced(_boxGeo.IndexCount, 1, 0, 0, 0); // Indicate a state transition on the resource usage. CommandList.ResourceBarrierTransition(CurrentBackBuffer, ResourceStates.RenderTarget, ResourceStates.Present); // Done recording commands. CommandList.Close(); // Add the command list to the queue for execution. CommandQueue.ExecuteCommandList(CommandList); // Present the buffer to the screen. Presenting will automatically swap the back and front buffers. SwapChain.Present(0, PresentFlags.None); // Wait until frame commands are complete. This waiting is inefficient and is // done for simplicity. Later we will show how to organize our rendering code // so we do not have to wait per frame. FlushCommandQueue(); }
protected override void Draw(GameTimer gt) { CommandAllocator cmdListAlloc = CurrFrameResource.CmdListAlloc; // Reuse the memory associated with command recording. // We can only reset when the associated command lists have finished execution on the GPU. cmdListAlloc.Reset(); // A command list can be reset after it has been added to the command queue via ExecuteCommandList. // Reusing the command list reuses memory. CommandList.Reset(cmdListAlloc, _psos["opaque"]); CommandList.SetViewport(Viewport); CommandList.SetScissorRectangles(ScissorRectangle); // Indicate a state transition on the resource usage. CommandList.ResourceBarrierTransition(CurrentBackBuffer, ResourceStates.Present, ResourceStates.RenderTarget); // Clear the back buffer and depth buffer. CommandList.ClearRenderTargetView(CurrentBackBufferView, new Color(_mainPassCB.FogColor)); CommandList.ClearDepthStencilView(DepthStencilView, ClearFlags.FlagsDepth | ClearFlags.FlagsStencil, 1.0f, 0); // Specify the buffers we are going to render to. CommandList.SetRenderTargets(CurrentBackBufferView, DepthStencilView); CommandList.SetDescriptorHeaps(_descriptorHeaps.Length, _descriptorHeaps); CommandList.SetGraphicsRootSignature(_rootSignature); Resource passCB = CurrFrameResource.PassCB.Resource; CommandList.SetGraphicsRootConstantBufferView(2, passCB.GPUVirtualAddress); DrawRenderItems(CommandList, _ritemLayers[RenderLayer.Opaque]); // Indicate a state transition on the resource usage. CommandList.ResourceBarrierTransition(CurrentBackBuffer, ResourceStates.RenderTarget, ResourceStates.Present); // Done recording commands. CommandList.Close(); // Add the command list to the queue for execution. CommandQueue.ExecuteCommandList(CommandList); // Present the buffer to the screen. Presenting will automatically swap the back and front buffers. SwapChain.Present(0, PresentFlags.None); // Advance the fence value to mark commands up to this fence point. CurrFrameResource.Fence = ++CurrentFence; // Add an instruction to the command queue to set a new fence point. // Because we are on the GPU timeline, the new fence point won't be // set until the GPU finishes processing all the commands prior to this Signal(). CommandQueue.Signal(Fence, CurrentFence); }
private void Update(object sender, EventArgs e) { swapChain.BeginFrame(); commandList.StartRecording(); commandList.PerformResourceTransition(CommandList.BarrierType.Immediate, swapChain.ActiveBackBuffer, ResourceUsage.ReadWriteUsage.Present, ResourceUsage.ReadWriteUsage.RenderTargetColor); commandList.SetRenderTargets(descHeapRenderTargets, swapChain.ActiveSwapChainBufferIndex, null, 0); commandList.ClearRenderTargetView(CommandList.ClearTarget.Color, new Vector4(1.0f, 0.0f, 1.0f, 1.0f)); commandList.PerformResourceTransition(CommandList.BarrierType.Immediate, swapChain.ActiveBackBuffer, ResourceUsage.ReadWriteUsage.RenderTargetColor, ResourceUsage.ReadWriteUsage.Present); commandList.EndRecording(); commandQueue.ExecuteCommandList(commandList); swapChain.EndFrame(); }
