private void Update(EvaluationContext context) { var resourceManager = ResourceManager.Instance(); var device = resourceManager.Device; var deviceContext = device.ImmediateContext; var psStage = deviceContext.PixelShader; var ps = PixelShader.GetValue(context); ConstantBuffers.GetValues(ref _constantBuffers, context); ShaderResources.GetValues(ref _shaderResourceViews, context); SamplerStates.GetValues(ref _samplerStates, context); _prevPixelShader = psStage.Get(); _prevConstantBuffers = psStage.GetConstantBuffers(0, _constantBuffers.Length); _prevShaderResourceViews = psStage.GetShaderResources(0, _shaderResourceViews.Length); _prevSamplerStates = psStage.GetSamplers(0, _samplerStates.Length); if (ps == null) return; psStage.Set(ps); psStage.SetConstantBuffers(0, _constantBuffers.Length, _constantBuffers); psStage.SetShaderResources(0, _shaderResourceViews.Length, _shaderResourceViews); psStage.SetSamplers(0, _samplerStates.Length, _samplerStates); }
private void Update(EvaluationContext context) { var resourceManager = ResourceManager.Instance(); var device = resourceManager.Device; var deviceContext = device.ImmediateContext; var vsStage = deviceContext.VertexShader; ConstantBuffers.GetValues(ref _constantBuffers, context); ShaderResources.GetValues(ref _shaderResourceViews, context); SamplerStates.GetValues(ref _samplerStates, context); _prevConstantBuffers = vsStage.GetConstantBuffers(0, _constantBuffers.Length); _prevShaderResourceViews = vsStage.GetShaderResources(0, _shaderResourceViews.Length); _prevVertexShader = vsStage.Get(); var vs = VertexShader.GetValue(context); if (vs == null) { return; } vsStage.Set(vs); vsStage.SetConstantBuffers(0, _constantBuffers.Length, _constantBuffers); vsStage.SetShaderResources(0, _shaderResourceViews.Length, _shaderResourceViews); }
private void Update(EvaluationContext context) { var resourceManager = ResourceManager.Instance(); var device = resourceManager.Device; var deviceContext = device.ImmediateContext; var csStage = deviceContext.ComputeShader; _cs = ComputeShader.GetValue(context); Int3 dispatchCount = Dispatch.GetValue(context); int count = DispatchCallCount.GetValue(context).Clamp(1, 10); ConstantBuffers.GetValues(ref _constantBuffers, context); ShaderResources.GetValues(ref _shaderResourceViews, context); SamplerStates.GetValues(ref _samplerStates, context); Uavs.GetValues(ref _uavs, context); int counter = UavBufferCount.GetValue(context); if (_uavs.Length == 0 || _uavs[0] == null || _cs == null) { return; } csStage.Set(_cs); csStage.SetConstantBuffers(0, _constantBuffers.Length, _constantBuffers); csStage.SetShaderResources(0, _shaderResourceViews.Length, _shaderResourceViews); csStage.SetSamplers(0, _samplerStates); if (_uavs.Length == 4) { csStage.SetUnorderedAccessViews(0, _uavs, new[] { -1, 0, -1, -1 }); } else if (_uavs.Length == 1) { if (counter == -1) { csStage.SetUnorderedAccessView(0, _uavs[0]); } else { csStage.SetUnorderedAccessViews(0, _uavs, new[] { counter }); } } else if (_uavs.Length == 3) { csStage.SetUnorderedAccessViews(0, _uavs, new[] { counter, -1, -1 }); } else { csStage.SetUnorderedAccessViews(0, _uavs); } for (int i = 0; i < count; i++) { deviceContext.Dispatch(dispatchCount.X, dispatchCount.Y, dispatchCount.Z); } // unbind resources for (int i = 0; i < _uavs.Length; i++) { csStage.SetUnorderedAccessView(i, null); } for (int i = 0; i < _samplerStates.Length; i++) { csStage.SetSampler(i, null); } for (int i = 0; i < _shaderResourceViews.Length; i++) { csStage.SetShaderResource(i, null); } for (int i = 0; i < _constantBuffers.Length; i++) { csStage.SetConstantBuffer(i, null); } }
