public async void GenerateCode2() { byte[] blackPixel = new byte[] { 0, 0, 0, 255 }; byte[] whitePixel = new byte[] { 255, 255, 255, 255 }; Random random = new Random(); Stopwatch watch = new Stopwatch(); var buffer = new Windows.Storage.Streams.Buffer(40000); using (var stream = buffer.AsStream()) { watch.Start(); await Task.Run(() => { for (var i = 0; i < 10000; i++) { if (random.NextDouble() >= 0.5) stream.Write(blackPixel, 0, 4); else stream.Write(whitePixel, 0, 4); } }); watch.Stop(); await new MessageDialog(watch.ElapsedMilliseconds.ToString()).ShowAsync(); } }
public PdfView(byte[] pdf) : this() { this.pdf = pdf; var capacity = pdf.Length; var buf = new Windows.Storage.Streams.Buffer((uint)capacity); buf.AsStream().Read(pdf, 0, capacity); //webView.NavigateWithHttpRequestMessage(new Windows.Web.Http.HttpRequestMessage() //{ // RequestUri = new System.Uri(@"C:\sources\Sergiy_Kryvonos_SEM_Journals_NET\Source\SEM\SEM.DesktopClient\pdfjs-1.3.91-dist\build\pdf.js"), // Content = new HttpBufferContent (buf), //}); var ms = new MemoryStream(pdf); var pdfDocLoadTask = PdfDocument.LoadFromStreamAsync(ms.AsRandomAccessStream()); pdfDocLoadTask.AsTask().ContinueWith(task => { if (task.Status == System.Threading.Tasks.TaskStatus.RanToCompletion) { PdfDocument pdfDoc = task.Result; var page = pdfDoc.GetPage(0); MemoryStream msImg = new MemoryStream(); #pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => { BitmapImage img = new BitmapImage( ); var rndImgStream = msImg.AsRandomAccessStream(); page.RenderToStreamAsync(rndImgStream).AsTask().ContinueWith(pageRenderTask => { CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => { img.SetSource(rndImgStream); image.Source = img; }); }); }); #pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed } }); //webView.InvokeScriptAsync("pdfjs-1.3.91-dist/build/pdf.js", new string[] { @"C:\\sources\\oo\\evince\\browser-plugin\\tests\\test.pdf" }).AsTask().ContinueWith(str=> //{ //}); }
public void Start(byte device, short width, short height) { Log.WriteV(this.GetType().Name, String.Format(" - d:{0};w:{1};h:{2}", (int)device, width, height)); CoreDispatcher.RunAsync(CoreDispatcherPriority.Normal, async() => { if (!await Initialize(device, width, height)) { unchainedCamera(null); // Failed to start camera return; } // Set the preview source in the UI and mirror it if necessary _captureElement.Source = _mediaCapture; _captureElement.FlowDirection = FlowDirection.LeftToRight; // Start the preview await _mediaCapture.StartPreviewAsync(); _running = true; _previewTask = new Task(async() => { Windows.Storage.Streams.Buffer data = new Windows.Storage.Streams.Buffer((uint)(width * height * 4)); while (_running) { // Create the video frame to request a SoftwareBitmap preview frame var videoFrame = new VideoFrame(BitmapPixelFormat.Rgba8, (int)width, (int)height); using (var currentFrame = await _mediaCapture.GetPreviewFrameAsync(videoFrame)) { // Collect the resulting frame currentFrame.SoftwareBitmap.CopyToBuffer(data); MemoryStream memory = new MemoryStream(); data.AsStream().CopyTo(memory); unchainedCamera(memory.ToArray()); } } }, TaskCreationOptions.None); _previewTask.Start(); }); }