protected override void Draw(GameTimer gt) { // Reuse the memory associated with command recording. // We can only reset when the associated command lists have finished execution on the GPU. DirectCmdListAlloc.Reset(); // A command list can be reset after it has been added to the command queue via ExecuteCommandList. // Reusing the command list reuses memory. CommandList.Reset(DirectCmdListAlloc, null); // Indicate a state transition on the resource usage. CommandList.ResourceBarrierTransition(CurrentBackBuffer, ResourceStates.Present, ResourceStates.RenderTarget); // Set the viewport and scissor rect. This needs to be reset whenever the command list is reset. CommandList.SetViewport(Viewport); CommandList.SetScissorRectangles(ScissorRectangle); // TODO: API suggestion: SetScissorRectangle overload similar to SetViewport // Clear the back buffer and depth buffer. CommandList.ClearRenderTargetView(CurrentBackBufferView, Color.LightSteelBlue); // TODO: API suggestion: simplify flags naming to ClearFlags.Depth|Stencil CommandList.ClearDepthStencilView(DepthStencilView, ClearFlags.FlagsDepth | ClearFlags.FlagsStencil, 1.0f, 0); // Specify the buffers we are going to render to. CommandList.SetRenderTargets(CurrentBackBufferView, DepthStencilView); // Indicate a state transition on the resource usage. CommandList.ResourceBarrierTransition(CurrentBackBuffer, ResourceStates.RenderTarget, ResourceStates.Present); // Done recording commands. CommandList.Close(); // Add the command list to the queue for execution. CommandQueue.ExecuteCommandList(CommandList); // Present the buffer to the screen. Presenting will automatically swap the back and front buffers. // Ref: https://msdn.microsoft.com/en-us/library/windows/desktop/bb174576(v=vs.85).aspx SwapChain.Present(0, PresentFlags.None); // Wait until frame commands are complete. This waiting is inefficient and is // done for simplicity. Later we will show how to organize our rendering code // so we do not have to wait per frame. FlushCommandQueue(); }
public override void BeginDraw() { // Reuse the memory associated with command recording. // We can only reset when the associated command lists have finished execution on the GPU. DirectCmdListAlloc.Reset(); // A command list can be reset after it has been added to the command queue via ExecuteCommandList. // Reusing the command list reuses memory. CommandList.Reset(DirectCmdListAlloc, null); CommandList.SetViewport(Viewport); CommandList.SetScissorRectangles(ScissorRectangle); // Indicate a state transition on the resource usage. CommandList.ResourceBarrierTransition(CurrentBackBuffer, ResourceStates.Present, ResourceStates.RenderTarget); // Clear the back buffer and depth buffer. CommandList.ClearRenderTargetView(CurrentBackBufferView, Color.DarkBlue); CommandList.ClearDepthStencilView(DepthStencilView, ClearFlags.FlagsDepth | ClearFlags.FlagsStencil, 1.0f, 0); // Specify the buffers we are going to render to. CommandList.SetRenderTargets(CurrentBackBufferView, DepthStencilView); // TODO: API suggestion: rename descriptorHeapsOut to descriptorHeaps; // TODO: Add an overload for a setting a single SetDescriptorHeap? // TODO: Make requiring explicit length optional. // CommandList.SetDescriptorHeaps(_descriptorHeaps.Length, _descriptorHeaps); // CommandList.SetGraphicsRootSignature(_rootSignature); // CommandList.SetVertexBuffer(0, _boxGeo.VertexBufferView); // CommandList.SetIndexBuffer(_boxGeo.IndexBufferView); // CommandList.PrimitiveTopology = PrimitiveTopology.TriangleList; //CommandList.SetGraphicsRootDescriptorTable(0, _cbvHeap.GPUDescriptorHandleForHeapStart); //CommandList.DrawIndexedInstanced(_boxGeo.IndexCount, 1, 0, 0, 0); }