private void Update(EvaluationContext context) { var updateLive = UpdateLive.GetValue(context); if (_updatedOnce && !updateLive) { FilteredCubeMap.Value = _prefilteredCubeMap; return; } var exposure = Exposure.GetValue(context); //ConstantBuffers.GetValues(ref _constantBuffers, context); ShaderResources.GetValues(ref _shaderResourceViews, context); SamplerStates.GetValues(ref _samplerStates, context); var vs = VertexShader.GetValue(context); var gs = GeometryShader.GetValue(context); if (CubeMap.IsConnected && CubeMap.DirtyFlag.IsDirty) { //Log.Debug("Dirty"); } var cubeMapSrc = CubeMap.GetValue(context); // Needs to be checked for null! if (cubeMapSrc == null) { FilteredCubeMap.Value = null; return; } var device = ResourceManager.Instance().Device; var deviceContext = device.ImmediateContext; // Vertex shader stage var vsStage = deviceContext.VertexShader; _prevVsConstantBuffers = vsStage.GetConstantBuffers(0, 1); _prevVsShaderResourceViews = vsStage.GetShaderResources(0, _shaderResourceViews.Length); _prevVertexShader = vsStage.Get(); if (vs == null) { Log.Warning($"{nameof(_SpecularPrefilter)} requires valid vertex shader", SymbolChildId); return; } vsStage.Set(vs); vsStage.SetShaderResources(0, _shaderResourceViews.Length, _shaderResourceViews); // Geometry shader stage var gsStage = deviceContext.GeometryShader; _prevGsConstantBuffers = gsStage.GetConstantBuffers(0, 1); _prevGsShaderResourceViews = gsStage.GetShaderResources(0, _shaderResourceViews.Length); _prevGeometryShader = gsStage.Get(); if (gs == null) { Log.Warning($"{nameof(_SpecularPrefilter)} requires valid geometry shader", SymbolChildId); return; } gsStage.Set(gs); gsStage.SetShaderResources(0, _shaderResourceViews.Length, _shaderResourceViews); // Pixel shader stage var psStage = deviceContext.PixelShader; _prevPixelShader = psStage.Get(); _prevPsConstantBuffers = psStage.GetConstantBuffers(0, 1); _prevPsShaderResourceViews = psStage.GetShaderResources(0, _shaderResourceViews.Length); _prevPsSamplerStates = psStage.GetSamplers(0, _samplerStates.Length); var ps = PixelShader.GetValue(context); if (ps == null) { Log.Warning($"{nameof(_SpecularPrefilter)} requires valid pixel shader", SymbolChildId); return; } psStage.Set(ps); psStage.SetShaderResources(0, _shaderResourceViews.Length, _shaderResourceViews); psStage.SetSamplers(0, _samplerStates); // if (_prefilteredCubeMap != null && !Changed) // { // context.Image = _prefilteredCubeMap; // return context; // } Vector2 cubeMapSize = new Vector2(cubeMapSrc.Description.Width, cubeMapSrc.Description.Height); // Log.Debug($"source size: {cubeMapSrc.Description.Width} num mips in src: {cubeMapSrc.Description.MipLevels}"); // if ( _prefilteredCubeMap == null ) // { var cubeMapDesc = new Texture2DDescription { BindFlags = BindFlags.ShaderResource | BindFlags.RenderTarget, Format = cubeMapSrc.Description.Format, Width = (int)cubeMapSize.X, Height = (int)cubeMapSize.Y, MipLevels = cubeMapSrc.Description.MipLevels, SampleDescription = cubeMapSrc.Description.SampleDescription, Usage = ResourceUsage.Default, OptionFlags = ResourceOptionFlags.TextureCube | ResourceOptionFlags.GenerateMipMaps, CpuAccessFlags = CpuAccessFlags.None, ArraySize = 6 }; Utilities.Dispose(ref _prefilteredCubeMap); try { _prefilteredCubeMap = new Texture2D(device, cubeMapDesc); } catch (SharpDXException e) { Log.Debug($"can't create CubeMap target {e.Message}"); return; } var rastDesc = new RasterizerStateDescription { FillMode = FillMode.Solid, CullMode = CullMode.None, IsDepthClipEnabled = false }; _rasterizerState = new RasterizerState(device, rastDesc); // Input Assembler var previousTopology = device.ImmediateContext.InputAssembler.PrimitiveTopology; device.ImmediateContext.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList; _prevBlendState = device.ImmediateContext.OutputMerger.GetBlendState(out _prevBlendFactor, out _prevSampleMask); device.ImmediateContext.OutputMerger.BlendState = DefaultRenderingStates.DisabledBlendState; device.ImmediateContext.OutputMerger.DepthStencilState = DefaultRenderingStates.DisabledDepthStencilState; _prevRenderTargetViews = device.ImmediateContext.OutputMerger.GetRenderTargets(1); device.ImmediateContext.OutputMerger.GetRenderTargets(out _prevDepthStencilView); var rtvDesc = new RenderTargetViewDescription() { Dimension = RenderTargetViewDimension.Texture2DArray, Format = cubeMapSrc.Description.Format, Texture2DArray = new RenderTargetViewDescription.Texture2DArrayResource() { ArraySize = 6, FirstArraySlice = 0, MipSlice = 0 } }; int size = _prefilteredCubeMap.Description.Width; _prevViewports = device.ImmediateContext.Rasterizer.GetViewports <RawViewportF>(); device.ImmediateContext.Rasterizer.State = _rasterizerState; int numMipLevels = _prefilteredCubeMap.Description.MipLevels; int mipSlice = 0; while (mipSlice < numMipLevels) { // Log.Debug($"Update mipmap level {mipSlice} size: {size}"); var viewport = new RawViewportF { X = 0, Y = 0, Width = size, Height = size, MinDepth = 0, MaxDepth = 1 }; device.ImmediateContext.Rasterizer.SetViewports(new[] { viewport }); Utilities.Dispose(ref _cubeMapRtv); rtvDesc.Texture2DArray.MipSlice = mipSlice; _cubeMapRtv = new RenderTargetView(device, _prefilteredCubeMap, rtvDesc); device.ImmediateContext.OutputMerger.SetTargets(_cubeMapRtv, null); var roughness = (float)mipSlice / (_prefilteredCubeMap.Description.MipLevels - 1); // Is this required? if (_settingsBuffer != null) { Utilities.Dispose(ref _settingsBuffer); } for (int i = 0; i < _samplingParameters.Length; ++i) { int indexToUse = -1; if (Math.Abs(roughness - _samplingParameters[i].roughness) < 0.001f) { indexToUse = i; } if (indexToUse == -1 && roughness < _samplingParameters[i].roughness) { indexToUse = i - 1; } if (indexToUse != -1) { var parameterData = _samplingParameters[indexToUse]; parameterData.roughness = roughness; parameterData.exposure = exposure; ResourceManager.Instance().SetupConstBuffer(parameterData, ref _settingsBuffer); break; } } var constantBuffers = new[] { _settingsBuffer }; psStage.SetConstantBuffers(0, 1, constantBuffers); vsStage.SetConstantBuffers(0, 1, constantBuffers); gsStage.SetConstantBuffers(0, 1, constantBuffers); device.ImmediateContext.Draw(3, 0); size /= 2; ++mipSlice; } FilteredCubeMap.Value = _prefilteredCubeMap; Utilities.Dispose(ref _cubeMapRtv); //device.ImmediateContext.InputAssembler.PrimitiveTopology = previousTopology; Restore(context); _updatedOnce = true; }