예제 #1
0
        static D3D11UnorderedAccessView CreateBufferUAV(D3D11Device pDevice, D3D11Buffer pBuffer)
        {
            var descBuf = pBuffer.Description;

            D3D11UnorderedAccessViewDesc desc;

            if (descBuf.MiscOptions.HasFlag(D3D11ResourceMiscOptions.BufferAllowRawViews))
            {
                // This is a Raw Buffer
                // Format must be DXGI_FORMAT_R32_TYPELESS, when creating Raw Unordered Access View
                desc = new D3D11UnorderedAccessViewDesc(pBuffer, DxgiFormat.R32Typeless, 0, descBuf.ByteWidth / 4, D3D11BufferUavOptions.Raw);
            }
            else if (descBuf.MiscOptions.HasFlag(D3D11ResourceMiscOptions.BufferStructured))
            {
                // This is a Structured Buffer
                // Format must be must be DXGI_FORMAT_UNKNOWN, when creating a View of a Structured Buffer
                desc = new D3D11UnorderedAccessViewDesc(pBuffer, DxgiFormat.Unknown, 0, descBuf.ByteWidth / descBuf.StructureByteStride, D3D11BufferUavOptions.None);
            }
            else
            {
                throw new InvalidOperationException();
            }

            return(pDevice.CreateUnorderedAccessView(pBuffer, desc));
        }
예제 #2
0
        static void CreateResources()
        {
            var d3dDevice = deviceResources.D3DDevice;

            // Create the Bitonic Sort Compute Shader
            g_pComputeShaderBitonic = d3dDevice.CreateComputeShader(File.ReadAllBytes("CSSortBitonic.cso"), null);

            // Create the Matrix Transpose Compute Shader
            g_pComputeShaderTranspose = d3dDevice.CreateComputeShader(File.ReadAllBytes("CSSortTranspose.cso"), null);

            // Create the Const Buffer
            var constantBufferDesc = new D3D11BufferDesc(ConstantBufferData.Size, D3D11BindOptions.ConstantBuffer);

            g_pCB = d3dDevice.CreateBuffer(constantBufferDesc);

            // Create the Buffer of Elements
            // Create 2 buffers for switching between when performing the transpose
            var bufferDesc = new D3D11BufferDesc(
                NUM_ELEMENTS * sizeof(uint),
                D3D11BindOptions.UnorderedAccess | D3D11BindOptions.ShaderResource,
                D3D11Usage.Default,
                D3D11CpuAccessOptions.None,
                D3D11ResourceMiscOptions.BufferStructured,
                sizeof(uint));

            g_pBuffer1 = d3dDevice.CreateBuffer(bufferDesc);
            g_pBuffer2 = d3dDevice.CreateBuffer(bufferDesc);

            // Create the Shader Resource View for the Buffers
            // This is used for reading the buffer during the transpose
            var srvbufferDesc = new D3D11ShaderResourceViewDesc(D3D11SrvDimension.Buffer, DxgiFormat.Unknown)
            {
                Buffer = new D3D11BufferSrv {
                    ElementWidth = NUM_ELEMENTS
                }
            };

            g_pBuffer1SRV = d3dDevice.CreateShaderResourceView(g_pBuffer1, srvbufferDesc);
            g_pBuffer2SRV = d3dDevice.CreateShaderResourceView(g_pBuffer2, srvbufferDesc);

            // Create the Unordered Access View for the Buffers
            // This is used for writing the buffer during the sort and transpose
            var uavbufferDesc = new D3D11UnorderedAccessViewDesc(D3D11UavDimension.Buffer, DxgiFormat.Unknown)
            {
                Buffer = new D3D11BufferUav {
                    NumElements = NUM_ELEMENTS
                }
            };

            g_pBuffer1UAV = d3dDevice.CreateUnorderedAccessView(g_pBuffer1, uavbufferDesc);
            g_pBuffer2UAV = d3dDevice.CreateUnorderedAccessView(g_pBuffer2, uavbufferDesc);

