public void Update(DX11RenderContext context) { if (shaderSample == null) { shaderSample = new DX11ShaderInstance(context, effectSample); shaderLoad = new DX11ShaderInstance(context, effectLoad); } DX11ShaderInstance instance = this.pixelCoords[0] ? shaderLoad : shaderSample; if (this.mipLevel.SliceCount > 1) { instance.SelectTechnique("ConstantLevel"); } else { instance.SelectTechnique("DynamicLevel"); } int totalCount; if (this.mipLevel.SliceCount > 1) { totalCount = SpreadUtils.SpreadMax(this.coordinates, this.mipLevel); instance.SetByName("UvCount", this.coordinates.SliceCount); instance.SetByName("LevelCount", this.mipLevel.SliceCount); } else { totalCount = this.coordinates.SliceCount; instance.SetByName("MipLevel", this.mipLevel[0]); } this.coordinateBuffer = this.coordinateBuffer.GetOrResize(context.Device, this.coordinates.SliceCount, 8); this.levelBuffer = this.levelBuffer.GetOrResize(context.Device, this.mipLevel.SliceCount, 4); this.writeBuffer = this.writeBuffer.GetOrResize(context.Device, totalCount, 16); this.readbackBuffer = this.readbackBuffer.GetOrResize(context.Device, totalCount, 16); instance.SetByName("TotalCount", totalCount); instance.SetByName("uvBuffer", coordinateBuffer.SRV); if (this.mipLevel.SliceCount > 1) { instance.SetByName("uvLevelBuffer", levelBuffer.SRV); } instance.SetByName("inputTexture", this.textureInput[0][context].SRV); instance.SetByName("OutputBuffer", writeBuffer.UAV); instance.ApplyPass(0); context.CurrentDeviceContext.CopyResource(this.writeBuffer.Buffer, this.readbackBuffer.Buffer); }
public void Update(IPluginIO pin, DX11RenderContext context) { if (reset || !this.FOutBuffers[0].Contains(context)) { this.DisposeBuffers(context); eDX11BufferMode mode = this.FInAppendable[0] ? eDX11BufferMode.Append : eDX11BufferMode.Default; DX11RWStructuredBuffer rt = new DX11RWStructuredBuffer(context.Device, this.cnt, this.stride, mode); this.FOutBuffers[0][context] = rt; } this.updateddevices.Add(context); }
public void Update(DX11RenderContext context) { if (this.updateddevices.Contains(context) && !reset) { return; } foreach (IDX11RenderSemantic semres in rsemantics) { if (semres != null) { semres.Dispose(); } } if (reset) { rsemantics.Clear(); this.DisposeBuffers(context); for (int i = 0; i < FOutBuffers.SliceCount; i++) { if (reset || !this.FOutBuffers[i].Contains(context)) { try { var mode = FInMode[i]; DX11RWStructuredBuffer rb = new DX11RWStructuredBuffer(context.Device, this.sizes[i], strides[i], mode); this.FOutBuffers[i][context] = rb; } catch (Exception) { } RWStructuredBufferRenderSemantic uavbs = new RWStructuredBufferRenderSemantic(FSemantic[i] + FUAVPostfix[i], false); uavbs.Data = this.FOutBuffers[i][context]; rsemantics.Add(uavbs); StructuredBufferRenderSemantic srvbs = new StructuredBufferRenderSemantic(FSemantic[i] + FSRVPostfix[i], false); srvbs.Data = this.FOutBuffers[i][context]; rsemantics.Add(srvbs); } } reset = false; } this.updateddevices.Add(context); }
