public MainPage() { this.InitializeComponent(); m_ctx = new ResourceCreateContext(); m_swapChain = new CompositionSwapChainResources(m_ctx, m_swapChainPanel); var display = DisplayInformation.GetForCurrentView(); display.DpiChanged += new TypedEventHandler <DisplayInformation, object>(OnDpiChanged); m_triangle = makeTriangle(m_ctx); m_compute = makeCompute(m_ctx); m_buffer = m_ctx.CreateByteAddressBuffer(4096, ResourceState.CopyDestination); m_texture = m_ctx.CreateTexture2D(256, 256, 1, GraphicsFormat.R8_UNORM, ResourceState.CopyDestination); var ctx = m_swapChain.CreateGraphicsComputeCommandContext(); { float[] positions = { 0.0f, 0.5f, 0.5f, 1.0f, -0.5f, 0.0f, 0.5f, 1.0f, 0.5f, 0.0f, 0.5f, 1.0f }; byte[] b0 = new byte[positions.Length * 4]; Buffer.BlockCopy(positions, 0, b0, 0, b0.Length); float[] colors = { 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f }; byte[] b1 = new byte[colors.Length * 4]; Buffer.BlockCopy(colors, 0, b1, 0, b1.Length); ctx.UpdateBuffer(m_buffer, 0, b0); ctx.UpdateBuffer(m_buffer, (uint)b0.Length, b1); } { var subResourceData = new SubresourceData(); subResourceData.Data = GenerateTextureData(); subResourceData.RowPitch = 256; subResourceData.SlicePitch = 256 * 256; SubresourceData[] datas = { subResourceData }; ctx.UploadResource(m_texture, 0, 1, datas); } ctx.TransitionResource(m_texture, ResourceState.CopyDestination, ResourceState.PixelShaderResource | ResourceState.NonPixelShaderResource); ctx.TransitionResource(m_buffer, ResourceState.CopyDestination, ResourceState.NonPixelShaderResource); ctx.SubmitAndWaitToExecute(); }
public MainPage() { this.InitializeComponent(); m_ctx = new ResourceCreateContext(); m_swapChain = new CompositionSwapChainResources(m_ctx, m_swapChainPanel); var display = DisplayInformation.GetForCurrentView(); display.DpiChanged += new TypedEventHandler <DisplayInformation, object>(OnDpiChanged); var ctx = m_swapChain.CreateGraphicsComputeCommandContext(); m_mechanicMaterial = new DerivativesSkinnedMaterial(m_ctx, ctx, ""); m_mechanicModel = new DerivativesSkinnedModel(m_mechanicMaterial, m_ctx, ctx, @"Assets\\models\\military_mechanic.derivatives_skinned_model.model"); m_mechanicInstance = new DerivativesSkinnedModelInstance(m_mechanicModel, identity()); ctx.SubmitAndWaitToExecute(); m_lighting = makeLighting(m_ctx); }
protected override async void InternalLoad() { var swapChainDescription = this.swapChain?.SwapChainDescription; this.width = swapChainDescription.Value.Width; this.height = swapChainDescription.Value.Height; // Create Scene BasicScene(); // Compute Resources var spheresBufferDescription = new BufferDescription( (uint)(Unsafe.SizeOf <Sphere>() * spheres.Length), BufferFlags.UnorderedAccess | BufferFlags.ShaderResource | BufferFlags.BufferStructured, ResourceUsage.Default, ResourceCpuAccess.None, Unsafe.SizeOf <Sphere>()); spheresBuffer = this.graphicsContext.Factory.CreateBuffer(spheres, ref spheresBufferDescription); var materialsBufferDescription = new BufferDescription( (uint)(Unsafe.SizeOf <Material>() * spheres.Length), BufferFlags.UnorderedAccess | BufferFlags.ShaderResource | BufferFlags.BufferStructured, ResourceUsage.Default, ResourceCpuAccess.None, Unsafe.SizeOf <Material>()); materialsBuffer = this.graphicsContext.Factory.CreateBuffer(materials, ref materialsBufferDescription); this.threadGroupX = this.width / 16u; this.threadGroupY = this.height / 16u; CompilerParameters parameters = new CompilerParameters() { CompilationMode = CompilationMode.None, Profile = GraphicsProfile.Level_11_0, }; var computeShaderDescription = await this.assetsDirectory.ReadAndCompileShader(this.graphicsContext, "CS", "ComputeShader", ShaderStages.Compute, "CS", parameters); var computeShader = this.graphicsContext.Factory.CreateShader(ref computeShaderDescription); var textureDescription = new TextureDescription() { Type = TextureType.Texture2D, Usage = ResourceUsage.Default, Flags = TextureFlags.UnorderedAccess | TextureFlags.ShaderResource, Format = PixelFormat.R8G8B8A8_UNorm, Width = this.width, Height = this.height, Depth = 1, MipLevels = 1, ArraySize = 1, CpuAccess = ResourceCpuAccess.None, SampleCount = TextureSampleCount.None, }; Texture texture2D = this.graphicsContext.Factory.CreateTexture(ref textureDescription); this.computeData = new ComputeData() { time = 0, width = this.width, height = this.height, framecount = 0, samples = 25, recursion = 