Пример #1
0
        public void Evaluate(int SpreadMax)
        {
            if (this.FPointer.IsChanged)
            {
                this.FInvalidate = true;
            }
            else return;

            SpreadMax = FPointer.SliceCount;

            var oldCount = FTextureOutput.SliceCount;
            if (FTextureOutput[0] == null) oldCount = 0;

            for (int i = SpreadMax; i < oldCount;i++ )
            {
                FTextureOutput[i].Dispose();
            }

            this.FValid.SliceCount = SpreadMax;
            this.FTextureOutput.SliceCount = SpreadMax;

            for (int i = oldCount; i < SpreadMax; i++)
            {
                FTextureOutput[i] = new DX11Resource<DX11Texture2D>();
            }
        }
Пример #2
0
 public void Evaluate(int SpreadMax)
 {
     if ( this.FOutPointcloudRingBuffer[0] == null || this.FOutUpdatedBuffer[0] == null || this.bCounter == null || this.bOffset == null)
     {
         this.FOutPointcloudRingBuffer[0] = new DX11Resource<IDX11RWStructureBuffer>();
         this.FOutUpdatedBuffer[0] = new DX11Resource<IDX11RWStructureBuffer>();
         this.bOffset = new DX11Resource<DX11RawBuffer>();
         this.bCounter = new DX11Resource<IDX11RWStructureBuffer>();
     }
 }
Пример #3
0
		public void Evaluate(int SpreadMax)
		{
			if (FProcessor == null)
				FProcessor = new ProcessDestination<AsTextureDX11Instance>(FPinInImage);

			bool needsInit = FProcessor.CheckInputSize();
			
			if (needsInit)
			{
				foreach (var textureOut in FTextureOutput)
				{
					if (textureOut != null)
						textureOut.Dispose();
				}
				FTextureOutput.SliceCount = FProcessor.SliceCount;
				for (int i = 0; i < FProcessor.SliceCount; i++)
				{
					var textureSlice = new DX11Resource<DX11DynamicTexture2D>();
					FProcessor[i].OutputSlice = textureSlice;
					FTextureOutput[i] = textureSlice;
				}
			}
		}
			public void WriteImage(DX11Resource<DX11Texture2D> resource, FeralTic.DX11.DX11RenderContext context, string filename, SlimDX.Direct3D11.ImageFileFormat format)
			{
				var saver = GetAvailableSaver();
				saver.Save(resource[context], context, filename, format);
			}
Пример #5
0
        public void Render(DX11RenderContext context, DX11RenderSettings settings)
        {
            Device        device = context.Device;
            DeviceContext ctx    = context.CurrentDeviceContext;

            bool popstate = false;

            bool multistate     = this.FInState.IsConnected && this.FInState.SliceCount > 1;
            bool stateConnected = this.FInState.IsConnected;

            if (this.FInEnabled[0])
            {
                //In that case we do not care about geometry, but only apply pass for globals
                if (settings.RenderHint == eRenderHint.ApplyOnly)
                {
                    this.ApplyOnly(context, settings);
                    return;
                }

                if (settings.RenderHint == eRenderHint.Collector)
                {
                    this.Collect(context, settings);
                    return;
                }

                DX11ShaderData shaderdata = this.deviceshaderdata[context];
                if ((shaderdata.IsValid &&
                     (this.geomconnected || settings.Geometry != null) &&
                     this.spmax > 0 && this.varmanager.SetGlobalSettings(shaderdata.ShaderInstance, settings)) ||
                    this.FInApplyOnly[0])
                {
                    this.OnBeginQuery(context);

                    //Select preferred technique if available
                    if (settings.PreferredTechniques.Count == 0 && this.techniqueindex != this.FInTechnique[0].Index)
                    {
                        this.techniqueindex   = this.FInTechnique[0].Index;
                        this.techniquechanged = true;
                    }
                    else if (settings.PreferredTechniques.Count > 0)
                    {
                        int i = settings.GetPreferredTechnique(this.FShader);
                        if (i == -1)
                        {
                            i = this.FInTechnique[0].Index;
                        }
                        if (i != this.techniqueindex)
                        {
                            this.techniqueindex   = i;
                            this.techniquechanged = true;
                        }
                    }

                    //Need to build input layout
                    if (this.FGeometry.IsChanged || this.techniquechanged || shaderdata.LayoutValid.Count == 0)
                    {
                        shaderdata.Update(this.techniqueindex, 0, this.FGeometry);
                        this.FOutLayoutValid.AssignFrom(shaderdata.LayoutValid);
                        this.FOutLayoutMsg.AssignFrom(shaderdata.LayoutMsg);

                        int           errorCount = 0;
                        StringBuilder sbMsg      = new StringBuilder();
                        sbMsg.Append("Invalid layout detected for slices:");
                        for (int i = 0; i < shaderdata.LayoutValid.Count; i++)
                        {
                            if (shaderdata.LayoutValid[i] == false)
                            {
                                errorCount++;
                                sbMsg.Append(i + ",");
                            }
                        }

                        if (errorCount > 0)
                        {
                            this.FHost.Log(TLogType.Warning, sbMsg.ToString());
                        }

                        this.techniquechanged = false;
                    }

                    if (this.stateconnected && !multistate)
                    {
                        context.RenderStateStack.Push(this.FInState[0]);
                        popstate = true;
                    }

                    ShaderPipelineState pipelineState = null;
                    if (!settings.PreserveShaderStages)
                    {
                        shaderdata.ResetShaderStages(ctx);
                    }
                    else
                    {
                        pipelineState = new ShaderPipelineState(context);
                    }

                    settings.DrawCallCount = spmax; //Set number of draw calls

                    var objectsettings = this.objectSettings[context];
#pragma warning disable 0618
                    objectsettings.GeometryFromLayer = false;
#pragma warning restore 0618
                    var orderedobjectsettings = this.orderedObjectSettings[context];
                    var variableCache         = this.shaderVariableCache[context];
                    variableCache.ApplyGlobals(settings);

