예제 #1
0
        public void RebuildPassCache(int techidx)
        {
            passes.Clear();

            for (int i = 0; i < this.shader.DefaultEffect.GetTechniqueByIndex(techidx).Description.PassCount; i++)
            {
                ImageShaderPass pi = new ImageShaderPass(this.shader.DefaultEffect.GetTechniqueByIndex(techidx).GetPassByIndex(i));
                this.passes.Add(pi);
            }
        }
예제 #2
0
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            Device        device = context.Device;
            DeviceContext ctx    = context.CurrentDeviceContext;

            if (!this.deviceshaderdata.ContainsKey(context))
            {
                this.deviceshaderdata.Add(context, new DX11ShaderData(context));
                this.deviceshaderdata[context].SetEffect(this.FShader);
            }

            DX11ShaderData shaderdata = this.deviceshaderdata[context];

            if (this.shaderupdated)
            {
                shaderdata.SetEffect(this.FShader);
                this.shaderupdated = false;
            }

            context.RenderStateStack.Push(new DX11RenderState());

            this.OnBeginQuery(context);


            //Clear shader stages
            shaderdata.ResetShaderStages(ctx);
            context.Primitives.ApplyFullTriVS();

            foreach (DX11ResourcePoolEntry <DX11RenderTarget2D> rt in this.lastframetargets)
            {
                rt.UnLock();
            }
            this.lastframetargets.Clear();

            DX11ObjectRenderSettings or = new DX11ObjectRenderSettings();

            int  wi, he;
            bool preserve = false;
            DX11ResourcePoolEntry <DX11RenderTarget2D> preservedtarget = null;

            for (int i = 0; i < this.spmax; i++)
            {
                int passcounter = 0;

                if (this.FInEnabled[i])
                {
                    List <DX11ResourcePoolEntry <DX11RenderTarget2D> > locktargets = new List <DX11ResourcePoolEntry <DX11RenderTarget2D> >();


                    #region Manage size
                    DX11Texture2D initial;
                    if (this.FIn.PluginIO.IsConnected)
                    {
                        if (this.FInUseDefaultSize[0])
                        {
                            initial = context.DefaultTextures.WhiteTexture;
                            wi      = (int)this.FInSize[0].X;
                            he      = (int)this.FInSize[0].Y;
                        }
                        else
                        {
                            initial = this.FIn[i][context];
                            if (initial != null)
                            {
                                wi = initial.Width;
                                he = initial.Height;
                            }
                            else
                            {
                                initial = context.DefaultTextures.WhiteTexture;
                                wi      = (int)this.FInSize[0].X;
                                he      = (int)this.FInSize[0].Y;
                            }
                        }
                    }
                    else
                    {
                        initial = context.DefaultTextures.WhiteTexture;
                        wi      = (int)this.FInSize[0].X;
                        he      = (int)this.FInSize[0].Y;
                    }
                    #endregion

                    DX11RenderSettings r = new DX11RenderSettings();
                    r.RenderWidth  = wi;
                    r.RenderHeight = he;
                    if (this.FInSemantics.PluginIO.IsConnected)
                    {
                        r.CustomSemantics.AddRange(this.FInSemantics.ToArray());
                    }
                    if (this.FInResSemantics.PluginIO.IsConnected)
                    {
                        r.ResourceSemantics.AddRange(this.FInResSemantics.ToArray());
                    }

                    this.varmanager.SetGlobalSettings(shaderdata.ShaderInstance, r);

                    this.varmanager.ApplyGlobal(shaderdata.ShaderInstance);

                    DX11Texture2D lastrt = initial;
                    DX11ResourcePoolEntry <DX11RenderTarget2D> lasttmp = null;

                    List <DX11Texture2D> rtlist = new List <DX11Texture2D>();

                    //Bind Initial (once only is ok)
                    this.BindTextureSemantic(shaderdata.ShaderInstance.Effect, "INITIAL", initial);

                    //Go trough all passes
                    EffectTechnique tech = shaderdata.ShaderInstance.Effect.GetTechniqueByIndex(tid);

                    for (int j = 0; j < tech.Description.PassCount; j++)
                    {
                        ImageShaderPass pi   = this.varmanager.passes[j];
                        EffectPass      pass = tech.GetPassByIndex(j);

                        for (int kiter = 0; kiter < pi.IterationCount; kiter++)
                        {
                            if (passcounter > 0)
                            {
                                for (int pid = 0; pid < passcounter; pid++)
                                {
                                    string pname = "PASSRESULT" + pid;
                                    this.BindTextureSemantic(shaderdata.ShaderInstance.Effect, pname, rtlist[pid]);
                                }
                            }