private void DrawSceneToCubeMap() { CommandList.SetViewport(_dynamicCubeMap.Viewport); CommandList.SetScissorRectangles(_dynamicCubeMap.ScissorRectangle); // Change to RENDER_TARGET. CommandList.ResourceBarrierTransition(_dynamicCubeMap.Resource, ResourceStates.GenericRead, ResourceStates.RenderTarget); int passCBByteSize = D3DUtil.CalcConstantBufferByteSize <PassConstants>(); // For each cube map face. for (int i = 0; i < 6; i++) { // Clear the back buffer and depth buffer. CommandList.ClearRenderTargetView(_dynamicCubeMap.Rtvs[i], Color.LightSteelBlue); CommandList.ClearDepthStencilView(_cubeDSV, ClearFlags.FlagsDepth | ClearFlags.FlagsStencil, 1.0f, 0); // Specify the buffers we are going to render to. CommandList.SetRenderTargets(_dynamicCubeMap.Rtvs[i], _cubeDSV); // Bind the pass constant buffer for this cube map face so we use // the right view/proj matrix for this cube face. Resource passCB = CurrFrameResource.PassCB.Resource; long passCBAddress = passCB.GPUVirtualAddress + (1 + i) * passCBByteSize; CommandList.SetGraphicsRootConstantBufferView(1, passCBAddress); CommandList.PipelineState = _psos["opaque"]; DrawRenderItems(CommandList, _ritemLayers[RenderLayer.Opaque]); CommandList.PipelineState = _psos["sky"]; DrawRenderItems(CommandList, _ritemLayers[RenderLayer.Sky]); } // Change back to GENERIC_READ so we can read the texture in a shader. CommandList.ResourceBarrierTransition(_dynamicCubeMap.Resource, ResourceStates.RenderTarget, ResourceStates.GenericRead); }
protected override void Draw(GameTimer gt) { CommandAllocator cmdListAlloc = CurrFrameResource.CmdListAlloc; // Reuse the memory associated with command recording. // We can only reset when the associated command lists have finished execution on the GPU. cmdListAlloc.Reset(); // A command list can be reset after it has been added to the command queue via ExecuteCommandList. // Reusing the command list reuses memory. CommandList.Reset(cmdListAlloc, _psos["opaque"]); CommandList.SetDescriptorHeaps(_descriptorHeaps.Length, _descriptorHeaps); UpdateWavesGPU(gt); CommandList.PipelineState = _psos["opaque"]; CommandList.SetViewport(Viewport); CommandList.SetScissorRectangles(ScissorRectangle); // Change offscreen texture to be used as a a render target output. CommandList.ResourceBarrierTransition(_offscreenRT.Resource, ResourceStates.GenericRead, ResourceStates.RenderTarget); // Clear the back buffer and depth buffer. CommandList.ClearRenderTargetView(_offscreenRT.Rtv, new Color(_mainPassCB.FogColor)); CommandList.ClearDepthStencilView(DepthStencilView, ClearFlags.FlagsDepth | ClearFlags.FlagsStencil, 1.0f, 0); // Specify the buffers we are going to render to. CommandList.SetRenderTargets(_offscreenRT.Rtv, DepthStencilView); CommandList.SetGraphicsRootSignature(_rootSignature); Resource passCB = CurrFrameResource.PassCB.Resource; CommandList.SetGraphicsRootConstantBufferView(2, passCB.GPUVirtualAddress); CommandList.SetGraphicsRootDescriptorTable(4, _waves.DisplacementMap); DrawRenderItems(CommandList, _ritemLayers[RenderLayer.Opaque]); CommandList.PipelineState = _psos["alphaTested"]; DrawRenderItems(CommandList, _ritemLayers[RenderLayer.AlphaTested]); CommandList.PipelineState = _psos["transparent"]; DrawRenderItems(CommandList, _ritemLayers[RenderLayer.Transparent]); CommandList.PipelineState = _psos["wavesRender"]; DrawRenderItems(CommandList, _ritemLayers[RenderLayer.GpuWaves]); // Change offscreen texture to be used as an input. CommandList.ResourceBarrierTransition(_offscreenRT.Resource, ResourceStates.RenderTarget, ResourceStates.GenericRead); _sobelFilter.Execute(CommandList, _postProcessRootSignature, _psos["sobel"], _offscreenRT.Srv); // // Switching back to back buffer rendering. // // Indicate a state transition on the resource usage. CommandList.ResourceBarrierTransition(CurrentBackBuffer, ResourceStates.Present, ResourceStates.RenderTarget); // Specify the buffers we are going to render to. CommandList.SetRenderTargets(CurrentBackBufferView, DepthStencilView); CommandList.SetGraphicsRootSignature(_postProcessRootSignature); CommandList.PipelineState = _psos["composite"]; CommandList.SetGraphicsRootDescriptorTable(0, _offscreenRT.Srv); CommandList.SetGraphicsRootDescriptorTable(1, _sobelFilter.OutputSrv); DrawFullscreenQuad(CommandList); // Indicate