static void Main() { RenderForm window = new RenderForm("Some title"); SwapChainDescription swapChainDesc = new SwapChainDescription() { BufferCount = 1, ModeDescription = new ModeDescription(window.ClientSize.Width, window.ClientSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm), IsWindowed = true, OutputHandle = window.Handle, SampleDescription = new SampleDescription(1, 0), SwapEffect = SwapEffect.Discard, Usage = Usage.RenderTargetOutput }; //debug Configuration.EnableObjectTracking = true; D3D11Device device; SwapChain swapChain; D3D11Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, swapChainDesc, out device, out swapChain); DeviceContext context = device.ImmediateContext; Factory factory = swapChain.GetParent<Factory>(); factory.MakeWindowAssociation(window.Handle, WindowAssociationFlags.IgnoreAll); Stopwatch clock = new Stopwatch(); clock.Start(); bool resized = true; window.UserResized += (sender, args) => resized = true; window.KeyUp += (sender, args) => { if (args.KeyCode == Keys.F5) swapChain.SetFullscreenState(true, null); else if (args.KeyCode == Keys.F4) swapChain.SetFullscreenState(false, null); else if (args.KeyCode == Keys.Enter) window.Close(); }; RenderLoop.Run(window, () => { swapChain.Present(0, PresentFlags.None); }); context.Flush(); device.Dispose(); context.Dispose(); swapChain.Dispose(); factory.Dispose(); }
// [STAThread] private static void Main() { var form = new RenderForm("SharpDX - MiniCube Direct3D11 Sample"); // SwapChain description 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 }; // Used for debugging dispose object references // Configuration.EnableObjectTracking = true; // Disable throws on shader compilation errors //Configuration.ThrowOnShaderCompileError = false; // Create Device and SwapChain Device device; SwapChain swapChain; Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swapChain); var context = device.ImmediateContext; // Ignore all windows events var factory = swapChain.GetParent<Factory>(); factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll); // Compile Vertex and Pixel shaders var vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniCube.fx", "VS", "vs_4_0"); var vertexShader = new VertexShader(device, vertexShaderByteCode); var pixelShaderByteCode = ShaderBytecode.CompileFromFile("MiniCube.fx", "PS", "ps_4_0"); var pixelShader = new PixelShader(device, pixelShaderByteCode); var signature = ShaderSignature.GetInputSignature(vertexShaderByteCode); // Layout from VertexShader input signature var layout = new InputLayout(device, signature, new[] { new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0) }); // Instantiate Vertex buiffer from vertex data var vertices = Buffer.Create(device, BindFlags.VertexBuffer, new[] { new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), // Front new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), // BACK new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4( 1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), // Top new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), // Bottom new Vector4( 1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4( 1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4( 1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), // Left new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), // Right new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), new Vector4( 1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), }); // Create Constant Buffer var contantBuffer = new Buffer(device, Utilities.SizeOf<Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0); // Prepare All the stages context.InputAssembler.InputLayout = layout; context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, Utilities.SizeOf<Vector4>() * 2, 0)); context.VertexShader.SetConstantBuffer(0, contantBuffer); context.VertexShader.Set(vertexShader); context.PixelShader.Set(pixelShader); // Prepare matrices var view = Matrix.LookAtLH(new Vector3(0, 0, -5), new Vector3(0, 0, 0), Vector3.UnitY); Matrix proj = Matrix.Identity; // Use clock var clock = new Stopwatch(); clock.Start(); // Declare texture for rendering bool userResized = true; Texture2D backBuffer = null; RenderTargetView renderView = null; Texture2D depthBuffer = null; DepthStencilView depthView = null; // Setup handler on resize form form.UserResized += (sender, args) => userResized = true; // Setup full screen mode change F5 (Full) F4 (Window) form.KeyUp += (sender, args) => { if (args.KeyCode == Keys.F5) swapChain.SetFullscreenState(true, null); else if (args.KeyCode == Keys.F4) swapChain.SetFullscreenState(false, null); else if (args.KeyCode == Keys.Escape) form.Close(); }; // Main loop RenderLoop.Run(form, () => { // If Form resized if (userResized) { // Dispose all previous allocated resources ComObject.Dispose(ref backBuffer); ComObject.Dispose(ref renderView); ComObject.Dispose(ref depthBuffer); ComObject.Dispose(ref depthView); // Resize the backbuffer swapChain.ResizeBuffers(desc.BufferCount, form.ClientSize.Width, form.ClientSize.Height, Format.Unknown, SwapChainFlags.None); // Get the backbuffer from the swapchain backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0); // Renderview on the backbuffer renderView = new RenderTargetView(device, backBuffer); // Create the depth buffer depthBuffer = new Texture2D(device, new Texture2DDescription() { Format = Format.D32_Float_S8X24_UInt, ArraySize = 1, MipLevels = 1, Width = form.ClientSize.Width, Height = form.ClientSize.Height, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.DepthStencil, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }); // Create the depth buffer view depthView = new DepthStencilView(device, depthBuffer); // Setup targets and viewport for rendering context.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f)); context.OutputMerger.SetTargets(depthView, renderView); // Setup new projection matrix with correct aspect ratio proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, form.ClientSize.Width / (float)form.ClientSize.Height, 0.1f, 100.0f); // We are done resizing userResized = false; } var time = clock.ElapsedMilliseconds / 1000.0f; var viewProj = Matrix.Multiply(view, proj); // Clear views context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0); context.ClearRenderTargetView(renderView, Color.Black); // Update WorldViewProj Matrix var worldViewProj = Matrix.RotationX(time) * Matrix.RotationY(time * 2) * Matrix.RotationZ(time * .7f) * viewProj; worldViewProj.Transpose(); context.UpdateSubresource(ref worldViewProj, contantBuffer); // Draw the cube context.Draw(36, 0); // Present! swapChain.Present(0, PresentFlags.None); }); // Release all resources signature.Dispose(); vertexShaderByteCode.Dispose(); vertexShader.Dispose(); pixelShaderByteCode.Dispose(); pixelShader.Dispose(); vertices.Dispose(); layout.Dispose(); contantBuffer.Dispose(); depthBuffer.Dispose(); depthView.Dispose(); renderView.Dispose(); backBuffer.Dispose(); context.ClearState(); context.Flush(); device.Dispose(); context.Dispose(); swapChain.Dispose(); factory.Dispose(); }
public void Run() { // Initial state var currentState = new State { // Set the number of cubes to display (horizontally and vertically) CountCubes = 64, // Number of threads to run concurrently ThreadCount = 4, // Use deferred by default Type = TestType.Deferred, // BurnCpu by default SimulateCpuUsage = true, // Default is using Map/Unmap UseMap = true, }; var nextState = currentState; // -------------------------------------------------------------------------------------- // Init Direct3D11 // -------------------------------------------------------------------------------------- // Create the Rendering form var form = new RenderForm("SharpDX - MiniCube Direct3D11"); form.ClientSize = new Size(1024, 1024); // SwapChain description var desc = new SwapChainDescription() { BufferCount = 2, 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 }; // Create Device and SwapChain Device device; SwapChain swapChain; Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swapChain); var immediateContext = device.ImmediateContext; device = ToDispose(device); // PreCreate deferred contexts var deferredContexts = new DeviceContext[MaxNumberOfThreads]; for (int i = 0; i < deferredContexts.Length; i++) deferredContexts[i] = ToDispose(new DeviceContext(device)); // Allocate rendering context array var contextPerThread = new DeviceContext[MaxNumberOfThreads]; contextPerThread[0] = immediateContext; var commandLists = new CommandList[MaxNumberOfThreads]; CommandList[] frozenCommandLists = null; // Check if driver is supporting natively CommandList bool supportConcurentResources; bool supportCommandList; device.CheckThreadingSupport(out supportConcurentResources, out supportCommandList); // Ignore all windows events var factory = ToDispose(swapChain.GetParent<Factory>()); factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll); // New RenderTargetView from the backbuffer var backBuffer = ToDispose(Texture2D.FromSwapChain<Texture2D>(swapChain, 0)); var renderView = ToDispose(new RenderTargetView(device, backBuffer)); // Compile Vertex and Pixel shaders var bytecode = ShaderBytecode.Compile(Resources.MultiCube, "VS", "vs_4_0"); var vertexShader = ToDispose(new VertexShader(device, bytecode)); // Layout from VertexShader input signature var layout = ToDispose(new InputLayout(device, ToDispose(ShaderSignature.GetInputSignature(bytecode)), new[] { new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0) })); bytecode.Dispose(); bytecode = ToDispose(ShaderBytecode.Compile(Resources.MultiCube, "PS", "ps_4_0")); var pixelShader = ToDispose(new PixelShader(device, bytecode)); bytecode.Dispose(); // Instantiate Vertex buiffer from vertex data var vertices = ToDispose(Buffer.Create(device, BindFlags.VertexBuffer, new[] { new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), // Front new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), // BACK new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4( 1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), // Top new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), // Bottom new Vector4( 1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4( 1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4( 1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), // Left new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), // Right new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), new Vector4( 1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), })); // Create Constant Buffer var staticContantBuffer = ToDispose(new Buffer(device, Utilities.SizeOf<Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); var dynamicConstantBuffer = ToDispose(new Buffer(device, Utilities.SizeOf<Matrix>(), ResourceUsage.Dynamic, BindFlags.ConstantBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, 0)); // Create Depth Buffer & View var depthBuffer = ToDispose(new Texture2D(device, new Texture2DDescription() { Format = Format.D32_Float_S8X24_UInt, ArraySize = 1, MipLevels = 1, Width = form.ClientSize.Width, Height = form.ClientSize.Height, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.DepthStencil, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None })); var depthView = ToDispose(new DepthStencilView(device, depthBuffer)); // -------------------------------------------------------------------------------------- // Prepare matrices & clocks // -------------------------------------------------------------------------------------- const float viewZ = 5.0f; // Prepare matrices var view = Matrix.LookAtLH(new Vector3(0, 0, -viewZ), new Vector3(0, 0, 0), Vector3.UnitY); var proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, form.ClientSize.Width / (float)form.ClientSize.Height, 0.1f, 100.0f); var viewProj = Matrix.Multiply(view, proj); // Use clock var clock = new Stopwatch(); clock.Start(); var fpsTimer = new Stopwatch(); fpsTimer.Start(); int fpsCounter = 0; // -------------------------------------------------------------------------------------- // Register KeyDown event handler on the form // -------------------------------------------------------------------------------------- bool switchToNextState = false; // Install keys handlers form.KeyDown += (target, arg) => { if (arg.KeyCode == Keys.Left && nextState.CountCubes > 1) nextState.CountCubes--; if (arg.KeyCode == Keys.Right && nextState.CountCubes < MaxNumberOfCubes) nextState.CountCubes++; if (arg.KeyCode == Keys.F1) nextState.Type= (TestType)((((int)nextState.Type) + 1) % 3); if (arg.KeyCode == Keys.F2) nextState.UseMap = !nextState.UseMap; if (arg.KeyCode == Keys.F3) nextState.SimulateCpuUsage = !nextState.SimulateCpuUsage; if (nextState.Type == TestType.Deferred) { if (arg.KeyCode == Keys.Down && nextState.ThreadCount > 1) nextState.ThreadCount--; if (arg.KeyCode == Keys.Up && nextState.ThreadCount < MaxNumberOfThreads) nextState.ThreadCount++; } if (arg.KeyCode == Keys.Escape) nextState.Exit = true; switchToNextState = true; }; // -------------------------------------------------------------------------------------- // Function used to setup the pipeline // -------------------------------------------------------------------------------------- Action SetupPipeline = () => { int threadCount = 1; if (currentState.Type != TestType.Immediate) { threadCount = currentState.Type == TestType.Deferred ? currentState.ThreadCount : 1; Array.Copy(deferredContexts, contextPerThread, contextPerThread.Length); } else { contextPerThread[0] = immediateContext; } for (int i = 0; i < threadCount; i++) { var renderingContext = contextPerThread[i]; // Prepare All the stages renderingContext.InputAssembler.InputLayout = layout; renderingContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; renderingContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, Utilities.SizeOf<Vector4>() * 2, 0)); renderingContext.VertexShader.SetConstantBuffer(0, currentState.UseMap ? dynamicConstantBuffer : staticContantBuffer); renderingContext.VertexShader.Set(vertexShader); renderingContext.Rasterizer.SetViewport(0, 0, form.ClientSize.Width, form.ClientSize.Height); renderingContext.PixelShader.Set(pixelShader); renderingContext.OutputMerger.SetTargets(depthView, renderView); } }; // -------------------------------------------------------------------------------------- // Function used to render a row of cubes // -------------------------------------------------------------------------------------- Action<int, int, int> RenderRow = (int contextIndex, int fromY, int toY) => { var renderingContext = contextPerThread[contextIndex]; var time = clock.ElapsedMilliseconds / 1000.0f; if (contextIndex == 0) { contextPerThread[0].ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0); contextPerThread[0].ClearRenderTargetView(renderView, Color.Black); } int count = currentState.CountCubes; float divCubes = (float)count / (viewZ - 1); var rotateMatrix = Matrix.Scaling(1.0f / count) * Matrix.RotationX(time) * Matrix.RotationY(time * 2) * Matrix.RotationZ(time * .7f); for (int y = fromY; y < toY; y++) { for (int x = 0; x < count; x++) { rotateMatrix.M41 = (x + .5f - count * .5f) / divCubes; rotateMatrix.M42 = (y + .5f - count * .5f) / divCubes; // Update WorldViewProj Matrix Matrix worldViewProj; Matrix.Multiply(ref rotateMatrix, ref viewProj, out worldViewProj); worldViewProj.Transpose(); // Simulate CPU usage in order to see benefits of worlViewProj if (currentState.SimulateCpuUsage) { for (int i = 0; i < BurnCpuFactor; i++) { Matrix.Multiply(ref rotateMatrix, ref viewProj, out worldViewProj); worldViewProj.Transpose(); } } if (currentState.UseMap) { var dataBox = renderingContext.MapSubresource(dynamicConstantBuffer, 0, MapMode.WriteDiscard, MapFlags.None); Utilities.Write(dataBox.DataPointer, ref worldViewProj); renderingContext.UnmapSubresource(dynamicConstantBuffer, 0); } else { renderingContext.UpdateSubresource(ref worldViewProj, staticContantBuffer); } // Draw the cube renderingContext.Draw(36, 0); } } if (currentState.Type != TestType.Immediate) commandLists[contextIndex] = renderingContext.FinishCommandList(false); }; Action<int> RenderDeferred = (int threadCount) => { int deltaCube = currentState.CountCubes / threadCount; if (deltaCube == 0) deltaCube = 1; int nextStartingRow = 0; var tasks = new Task[threadCount]; for (int i = 0; i < threadCount; i++) { var threadIndex = i; int fromRow = nextStartingRow; int toRow = (i + 1) == threadCount ? currentState.CountCubes : fromRow + deltaCube; if (toRow > currentState.CountCubes) toRow = currentState.CountCubes; nextStartingRow = toRow; tasks[i] = new Task(() => RenderRow(threadIndex, fromRow, toRow) ); tasks[i].Start(); } Task.WaitAll(tasks); }; // -------------------------------------------------------------------------------------- // Main Loop // -------------------------------------------------------------------------------------- RenderLoop.Run(form, () => { if (currentState.Exit) form.Close(); fpsCounter++; if (fpsTimer.ElapsedMilliseconds > 1000) { var typeStr = currentState.Type.ToString(); if (currentState.Type != TestType.Immediate && !supportCommandList) typeStr += "*"; form.Text = string.Format("SharpDX - MultiCube D3D11 - (F1) {0} - (F2) {1} - (F3) {2} - Threads ↑↓{3} - Count ←{4}→ - FPS: {5:F2} ({6:F2}ms)", typeStr, currentState.UseMap ? "Map/UnMap" : "UpdateSubresource", currentState.SimulateCpuUsage ? "BurnCPU On" : "BurnCpu Off", currentState.Type == TestType.Deferred ? currentState.ThreadCount : 1, currentState.CountCubes * currentState.CountCubes, 1000.0 * fpsCounter / fpsTimer.ElapsedMilliseconds, (float)fpsTimer.ElapsedMilliseconds / fpsCounter); fpsTimer.Reset(); fpsTimer.Stop(); fpsTimer.Start(); fpsCounter = 0; } // Setup the pipeline before any rendering SetupPipeline(); // Execute on the rendering thread when ThreadCount == 1 or No deferred rendering is selected if (currentState.Type == TestType.Immediate || ( currentState.Type == TestType.Deferred && currentState.ThreadCount == 1)) { RenderRow(0, 0, currentState.CountCubes); } // In case of deferred context, use of FinishCommandList / ExecuteCommandList if (currentState.Type != TestType.Immediate) { if (currentState.Type == TestType.FrozenDeferred) { if (commandLists[0] == null) RenderDeferred(1); } else if (currentState.ThreadCount > 1) { RenderDeferred(currentState.ThreadCount); } for (int i = 0; i < currentState.ThreadCount; i++) { var commandList = commandLists[i]; // Execute the deferred command list on the immediate context immediateContext.ExecuteCommandList(commandList, false); // For classic deferred we release the command list. Not for frozen if (currentState.Type == TestType.Deferred) { // Release the command list commandList.Dispose(); commandLists[i] = null; } } } if (switchToNextState) { currentState = nextState; switchToNextState = false; } // Present! swapChain.Present(0, PresentFlags.None); }); // Dispose all resource created Dispose(); }
public void Run() { var form = new RenderForm("2d and 3d combined...it's like magic"); form.KeyDown += (sender, args) => { if (args.KeyCode == Keys.Escape) form.Close(); }; // DirectX DXGI 1.1 factory var factory1 = new Factory1(); // The 1st graphics adapter var adapter1 = factory1.GetAdapter1(0); // --------------------------------------------------------------------------------------------- // Setup direct 3d version 11. It's context will be used to combine the two elements // --------------------------------------------------------------------------------------------- var description = new SwapChainDescription { BufferCount = 1, ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm), IsWindowed = true, OutputHandle = form.Handle, SampleDescription = new SampleDescription(1, 0), SwapEffect = SwapEffect.Discard, Usage = Usage.RenderTargetOutput, Flags = SwapChainFlags.AllowModeSwitch }; Device11 device11; SwapChain swapChain; Device11.CreateWithSwapChain(adapter1, DeviceCreationFlags.None, description, out device11, out swapChain); // create a view of our render target, which is the backbuffer of the swap chain we just created RenderTargetView renderTargetView; using (var resource = Resource.FromSwapChain<Texture2D>(swapChain, 0)) renderTargetView = new RenderTargetView(device11, resource); // setting a viewport is required if you want to actually see anything var context = device11.ImmediateContext; var viewport = new Viewport(0.0f, 0.0f, form.ClientSize.Width, form.ClientSize.Height); context.OutputMerger.SetTargets(renderTargetView); context.Rasterizer.SetViewports(viewport); // // Create the DirectX11 texture2D. This texture will be shared with the DirectX10 device. // // The DirectX10 device will be used to render text onto this texture. // DirectX11 will then draw this texture (blended) onto the screen. // The KeyedMutex flag is required in order to share this resource between the two devices. var textureD3D11 = new Texture2D(device11, new Texture2DDescription { Width = form.ClientSize.Width, Height = form.ClientSize.Height, MipLevels = 1, ArraySize = 1, Format = Format.B8G8R8A8_UNorm, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.SharedKeyedmutex }); // --------------------------------------------------------------------------------------------- // Setup a direct 3d version 10.1 adapter // --------------------------------------------------------------------------------------------- var device10 = new Device10(adapter1, SharpDX.Direct3D10.DeviceCreationFlags.BgraSupport, FeatureLevel.Level_10_0); // --------------------------------------------------------------------------------------------- // Setup Direct 2d // --------------------------------------------------------------------------------------------- // Direct2D Factory var factory2D = new SharpDX.Direct2D1.Factory(FactoryType.SingleThreaded, DebugLevel.Information); // Here we bind the texture we've created on our direct3d11 device through the direct3d10 // to the direct 2d render target.... var sharedResource = textureD3D11.QueryInterface<SharpDX.DXGI.Resource>(); var textureD3D10 = device10.OpenSharedResource<SharpDX.Direct3D10.Texture2D>(sharedResource.SharedHandle); var