                    //IDX11Geometry drawgeom = null;
                    objectsettings.Geometry = null;
                    DX11Resource <IDX11Geometry> pg = null;
                    bool       doOrder       = false;
                    List <int> orderedSlices = null;
                    if (settings.LayerOrder != null && settings.LayerOrder.Enabled)
                    {
                        orderedobjectsettings.Clear();
                        for (int i = 0; i < this.spmax; i++)
                        {
                            DX11ObjectRenderSettings objSettings = new DX11ObjectRenderSettings();
                            objSettings.DrawCallIndex  = i;
                            objSettings.Geometry       = null;
                            objSettings.IterationCount = 1;
                            objSettings.IterationIndex = 0;
                            objSettings.WorldTransform = this.mworld[i % this.mworldcount];
                            objSettings.RenderStateTag = stateConnected ? this.FInState[i].Tag : null;
                            orderedobjectsettings.Add(objSettings);
                        }

                        orderedSlices = settings.LayerOrder.Reorder(settings, orderedobjectsettings);
                        doOrder       = true;
                    }

                    int drawCount = doOrder ? orderedSlices.Count : this.spmax;

                    if (this.spmax == 0)
                    {
                        drawCount = 0;
                    }

                    bool singleGeometry = this.FGeometry.SliceCount == 1 || settings.Geometry != null;
                    if (settings.Geometry != null && this.FGeometry.IsConnected == false)
                    {
#pragma warning disable 0618
                        objectsettings.GeometryFromLayer = true;
#pragma warning restore 0618

                        objectsettings.Geometry = settings.Geometry;
                        singleGeometry          = true;
                        if (!shaderdata.SetInputAssemblerFromLayer(ctx, objectsettings.Geometry, 0))
                        {
                            return;
                        }
                    }
                    else if (singleGeometry)
                    {
                        pg = this.FGeometry[0];
                        objectsettings.Geometry = pg[context];


                        if (objectsettings.Geometry == null)
                        {
                            objectsettings.Geometry = new DX11InvalidGeometry();
                        }
                        shaderdata.SetInputAssembler(ctx, objectsettings.Geometry, 0);
                    }

                    if (!multistate)
                    {
                        objectsettings.RenderStateTag = this.FInState[0] != null ? this.FInState[0].Tag : null;
                    }

                    for (int i = 0; i < drawCount; i++)
                    {
                        int idx = doOrder ? orderedSlices[i] : i;
                        if (multistate)
                        {
                            context.RenderStateStack.Push(this.FInState[idx]);
                            objectsettings.RenderStateTag = this.FInState[idx] != null ? this.FInState[idx].Tag : null;
                        }

                        if (shaderdata.IsLayoutValid(idx) || settings.Geometry != null)
                        {
                            objectsettings.IterationCount = this.FIter[idx];

                            for (int k = 0; k < objectsettings.IterationCount; k++)
                            {
                                objectsettings.IterationIndex = k;

                                if (!singleGeometry)
                                {
                                    if (settings.Geometry == null)
                                    {
                                        if (this.FGeometry[idx] != pg)
                                        {
                                            pg = this.FGeometry[idx];

                                            objectsettings.Geometry = pg[context];
                                            if (objectsettings.Geometry == null)
                                            {
                                                objectsettings.Geometry = new DX11InvalidGeometry();
                                            }

                                            shaderdata.SetInputAssembler(ctx, objectsettings.Geometry, idx);
                                        }
                                    }
                                    else
                                    {
                                        objectsettings.Geometry = settings.Geometry;
                                        shaderdata.SetInputAssembler(ctx, objectsettings.Geometry, idx);
                                    }
                                }


                                //Prepare settings
                                objectsettings.DrawCallIndex  = idx;
                                objectsettings.WorldTransform = this.mworld[idx % this.mworldcount];

                                if (settings.ValidateObject(objectsettings))
                                {
                                    variableCache.ApplySlice(objectsettings, idx);

                                    for (int ip = 0; ip < shaderdata.PassCount; ip++)
                                    {
                                        shaderdata.ApplyPass(ctx, ip);

                                        if (settings.DepthOnly)
                                        {
                                            ctx.PixelShader.Set(null);
                                        }

                                        objectsettings.Geometry.Draw();
                                    }
                                }
                            }
                        }

                        if (multistate)
                        {
                            context.RenderStateStack.Pop();
                        }
                    }

                    shaderdata.ShaderInstance.CleanUp();

                    if (pipelineState != null)
                    {
                        pipelineState.Restore(context);
                    }


                    this.OnEndQuery(context);
                }
                //this.query.End();
            }

            if (popstate)
            {
                context.RenderStateStack.Pop();
            }
            else
            {
                //Since shaders can define their own states, reapply top of the stack
                context.RenderStateStack.Apply();
            }

            if (this.FInLayer.IsConnected && this.FInEnabled[0])
            {
                this.FInLayer.RenderAll(context, settings);
            }
        }
Пример #6
0
        unsafe public void Update(IPluginIO pin, DX11RenderContext context)
        {
            FOutLog[0] = _message;
            //DX11RenderContext sharedContext = this.AssignedContext;
            try
            {
                if (FInvalidate == true & this.FTextureIn.PluginIO.IsConnected)
                {
                    var dummyTex = new DX11Resource <DX11Texture2D>();

                    interop      = new D3DAngleInterop();
                    angleSurface = interop.CreateOffscreenSurface(600, 600);
                    //D3DShareHandle =  interop.GetD3DSharedHandleForSurface(angleSurface, 500, 500);
                    // angleSurface = interop.CreateSharedSurfaceFromTexture(v4SharedHandle, 500, 500);