                            Format fmt = initial.Format;
                            if (pi.CustomFormat)
                            {
                                fmt = pi.Format;
                            }
                            bool mips = pi.Mips;

                            int w, h;
                            if (j == 0)
                            {
                                h = he;
                                w = wi;
                            }
                            else
                            {
                                h = pi.Reference == ImageShaderPass.eImageScaleReference.Initial ? he : lastrt.Height;
                                w = pi.Reference == ImageShaderPass.eImageScaleReference.Initial ? wi : lastrt.Width;
                            }

                            if (pi.DoScale)
                            {
                                if (pi.Absolute)
                                {
                                    w = Convert.ToInt32(pi.ScaleVector.X);
                                    h = Convert.ToInt32(pi.ScaleVector.Y);
                                }
                                else
                                {
                                    w = Convert.ToInt32((float)w * pi.ScaleVector.X);
                                    h = Convert.ToInt32((float)h * pi.ScaleVector.Y);
                                }

                                w = Math.Max(w, 1);
                                h = Math.Max(h, 1);
                            }

                            //Check format support for render target, and default to rgb8 if not
                            if (!context.IsSupported(FormatSupport.RenderTarget, fmt))
                            {
                                fmt = Format.R8G8B8A8_UNorm;
                            }

                            //Since device is not capable of telling us BGR not supported
                            if (fmt == Format.B8G8R8A8_UNorm)
                            {
                                fmt = Format.R8G8B8A8_UNorm;
                            }

                            DX11ResourcePoolEntry <DX11RenderTarget2D> elem;
                            if (preservedtarget != null)
                            {
                                elem = preservedtarget;
                            }
                            else
                            {
                                elem = context.ResourcePool.LockRenderTarget(w, h, fmt, new SampleDescription(1, 0), mips, 0);
                                locktargets.Add(elem);
                            }
                            DX11RenderTarget2D rt = elem.Element;


                            if (this.FDepthIn.PluginIO.IsConnected && pi.UseDepth)
                            {
                                context.RenderTargetStack.Push(this.FDepthIn[0][context], true, elem.Element);
                            }
                            else
                            {
                                context.RenderTargetStack.Push(elem.Element);
                            }

                            if (pi.Clear)
                            {
                                elem.Element.Clear(new Color4(0, 0, 0, 0));
                            }

                            #region Check for depth/blend preset
                            bool validdepth = false;
                            bool validblend = false;

                            DepthStencilStateDescription ds = new DepthStencilStateDescription();
                            BlendStateDescription        bs = new BlendStateDescription();

                            if (pi.DepthPreset != "")
                            {
                                try
                                {
                                    ds         = DX11DepthStencilStates.Instance.GetState(pi.DepthPreset);
                                    validdepth = true;
                                }
                                catch
                                {
                                }
                            }

                            if (pi.BlendPreset != "")
                            {
                                try
                                {
                                    bs         = DX11BlendStates.Instance.GetState(pi.BlendPreset);
                                    validblend = true;
                                }
                                catch
                                {
                                }
                            }
                            #endregion

                            if (validdepth || validblend)
                            {
                                DX11RenderState state = new DX11RenderState();
                                if (validdepth)
                                {
                                    state.DepthStencil = ds;
                                }
                                if (validblend)
                                {
                                    state.Blend = bs;
                                }
                                context.RenderStateStack.Push(state);
                            }

                            r.RenderWidth  = w;
                            r.RenderHeight = h;
                            r.BackBuffer   = elem.Element;
                            this.varmanager.ApplyGlobal(shaderdata.ShaderInstance);

                            //Apply settings (note that textures swap is handled later)
                            this.varmanager.ApplyPerObject(context, shaderdata.ShaderInstance, or, i);

                            //Bind last render target
                            this.BindTextureSemantic(shaderdata.ShaderInstance.Effect, "PREVIOUS", lastrt);

                            this.BindPassIndexSemantic(shaderdata.ShaderInstance.Effect, j);
                            this.BindPassIterIndexSemantic(shaderdata.ShaderInstance.Effect, kiter);

                            if (this.FDepthIn.PluginIO.IsConnected)
                            {
                                if (this.FDepthIn[0].Contains(context))
                                {
                                    this.BindTextureSemantic(shaderdata.ShaderInstance.Effect, "DEPTHTEXTURE", this.FDepthIn[0][context]);
                                }
                            }

                            //Apply pass and draw quad
                            pass.Apply(ctx);

                            if (pi.ComputeData.Enabled)
                            {
                                pi.ComputeData.Dispatch(context, w, h);
                                context.CleanUpCS();
                            }
                            else
                            {
                                ctx.ComputeShader.Set(null);
                                context.Primitives.FullScreenTriangle.Draw();
                                ctx.OutputMerger.SetTargets(this.nullrtvs);
                            }