a state transition on the resource usage. CommandList.ResourceBarrierTransition(CurrentBackBuffer, ResourceStates.RenderTarget, ResourceStates.Present); // Done recording commands. CommandList.Close(); // Add the command list to the queue for execution. CommandQueue.ExecuteCommandList(CommandList); // Present the buffer to the screen. Presenting will automatically swap the back and front buffers. SwapChain.Present(0, PresentFlags.None); // Advance the fence value to mark commands up to this fence point. CurrFrameResource.Fence = ++CurrentFence; // Add an instruction to the command queue to set a new fence point. // Because we are on the GPU timeline, the new fence point won't be // set until the GPU finishes processing all the commands prior to this Signal(). CommandQueue.Signal(Fence, CurrentFence); }
protected override void Draw(GameTimer gt) { CommandAllocator cmdListAlloc = CurrFrameResource.CmdListAlloc; // Reuse the memory associated with command recording. // We can only reset when the associated command lists have finished execution on the GPU. cmdListAlloc.Reset(); // A command list can be reset after it has been added to the command queue via ExecuteCommandList. // Reusing the command list reuses memory. CommandList.Reset(cmdListAlloc, _psos["opaque"]); CommandList.SetViewport(Viewport); CommandList.SetScissorRectangles(ScissorRectangle); // Indicate a state transition on the resource usage. CommandList.ResourceBarrierTransition(CurrentBackBuffer, ResourceStates.Present, ResourceStates.RenderTarget); // Clear the back buffer and depth buffer. CommandList.ClearRenderTargetView(CurrentBackBufferView, Color.LightSteelBlue); CommandList.ClearDepthStencilView(DepthStencilView, ClearFlags.FlagsDepth | ClearFlags.FlagsStencil, 1.0f, 0); // Specify the buffers we are going to render to. CommandList.SetRenderTargets(CurrentBackBufferView, DepthStencilView); CommandList.SetDescriptorHeaps(_descriptorHeaps.Length, _descriptorHeaps); CommandList.SetGraphicsRootSignature(_rootSignature); Resource passCB = CurrFrameResource.PassCB.Resource; CommandList.SetGraphicsRootConstantBufferView(1, passCB.GPUVirtualAddress); // Bind all the materials used in this scene. For structured buffers, we can bypass the heap and // set as a root descriptor. Resource matBuffer = CurrFrameResource.MaterialBuffer.Resource; CommandList.SetGraphicsRootShaderResourceView(2, matBuffer.GPUVirtualAddress); // Bind the sky cube map. For our demos, we just use one "world" cube map representing the environment // from far away, so all objects will use the same cube map and we only need to set it once per-frame. // If we wanted to use "local" cube maps, we would have to change them per-object, or dynamically // index into an array of cube maps. GpuDescriptorHandle skyTexDescriptor = _srvDescriptorHeap.GPUDescriptorHandleForHeapStart; skyTexDescriptor += _skyTexHeapIndex * CbvSrvUavDescriptorSize; CommandList.SetGraphicsRootDescriptorTable(3, skyTexDescriptor); // Bind all the textures used in this scene. Observe // that we only have to specify the first descriptor in the table. // The root signature knows how many descriptors are expected in the table. CommandList.SetGraphicsRootDescriptorTable(4, _srvDescriptorHeap.GPUDescriptorHandleForHeapStart); DrawRenderItems(CommandList, _ritemLayers[RenderLayer.Opaque]); CommandList.PipelineState = _psos["sky"]; DrawRenderItems(CommandList, _ritemLayers[RenderLayer.Sky]); // Indicate a state transition on the resource usage. CommandList.ResourceBarrierTransition(CurrentBackBuffer, ResourceStates.RenderTarget, ResourceStates.Present); // Done recording commands. CommandList.Close(); // Add the command list to the queue for execution. CommandQueue.ExecuteCommandList(CommandList); // Present the buffer to the screen. Presenting will automatically swap the back and front buffers. SwapChain.Present(0, PresentFlags.None); // Advance the fence value to mark commands up to this fence point. CurrFrameResource.Fence = ++CurrentFence; // Add an instruction to the command queue to set a new fence point. // Because we are on the GPU timeline, the new fence point won't be // set until the GPU finishes processing all the commands prior to this Signal(). CommandQueue.Signal(Fence, CurrentFence); }