            // Create the Readback Buffer
            // This is used to read the results back to the CPU
            var readbackBufferDesc = new D3D11BufferDesc(
                NUM_ELEMENTS * sizeof(uint),
                D3D11BindOptions.None,
                D3D11Usage.Staging,
                D3D11CpuAccessOptions.Read,
                D3D11ResourceMiscOptions.None,
                sizeof(uint));

            g_pReadBackBuffer = d3dDevice.CreateBuffer(readbackBufferDesc);
        }
예제 #3
0
        private void CreateParticlePosVeloBuffers()
        {
            var d3dDevice = this.deviceResources.D3DDevice;

            // Initialize the data in the buffers
            Particle[] pData1 = new Particle[MaxParticles];

            Random rand = this.Random ?? new Random(0);

            if (this.DiskGalaxyFormationType == 0)
            {
                // Disk Galaxy Formation
                float fCenterSpread = Spread * 0.50f;

                LoadParticles(
                    rand,
                    pData1,
                    0,
                    new XMFloat3(fCenterSpread, 0, 0),
                    new XMFloat4(0, 0, -20, 1 / 10000.0f / 10000.0f),
                    Spread,
                    pData1.Length / 2);

                LoadParticles(
                    rand,
                    pData1,
                    pData1.Length / 2,
                    new XMFloat3(-fCenterSpread, 0, 0),
                    new XMFloat4(0, 0, 20, 1 / 10000.0f / 10000.0f),
                    Spread,
                    pData1.Length - pData1.Length / 2);
            }
            else
            {
                // Disk Galaxy Formation with impacting third cluster
                LoadParticles(
                    rand,
                    pData1,
                    0,
                    new XMFloat3(Spread, 0, 0),
                    new XMFloat4(0, 0, -8, 1 / 10000.0f / 10000.0f),
                    Spread,
                    pData1.Length / 3);

                LoadParticles(
                    rand,
                    pData1,
                    pData1.Length / 3,
                    new XMFloat3(-Spread, 0, 0),
                    new XMFloat4(0, 0, 8, 1 / 10000.0f / 10000.0f),
                    Spread,
                    pData1.Length / 3);

                LoadParticles(
                    rand,
                    pData1,
                    2 * pData1.Length / 3,
                    new XMFloat3(0, 0, Spread * 15.0f),
                    new XMFloat4(0, 0, -60, 1 / 10000.0f / 10000.0f),
                    Spread,
                    pData1.Length - 2 * pData1.Length / 3);
            }

            D3D11BufferDesc desc = D3D11BufferDesc.From(pData1, D3D11BindOptions.UnorderedAccess | D3D11BindOptions.ShaderResource);

            desc.MiscOptions         = D3D11ResourceMiscOptions.BufferStructured;
            desc.StructureByteStride = Particle.Size;

            this.g_pParticlePosVelo0 = d3dDevice.CreateBuffer(desc, pData1, 0, 0);
            this.g_pParticlePosVelo1 = d3dDevice.CreateBuffer(desc, pData1, 0, 0);

            D3D11ShaderResourceViewDesc DescRV = new D3D11ShaderResourceViewDesc(
                this.g_pParticlePosVelo0,
                DxgiFormat.Unknown,
                0,
                desc.ByteWidth / desc.StructureByteStride);

            this.g_pParticlePosVeloRV0 = d3dDevice.CreateShaderResourceView(this.g_pParticlePosVelo0, DescRV);
            this.g_pParticlePosVeloRV1 = d3dDevice.CreateShaderResourceView(this.g_pParticlePosVelo1, DescRV);

            D3D11UnorderedAccessViewDesc DescUAV = new D3D11UnorderedAccessViewDesc(
                this.g_pParticlePosVelo0,
                DxgiFormat.Unknown,
                0,
                desc.ByteWidth / desc.StructureByteStride);

            this.g_pParticlePosVeloUAV0 = d3dDevice.CreateUnorderedAccessView(this.g_pParticlePosVelo0, DescUAV);
            this.g_pParticlePosVeloUAV1 = d3dDevice.CreateUnorderedAccessView(this.g_pParticlePosVelo1, DescUAV);
        }