                            //Generate mips if applicable
                            if (pi.Mips)
                            {
                                ctx.GenerateMips(rt.SRV);
                            }

                            if (!pi.KeepTarget)
                            {
                                preserve = false;
                                rtlist.Add(rt);
                                lastrt          = rt;
                                lasttmp         = elem;
                                preservedtarget = null;
                                passcounter++;
                            }
                            else
                            {
                                preserve        = true;
                                preservedtarget = elem;
                            }


                            context.RenderTargetStack.Pop();

                            if (validblend || validdepth)
                            {
                                context.RenderStateStack.Pop();
                            }

                            if (pi.HasState)
                            {
                                context.RenderStateStack.Apply();
                            }
                        }
                    }

                    //Set last render target
                    this.FOut[i][context] = lastrt;

                    //Unlock all resources
                    foreach (DX11ResourcePoolEntry <DX11RenderTarget2D> lt in locktargets)
                    {
                        lt.UnLock();
                    }

                    //Keep lock on last rt, since don't want it overidden
                    lasttmp.Lock();

                    this.lastframetargets.Add(lasttmp);
                }
                else
                {
                    this.FOut[i][context] = this.FIn[i][context];
                }
            }

            context.RenderStateStack.Pop();

            this.OnEndQuery(context);

            //UnLock previous frame in applicable
            //if (previoustarget != null) { context.ResourcePool.Unlock(previoustarget); }
        }
예제 #3
0
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            Device        device = context.Device;
            DeviceContext ctx    = context.CurrentDeviceContext;

            if (!this.deviceshaderdata.ContainsKey(context))
            {
                this.deviceshaderdata.Add(context, new DX11ShaderData(context));
                this.deviceshaderdata[context].SetEffect(this.FShader);
            }

            DX11ShaderData shaderdata = this.deviceshaderdata[context];

            if (this.shaderupdated)
            {
                shaderdata.SetEffect(this.FShader);
                this.shaderupdated = false;
            }

            context.RenderStateStack.Push(new DX11RenderState());

            this.OnBeginQuery(context);


            //Clear shader stages
            shaderdata.ResetShaderStages(ctx);
            context.Primitives.ApplyFullTriVS();

            foreach (DX11ResourcePoolEntry <DX11RenderTarget2D> rt in this.lastframetargets)
            {
                rt.UnLock();
            }
            this.lastframetargets.Clear();

            DX11ObjectRenderSettings or = new DX11ObjectRenderSettings();

            int wi, he;

            for (int i = 0; i < this.spmax; i++)
            {
                if (this.FInEnabled[i])
                {
                    List <DX11ResourcePoolEntry <DX11RenderTarget2D> > locktargets = new List <DX11ResourcePoolEntry <DX11RenderTarget2D> >();

                    DX11Texture2D initial;
                    if (this.FIn.PluginIO.IsConnected)
                    {
                        if (this.FInUseDefaultSize[0])
                        {
                            initial = context.DefaultTextures.WhiteTexture;
                            wi      = (int)this.FInSize[0].X;
                            he      = (int)this.FInSize[0].Y;
                        }
                        else
                        {
                            initial = this.FIn[i][context];
                            if (initial != null)
                            {
                                wi = initial.Width;
                                he = initial.Height;
                            }
                            else
                            {
                                initial = context.DefaultTextures.WhiteTexture;
                                wi      = (int)this.FInSize[0].X;
                                he      = (int)this.FInSize[0].Y;
                            }
                        }
                    }
                    else
                    {
                        initial = context.DefaultTextures.WhiteTexture;
                        wi      = (int)this.FInSize[0].X;
                        he      = (int)this.FInSize[0].Y;
                    }

                    DX11RenderSettings r = new DX11RenderSettings();
                    r.RenderWidth  = wi;
                    r.RenderHeight = he;
                    if (this.FInSemantics.PluginIO.IsConnected)
                    {
                        r.CustomSemantics.AddRange(this.FInSemantics.ToArray());
                    }
                    if (this.FInResSemantics.PluginIO.IsConnected)
                    {
                        r.ResourceSemantics.AddRange(this.FInResSemantics.ToArray());
                    }

                    this.varmanager.SetGlobalSettings(shaderdata.ShaderInstance, r);

                    this.varmanager.ApplyGlobal(shaderdata.ShaderInstance);

                    DX11Texture2D lastrt = initial;
                    DX11ResourcePoolEntry <DX11RenderTarget2D> lasttmp = null;

                    List <DX11Texture2D> rtlist = new List <DX11Texture2D>();

