private ShaderResourceView NormalizeMax(ShaderResourceView view, Size size)
        {
            var max = Math.Max(size.Width, size.Height);

            if (max == 1)
            {
                using (var temporary = TargetResourceTexture.Create(Format.R8G8B8A8_UNorm)) {
                    temporary.Resize(DeviceContextHolder, 1, 1, null);
                    UseEffect(e => {
                        e.FxInputMap.SetResource(view);
                        e.FxOverlayMap.SetResource(view);
                        e.TechMaximumApply.DrawAllPasses(DeviceContext, 6);
                    }, temporary);

                    temporary.KeepView = true;
                    return(temporary.View);
                }
            }

            var originalView = view;

            for (var i = max / 4; i > 1 || ReferenceEquals(view, originalView); i /= 4)
            {
                if (i < 1)
                {
                    i = 1;
                }

                using (var temporary = TargetResourceTexture.Create(Format.R8G8B8A8_UNorm)) {
                    temporary.Resize(DeviceContextHolder, i, i, null);
                    UseEffect(e => {
                        e.FxInputMap.SetResource(view);
                        e.TechMaximum.DrawAllPasses(DeviceContext, 6);
                    }, temporary);

                    if (!ReferenceEquals(view, originalView))
                    {
                        view.Dispose();
                    }

                    view = temporary.View;
                    temporary.KeepView = true;
                }
            }

            using (var temporary = TargetResourceTexture.Create(Format.R8G8B8A8_UNorm)) {
                temporary.Resize(DeviceContextHolder, size.Width, size.Height, null);

                UseEffect(e => {
                    e.FxInputMap.SetResource(originalView);
                    e.FxOverlayMap.SetResource(view);
                    e.TechMaximumApply.DrawAllPasses(DeviceContext, 6);
                }, temporary);

                view.Dispose();

                temporary.KeepView = true;
                return(temporary.View);
            }
        }
예제 #2
0
파일: Texture.cs 프로젝트: marwahaha/FacCom
 public void RecreateSRV()
 {
     if (ressource != null)
     {
         ressource.Dispose();
     }
     ressource = new ShaderResourceView(Display.device, Tex);
 }
예제 #3
0
 public void Dispose()
 {
     scatterer?.Dispose();
     vertexRefiner.Dispose();
     foreach (var surface in surfaces)
     {
         surface.Dispose();
     }
     materialSet.Dispose();
     inputLayout.Dispose();
     texturedVertexInfoPairsView?.Dispose();
 }
예제 #4
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        public void End()
        {
            if (this.TextureSize == Vector2.Zero)
            {
                return;
            }
            this.DWRenderTarget.EndDraw();
            this.MutexD3D10.Release(0);
            this.MutexD3D11.Acquire(0, 100);
            ShaderResourceView srv            = new ShaderResourceView(this.DeviceManager.Device, this.TextureD3D11);
            BlendState         lastBlendState = this.DeviceManager.Context.OutputMerger.BlendState;

            Viewport[] lastViewports = this.DeviceManager.Context.Rasterizer.GetViewports();
            //Pass the WVP matrix effect
            this.SpriteEffect.GetVariableBySemantic("WORLDVIEWPROJECTION")
            .AsMatrix()
            .SetMatrix(this.ViewMatrix * this.SpriteProjectionMatrix);
            this.SpriteEffect.GetVariableBySemantic("SPRITETEXTURE").AsResource().SetResource(srv);
            this.DeviceManager.Context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(this.VertexBuffer, SpriteVertexLayout.SizeInBytes, 0));
            this.DeviceManager.Context.InputAssembler.InputLayout       = this.VertexInputLayout;
            this.DeviceManager.Context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            this.DeviceManager.Context.OutputMerger.BlendState          = this.state;
            this.DeviceManager.Context.Rasterizer.SetViewports(this.spriteViewport);
            this.renderPass.Apply(this.DeviceManager.Context);
            this.DeviceManager.Context.Draw(6, 0);
            this.DeviceManager.Context.Rasterizer.SetViewports(lastViewports);
            this.DeviceManager.Context.OutputMerger.BlendState = lastBlendState;
            srv.Dispose();
            this.MutexD3D11.Release(0);
        }
예제 #5
0
            public void Unload()
            {
                PixelShader.Dispose();
                VertexShader.Dispose();
                TextureView.Dispose();
                Sampler.Dispose();
                BlendState.Dispose();
                Texture2D.Dispose();
                VertexBufferBinding.Buffer.Dispose();
                VertexBuffer.Dispose();
                Layout.Dispose();
                ConstantBuffer.Dispose();