5, spherecount = (uint)spheres.Length, cam = this.cam }; var constantBufferDescription = new BufferDescription((uint)Unsafe.SizeOf <ComputeData>(), BufferFlags.ConstantBuffer, ResourceUsage.Default); this.constantBuffer = this.graphicsContext.Factory.CreateBuffer(ref this.computeData, ref constantBufferDescription); ResourceLayoutDescription computeLayoutDescription = new ResourceLayoutDescription( new LayoutElementDescription(0, ResourceType.StructuredBuffer, ShaderStages.Compute), new LayoutElementDescription(1, ResourceType.StructuredBuffer, ShaderStages.Compute), new LayoutElementDescription(0, ResourceType.ConstantBuffer, ShaderStages.Compute), new LayoutElementDescription(0, ResourceType.TextureReadWrite, ShaderStages.Compute)); ResourceLayout computeResourceLayout = this.graphicsContext.Factory.CreateResourceLayout(ref computeLayoutDescription); ResourceSetDescription computeResourceSetDescription = new ResourceSetDescription(computeResourceLayout, this.spheresBuffer, this.materialsBuffer, this.constantBuffer, texture2D); this.computeResourceSet = this.graphicsContext.Factory.CreateResourceSet(ref computeResourceSetDescription); var computePipelineDescription = new ComputePipelineDescription() { ComputeShader = computeShader, ResourceLayouts = new[] { computeResourceLayout }, ThreadGroupSizeX = 16, ThreadGroupSizeY = 16, ThreadGroupSizeZ = 1, }; this.computePipelineState = this.graphicsContext.Factory.CreateComputePipeline(ref computePipelineDescription); // Graphics Resources var vertexShaderDescription = await this.assetsDirectory.ReadAndCompileShader(this.graphicsContext, "HLSL", "VertexShader", ShaderStages.Vertex, "VS"); var pixelShaderDescription = await this.assetsDirectory.ReadAndCompileShader(this.graphicsContext, "HLSL", "FragmentShader", ShaderStages.Pixel, "PS"); var vertexShader = this.graphicsContext.Factory.CreateShader(ref vertexShaderDescription); var pixelShader = this.graphicsContext.Factory.CreateShader(ref pixelShaderDescription); var samplerDescription = SamplerStates.LinearClamp; var samplerState = this.graphicsContext.Factory.CreateSamplerState(ref samplerDescription); // Set Params this.paramsData.Samples = 1; this.paramsData.IsPathTracing = false; var paramsBufferDescription = new BufferDescription((uint)Unsafe.SizeOf <Params>(), BufferFlags.ConstantBuffer, ResourceUsage.Default); this.paramsBuffer = this.graphicsContext.Factory.CreateBuffer(ref paramsBufferDescription); ResourceLayoutDescription layoutDescription = new ResourceLayoutDescription( new LayoutElementDescription(0, ResourceType.ConstantBuffer, ShaderStages.Pixel), new LayoutElementDescription(0, ResourceType.Texture, ShaderStages.Pixel), new LayoutElementDescription(0, ResourceType.Sampler, ShaderStages.Pixel)); ResourceLayout resourceLayout = this.graphicsContext.Factory.CreateResourceLayout(ref layoutDescription); ResourceSetDescription resourceSetDescription = new ResourceSetDescription(resourceLayout, this.paramsBuffer, texture2D, samplerState); this.resourceSet = this.graphicsContext.Factory.CreateResourceSet(ref resourceSetDescription); BlendStateDescription blend = BlendStateDescription.Default; if (this.paramsData.IsPathTracing) { blend.RenderTarget0.BlendEnable = true; blend.RenderTarget0.SourceBlendColor = Blend.SourceAlpha; blend.RenderTarget0.DestinationBlendColor = Blend.InverseSourceAlpha; } else { blend = BlendStates.Opaque; } var pipelineDescription = new GraphicsPipelineDescription() { PrimitiveTopology = PrimitiveTopology.TriangleList, InputLayouts = null, ResourceLayouts = new[] { resourceLayout }, Shaders = new ShaderStateDescription() { VertexShader = vertexShader, PixelShader = pixelShader, }, RenderStates = new RenderStateDescription() { RasterizerState = RasterizerStates.CullBack, BlendState = blend, DepthStencilState = DepthStencilStates.Read, }, Outputs = this.frameBuffer.OutputDescription, }; this.graphicsPipelineState = this.graphicsContext.Factory.CreateGraphicsPipeline(ref pipelineDescription); this.graphicsCommandQueue = this.graphicsContext.Factory.CreateCommandQueue(CommandQueueType.Graphics); this.computeCommandQueue = this.graphicsContext.Factory.CreateCommandQueue(CommandQueueType.Compute); this.viewports = new Viewport[1]; this.viewports[0] = new Viewport(0, 0, this.width, this.height); this.scissors = new Rectangle[1]; this.scissors[0] = new Rectangle(0, 0, (int)this.width, (int)this.height); }