surface = textureD3D10.AsSurface(); var rtp = new RenderTargetProperties { MinLevel = SharpDX.Direct2D1.FeatureLevel.Level_10, Type = RenderTargetType.Hardware, PixelFormat = new PixelFormat(Format.Unknown, AlphaMode.Premultiplied) }; var renderTarget2D = new RenderTarget(factory2D, surface, rtp); var solidColorBrush = new SolidColorBrush(renderTarget2D, Colors.Red); // --------------------------------------------------------------------------------------------------- // Setup the rendering data // --------------------------------------------------------------------------------------------------- // Load Effect. This includes both the vertex and pixel shaders. // Also can include more than one technique. ShaderBytecode shaderByteCode = ShaderBytecode.CompileFromFile( "effectDx11.fx", "fx_5_0", ShaderFlags.EnableStrictness); var effect = new Effect(device11, shaderByteCode); // create triangle vertex data, making sure to rewind the stream afterward var verticesTriangle = new DataStream(VertexPositionColor.SizeInBytes * 3, true, true); verticesTriangle.Write(new VertexPositionColor(new Vector3(0.0f, 0.5f, 0.5f),new Color4(1.0f, 0.0f, 0.0f, 1.0f))); verticesTriangle.Write(new VertexPositionColor(new Vector3(0.5f, -0.5f, 0.5f),new Color4(0.0f, 1.0f, 0.0f, 1.0f))); verticesTriangle.Write(new VertexPositionColor(new Vector3(-0.5f, -0.5f, 0.5f),new Color4(0.0f, 0.0f, 1.0f, 1.0f))); verticesTriangle.Position = 0; // create the triangle vertex layout and buffer var layoutColor = new InputLayout(device11, effect.GetTechniqueByName("Color").GetPassByIndex(0).Description.Signature, VertexPositionColor.inputElements); var vertexBufferColor = new Buffer(device11, verticesTriangle, (int)verticesTriangle.Length, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0); verticesTriangle.Close(); // create overlay vertex data, making sure to rewind the stream afterward // Top Left of screen is -1, +1 // Bottom Right of screen is +1, -1 var verticesText = new DataStream(VertexPositionTexture.SizeInBytes * 4, true, true); verticesText.Write(new VertexPositionTexture(new Vector3(-1, 1, 0),new Vector2(0, 0f))); verticesText.Write(new VertexPositionTexture(new Vector3(1, 1, 0),new Vector2(1, 0))); verticesText.Write(new VertexPositionTexture(new Vector3(-1, -1, 0),new Vector2(0, 1))); verticesText.Write(new VertexPositionTexture(new Vector3(1, -1, 0),new Vector2(1, 1))); verticesText.Position = 0; // create the overlay vertex layout and buffer var layoutOverlay = new InputLayout(device11, effect.GetTechniqueByName("Overlay").GetPassByIndex(0).Description.Signature, VertexPositionTexture.inputElements); var vertexBufferOverlay = new Buffer(device11, verticesText, (int)verticesText.Length, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0); verticesText.Close(); // Think of the shared textureD3D10 as an overlay. // The overlay needs to show the 2d content but let the underlying triangle (or whatever) // show thru, which is accomplished by blending. var bsd = new BlendStateDescription(); bsd.RenderTarget[0].IsBlendEnabled = true; bsd.RenderTarget[0].SourceBlend = BlendOption.SourceColor; bsd.RenderTarget[0].DestinationBlend = BlendOption.BlendFactor; bsd.RenderTarget[0].BlendOperation = BlendOperation.Add; bsd.RenderTarget[0].SourceAlphaBlend = BlendOption.One; bsd.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero; bsd.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add; bsd.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All; var blendStateTransparent = new BlendState(device11, bsd); // --------------------------------------------------------------------------------------------------- // Create and tesselate an ellipse // --------------------------------------------------------------------------------------------------- var center = new DrawingPointF(form.ClientSize.Width/2.0f, form.ClientSize.Height/2.0f); var ellipse = new EllipseGeometry(factory2D, new Ellipse(center, form.ClientSize.Width / 2.0f, form.ClientSize.Height / 2.0f)); // Populate a PathGeometry from Ellipse tessellation var tesselatedGeometry = new PathGeometry(factory2D); _geometrySink = tesselatedGeometry.Open(); // Force RoundLineJoin otherwise the tesselated looks buggy at line joins _geometrySink.SetSegmentFlags(PathSegment.ForceRoundLineJoin); // Tesselate the ellipse to our TessellationSink ellipse.Tessellate(1, this); _geometrySink.Close(); // --------------------------------------------------------------------------------------------------- // Acquire