public void Update(IPluginIO pin, DX11RenderContext context) { Device device = context.Device; DeviceContext ctx = context.CurrentDeviceContext; if (!this.FOutPointcloudBuffer[0].Contains(context) || !this.FOutIndexBuffer[0].Contains(context) || this.FInEleCount.IsChanged) { this.FOutPointcloudBuffer[0].Dispose(context); this.FOutIndexBuffer[0].Dispose(context); DX11RWStructuredBuffer pcBuffer = new DX11RWStructuredBuffer(device, FInEleCount[0], FInStride[0], eDX11BufferMode.Counter); DX11RWStructuredBuffer idBuffer = new DX11RWStructuredBuffer(device, FInEleCount[0], 4, eDX11BufferMode.Counter); this.FOutPointcloudBuffer[0][context] = pcBuffer; this.FOutIndexBuffer[0][context] = idBuffer; } // clear offsetbuffer int[] mask = new int[4] { -1, -1, -1, -1 }; ctx.ClearUnorderedAccessView(FOutIndexBuffer[0][context].UAV, mask); // load shader if (this.shader == null) { string basepath = "RingBufferIndexing.effects.RingBufferIndexing.fx"; DX11Effect effect = DX11Effect.FromResource(Assembly.GetExecutingAssembly(), basepath); this.shader = new DX11ShaderInstance(context, effect); } if (this.FInPointcloudBuffer.PluginIO.IsConnected /* && currentFrame != FHDEHost.FrameTime*/) { currentFrame = FHDEHost.FrameTime; // prevents to execute this a second time shader.SelectTechnique("BuildHash"); shader.SetBySemantic("POINTCLOUDBUFFERIN", FInPointcloudBuffer[0][context].SRV); shader.SetBySemantic("POINTCLOUDBUFFEROUT", FOutPointcloudBuffer[0][context].UAV, 0); shader.SetBySemantic("INDEXBUFFER", FOutIndexBuffer[0][context].UAV); shader.ApplyPass(0); ctx.Dispatch((FInEleCount[0] + 63) / 64, 1, 1); context.CleanUp(); context.CleanUpCS(); } }
public void Update(IPluginIO pin, DX11RenderContext context) { Device device = context.Device; DeviceContext ctx = context.CurrentDeviceContext; if (!this.FOutLinkBuffer[0].Contains(context) || !this.FOutOffsetBuffer[0].Contains(context) || FInGridcellCount.IsChanged) { this.FOutLinkBuffer[0].Dispose(context); this.FOutOffsetBuffer[0].Dispose(context); DX11RWStructuredBuffer lb = new DX11RWStructuredBuffer(device, FInEleCount[0], 8, eDX11BufferMode.Counter); DX11RWStructuredBuffer ob = new DX11RWStructuredBuffer(device, FInGridcellCount[0] * FInGridcellCount[0] * FInGridcellCount[0], 4, eDX11BufferMode.Counter); this.FOutLinkBuffer[0][context] = lb; this.FOutOffsetBuffer[0][context] = ob; } // clear offsetbuffer int[] mask = new int[4] { -1, -1, -1, -1 }; ctx.ClearUnorderedAccessView(FOutOffsetBuffer[0][context].UAV, mask); // load shader if (this.shader == null) { string basepath = "LinkedList.effects.LinkedList.fx"; DX11Effect effect = DX11Effect.FromResource(Assembly.GetExecutingAssembly(), basepath); this.shader = new DX11ShaderInstance(context, effect); } if (this.FInPcBuffer.PluginIO.IsConnected) { shader.SelectTechnique("BuildHash"); shader.SetBySemantic("POINTCLOUDBUFFER", FInPcBuffer[0][context].SRV); shader.SetBySemantic("POINTTRANSFORM", FInTransform[0]); shader.SetBySemantic("RWLINKBUFFER", FOutLinkBuffer[0][context].UAV, 0); shader.SetBySemantic("RWOFFSETBUFFER", FOutOffsetBuffer[0][context].UAV); shader.SetBySemantic("GRIDCELLSIZE", FInGridcellCount[0]); shader.ApplyPass(0); ctx.Dispatch((FInEleCount[0] + 63) / 64, 1, 1); context.CleanUp(); context.CleanUpCS(); } }
public void Update(DX11RenderContext context) { if (this.updateddevices.Contains(context)) { return; } if (reset || !this.FOutBuffers[0].Contains(context)) { this.DisposeBuffers(context); eDX11BufferMode mode = this.FInMode[0]; DX11RWStructuredBuffer rt = new DX11RWStructuredBuffer(context.Device, this.cnt, this.stride, mode); this.FOutBuffers[0][context] = rt; } this.updateddevices.Add(context); }
public void Update(DX11RenderContext context) { if (reset || !this.FOutBuffers[0].Contains(context)) { this.DisposeBuffers(context); eDX11BufferMode mode = this.FInAppendable[0] ? eDX11BufferMode.Append : eDX11BufferMode.Default; if (this.cnt > 0 && this.stride > 0) { DX11RWStructuredBuffer rt = new DX11RWStructuredBuffer(context.Device, this.cnt, this.stride, mode); this.FOutBuffers[0][context] = rt; } else { this.FHost.Log(TLogType.Error, "Could not create zero size buffer"); } } }