                    //Bind Initial (once only is ok)
                    this.BindTextureSemantic(shaderdata.ShaderInstance.Effect, "INITIAL", initial);

                    if (this.persistedframe != null)
                    {
                        this.BindSemanticSRV(shaderdata.ShaderInstance.Effect, "LASTFRAME", persistedframe.SRV);
                    }

                    //Go trough all passes
                    EffectTechnique tech = shaderdata.ShaderInstance.Effect.GetTechniqueByIndex(tid);


                    for (int j = 0; j < tech.Description.PassCount; j++)
                    {
                        ImageShaderPass pi   = this.varmanager.passes[j];
                        EffectPass      pass = tech.GetPassByIndex(j);

                        if (j > 0)
                        {
                            int    pid   = j - 1;
                            string pname = "PASSRESULT" + pid;

                            this.BindTextureSemantic(shaderdata.ShaderInstance.Effect, pname, rtlist[pid]);
                        }

                        Format fmt = initial.Format;
                        if (pi.CustomFormat)
                        {
                            fmt = pi.Format;
                        }
                        bool mips = pi.Mips;

                        int w, h;
                        if (j == 0)
                        {
                            h = he;
                            w = wi;
                        }
                        else
                        {
                            h = pi.Reference == ImageShaderPass.eImageScaleReference.Initial ? he : lastrt.Height;
                            w = pi.Reference == ImageShaderPass.eImageScaleReference.Initial ? wi : lastrt.Width;
                        }

                        if (pi.DoScale)
                        {
                            h = Convert.ToInt32((float)h * pi.Scale);
                            w = Convert.ToInt32((float)w * pi.Scale);
                            h = Math.Max(h, 1);
                            w = Math.Max(w, 1);
                        }

                        //Check format support for render target, and default to rgb8 if not
                        if (!context.IsSupported(FormatSupport.RenderTarget, fmt))
                        {
                            fmt = Format.R8G8B8A8_UNorm;
                        }

                        //Since device is not capable of telling us BGR not supported
                        if (fmt == Format.B8G8R8A8_UNorm)
                        {
                            fmt = Format.R8G8B8A8_UNorm;
                        }


                        DX11ResourcePoolEntry <DX11RenderTarget2D> elem = context.ResourcePool.LockRenderTarget(w, h, fmt, new SampleDescription(1, 0), mips, 0);
                        locktargets.Add(elem);
                        DX11RenderTarget2D rt = elem.Element;
                        ctx.OutputMerger.SetTargets(rt.RTV);

                        r.RenderWidth  = w;
                        r.RenderHeight = h;
                        r.BackBuffer   = rt;
                        this.varmanager.ApplyGlobal(shaderdata.ShaderInstance);

                        //Apply settings (note that textures swap is handled later)
                        this.varmanager.ApplyPerObject(context, shaderdata.ShaderInstance, or, i);

                        Viewport vp = new Viewport();
                        vp.Width  = rt.Width;
                        vp.Height = rt.Height;
                        ctx.Rasterizer.SetViewports(vp);

                        //Bind last render target
                        this.BindTextureSemantic(shaderdata.ShaderInstance.Effect, "PREVIOUS", lastrt);

                        //Apply pass and draw quad
                        pass.Apply(ctx);

                        if (pi.ComputeData.Enabled)
                        {
                            pi.ComputeData.Dispatch(context, w, h);
                            context.CleanUpCS();
                        }
                        else
                        {
                            ctx.ComputeShader.Set(null);
                            context.Primitives.FullScreenTriangle.Draw();
                            ctx.OutputMerger.SetTargets(this.nullrtvs);
                        }

                        //Generate mips if applicable
                        if (pi.Mips)
                        {
                            ctx.GenerateMips(rt.SRV);
                        }

                        rtlist.Add(rt);

                        lastrt  = rt;
                        lasttmp = elem;
                    }

                    //Set last render target
                    this.FOut[i][context] = lastrt;

                    //Unlock all resources
                    foreach (DX11ResourcePoolEntry <DX11RenderTarget2D> lt in locktargets)
                    {
                        lt.UnLock();
                    }

                    //Keep lock on last rt, since don't want it overidden
                    lasttmp.Lock();

                    //this.lastframetargets.
                    //this.lasttarget = lasttmp;

                    this.lastframetargets.Add(lasttmp);


                    //previousrts[context] = lasttmp.Element;
                }
                else
                {
                    this.FOut[i][context] = this.FIn[i][context];
                }
            }

            context.RenderStateStack.Pop();

            this.OnEndQuery(context);

            //UnLock previous frame in applicable
            //if (previoustarget != null) { context.ResourcePool.Unlock(previoustarget); }
        }