                    IntPtr share = interop.GetD3DSharedHandleForSurface(angleSurface, 600, 600);

                    Texture2D          tex = context.Device.OpenSharedResource <Texture2D>(share);
                    ShaderResourceView srv = new ShaderResourceView(context.Device, tex);

                    DX11Texture2D        resource = DX11Texture2D.FromTextureAndSRV(context, tex, srv);
                    SlimDX.DXGI.Resource angleRes = new SlimDX.DXGI.Resource(tex);


                    interop.EnsureContext();
                    //Texture2D tex;
                    SlimDX.DXGI.Resource sharedRes;
                    IntPtr dxHandle = new IntPtr();
                    IntPtr shared;



                    try
                    {
                        //Texture2DDescription desc = tex.Description;
                        //desc.Height = 256;
                        //desc.Width = 256;

                        Texture2D inTex = this.FTextureIn[0][context].Resource;
                        if (inTex == null)
                        {
                            _message = "thiss isn't real";
                        }
                        Texture2DDescription desc, testDesc;
                        try
                        {
                            testDesc = inTex.Description;
                            desc     = inTex.Description;
                        }
                        catch (Exception e)
                        {
                            testDesc = tex.Description;
                            desc     = tex.Description;
                            _message = e.ToString();
                        }

                        // = inTex.Description;
                        desc.Height = 256;
                        desc.Width  = 256;

                        desc.BindFlags   = BindFlags.ShaderResource | BindFlags.RenderTarget;
                        desc.OptionFlags = ResourceOptionFlags.Shared;
                        desc.MipLevels   = 1;

                        if (desc.MipLevels != testDesc.MipLevels)
                        {
                            _message = "MIPS";
                        }

                        if (desc.ArraySize != testDesc.ArraySize)
                        {
                            _message = "Array";
                        }

                        if (desc.CpuAccessFlags != testDesc.CpuAccessFlags)
                        {
                            _message = "CPU";
                        }

                        if (desc.SampleDescription != testDesc.SampleDescription)
                        {
                            _message = "SAMPLE";
                        }

                        if (desc.Usage != testDesc.Usage)
                        {
                            _message = "Usage";
                        }


                        t = new Texture2D(context.Device, desc);

                        sharedRes = new SlimDX.DXGI.Resource(t);
                        dxHandle  = sharedRes.SharedHandle;
                        //_message = FTexturePointer[0].ToString();
                        ////FTexturePointer

                        ////int p = unchecked((int)this.FTexturePointer[0]);
                        ////IntPtr shared = new IntPtr(FTexturePointer[0]);

                        //if (shared != null)
                        //{
                        shared = interop.CreateSharedSurfaceFromTexture(dxHandle, desc.Width, desc.Height);
                        //shared = interop.CreateSharedSurfaceFromTexture(share, 600, 600);
                        //}
                        FTextureOutput[0] = new DX11Resource <DX11Texture2D>();
                        //FTextureOutput[0][context] = t;


                        ShaderResourceView tSRV = new ShaderResourceView(context.Device, t);
                        DX11Texture2D      tRes = DX11Texture2D.FromTextureAndSRV(context, t, tSRV);
                        FTextureOutput[0][context] = tRes;


                        GL.GenTextures(1, glTex);
                        GL.BindTexture(TextureTarget.Texture2D, glTex[0]);

                        interop.BindSurfaceToTexture(shared);

                        GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
                        GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMinFilter.Nearest);

                        //GL.ActiveTexture(TextureUnit.Texture0);
                        //GL.BindTexture();
                    }
                    catch (Exception e)
                    {
                        //_message = e.ToString();
                    }

                    var vert = @"//#version 300 es
                        attribute vec4 vPosition;
                        attribute vec2 aTexCoord;
                        varying vec2 vTexCoord;
                        void main()
                        {
                            gl_Position = vPosition;
                            vTexCoord = aTexCoord;
                        }";

                    var frag = @"//#version 300 es
                        precision mediump float;
                        varying vec2 vTexCoord;
                        uniform vec4 color;
                        uniform sampler2D iChannel0;
                        void main()
                        {
                            vec2 uv = vTexCoord;
                            vec3 col = texture2D(iChannel0, uv).xyz;
                            gl_FragColor = vec4(col, 1.0);
                        }";


                    var status = new int[1];

                    const int GL_TRUE = 1;

                    _program = GL.CreateProgram();
                    var vs = GL.CreateShader(ShaderType.VertexShader);
                    GL.ShaderSource(vs, vert);
                    GL.CompileShader(vs);

                    GL.GetShader(vs, ShaderParameter.CompileStatus, status);
                    if (status[0] != GL_TRUE)
                    {
                        var error = GL.GetShaderInfoLog(vs);
                        throw new Exception(error);
                    }

                    var fs = GL.CreateShader(ShaderType.FragmentShader);
                    GL.ShaderSource(fs, frag);
                    GL.CompileShader(fs);

                    GL.GetShader(fs, ShaderParameter.CompileStatus, status);
                    if (status[0] != GL_TRUE)
                    {
                        var error = GL.GetShaderInfoLog(fs);
                        throw new Exception(error);
                    }

                    GL.AttachShader(_program, vs);
                    GL.AttachShader(_program, fs);

                    GL.BindAttribLocation(_program, 0, "vPosition");


                    GL.LinkProgram(_program);

                    //GL.DeleteShader(vs);
                    //GL.DeleteShader(fs);

                    GL.UseProgram(_program);


                    GL.GetProgram(_program, GetProgramParameterName.LinkStatus, status);
                    if (status[0] != GL_TRUE)
                    {
                        var error = GL.GetProgramInfoLog(_program);
                        throw new Exception(error);
                    }

                    uColor       = GL.GetUniformLocation(_program, "color");
                    mPositionLoc = GL.GetAttribLocation(_program, "vPosition");
                    mTexCoordLoc = GL.GetAttribLocation(_program, "aTexCoord");