async Task Init() { var gpu = new Gpu(); #if DEBUG gpu.EnableD3D12DebugLayer(); #endif var adapter = await gpu.RequestAdapterAsync(); Device = await adapter.RequestDeviceAsync(); TimeBindGroupLayout = Device.CreateBindGroupLayout(new GpuBindGroupLayoutDescriptor(new GpuBindGroupLayoutEntry[] { new GpuBindGroupLayoutEntry() { Binding = 0, Visibility = GpuShaderStageFlags.Vertex, Buffer = new GpuBufferBindingLayout() { Type = GpuBufferBindingType.Uniform, MinBindingSize = sizeof(float) } } })); BindGroupLayout = Device.CreateBindGroupLayout(new GpuBindGroupLayoutDescriptor(new GpuBindGroupLayoutEntry[] { new GpuBindGroupLayoutEntry() { Binding = 0, Visibility = GpuShaderStageFlags.Vertex, Buffer = new GpuBufferBindingLayout() { Type = GpuBufferBindingType.Uniform, MinBindingSize = 20 } } })); DynamicBindGroupLayout = Device.CreateBindGroupLayout(new GpuBindGroupLayoutDescriptor(new GpuBindGroupLayoutEntry[] { new GpuBindGroupLayoutEntry() { Binding = 0, Visibility = GpuShaderStageFlags.Vertex, Buffer = new GpuBufferBindingLayout() { Type = GpuBufferBindingType.Uniform, HasDynamicOffset = true, MinBindingSize = 20 } } })); var pipelineLayout = Device.CreatePipelineLayout(new GpuPipelineLayoutDescriptor() { BindGroupLayouts = new GpuBindGroupLayout[] { TimeBindGroupLayout, BindGroupLayout } }); var dynamicPipelineLayout = Device.CreatePipelineLayout(new GpuPipelineLayoutDescriptor() { BindGroupLayouts = new GpuBindGroupLayout[] { TimeBindGroupLayout, DynamicBindGroupLayout } }); string shaderCode; using (var shaderFileStream = typeof(MainPage).Assembly.GetManifestResourceStream("Animometer.shader.hlsl")) using (var shaderStreamReader = new StreamReader(shaderFileStream)) { shaderCode = shaderStreamReader.ReadToEnd(); } var shader = Device.CreateShaderModule(new GpuShaderModuleDescriptor(GpuShaderSourceType.Hlsl, shaderCode)); var pipelineDescriptor = new GpuRenderPipelineDescriptor(new GpuVertexState(shader, "VSMain") { VertexBuffers = new GpuVertexBufferLayout[] { new GpuVertexBufferLayout(2 * Vec4Size, new GpuVertexAttribute[] { new GpuVertexAttribute() { ShaderLocation = 0, Offset = 0, Format = GpuVertexFormat.Float4 }, new GpuVertexAttribute() { ShaderLocation = 1, Offset = Vec4Size, Format = GpuVertexFormat.Float4 } }) { StepMode = GpuInputStepMode.Vertex } } }) { Fragment = new GpuFragmentState(shader, "PSMain", new GpuColorTargetState[] { new GpuColorTargetState() { Format = SwapChainFormat } }), Primitive = new GpuPrimitiveState() { Topology = GpuPrimitiveTopology.TriangleList, FrontFace = GpuFrontFace.Ccw, CullMode = GpuCullMode.None } }; pipelineDescriptor.Layout = pipelineLayout; Pipeline = Device.CreateRenderPipeline(pipelineDescriptor); pipelineDescriptor.Layout = dynamicPipelineLayout; DynamicPipeline = Device.CreateRenderPipeline(pipelineDescriptor); VertexBuffer = Device.CreateBuffer(new GpuBufferDescriptor(2 * 3 * Vec4Size, GpuBufferUsageFlags.Vertex) { MappedAtCreation = true }); float[] vertexData = new float[] { 0, 0.1f, 0, 1, 1, 0, 0, 1, -0.1f, -0.1f, 0, 1, 0, 1, 0, 1, 0.1f, -0.1f, 0, 1, 0, 0, 1, 1 }; Windows.Storage.Streams.Buffer verticeCpuBuffer = new Windows.Storage.Streams.Buffer((uint)Buffer.ByteLength(vertexData)); verticeCpuBuffer.Length = verticeCpuBuffer.Capacity; using (var verticeCpuStream = verticeCpuBuffer.AsStream()) { byte[] vertexBufferBytes = new byte[Buffer.ByteLength(vertexData)]; Buffer.BlockCopy(vertexData, 0, vertexBufferBytes, 0, Buffer.ByteLength(vertexData)); await verticeCpuStream.WriteAsync(vertexBufferBytes, 0, Buffer.ByteLength(vertexData)); } verticeCpuBuffer.CopyTo(VertexBuffer.GetMappedRange()); VertexBuffer.Unmap(); }