public DX11ResourcePoolEntry <IDX11RWStructureBuffer> Lock(int stride, int numelements, eDX11BufferMode mode = eDX11BufferMode.Default, bool oneframe = false) { foreach (DX11ResourcePoolEntry <IDX11RWStructureBuffer> entry in this.pool) { IDX11RWStructureBuffer tr = entry.Element; if (!entry.IsLocked && tr.ElementCount == numelements && tr.Stride == stride && tr.BufferType == mode) { entry.Lock(); return(entry); } } IDX11RWStructureBuffer res = new DX11RWStructuredBuffer(context.Device, numelements, stride, mode); DX11ResourcePoolEntry <IDX11RWStructureBuffer> newentry = new DX11ResourcePoolEntry <IDX11RWStructureBuffer>(res); this.pool.Add(newentry); return(newentry); }
public void Update(IPluginIO pin, DX11RenderContext context) { Device device = context.Device; DeviceContext ctx = context.CurrentDeviceContext; if ( !this.FOutPointcloudRingBuffer[0].Contains(context) || !this.FOutUpdatedBuffer[0].Contains(context) || !this.bCounter.Contains(context) || !this.bOffset.Contains(context) || this.FInPointcloudRingBufferSize.IsChanged || this.FInEleCount.IsChanged) { this.FOutPointcloudRingBuffer[0].Dispose(context); DX11RWStructuredBuffer brPointcloud = new DX11RWStructuredBuffer(device, FInPointcloudRingBufferSize[0], FInStride[0], eDX11BufferMode.Counter); this.FOutPointcloudRingBuffer[0][context] = brPointcloud; this.FOutUpdatedBuffer[0].Dispose(context); DX11RWStructuredBuffer brUpdated = new DX11RWStructuredBuffer(device, FInPointcloudRingBufferSize[0], 4, eDX11BufferMode.Counter); this.FOutUpdatedBuffer[0][context] = brUpdated; this.bOffset.Dispose(context); this.bOffset[context] = new DX11RawBuffer(device, 16); this.bCounter.Dispose(context); this.bCounter[context] = new DX11RWStructuredBuffer(device, FInEleCount[0], 4, eDX11BufferMode.Counter); } // load shader if (this.shader == null) { string basepath = "RingBuffer.effects.RingBuffer.fx"; DX11Effect effect = DX11Effect.FromResource(Assembly.GetExecutingAssembly(), basepath); this.shader = new DX11ShaderInstance(context, effect); } if (this.FInPointcloudBuffer.PluginIO.IsConnected && FInSet[0] && currentFrame != FHDEHost.FrameTime) { currentFrame = FHDEHost.FrameTime; // prevents to execute this a second time int[] mask = new int[4] { 0, 0, 0, 0 }; ctx.ClearUnorderedAccessView(FOutUpdatedBuffer[0][context].UAV, mask); shader.SelectTechnique("AddPoints"); shader.SetBySemantic("POINTCLOUDBUFFER", FInPointcloudBuffer[0][context].SRV); shader.SetBySemantic("POINTCLOUDCOUNTBUFFER", FInCountBuffer[0][context].SRV); shader.SetBySemantic("POINTCLOUDRINGBUFFER", FOutPointcloudRingBuffer[0][context].UAV, FInPointcloudRingBufferSize[0]); shader.SetBySemantic("UPDATEDRINGBUFFER", FOutUpdatedBuffer[0][context].UAV, FInPointcloudRingBufferSize[0]); shader.SetBySemantic("POINTCLOUDRINGBUFFERSIZE", FInPointcloudRingBufferSize[0]); shader.SetBySemantic("OFFSETBUFFER", this.bOffset[context].SRV); shader.SetBySemantic("COUNTERBUFFER", this.bCounter[context].UAV, 0); shader.ApplyPass(0); ctx.Dispatch((FInEleCount[0] + 63) / 64, 1, 1); ctx.CopyStructureCount(this.bCounter[context].UAV, this.bOffset[context].Buffer, 0); shader.SelectTechnique("CalcOffset"); shader.ApplyPass(0); ctx.Dispatch(1, 1, 1); context.CleanUp(); context.CleanUpCS(); } }