                    FPointer[0] = share.ToInt64();
                    FValid[0]   = true;
                    FInvalidate = false;

                    //int[] glTex = new int[4];
                    //GL.GenTextures(1, glTex);
                    //GL.TexParameter(GL)
                    //GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMagFilter.Nearest);
                }

                //this.AssignedContext.CurrentDeviceContext.CopyResource(this.FTextureIn[0][context].Resource, t);
                context.CurrentDeviceContext.CopyResource(FTextureIn[0][context].Resource, t);

                interop.MakeCurrent(angleSurface);

                float[] vVertices = new float[] { 0.0f, 0.5f, 0.0f,
                                                  -0.5f, -0.5f, 0.0f,
                                                  0.5f, -0.5f, 0.0f };


                float[] vertices = new float[]
                {
                    -0.5f, 0.5f, 0.0f,   // Position 0
                    0.0f, 0.0f,          // TexCoord 0
                    -0.5f, -0.5f, 0.0f,  // Position 1
                    0.0f, 1.0f,          // TexCoord 1
                    0.5f, -0.5f, 0.0f,   // Position 2
                    1.0f, 1.0f,          // TexCoord 2
                    0.5f, 0.5f, 0.0f,    // Position 3
                    1.0f, 0.0f           // TexCoord 3
                };

                short[] indices = { 0, 1, 2, 0, 2, 3 };

                GL.Viewport(0, 0, 500, 500);
                GL.ClearColor((float)ColorIn[0].R, (float)ColorIn[0].G, (float)ColorIn[0].B, 0.0f);
                GL.Clear(ClearBufferMask.ColorBufferBit);
                GL.UseProgram(_program);
                Color4 color = new Color4((float)ColorIn[0].R, (float)ColorIn[0].G, (float)ColorIn[0].B, (float)ColorIn[0].A);
                GL.Uniform4(uColor, color);

                //Vertex Attributes
                GL.VertexAttribPointer(mPositionLoc, 3, VertexAttribPointerType.Float, false, 5 * sizeof(float), vertices);
                // Load the texture coordinate
                GL.VertexAttribPointer(mTexCoordLoc, 2, VertexAttribPointerType.Float, false, 5 * sizeof(float), vertices.Skip(3).ToArray());


                //GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, vVertices);
                //GL.EnableVertexAttribArray(0);
                GL.EnableVertexAttribArray(mPositionLoc);
                GL.EnableVertexAttribArray(mTexCoordLoc);

                //Texture Bind
                GL.ActiveTexture(TextureUnit.Texture0);
                GL.BindTexture(TextureTarget.Texture2D, glTex[0]);


                int iChannel0 = GL.GetUniformLocation(_program, "iChannel0");
                GL.Uniform1(iChannel0, 0);


                GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
                GL.DrawElements(PrimitiveType.Triangles, 6, DrawElementsType.UnsignedShort, indices);

                interop.SwapBuffers(angleSurface);
                GL.Finish();
                //_message = "running update";
            }
            catch (Exception e)
            {
                //_message = e.ToString();
                //_message = e.ToString();
            }
        }
Пример #7
0
        public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
        {
            Device        device = context.Device;
            DeviceContext ctx    = context.CurrentDeviceContext;

            bool popstate = false;

            bool multistate = this.FInState.PluginIO.IsConnected && this.FInState.SliceCount > 1;

            if (this.FInEnabled[0])
            {
                if (settings.RenderHint == eRenderHint.Collector)
                {
                    if (this.FGeometry.PluginIO.IsConnected)
                    {
                        DX11ObjectGroup group = new DX11ObjectGroup();
                        group.ShaderName = this.Source.Name;
                        group.Semantics.AddRange(settings.CustomSemantics);

                        if (this.FGeometry.SliceCount == 1)
                        {
                            IDX11Geometry g = this.FGeometry[0][context];
                            if (g.Tag != null)
                            {
                                DX11RenderObject o = new DX11RenderObject();
                                o.ObjectType = g.PrimitiveType;
                                o.Descriptor = g.Tag;
                                o.Transforms = new Matrix[spmax];
                                for (int i = 0; i < this.spmax; i++)
                                {
                                    o.Transforms[i] = this.mworld[i % this.mworldcount];
                                }
                                group.RenderObjects.Add(o);

                                settings.SceneDescriptor.Groups.Add(group);
                            }
                        }
                        else
                        {
                            for (int i = 0; i < this.spmax; i++)
                            {
                                IDX11Geometry g = this.FGeometry[i][context];
                                if (g.Tag != null)
                                {
                                    DX11RenderObject o = new DX11RenderObject();
                                    o.ObjectType    = g.PrimitiveType;
                                    o.Descriptor    = g.Tag;
                                    o.Transforms    = new Matrix[1];
                                    o.Transforms[0] = this.mworld[i % this.mworldcount];
                                    group.RenderObjects.Add(o);
                                }
                            }

                            settings.SceneDescriptor.Groups.Add(group);
                        }
                    }
                    return;
                }

                DX11ShaderData shaderdata = this.deviceshaderdata[context];
                if ((shaderdata.IsValid &&
                     (this.geomconnected || settings.Geometry != null) &&
                     this.spmax > 0 && this.varmanager.SetGlobalSettings(shaderdata.ShaderInstance, settings)) ||
                    this.FInApplyOnly[0])
                {
                    this.OnBeginQuery(context);