public Configure(GpuDevice device, Settings settings, GpuBindGroupLayout bindGroupLayout, GpuBindGroupLayout dynamicBindGroupLayout, GpuBindGroupLayout timeBindGroupLayout, GpuRenderPipeline pipeline, GpuRenderPipeline dynamicPipeline, GpuBuffer vertexBuffer, GpuTextureFormat swapChainFormat) { Device = device; Settings = settings; Pipeline = pipeline; DynamicPipeline = dynamicPipeline; VertexBuffer = vertexBuffer; SwapChainFormat = swapChainFormat; UniformBuffer = Device.CreateBuffer(new GpuBufferDescriptor(Settings.NumTriangles * AlignedUniformBytes + sizeof(float), GpuBufferUsageFlags.Uniform | GpuBufferUsageFlags.CopyDst)); var uniformCpuBuffer = new Windows.Storage.Streams.Buffer(Settings.NumTriangles * AlignedUniformBytes) { Length = Settings.NumTriangles * AlignedUniformBytes }; using (var uniformCpuStream = uniformCpuBuffer.AsStream()) using (var uniformCpuWriter = new BinaryWriter(uniformCpuStream)) { var rand = new Random(); for (var i = 0; i < Settings.NumTriangles; ++i) { uniformCpuWriter.Seek((int)(i * AlignedUniformBytes), SeekOrigin.Begin); float scale = (float)(rand.NextDouble() * 0.2 + 0.2); //scale = 5; float offsetX = (float)(0.9 * 2 * (rand.NextDouble() - 0.5)); float offsetY = (float)(0.9 * 2 * (rand.NextDouble() - 0.5)); float scalar = (float)(rand.NextDouble() * 1.5 + 0.5); float scalarOffset = (float)(rand.NextDouble() * 10); uniformCpuWriter.Write(scale); //Scale uniformCpuWriter.Write(offsetX); //offsetX uniformCpuWriter.Write(offsetY); //offsetY uniformCpuWriter.Write(scalar); //scalar uniformCpuWriter.Write(scalarOffset); //scalar offset } } BindGroups = new GpuBindGroup[Settings.NumTriangles]; for (var i = 0; i < Settings.NumTriangles; ++i) { BindGroups[i] = Device.CreateBindGroup(new GpuBindGroupDescriptor(bindGroupLayout, new GpuBindGroupEntry[] { new GpuBindGroupEntry(0, new GpuBufferBinding(UniformBuffer, 6 * sizeof(float)) { Offset = (UInt64)(i * AlignedUniformBytes) }) })); } DynamicBindGroup = Device.CreateBindGroup(new GpuBindGroupDescriptor(dynamicBindGroupLayout, new GpuBindGroupEntry[] { new GpuBindGroupEntry(0, new GpuBufferBinding(UniformBuffer, 6 * sizeof(float))) })); TimeBindGroup = Device.CreateBindGroup(new GpuBindGroupDescriptor(timeBindGroupLayout, new GpuBindGroupEntry[] { new GpuBindGroupEntry(0, new GpuBufferBinding(UniformBuffer, sizeof(float)) { Offset = TimeOffset }) })); Device.DefaultQueue.WriteBuffer(UniformBuffer, 0, uniformCpuBuffer); var renderBundleEncoder = Device.CreateRenderBundleEncoder(new GpuRenderBundleEncoderDescriptor(new GpuTextureFormat[] { SwapChainFormat })); RecordRenderPass(renderBundleEncoder); RenderBundle = renderBundleEncoder.Finish(); UniformTimeCpuBuffer = new Windows.Storage.Streams.Buffer(sizeof(float)) { Length = sizeof(float) }; }
async Task Init() { var adapter = await Gpu.RequestAdapterAsync(); Device = await adapter.RequestDeviceAsync(); GpuShaderModule computeShader; using (var shaderFileStream = typeof(MainWindow).Assembly.GetManifestResourceStream("ComputeBoidsWpf.compute.hlsl")) using (var shaderStreamReader = new StreamReader(shaderFileStream)) { var shaderCode = await shaderStreamReader.ReadToEndAsync(); computeShader = Device.CreateShaderModule(new GpuShaderModuleDescriptor(GpuShaderSourceType.Hlsl, shaderCode)); } GpuShaderModule