the mutexes. These are needed to assure the device in use has exclusive access to the surface // --------------------------------------------------------------------------------------------------- var device10Mutex = textureD3D10.QueryInterface<KeyedMutex>(); var device11Mutex = textureD3D11.QueryInterface<KeyedMutex>(); // --------------------------------------------------------------------------------------------------- // Main rendering loop // --------------------------------------------------------------------------------------------------- bool first = true; RenderLoop .Run(form, () => { if(first) { form.Activate(); first = false; } // clear the render target to black context.ClearRenderTargetView(renderTargetView, Colors.DarkSlateGray); // Draw the triangle context.InputAssembler.InputLayout = layoutColor; context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBufferColor, VertexPositionColor.SizeInBytes, 0)); context.OutputMerger.BlendState = null; var currentTechnique = effect.GetTechniqueByName("Color"); for (var pass = 0; pass < currentTechnique.Description.PassCount; ++pass) { using (var effectPass = currentTechnique.GetPassByIndex(pass)) { System.Diagnostics.Debug.Assert(effectPass.IsValid, "Invalid EffectPass"); effectPass.Apply(context); } context.Draw(3, 0); }; // Draw Ellipse on the shared Texture2D device10Mutex.Acquire(0, 100); renderTarget2D.BeginDraw(); renderTarget2D.Clear(Colors.Black); renderTarget2D.DrawGeometry(tesselatedGeometry, solidColorBrush); renderTarget2D.DrawEllipse(new Ellipse(center, 200, 200), solidColorBrush, 20, null); renderTarget2D.EndDraw(); device10Mutex.Release(0); // Draw the shared texture2D onto the screen, blending the 2d content in device11Mutex.Acquire(0, 100); var srv = new ShaderResourceView(device11, textureD3D11); effect.GetVariableByName("g_Overlay").AsShaderResource().SetResource(srv); context.InputAssembler.InputLayout = layoutOverlay; context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip; context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBufferOverlay, VertexPositionTexture.SizeInBytes, 0)); context.OutputMerger.BlendState = blendStateTransparent; currentTechnique = effect.GetTechniqueByName("Overlay"); for (var pass = 0; pass < currentTechnique.Description.PassCount; ++pass) { using (var effectPass = currentTechnique.GetPassByIndex(pass)) { System.Diagnostics.Debug.Assert(effectPass.IsValid, "Invalid EffectPass"); effectPass.Apply(context); } context.Draw(4, 0); } srv.Dispose(); device11Mutex.Release(0); swapChain.Present(0, PresentFlags.None); }); // dispose everything vertexBufferColor.Dispose(); vertexBufferOverlay.Dispose(); layoutColor.Dispose(); layoutOverlay.Dispose(); effect.Dispose(); shaderByteCode.Dispose(); renderTarget2D.Dispose(); swapChain.Dispose(); device11.Dispose(); device10.Dispose(); textureD3D10.Dispose(); textureD3D11.Dispose(); factory1.Dispose(); adapter1.Dispose(); sharedResource.Dispose(); factory2D.Dispose(); surface.Dispose(); solidColorBrush.Dispose(); blendStateTransparent.Dispose(); device10Mutex.Dispose(); device11Mutex.Dispose(); }
public void Start() { running = true; Task.Factory.StartNew(() => { form = new SharpDX.Windows.RenderForm("Oculus UI Debug"); form.Width = 1024 + 16; form.Height = 512 + 39; form.AllowUserResizing = false; // Create DirectX drawing device. SharpDX.Direct3D11.Device device = new Device(SharpDX.Direct3D.DriverType.Hardware, DeviceCreationFlags.Debug); // Create DirectX Graphics Interface factory, used to create the swap chain. Factory factory = new Factory(); DeviceContext immediateContext = device.ImmediateContext; // Define the properties of the swap chain. SwapChainDescription swapChainDescription = new SwapChainDescription(); swapChainDescription.BufferCount = 1; swapChainDescription.IsWindowed = true; swapChainDescription.OutputHandle = form.Handle; swapChainDescription.SampleDescription = new SampleDescription(1, 0); swapChainDescription.Usage = Usage.RenderTargetOutput | Usage.ShaderInput; swapChainDescription.SwapEffect = SwapEffect.Sequential; swapChainDescription.Flags = SwapChainFlags.AllowModeSwitch; swapChainDescription.ModeDescription.Width = 1024; swapChainDescription.ModeDescription.Height = 512; swapChainDescription.ModeDescription.Format = Format.R8G8B8A8_UNorm; swapChainDescription.ModeDescription.RefreshRate.Numerator = 