                    //Need to build input layout
                    if (this.FGeometry.IsChanged || this.FInTechnique.IsChanged || shaderdata.LayoutValid.Count == 0)
                    {
                        shaderdata.Update(this.FInTechnique[0].Index, 0, this.FGeometry);
                        this.FOutLayoutValid.AssignFrom(shaderdata.LayoutValid);
                        this.FOutLayoutMsg.AssignFrom(shaderdata.LayoutMsg);
                    }

                    if (this.stateconnected && !multistate)
                    {
                        context.RenderStateStack.Push(this.FInState[0]);
                        popstate = true;
                    }

                    if (!settings.PreserveShaderStages)
                    {
                        shaderdata.ResetShaderStages(ctx);
                    }

                    settings.DrawCallCount = spmax; //Set number of draw calls

                    this.varmanager.ApplyGlobal(shaderdata.ShaderInstance);

                    //IDX11Geometry drawgeom = null;
                    objectsettings.Geometry = null;
                    DX11Resource <IDX11Geometry> pg = null;



                    for (int i = 0; i < this.spmax; i++)
                    {
                        if (multistate)
                        {
                            context.RenderStateStack.Push(this.FInState[i]);
                        }

                        if (shaderdata.IsLayoutValid(i) || settings.Geometry != null)
                        {
                            objectsettings.IterationCount = this.FIter[i];

                            for (int k = 0; k < objectsettings.IterationCount; k++)
                            {
                                objectsettings.IterationIndex = k;
                                if (settings.Geometry == null)
                                {
                                    if (this.FGeometry[i] != pg)
                                    {
                                        pg = this.FGeometry[i];

                                        objectsettings.Geometry = pg[context];

                                        shaderdata.SetInputAssembler(ctx, objectsettings.Geometry, i);
                                    }
                                }
                                else
                                {
                                    objectsettings.Geometry = settings.Geometry;
                                    shaderdata.SetInputAssembler(ctx, objectsettings.Geometry, i);
                                }

                                //Prepare settings
                                objectsettings.DrawCallIndex  = i;
                                objectsettings.WorldTransform = this.mworld[i % this.mworldcount];

                                if (settings.ValidateObject(objectsettings))
                                {
                                    this.varmanager.ApplyPerObject(context, shaderdata.ShaderInstance, this.objectsettings, i);

                                    shaderdata.ApplyPass(ctx);

                                    if (settings.DepthOnly)
                                    {
                                        ctx.PixelShader.Set(null);
                                    }

                                    objectsettings.Geometry.Draw();
                                    shaderdata.ShaderInstance.CleanUp();
                                }
                            }
                        }

                        if (multistate)
                        {
                            context.RenderStateStack.Pop();
                        }
                    }

                    this.OnEndQuery(context);
                }
                //this.query.End();
            }

            if (popstate)
            {
                context.RenderStateStack.Pop();
            }
            else
            {
                //Since shaders can define their own states, reapply top of the stack
                context.RenderStateStack.Apply();
            }
        }
Пример #8
0
        public void Process(DX11Resource <DX11Texture2D> input, FeralTic.DX11.DX11RenderContext context)
        {
            DX11Texture2D t      = input[context];
            var           height = t.Height;
            var           width  = t.Width;

            var imageLink          = Output;
            var imageAttributes    = imageLink.ImageAttributes;
            var desiredImageFormat = ToOpenCVFormat(t.Format);

            if (desiredImageFormat == TColorFormat.UnInitialised)
            {
                throw (new Exception("No suitible image type available for this texture type " + t.Format.ToString()));
            }


            //--
            //check attributes and reinitialise the image and offscreen buffer if we haven't got the right description ready
            //
            if (imageAttributes == null || FOffscreenBuffer == null || !imageAttributes.Initialised || FOffscreenBuffer.Description.Format != t.Description.Format || imageAttributes.Width != t.Width || imageAttributes.Height != t.Height || imageAttributes.ColorFormat != desiredImageFormat)
            {
                if (FOffscreenBuffer != null)
                {
                    FOffscreenBuffer.Dispose();
                }

                var description = new Texture2DDescription()
                {
                    Width             = width,
                    Height            = height,
                    Format            = t.Format,
                    MipLevels         = 1,
                    Usage             = ResourceUsage.Staging,
                    BindFlags         = BindFlags.None,
                    CpuAccessFlags    = CpuAccessFlags.Read,
                    SampleDescription = new SampleDescription(1, 0),
                    ArraySize         = 1
                };

                FOffscreenBuffer = new Texture2D(context.Device, description);

                imageLink.Initialise(new CVImageAttributes(desiredImageFormat, t.Width, t.Height));
            }
            //
            //--


            //--
            //copy the texture to offscreen buffer
            //
            context.CurrentDeviceContext.CopyResource(t.Resource, FOffscreenBuffer);
            //
            //--


            //--
            //copy the data out of the offscreen buffer
            //
            var surface     = FOffscreenBuffer.AsSurface();
            var bytesPerRow = imageAttributes.Stride;

            var data = MapForRead(context.CurrentDeviceContext);

            lock (imageLink.BackLock)
            {
                var image = imageLink.BackImage;
                try
                {
                    var source = data.Data.DataPointer;

                    image.SetPixels(source);

                    var destination = image.Data;

                    for (int row = 0; row < t.Height; row++)
                    {
                        CopyMemory(destination, source, bytesPerRow);