drawShader; using (var shaderFileStream = typeof(MainWindow).Assembly.GetManifestResourceStream("ComputeBoidsWpf.draw.hlsl")) using (var shaderStreamReader = new StreamReader(shaderFileStream)) { var shaderCode = await shaderStreamReader.ReadToEndAsync(); drawShader = Device.CreateShaderModule(new GpuShaderModuleDescriptor(GpuShaderSourceType.Hlsl, shaderCode)); } RenderPipeline = Device.CreateRenderPipeline(new GpuRenderPipelineDescriptor(new GpuVertexState(drawShader, "VSMain") { VertexBuffers = new GpuVertexBufferLayout[] { new GpuVertexBufferLayout(4 * 4, new GpuVertexAttribute[] { new GpuVertexAttribute() { Format = GpuVertexFormat.Float2, Offset = 0, ShaderLocation = 0 }, new GpuVertexAttribute() { Format = GpuVertexFormat.Float2, Offset = 2 * 4, ShaderLocation = 1 } }) { StepMode = GpuInputStepMode.Instance }, new GpuVertexBufferLayout(2 * 4, new GpuVertexAttribute[] { new GpuVertexAttribute() { Format = GpuVertexFormat.Float2, Offset = 0, ShaderLocation = 2 } }) } }) { Fragment = new GpuFragmentState(drawShader, "PSMain", new GpuColorTargetState[] { new GpuColorTargetState { Format = GpuTextureFormat.BGRA8UNorm, Blend = null, WriteMask = GpuColorWriteFlags.All } }), Primitive = new GpuPrimitiveState { Topology = GpuPrimitiveTopology.TriangleList, CullMode = GpuCullMode.None, FrontFace = GpuFrontFace.Ccw }, DepthStencilState = new GpuDepthStencilState(GpuTextureFormat.Depth24PlusStencil8) { DepthWriteEnabled = true, DepthCompare = GpuCompareFunction.Less, } }); var computeBindGroupLayout = Device.CreateBindGroupLayout(new GpuBindGroupLayoutDescriptor(new GpuBindGroupLayoutEntry[] { new GpuBindGroupLayoutEntry() { Binding = 0, Visibility = GpuShaderStageFlags.Compute, Buffer = new GpuBufferBindingLayout() { Type = GpuBufferBindingType.Uniform, HasDynamicOffset = false, MinBindingSize = (ulong)(SimParamData.Length * sizeof(float)) } }, new GpuBindGroupLayoutEntry() { Binding = 1, Visibility = GpuShaderStageFlags.Compute, Buffer = new GpuBufferBindingLayout() { Type = GpuBufferBindingType.ReadOnlyStorage, HasDynamicOffset = false, MinBindingSize = NumParticles * 16 } }, new GpuBindGroupLayoutEntry() { Binding = 2, Visibility = GpuShaderStageFlags.Compute, Buffer = new GpuBufferBindingLayout() { Type = GpuBufferBindingType.Storage, HasDynamicOffset = false, MinBindingSize = NumParticles * 16 } } })); ComputePipeline = Device.CreateComputePipeline(new GpuComputePipelineDescriptor(new GpuProgrammableStage(computeShader, "main")) { Layout = Device.CreatePipelineLayout(new GpuPipelineLayoutDescriptor() { BindGroupLayouts = new GpuBindGroupLayout[] { computeBindGroupLayout } }), }); VerticesBuffer = Device.CreateBuffer(new GpuBufferDescriptor((ulong)(sizeof(float) * VertexBufferData.Length), GpuBufferUsageFlags.Vertex) { MappedAtCreation = true }); using (var stream = VerticesBuffer.GetMappedRange().AsStream()) using (var binaryWriter = new BinaryWriter(stream)) { for (int i = 0; i < VertexBufferData.Length; ++i) { binaryWriter.Write(VertexBufferData[i]); } } VerticesBuffer.Unmap(); var simParamBuffer = Device.CreateBuffer(new GpuBufferDescriptor((ulong)(sizeof(float) * SimParamData.Length), GpuBufferUsageFlags.Uniform) { MappedAtCreation = true }); using (var stream = simParamBuffer.GetMappedRange().AsStream()) using (var writer = new BinaryWriter(stream)) { for (int i = 0; i < SimParamData.Length; ++i) { writer.Write(SimParamData[i]); } } simParamBuffer.Unmap(); float[] initialParticleData = new float[NumParticles * 4]; Random random = new Random(); for (var i = 0; i < NumParticles; ++i) { initialParticleData[4 * i + 0] = (float)(2 * (random.NextDouble() - 0.5f)); initialParticleData[4 * i + 1] = (float)(2 * (random.NextDouble() - 0.5f)); initialParticleData[4 * i + 2] = (float)(2 * (random.NextDouble() - 0.5f) * 0.1); initialParticleData[4 * i + 3] = (float)(2 * (random.NextDouble() - 0.5f) * 0.1); } Windows.Storage.Streams.Buffer initialParticleDataBuffer = new Windows.Storage.Streams.Buffer((uint)(sizeof(float) * initialParticleData.Length)) { Length = (uint)(sizeof(float) * initialParticleData.Length) }; using (var stream = initialParticleDataBuffer.AsStream()) using (var writer = new BinaryWriter(stream)) { for (int i = 0; i < initialParticleData.Length; ++i) { writer.Write(initialParticleData[i]); } } ParticleBuffers = new GpuBuffer[2]; for (int i = 0; i < 2; ++i) { ParticleBuffers[i] = Device.CreateBuffer(new GpuBufferDescriptor(initialParticleDataBuffer.Length, GpuBufferUsageFlags.Vertex | GpuBufferUsageFlags.Storage) { MappedAtCreation = true }); initialParticleDataBuffer.CopyTo(ParticleBuffers[i].GetMappedRange()); ParticleBuffers[i].Unmap(); } ParticleBindGroups = new GpuBindGroup[2]; for (var i = 0; i < 2; ++i) { ParticleBindGroups[i] = Device.CreateBindGroup(new GpuBindGroupDescriptor(computeBindGroupLayout, new GpuBindGroupEntry[] { new GpuBindGroupEntry(0, new GpuBufferBinding(simParamBuffer, simParamBuffer.Size)), new GpuBindGroupEntry(1, new GpuBufferBinding(ParticleBuffers[i], ParticleBuffers[i].Size)), new GpuBindGroupEntry(2, new GpuBufferBinding(ParticleBuffers[(i + 1) % 2], ParticleBuffers[(i + 1) % 2].Size)) })); } T = 0; }
async Task Init() { var gpu = new Gpu(); #if DEBUG gpu.EnableD3D12DebugLayer(); #endif Device = await(await gpu.RequestAdapterAsync()).RequestDeviceAsync(); Windows.Storage.Streams.Buffer verticeCpuBuffer = new Windows.Storage.Streams.Buffer((uint)Buffer.ByteLength(Cube.CubeVertexArray)); verticeCpuBuffer.Length = verticeCpuBuffer.Capacity; using (var verticeCpuStream = verticeCpuBuffer.AsStream()) { byte[] vertexBufferBytes = new byte[Buffer.ByteLength(Cube.CubeVertexArray)]; Buffer.BlockCopy(Cube.CubeVertexArray, 0, vertexBufferBytes, 0, Buffer.ByteLength(Cube.CubeVertexArray)); await verticeCpuStream.WriteAsync(vertexBufferBytes, 0, Buffer.ByteLength(Cube.CubeVertexArray)); } VerticesBuffer = Device.CreateBuffer(new GpuBufferDescriptor((ulong)Buffer.ByteLength(Cube.CubeVertexArray), GpuBufferUsageFlags.Vertex) { MappedAtCreation = true }); verticeCpuBuffer.CopyTo(VerticesBuffer.GetMappedRange()); VerticesBuffer.Unmap(); string shaderCode; using (var shaderFileStream = typeof(MainPage).Assembly.GetManifestResourceStream("RotatingCube.shader.hlsl")) using (var shaderStreamReader = new StreamReader(shaderFileStream)) { shaderCode = shaderStreamReader.ReadToEnd(); } var shader = Device.CreateShaderModule(new GpuShaderModuleDescriptor(GpuShaderSourceType.Hlsl, shaderCode)); //var shader = Device.CreateShaderModule(new GpuShaderModuleDescriptor(GpuShaderSourceType.Hlsl, )) var vertexState = new GpuVertexState(shader, "VSMain") { VertexBuffers = new GpuVertexBufferLayout[] { new GpuVertexBufferLayout(Cube.CubeVertexSize, new GpuVertexAttribute[] { new