                this.PixelShader  = null;
                this.VertexShader = null;
                this.TextureView  = null;
                this.Sampler      = null;
                this.BlendState   = null;
                this.Texture2D    = null;
                this.VertexBufferBinding.Buffer = null;
                this.VertexBuffer   = null;
                this.Layout         = null;
                this.ConstantBuffer = null;
            }
예제 #6
0
        public void Dispose()
        {
            if (_renderTargetView != null)
            {
                _renderTargetView.Dispose();
            }

            if (_depthStencilView != null)
            {
                _depthStencilView.Dispose();
            }

            if (_depthStencilTexture != null)
            {
                _depthStencilTexture.Dispose();
            }

            if (_redDotTexture != null)
            {
                _redDotTexture.Dispose();
            }

            if (_spriteRenderer != null)
            {
                _spriteRenderer.Dispose();
            }
        }
예제 #7
0
 public void FreeDeviceTexture()
 {
     mTexture?.Dispose();
     mTexture = null;
     mResourceView?.Dispose();
     mResourceView = null;
 }
예제 #8
0
        private void Dispose(bool disposing)
        {
            if (mTexture != null)
            {
                mTexture.Dispose();
                mTexture = null;
            }

            if (mView != null)
            {
                mView.Dispose();
                mView = null;
            }

            mDevice = null;
        }
예제 #9
0
        public void Dispose()
        {
            if (_shaderEffect != null)
            {
                _shaderEffect.Dispose();
            }
            if (_textureView != null)
            {
                _textureView.Dispose();
            }

            if (_indexBuffer != null)
            {
                _indexBuffer.Dispose();
            }
            if (_vertexBuffer != null)
            {
                _vertexBuffer.Dispose();
            }
            if (_accIndexBuffer != null)
            {
                _accIndexBuffer.Dispose();
            }
            if (_valencePrefixBuffer != null)
            {
                _valencePrefixBuffer.Dispose();
            }

            if (_valencePrefixView != null)
            {
                _valencePrefixView.Dispose();
            }
        }
예제 #10
0
        public void Dispose()
        {
            while (Models.Count > 0)
            {
                Model model = Models[0];
                model.Dispose();
                Models.RemoveAt(0);
            }

            while (FileShaderResourceViewDictionary.Count > 0)
            {
                string             key            = FileShaderResourceViewDictionary.Keys[0];
                ShaderResourceView fsResourceView = FileShaderResourceViewDictionary[key];
                fsResourceView.Dispose();
                FileShaderResourceViewDictionary.Remove(key);
            }

            while (FileTextureDictionary.Count > 0)
            {
                string    key     = FileTextureDictionary.Keys[0];
                Texture2D texture = FileTextureDictionary[key];
                texture.Dispose();
                FileTextureDictionary.Remove(key);
            }

            while (_TexturesAsPNGs.Count > 0)
            {
                string key    = _TexturesAsPNGs.Keys[0];
                Bitmap bitmap = _TexturesAsPNGs[key];
                bitmap.Dispose();
                _TexturesAsPNGs.Remove(key);
            }
        }
예제 #11
0
 public void Dispose()
 {
     shader.Dispose();
     box.Dispose();
     diffuseTextureRv.Dispose();
     GBuffer.Dispose();
 }
예제 #12
0
 public void Dispose()
 {
     if (_texture != null)
     {
         _texture.Dispose();
     }
 }
예제 #13
0
        private static void Main()
        {
            // Device creation
            var form = new RenderForm("Stereo test")
                           {
                               ClientSize = size,
                               //FormBorderStyle = System.Windows.Forms.FormBorderStyle.None,
                               //WindowState = FormWindowState.Maximized
                           };

            form.KeyDown += new KeyEventHandler(form_KeyDown);
               // form.Resize += new EventHandler(form_Resize);