                        source      += data.RowPitch;
                        destination += bytesPerRow;
                    }
                }
                finally
                {
                    UnMap(context.CurrentDeviceContext);
                }
            }
            //
            //--

            imageLink.Swap();
        }
Пример #9
0
        public void Evaluate(int SpreadMax)
        {
            if (FEnabled[0] && FController.IsConnected && FController.SliceCount > 0 && FController.TryGetSlice(0) != null)
            {
                if (fcr == 0)
                {
                    FImgTexOutL.SliceCount = FDistMapL.SliceCount = FImgTexOutR.SliceCount = FDistMapR.SliceCount = FController.SliceCount;
                    //Connection.GetConnection().
                    FController[0].FrameReady += (sender, args) =>
                    {
                        if (!ImageReady)
                        {
                            return;
                        }
                        FFrameID[0] = args.frame.Id;
                        ImageReady  = false;
                    };
                    FController[0].ImageReady += (sender, args) =>
                    {
                        ValidImage  = args.image;
                        imagedataL  = args.image.Data(Image.CameraType.LEFT);
                        imagedataR  = args.image.Data(Image.CameraType.RIGHT);
                        FInvalidate = true;
                        ImageReady  = true;
                        //FImageFailed[0] = false;
                    };
                }

                for (int i = 0; i < FImgTexOutL.SliceCount; i++)
                {
                    if (FImgTexOutL[i] == null)
                    {
                        FImgTexOutL[i] = new DX11Resource <DX11DynamicTexture2D>();
                    }
                    if (FDistMapL[i] == null)
                    {
                        FDistMapL[i] = new DX11Resource <DX11DynamicTexture2D>();
                    }
                    if (FImgTexOutR[i] == null)
                    {
                        FImgTexOutR[i] = new DX11Resource <DX11DynamicTexture2D>();
                    }
                    if (FDistMapR[i] == null)
                    {
                        FDistMapR[i] = new DX11Resource <DX11DynamicTexture2D>();
                    }
                }
                if (FImgTexOutL.SliceCount > FController.SliceCount)
                {
                    for (int i = FController.SliceCount; i < (FImgTexOutL.SliceCount - FController.SliceCount); i++)
                    {
                        FImgTexOutL[i]?.Dispose();
                        FDistMapL[i]?.Dispose();
                        FImgTexOutR[i]?.Dispose();
                        FDistMapR[i]?.Dispose();
                    }
                }
                FImgTexOutL.SliceCount = FDistMapL.SliceCount = FImgTexOutR.SliceCount = FDistMapR.SliceCount = FController.SliceCount;
                fcr++;
            }
            else
            {
                if (FImgTexOutL.SliceCount > 0)
                {
                    for (int i = 0; i < FImgTexOutL.SliceCount; i++)
                    {
                        FImgTexOutL[i]?.Dispose();
                        FDistMapL[i]?.Dispose();
                        FImgTexOutR[i]?.Dispose();
                        FDistMapR[i]?.Dispose();
                    }
                    FImgTexOutL.SliceCount = 0;
                    FDistMapL.SliceCount   = 0;
                    FImgTexOutR.SliceCount = 0;
                    FDistMapR.SliceCount   = 0;
                }
                fcr = 0;
            }
        }
		public void Update(DX11Resource<DX11DynamicTexture2D> textureSlice, DX11RenderContext context)
		{
			if (!this.Running || !FDataNewForTexture)
			{
				return;
			}
			FDataNewForTexture = false;

			DX11DynamicTexture2D tex;

			//create texture if necessary
			//should also check if properties (width,height) changed
			if (!textureSlice.Contains(context))
			{
				tex = new DX11DynamicTexture2D(context, FFrameWidth, FFrameHeight, SlimDX.DXGI.Format.R8_UNorm);
				textureSlice[context] = tex;
			}
			else if (textureSlice[context].Width != this.FFrameWidth || textureSlice[context].Height != this.FFrameHeight)
			{
				textureSlice[context].Dispose();
				tex = new DX11DynamicTexture2D(context, FFrameWidth, FFrameHeight, SlimDX.DXGI.Format.R8_UNorm);
				textureSlice[context] = tex;
			}
			else
			{
				tex = textureSlice[context];
			}

			FDoubleBuffer.LockFront.AcquireReaderLock(100);
			try
			{
				//write data to surface
				if (FFrameWidth == tex.GetRowPitch())
				{
					tex.WriteData(FDoubleBuffer.Front);
				}
				else
				{
					GCHandle pinnedArray = GCHandle.Alloc(FDoubleBuffer.Front, GCHandleType.Pinned);
					tex.WriteDataPitch(pinnedArray.AddrOfPinnedObject(), FDoubleBuffer.Front.Length);
					pinnedArray.Free();
				}
			}
			catch
			{
			}
			finally
			{
				FDoubleBuffer.LockFront.ReleaseReaderLock();
			}
		}
        public void Evaluate(int SpreadMax)
        {
            this.FInvalidate = false;
            if (this.FOutput[0] == null)
            {
                this.FOutput[0] = new DX11Resource <DX11IndexedGeometry>();
            }

            if (this.FInApply[0] || FFirst)
            {
                this.FFirst = false;
                this.FInput.Sync();
                this.FInVerticesCount.Sync();
                this.FInIndices.Sync();
                this.FIndicesCount.Sync();
                this.FInLayout.Sync();
                this.FInTopology.Sync();

                this.FInvalidate = true;
                DX11Resource <DX11IndexedGeometry> instance = this.FOutput[0];
                this.FOutput[0] = instance;

                //Get Input Layout
                this.inputlayout = new InputElement[this.FInLayout.SliceCount];
                this.vertexsize  = 0;
                for (int i = 0; i < this.FInLayout.SliceCount; i++)
                {
                    if (this.FInLayout.PluginIO.IsConnected && this.FInLayout[i] != null)
                    {
                        this.inputlayout[i] = this.FInLayout[i];
                    }
                    else
                    {
                        //Set deault, can do better here
                        this.inputlayout[i] = new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0);
                    }
                    this.vertexsize += FormatHelper.Instance.GetSize(this.inputlayout[i].Format);
                }
                InputLayoutFactory.AutoIndex(this.inputlayout);

                //Load Vertex Stream
                if (this.FVertexStream != null)
                {
                    this.FVertexStream.Dispose();
                }

                this.FVertexStream = new DataStream(this.FInVerticesCount[0] * this.vertexsize, true, true);

                for (int i = 0; i < this.FInVerticesCount[0] * (this.vertexsize / 4); i++)
                {
                    this.FVertexStream.Write(this.FInput[i]);
                }
                this.FVertexStream.Position = 0;