GpuVertexAttribute() { ShaderLocation = 0, Format = GpuVertexFormat.Float4, Offset = Cube.CubePositionOffset }, new GpuVertexAttribute() { ShaderLocation = 1, Format = GpuVertexFormat.Float4, Offset = Cube.CubeColorOffset } }) } }; var fragmentState = new GpuFragmentState(shader, "PSMain", new GpuColorTargetState[] { new GpuColorTargetState { Format = GpuTextureFormat.BGRA8UNorm, Blend = null, WriteMask = GpuColorWriteFlags.All } }); var primitiveState = new GpuPrimitiveState { Topology = GpuPrimitiveTopology.TriangleList, FrontFace = GpuFrontFace.Ccw, CullMode = GpuCullMode.Back, StripIndexFormat = null }; var depthState = new GpuDepthStencilState(GpuTextureFormat.Depth24PlusStencil8) { DepthWriteEnabled = true, DepthCompare = GpuCompareFunction.Less, }; var uniformBindGroupLayout = Device.CreateBindGroupLayout(new GpuBindGroupLayoutDescriptor(new GpuBindGroupLayoutEntry[] { new GpuBindGroupLayoutEntry() { Binding = 0, Visibility = GpuShaderStageFlags.Vertex, Buffer = new GpuBufferBindingLayout { Type = GpuBufferBindingType.Uniform, HasDynamicOffset = false, MinBindingSize = UniformBufferSize } } })); var pipelineLayout = Device.CreatePipelineLayout(new GpuPipelineLayoutDescriptor() { BindGroupLayouts = new GpuBindGroupLayout[] { uniformBindGroupLayout } }); Pipeline = Device.CreateRenderPipeline(new GpuRenderPipelineDescriptor(vertexState) { Fragment = fragmentState, Primitive = primitiveState, DepthStencilState = depthState, Layout = pipelineLayout }); UniformBuffer = Device.CreateBuffer(new GpuBufferDescriptor(UniformBufferSize, GpuBufferUsageFlags.Uniform | GpuBufferUsageFlags.CopyDst)); UniformCpuBuffer = new Windows.Storage.Streams.Buffer(4 * 4 * sizeof(float)); UniformCpuBuffer.Length = UniformCpuBuffer.Capacity; UniformBindGroup = Device.CreateBindGroup(new GpuBindGroupDescriptor(uniformBindGroupLayout, new GpuBindGroupEntry[] { new GpuBindGroupEntry(0, new GpuBufferBinding(UniformBuffer, UniformBufferSize)) })); }
async Task Init() { var gpu = new Gpu(); #if DEBUG gpu.EnableD3D12DebugLayer(); #endif Device = await(await gpu.RequestAdapterAsync()).RequestDeviceAsync(); Windows.Storage.Streams.Buffer verticeCpuBuffer = new Windows.Storage.Streams.Buffer((uint)Buffer.ByteLength(Cube.CubeVertexArray)); verticeCpuBuffer.Length = verticeCpuBuffer.Capacity; using (var verticeCpuStream = verticeCpuBuffer.AsStream()) { byte[] vertexBufferBytes = new byte[Buffer.ByteLength(Cube.CubeVertexArray)]; Buffer.BlockCopy(Cube.CubeVertexArray, 0, vertexBufferBytes, 0, Buffer.ByteLength(Cube.CubeVertexArray)); await verticeCpuStream.WriteAsync(vertexBufferBytes, 0, Buffer.ByteLength(Cube.CubeVertexArray)); } VerticesBuffer = Device.CreateBuffer(new GpuBufferDescriptor((ulong)Buffer.ByteLength(Cube.CubeVertexArray), GpuBufferUsageFlags.Vertex) { MappedAtCreation = true }); verticeCpuBuffer.CopyTo(VerticesBuffer.GetMappedRange()); VerticesBuffer.Unmap(); string shaderCode; using (var shaderFileStream = typeof(MainPage).Assembly.GetManifestResourceStream("TexturedCube.shader.hlsl")) using (var shaderStreamReader = new StreamReader(shaderFileStream)) { shaderCode = shaderStreamReader.ReadToEnd(); } var shader = Device.CreateShaderModule(new GpuShaderModuleDescriptor(GpuShaderSourceType.Hlsl, shaderCode)); var vertexState = new GpuVertexState(shader, "VSMain") { VertexBuffers = new GpuVertexBufferLayout[] { new