            ModeDescription mDesc = new ModeDescription(form.ClientSize.Width, form.ClientSize.Height,
                                                        new Rational(120000, 1000), Format.R8G8B8A8_UNorm);
            mDesc.ScanlineOrdering = DisplayModeScanlineOrdering.Progressive;
            mDesc.Scaling = DisplayModeScaling.Unspecified;

            var desc = new SwapChainDescription()
                           {
                               BufferCount = 1,
                               ModeDescription = mDesc,
                                   Flags = SwapChainFlags.AllowModeSwitch,
                               IsWindowed = false,
                               OutputHandle = form.Handle,
                               SampleDescription = new SampleDescription(1, 0),
                               SwapEffect = SwapEffect.Discard,
                               Usage = Usage.RenderTargetOutput
                           };

            Device.CreateWithSwapChain(null, DriverType.Hardware, DeviceCreationFlags.Debug, desc, out device,
                                       out swapChain);

            //Stops Alt+enter from causing fullscreen skrewiness.
            factory = swapChain.GetParent<Factory>();
            factory.SetWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);

            backBuffer = Resource.FromSwapChain<Texture2D>(swapChain, 0);
            renderView = new RenderTargetView(device, backBuffer);

            ImageLoadInformation info = new ImageLoadInformation()
                                            {
                                                BindFlags = BindFlags.None,
                                                CpuAccessFlags = CpuAccessFlags.Read,
                                                FilterFlags = FilterFlags.None,
                                                Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
                                                MipFilterFlags = FilterFlags.None,
                                                OptionFlags = ResourceOptionFlags.None,
                                                Usage = ResourceUsage.Staging,
                                                MipLevels = 1
                                            };

            // Make texture 3D
            sourceTexture = Texture2D.FromFile(device, "medusa.jpg", info);
            ImageLoadInformation info2 = new ImageLoadInformation()
                                            {
                                                BindFlags = BindFlags.ShaderResource,
                                                CpuAccessFlags = CpuAccessFlags.None,
                                                FilterFlags = FilterFlags.None,
                                                Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
                                                MipFilterFlags = FilterFlags.None,
                                                OptionFlags = ResourceOptionFlags.None,
                                                Usage = ResourceUsage.Default,
                                                MipLevels = 1
                                            };
            Texture2D tShader = Texture2D.FromFile(device, "medusa.jpg", info2);
            srv = new ShaderResourceView(device, tShader);
            //ResizeDevice(new Size(1920, 1080), true);
            // Create a quad that fills the whole screen

            BuildQuad();
            // Create world view (ortho) projection matrices
            //QuaternionCam qCam = new QuaternionCam();

            // Load effect from file. It is a basic effect that renders a full screen quad through
            // an ortho projectio=n matrix
            effect = Effect.FromFile(device, "Texture.fx", "fx_4_0", ShaderFlags.Debug, EffectFlags.None);
            EffectTechnique technique = effect.GetTechniqueByIndex(0);
            EffectPass pass = technique.GetPassByIndex(0);
            InputLayout layout = new InputLayout(device, pass.Description.Signature, new[]
                                                                                         {
                                                                                             new InputElement(
                                                                                                 "POSITION", 0,
                                                                                                 Format.
                                                                                                     R32G32B32A32_Float,
                                                                                                 0, 0),
                                                                                             new InputElement(
                                                                                                 "TEXCOORD", 0,
                                                                                                 Format.
                                                                                                     R32G32_Float,
                                                                                                 16, 0)
                                                                                         });
            //effect.GetVariableByName("mWorld").AsMatrix().SetMatrix(
            //    Matrix.Translation(Layout.OrthographicTransform(Vector2.Zero, 99, size)));
            //effect.GetVariableByName("mView").AsMatrix().SetMatrix(qCam.View);
            //effect.GetVariableByName("mProjection").AsMatrix().SetMatrix(qCam.OrthoProjection);
            //effect.GetVariableByName("tDiffuse").AsResource().SetResource(srv);