protected override void Draw(GameTimer gt) { CommandAllocator cmdListAlloc = CurrFrameResource.CmdListAlloc; // Reuse the memory associated with command recording. // We can only reset when the associated command lists have finished execution on the GPU. cmdListAlloc.Reset(); // A command list can be reset after it has been added to the command queue via ExecuteCommandList. // Reusing the command list reuses memory. CommandList.Reset(cmdListAlloc, _psos["opaque"]); CommandList.SetViewport(Viewport); CommandList.SetScissorRectangles(ScissorRectangle); // Indicate a state transition on the resource usage. CommandList.ResourceBarrierTransition(CurrentBackBuffer, ResourceStates.Present, ResourceStates.RenderTarget); // Clear the back buffer and depth buffer. CommandList.ClearRenderTargetView(CurrentBackBufferView, new Color(_mainPassCB.FogColor)); CommandList.ClearDepthStencilView(DepthStencilView, ClearFlags.FlagsDepth | ClearFlags.FlagsStencil, 1.0f, 0); // Specify the buffers we are going to render to. CommandList.SetRenderTargets(CurrentBackBufferView, DepthStencilView); CommandList.SetDescriptorHeaps(_descriptorHeaps.Length, _descriptorHeaps); CommandList.SetGraphicsRootSignature(_rootSignature); var passCBByteSize = D3DUtil.CalcConstantBufferByteSize <PassConstants>(); // Draw opaque items--floors, walls, skull. Resource passCB = CurrFrameResource.PassCB.Resource; CommandList.SetGraphicsRootConstantBufferView(2, passCB.GPUVirtualAddress); DrawRenderItems(CommandList, _ritemLayers[RenderLayer.Opaque]); // Mark the visible mirror pixels in the stencil buffer with the value 1 CommandList.StencilReference = 1; CommandList.PipelineState = _psos["markStencilMirrors"]; DrawRenderItems(CommandList, _ritemLayers[RenderLayer.Mirrors]); // Draw the reflection into the mirror only (only for pixels where the stencil buffer is 1). // Note that we must supply a different per-pass constant buffer--one with the lights reflected. CommandList.SetGraphicsRootConstantBufferView(2, passCB.GPUVirtualAddress + passCBByteSize); CommandList.PipelineState = _psos["drawStencilReflections"]; DrawRenderItems(CommandList, _ritemLayers[RenderLayer.Reflected]); // Restore main pass constants and stencil ref. CommandList.SetGraphicsRootConstantBufferView(2, passCB.GPUVirtualAddress); CommandList.StencilReference = 0; // Draw mirror with transparency so reflection blends through. CommandList.PipelineState = _psos["transparent"]; DrawRenderItems(CommandList, _ritemLayers[RenderLayer.Transparent]); // Draw shadows CommandList.PipelineState = _psos["shadow"]; DrawRenderItems(CommandList, _ritemLayers[RenderLayer.Shadow]); // Indicate a state transition on the resource usage. CommandList.ResourceBarrierTransition(CurrentBackBuffer, ResourceStates.RenderTarget, ResourceStates.Present); // Done recording commands. CommandList.Close(); // Add the command list to the queue for execution. CommandQueue.ExecuteCommandList(CommandList); // Present the buffer to the screen. Presenting will automatically swap the back and front buffers. SwapChain.Present(0, PresentFlags.None); // Advance the fence value to mark commands up to this fence point. CurrFrameResource.Fence = ++CurrentFence; // Add an instruction to the command queue to set a new fence point. // Because we are on the GPU timeline, the new fence point won't be // set until the GPU finishes processing all the commands prior to this Signal(). CommandQueue.Signal(Fence, CurrentFence); }