                //Load index stream
                if (this.FIndexStream != null)
                {
                    this.FIndexStream.Dispose();
                }

                this.FIndexStream = new DataStream(this.FIndicesCount[0] * 4, true, true);
                for (int i = 0; i < this.FIndicesCount[0]; i++)
                {
                    this.FIndexStream.Write(this.FInIndices[i]);
                }
                this.FIndexStream.Position = 0;
            }
        }
Пример #12
0
        public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
        {
            Device        device = context.Device;
            DeviceContext ctx    = context.CurrentDeviceContext;

            bool popstate = false;

            if (this.FInEnabled[0])
            {
                DX11ShaderData shaderdata = this.deviceshaderdata[context];
                if ((shaderdata.IsValid &&
                     (this.geomconnected || settings.Geometry != null) &&
                     this.spmax > 0 && this.varmanager.SetGlobalSettings(shaderdata.ShaderInstance, settings)) ||
                    this.FInApplyOnly[0])
                {
                    this.OnBeginQuery(context);

                    //Need to build input layout
                    if (this.FGeometry.IsChanged || this.FInTechnique.IsChanged || shaderdata.LayoutValid.Count == 0)
                    {
                        shaderdata.Update(this.FInTechnique[0].Index, 0, this.FGeometry);
                        this.FOutLayoutValid.AssignFrom(shaderdata.LayoutValid);
                        this.FOutLayoutMsg.AssignFrom(shaderdata.LayoutMsg);
                    }

                    if (this.stateconnected)
                    {
                        context.RenderStateStack.Push(this.FInState[0]);
                        popstate = true;
                    }

                    if (!settings.PreserveShaderStages)
                    {
                        shaderdata.ResetShaderStages(ctx);
                    }

                    settings.DrawCallCount = spmax; //Set number of draw calls

                    this.varmanager.ApplyGlobal(shaderdata.ShaderInstance);

                    //IDX11Geometry drawgeom = null;
                    objectsettings.Geometry = null;
                    DX11Resource <IDX11Geometry> pg = null;



                    for (int i = 0; i < this.spmax; i++)
                    {
                        if (shaderdata.IsLayoutValid(i) || settings.Geometry != null)
                        {
                            objectsettings.IterationCount = this.FIter[i];

                            for (int k = 0; k < objectsettings.IterationCount; k++)
                            {
                                objectsettings.IterationIndex = k;
                                if (settings.Geometry == null)
                                {
                                    if (this.FGeometry[i] != pg)
                                    {
                                        pg = this.FGeometry[i];

                                        objectsettings.Geometry = pg[context];

                                        shaderdata.SetInputAssembler(ctx, objectsettings.Geometry, i);
                                    }
                                }
                                else
                                {
                                    objectsettings.Geometry = settings.Geometry;
                                    shaderdata.SetInputAssembler(ctx, objectsettings.Geometry, i);
                                }

                                //Prepare settings
                                objectsettings.DrawCallIndex  = i;
                                objectsettings.WorldTransform = this.mworld[i % this.mworldcount];

                                if (settings.ValidateObject(objectsettings))
                                {
                                    this.varmanager.ApplyPerObject(context, shaderdata.ShaderInstance, this.objectsettings, i);

                                    shaderdata.ApplyPass(ctx);

                                    if (settings.DepthOnly)
                                    {
                                        ctx.PixelShader.Set(null);
                                    }

                                    objectsettings.Geometry.Draw();
                                    shaderdata.ShaderInstance.CleanUp();
                                }
                            }
                        }
                    }

                    this.OnEndQuery(context);
                }
                //this.query.End();
            }

            if (popstate)
            {
                context.RenderStateStack.Pop();
            }
            else
            {
                //Since shaders can define their own states, reapply top of the stack
                context.RenderStateStack.Apply();
            }
        }
		public void Process(DX11Resource<DX11Texture2D> input, FeralTic.DX11.DX11RenderContext context)
		{
			DX11Texture2D t = input[context];
			var height = t.Height;
			var width = t.Width;
					
			var imageLink = Output;
			var imageAttributes = imageLink.ImageAttributes;
			var desiredImageFormat = ToOpenCVFormat(t.Format);

			if (desiredImageFormat == TColorFormat.UnInitialised)
				throw (new Exception("No suitible image type available for this texture type " + t.Format.ToString()));
					

			//--
			//check attributes and reinitialise the image and offscreen buffer if we haven't got the right description ready
			//
			if (imageAttributes == null || FOffscreenBuffer == null || !imageAttributes.Initialised || FOffscreenBuffer.Description.Format != t.Description.Format || imageAttributes.Width != t.Width || imageAttributes.Height != t.Height || imageAttributes.ColorFormat != desiredImageFormat)
			{
				if (FOffscreenBuffer != null)
					FOffscreenBuffer.Dispose();

				var description = new Texture2DDescription()
				{
					Width = width,
					Height = height,
					Format = t.Format,
					MipLevels = 1,
					Usage = ResourceUsage.Staging,
					BindFlags = BindFlags.None,
					CpuAccessFlags = CpuAccessFlags.Read,
					SampleDescription = new SampleDescription(1, 0),
					ArraySize = 1
				};
						
				FOffscreenBuffer = new Texture2D(context.Device, description);

				imageLink.Initialise(new CVImageAttributes(desiredImageFormat, t.Width, t.Height));
			}
			//
			//--


			//--
			//copy the texture to offscreen buffer
			//
			context.CurrentDeviceContext.CopyResource(t.Resource, FOffscreenBuffer);
			//
			//--