            // Set RT and Viewports
            device.OutputMerger.SetTargets(renderView);
            device.Rasterizer.SetViewports(new Viewport(0, 0, size.Width, size.Height, 0.0f, 1.0f));

            // Create solid rasterizer state
            RasterizerStateDescription rDesc = new RasterizerStateDescription()
                                                   {
                                                       CullMode = CullMode.None,
                                                       IsDepthClipEnabled = true,
                                                       FillMode = FillMode.Solid,
                                                       IsAntialiasedLineEnabled = false,
                                                       IsFrontCounterclockwise = true,
                                                       //IsMultisampleEnabled = true,
                                                   };
            RasterizerState rState = RasterizerState.FromDescription(device, rDesc);
            device.Rasterizer.State = rState;

            Texture2DDescription rtDesc = new Texture2DDescription
                                              {
                                                  ArraySize = 1,
                                                  Width = size.Width,
                                                  Height = size.Height,
                                                  BindFlags = BindFlags.RenderTarget,
                                                  CpuAccessFlags = CpuAccessFlags.None,
                                                  Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
                                                  OptionFlags = ResourceOptionFlags.None,
                                                  Usage = ResourceUsage.Default,
                                                  MipLevels = 1,
                                                  SampleDescription = new SampleDescription(1, 0)
                                              };
            rtTex = new Texture2D(device, rtDesc);

            rv = new RenderTargetView(device, rtTex);

            stereoizedTexture = Make3D(sourceTexture);
            //ResizeDevice(new Size(1920, 1080), true);
            Console.WriteLine(form.ClientSize);
            // Main Loop
            MessagePump.Run(form, () =>
            {
            device.ClearRenderTargetView(renderView, Color.Cyan);

            //device.InputAssembler.SetInputLayout(layout);
            //device.InputAssembler.SetPrimitiveTopology(PrimitiveTopology.TriangleList);
            //device.OutputMerger.SetTargets(rv);
            //device.InputAssembler.SetVertexBuffers(0,
            //                                new VertexBufferBinding(vertices, 24, 0));
            //device.InputAssembler.SetIndexBuffer(indices, Format.R16_UInt, 0);
            //for (int i = 0; i < technique.Description.PassCount; ++i)
            //{
            //    // Render the full screen quad
            //    pass.Apply();
            //    device.DrawIndexed(6, 0, 0);
            //}
            ResourceRegion stereoSrcBox = new ResourceRegion { Front = 0, Back = 1, Top = 0, Bottom = size.Height, Left = 0, Right = size.Width };
            device.CopySubresourceRegion(stereoizedTexture, 0, stereoSrcBox, backBuffer, 0, 0, 0, 0);
            //device.CopyResource(rv.Resource, backBuffer);

            swapChain.Present(0, PresentFlags.None);
            });

            // Dispose resources
            vertices.Dispose();
            layout.Dispose();
            effect.Dispose();
            renderView.Dispose();
            backBuffer.Dispose();
            device.Dispose();
            swapChain.Dispose();

            rState.Dispose();
            stereoizedTexture.Dispose();
            sourceTexture.Dispose();
            indices.Dispose();
            srv.Dispose();
        }
예제 #14
0
파일: Program.cs 프로젝트: zhandb/slimdx
        static void Main()
        {
            var form = new RenderForm("SlimDX - Conway's game of life Direct3D 11 Sample");
            var desc = new SwapChainDescription()
            {
                BufferCount = 1,
                ModeDescription = new ModeDescription(form.ClientSize.Width, form.ClientSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                IsWindowed = true,
                OutputHandle = form.Handle,
                SampleDescription = new SampleDescription(1, 0),
                SwapEffect = SwapEffect.Discard,
                Usage = Usage.RenderTargetOutput
            };

            Device device;
            SwapChain swapChain;
            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, desc, out device, out swapChain);

            device.Factory.SetWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);