0; swapChainDescription.ModeDescription.RefreshRate.Denominator = 1; // Create the swap chain. SharpDX.DXGI.SwapChain swapChain = new SwapChain(factory, device, swapChainDescription); // Retrieve the back buffer of the swap chain. Texture2D backBuffer = swapChain.GetBackBuffer <Texture2D>(0); RenderTargetView backBufferRenderTargetView = new RenderTargetView(device, backBuffer); // Create a depth buffer, using the same width and height as the back buffer. Texture2DDescription depthBufferDescription = new Texture2DDescription(); depthBufferDescription.Format = Format.D32_Float; depthBufferDescription.ArraySize = 1; depthBufferDescription.MipLevels = 1; depthBufferDescription.Width = 1024; depthBufferDescription.Height = 512; depthBufferDescription.SampleDescription = new SampleDescription(1, 0); depthBufferDescription.Usage = ResourceUsage.Default; depthBufferDescription.BindFlags = BindFlags.DepthStencil; depthBufferDescription.CpuAccessFlags = CpuAccessFlags.None; depthBufferDescription.OptionFlags = ResourceOptionFlags.None; // Define how the depth buffer will be used to filter out objects, based on their distance from the viewer. DepthStencilStateDescription depthStencilStateDescription = new DepthStencilStateDescription(); depthStencilStateDescription.IsDepthEnabled = true; depthStencilStateDescription.DepthComparison = Comparison.Less; depthStencilStateDescription.DepthWriteMask = DepthWriteMask.Zero; // Create the depth buffer. Texture2D depthBuffer = new Texture2D(device, depthBufferDescription); DepthStencilView depthStencilView = new DepthStencilView(device, depthBuffer); DepthStencilState depthStencilState = new DepthStencilState(device, depthStencilStateDescription); Viewport viewport = new Viewport(0, 0, 1024, 512, 0.0f, 1.0f); immediateContext.OutputMerger.SetDepthStencilState(depthStencilState); immediateContext.OutputMerger.SetRenderTargets(depthStencilView, backBufferRenderTargetView); immediateContext.Rasterizer.SetViewport(viewport); SharpDX.Toolkit.Graphics.GraphicsDevice gd = SharpDX.Toolkit.Graphics.GraphicsDevice.New(device); var blendStateDescription = new BlendStateDescription(); blendStateDescription.AlphaToCoverageEnable = false; blendStateDescription.RenderTarget[0].IsBlendEnabled = true; blendStateDescription.RenderTarget[0].SourceBlend = BlendOption.SourceAlpha; blendStateDescription.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha; blendStateDescription.RenderTarget[0].BlendOperation = BlendOperation.Add; blendStateDescription.RenderTarget[0].SourceAlphaBlend = BlendOption.Zero; blendStateDescription.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero; blendStateDescription.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add; blendStateDescription.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All; var blendState = SharpDX.Toolkit.Graphics.BlendState.New(gd, blendStateDescription); gd.SetBlendState(blendState); var resource = sharedTexture.QueryInterface <SharpDX.DXGI.Resource>(); var texture = device.OpenSharedResource <Texture2D>(resource.SharedHandle); var basicEffect = new SharpDX.Toolkit.Graphics.BasicEffect(gd); basicEffect.PreferPerPixelLighting = false; basicEffect.Texture = SharpDX.Toolkit.Graphics.Texture2D.New(gd, texture); basicEffect.TextureEnabled = true; basicEffect.LightingEnabled = false; // background texture var backgroundTexture = SharpDX.Toolkit.Graphics.Texture2D.Load(gd, "Graphics/debug.png"); var backEffect = new SharpDX.Toolkit.Graphics.BasicEffect(gd); backEffect.PreferPerPixelLighting = false; backEffect.Texture = backgroundTexture; backEffect.TextureEnabled = true; backEffect.LightingEnabled = false; var primitive = SharpDX.Toolkit.Graphics.GeometricPrimitive.Plane.New(gd, 2f, 2f, 1); // Retrieve the DXGI device, in order to set the maximum frame latency. using (SharpDX.DXGI.Device1 dxgiDevice = device.QueryInterface <SharpDX.DXGI.Device1>()) { dxgiDevice.MaximumFrameLatency = 1; } RenderLoop.Run(form, () => { immediateContext.ClearRenderTargetView(backBufferRenderTargetView, new Color4(1f, 0.5f, 0.3f, 1f)); immediateContext.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0); backEffect.World = basicEffect.World = Matrix.Identity; backEffect.View = basicEffect.View = Matrix.Identity; backEffect.Projection = basicEffect.Projection = Matrix.Identity; primitive.Draw(backEffect); primitive.Draw(basicEffect); swapChain.Present(0, PresentFlags.None); if (!running) { form.Close(); } }); }); }