GpuVertexBufferLayout(Cube.CubeVertexSize, new GpuVertexAttribute[] { new GpuVertexAttribute() { ShaderLocation = 0, Format = GpuVertexFormat.Float4, Offset = Cube.CubePositionOffset }, new GpuVertexAttribute() { ShaderLocation = 1, Format = GpuVertexFormat.Float2, Offset = Cube.CubeUVOffset } }) } }; var fragmentState = new GpuFragmentState(shader, "PSMain", new GpuColorTargetState[] { new GpuColorTargetState { Format = GpuTextureFormat.BGRA8UNorm, Blend = null, WriteMask = GpuColorWriteFlags.All } }); var primitiveState = new GpuPrimitiveState { Topology = GpuPrimitiveTopology.TriangleList, FrontFace = GpuFrontFace.Ccw, CullMode = GpuCullMode.Back, StripIndexFormat = null }; var depthState = new GpuDepthStencilState(GpuTextureFormat.Depth24PlusStencil8) { DepthWriteEnabled = true, DepthCompare = GpuCompareFunction.Less, }; var uniformBindGroupLayout = Device.CreateBindGroupLayout(new GpuBindGroupLayoutDescriptor(new GpuBindGroupLayoutEntry[] { new GpuBindGroupLayoutEntry() { Binding = 0, Visibility = GpuShaderStageFlags.Vertex, Buffer = new GpuBufferBindingLayout { Type = GpuBufferBindingType.Uniform, HasDynamicOffset = false, MinBindingSize = UniformBufferSize } }, new GpuBindGroupLayoutEntry() { Binding = 1, Visibility = GpuShaderStageFlags.Fragment, Sampler = new GpuSamplerBindingLayout() { Type = GpuSamplerBindingType.Filtering } }, new GpuBindGroupLayoutEntry() { Binding = 2, Visibility = GpuShaderStageFlags.Fragment, Texture = new GpuTextureBindingLayout() { SampleType = GpuTextureSampleType.Float, ViewDimension = GpuTextureViewDimension._2D, Multisampled = false } } })); var pipelineLayout = Device.CreatePipelineLayout(new GpuPipelineLayoutDescriptor() { BindGroupLayouts = new GpuBindGroupLayout[] { uniformBindGroupLayout } }); Pipeline = Device.CreateRenderPipeline(new GpuRenderPipelineDescriptor(vertexState) { Fragment = fragmentState, Primitive = primitiveState, DepthStencilState = depthState, Layout = pipelineLayout }); UniformBuffer = Device.CreateBuffer(new GpuBufferDescriptor(UniformBufferSize, GpuBufferUsageFlags.Uniform | GpuBufferUsageFlags.CopyDst)); UniformCpuBuffer = new Windows.Storage.Streams.Buffer(4 * 4 * sizeof(float)); UniformCpuBuffer.Length = UniformCpuBuffer.Capacity; var imgDecoder = await BitmapDecoder.CreateAsync(typeof(MainPage).Assembly.GetManifestResourceStream("TexturedCube.Di_3d.png").AsRandomAccessStream()); var imageBitmap = await imgDecoder.GetSoftwareBitmapAsync(); var cubeTexture = Device.CreateTexture(new GpuTextureDescriptor(new GpuExtend3DDict { Width = (uint)imageBitmap.PixelWidth, Height = (uint)imageBitmap.PixelHeight, Depth = 1 }, GpuTextureFormat.BGRA8UNorm, GpuTextureUsageFlags.Sampled | GpuTextureUsageFlags.CopyDst)); Device.DefaultQueue.CopyImageBitmapToTexture(new GpuImageCopyImageBitmap(imageBitmap), new GpuImageCopyTexture(cubeTexture), new GpuExtend3DDict { Width = (uint)imageBitmap.PixelWidth, Height = (uint)imageBitmap.PixelHeight, Depth = 1 }); var sampler = Device.CreateSampler(new GpuSamplerDescriptor() { MagFilter = GpuFilterMode.Linear, MinFilter = GpuFilterMode.Linear }); UniformBindGroup = Device.CreateBindGroup(new GpuBindGroupDescriptor(uniformBindGroupLayout, new GpuBindGroupEntry[] { new GpuBindGroupEntry(0, new GpuBufferBinding(UniformBuffer, UniformBufferSize)), new GpuBindGroupEntry(1, sampler), new GpuBindGroupEntry(2, cubeTexture.CreateView()) })); }