            Texture2D backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
            var renderView = new RenderTargetView(device, backBuffer);
            var bytecode = ShaderBytecode.CompileFromFile("Render.fx", "fx_5_0", ShaderFlags.None, EffectFlags.None);
            var effect = new Effect(device, bytecode);
            var technique = effect.GetTechniqueByIndex(0);
            var pass = technique.GetPassByIndex(0);
            String errors;
            var computeByteCode = ShaderBytecode.CompileFromFile("compute.fx", "CS", "cs_5_0", ShaderFlags.None, EffectFlags.None, null, null, out errors);
            var compute = new ComputeShader(device, computeByteCode);

            // shader variable handles
            var conwayResourceH = effect.GetVariableByName("tex").AsResource();
            var resolutionInvH = effect.GetVariableByName("resolutionInv").AsVector();
            resolutionInvH.Set(new Vector2(1.0f / form.ClientSize.Width, 1.0f / form.ClientSize.Height));
            EffectVectorVariable lightPosSSH = effect.GetVariableByName("lightPosSS").AsVector();

            // create texture, fill it with random data
            Texture2DDescription textureDesc = new Texture2DDescription()
            {
                Width = form.ClientSize.Width,
                Height = form.ClientSize.Height,
                MipLevels = 1,
                ArraySize = 1,
                CpuAccessFlags = CpuAccessFlags.None,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                OptionFlags = ResourceOptionFlags.None,
                BindFlags = BindFlags.UnorderedAccess | BindFlags.ShaderResource,
                Format = Format.R32_Float
            };

            var random = new Random();
            var data = new float[form.ClientSize.Width * form.ClientSize.Height];
            for (int i = 0; i < form.ClientSize.Width; ++i)
            {
                for (int j = 0; j < form.ClientSize.Height; ++j)
                    data[i * form.ClientSize.Height + j] = (float)random.Next(2);
            }

            DataStream ds = new DataStream(data, true, false);
            DataRectangle dataRect = new DataRectangle(4 * form.ClientSize.Width, ds);

            Texture2D conwayTex = new Texture2D(device, textureDesc, dataRect);

            // Create SRV and UAV over the same texture
            UnorderedAccessView conwayUAV = new UnorderedAccessView(device, conwayTex);
            ShaderResourceView conwaySRV = new ShaderResourceView(device, conwayTex);

            // On the more typical setup where you switch shaders, 
            // you will have to set the texture after every
            conwayResourceH.SetResource(conwaySRV);

            device.ImmediateContext.OutputMerger.SetTargets(renderView);
            device.ImmediateContext.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
            device.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip;

            Vector2 lightPosSS;
            float angle = 0;

            MessagePump.Run(form, () =>
            {
                // this does the light rotation
                angle += 0.002f;
                lightPosSS = new Vector2((float)Math.Sin(angle) * 0.5f + 0.5f, (float)Math.Cos(angle) * 0.5f + 0.5f);
                lightPosSSH.Set(lightPosSS);

                device.ImmediateContext.ComputeShader.Set(compute);
                device.ImmediateContext.ComputeShader.SetUnorderedAccessView(conwayUAV, 0);
                device.ImmediateContext.Dispatch(form.ClientSize.Width / 16 + 1, form.ClientSize.Height / 16 + 1, 1);

                // After running the CS you have to unset UAV from the shader, so you can use it as SRV
                device.ImmediateContext.ComputeShader.SetUnorderedAccessView(null, 0);

                device.ImmediateContext.ClearRenderTargetView(renderView, Color.Black);

                for (int i = 0; i < technique.Description.PassCount; ++i)
                {
                    pass.Apply(device.ImmediateContext);
                    // No vertices are send as they are created in the vertex shader on the fly.
                    device.ImmediateContext.Draw(4, 0);
                }

                swapChain.Present(0, PresentFlags.None);
            });

            computeByteCode.Dispose();
            conwayUAV.Dispose();
            conwaySRV.Dispose();
            conwayTex.Dispose();
            ds.Dispose();
            bytecode.Dispose();
            effect.Dispose();
            renderView.Dispose();
            backBuffer.Dispose();
            device.Dispose();
            swapChain.Dispose();
        }