			//--
			//copy the data out of the offscreen buffer
			//
			var surface = FOffscreenBuffer.AsSurface();
			var bytesPerRow = imageAttributes.Stride;

			var data = MapForRead(context.CurrentDeviceContext);
			lock (imageLink.BackLock)
			{
				var image = imageLink.BackImage;
				try
				{
					var source = data.Data.DataPointer;

					image.SetPixels(source);

					var destination = image.Data;

					for (int row = 0; row < t.Height; row++)
					{
						CopyMemory(destination, source, bytesPerRow);

						source += data.RowPitch;
						destination += bytesPerRow;
					}
				}
				finally
				{
					UnMap(context.CurrentDeviceContext);
				}
			}
			//
			//--

			imageLink.Swap();
		}
Пример #14
0
        public void Evaluate(int SpreadMax)
        {
            FInvalidate = false;

            if (FApply[0] || FFirst)
            {
                elstrides = 0;
                elcount   = FElCount[0] < 0 ? Pd.InputSpreadMax : FElCount[0];
                foreach (var pin in Pd.InputPins.Values)
                {
                    pin.Spread.Sync();
                    elstrides += ((TypeDesc)pin.CustomData).Size;
                }
                FOutput.SliceCount = 1;
                FValid.SliceCount  = 1;
                if (FOutput[0] == null)
                {
                    FOutput[0] = new DX11Resource <IDX11ReadableStructureBuffer>();
                }
                FInData.SetLength(0);
                for (int i = 0; i < elcount; i++)
                {
                    foreach (var pin in Pd.InputPins.Values)
                    {
                        switch (((TypeDesc)pin.CustomData).TypeSig)
                        {
                        case TypeSignature.Float:
                            var valf = (float)pin.Spread[i];
                            FInData.Write(BitConverter.GetBytes(valf), 0, 4);
                            break;

                        case TypeSignature.Uint:
                            var valu = (uint)pin.Spread[i];
                            FInData.Write(BitConverter.GetBytes(valu), 0, 4);
                            break;

                        case TypeSignature.Float2:
                            var valf2 = (Vector2D)pin.Spread[i];
                            FInData.Write(BitConverter.GetBytes((float)valf2.x), 0, 4);
                            FInData.Write(BitConverter.GetBytes((float)valf2.y), 0, 4);
                            break;

                        case TypeSignature.Float3:
                            var valf3 = (Vector3D)pin.Spread[i];
                            FInData.Write(BitConverter.GetBytes((float)valf3.x), 0, 4);
                            FInData.Write(BitConverter.GetBytes((float)valf3.y), 0, 4);
                            FInData.Write(BitConverter.GetBytes((float)valf3.z), 0, 4);
                            break;

                        case TypeSignature.Float4:
                            var valf4 = (Vector4D)pin.Spread[i];
                            FInData.Write(BitConverter.GetBytes((float)valf4.x), 0, 4);
                            FInData.Write(BitConverter.GetBytes((float)valf4.y), 0, 4);
                            FInData.Write(BitConverter.GetBytes((float)valf4.z), 0, 4);
                            FInData.Write(BitConverter.GetBytes((float)valf4.w), 0, 4);
                            break;

                        case TypeSignature.Uint2:
                            var valu2 = (Vector2D)pin.Spread[i];
                            FInData.Write(BitConverter.GetBytes((uint)Math.Floor(valu2.x)), 0, 4);
                            FInData.Write(BitConverter.GetBytes((uint)Math.Floor(valu2.y)), 0, 4);
                            break;

                        case TypeSignature.Uint3:
                            var valu3 = (Vector3D)pin.Spread[i];
                            FInData.Write(BitConverter.GetBytes((uint)Math.Floor(valu3.x)), 0, 4);
                            FInData.Write(BitConverter.GetBytes((uint)Math.Floor(valu3.y)), 0, 4);
                            FInData.Write(BitConverter.GetBytes((uint)Math.Floor(valu3.z)), 0, 4);
                            break;

                        case TypeSignature.Uint4:
                            var valu4 = (Vector4D)pin.Spread[i];
                            FInData.Write(BitConverter.GetBytes((uint)Math.Floor(valu4.x)), 0, 4);
                            FInData.Write(BitConverter.GetBytes((uint)Math.Floor(valu4.y)), 0, 4);
                            FInData.Write(BitConverter.GetBytes((uint)Math.Floor(valu4.z)), 0, 4);
                            FInData.Write(BitConverter.GetBytes((uint)Math.Floor(valu4.w)), 0, 4);
                            break;

                        case TypeSignature.Float4x4:
                            var valm = (Matrix4x4)pin.Spread[i];
                            valm = valm.Transpose();
                            foreach (var c in valm.Values)
                            {
                                FInData.Write(BitConverter.GetBytes((float)c), 0, 4);
                            }
                            break;

                        default:
                            throw new ArgumentOutOfRangeException();
                        }
                    }
                }

                FInvalidate = true;
                FFirst      = false;
                FOutput.Stream.IsChanged = true;
            }
        }
Пример #15
0
        public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
        {
            Device        device = context.Device;
            DeviceContext ctx    = context.CurrentDeviceContext;

            bool popstate = false;

            bool multistate = this.FInState.IsConnected && this.FInState.SliceCount > 1;

            if (this.FInEnabled[0])
            {
                //In that case we do not care about geometry, but only apply pass for globals
                if (settings.RenderHint == eRenderHint.ApplyOnly)
                {
                    DX11ShaderData sdata = this.deviceshaderdata[context];
                    this.varmanager.SetGlobalSettings(sdata.ShaderInstance, settings);
                    this.varmanager.ApplyGlobal(sdata.ShaderInstance);

                    DX11ObjectRenderSettings oset = new DX11ObjectRenderSettings();
                    oset.DrawCallIndex  = 0;
                    oset.Geometry       = null;
                    oset.IterationCount = 1;
                    oset.IterationIndex = 0;
                    oset.WorldTransform = this.mworld[0 % this.mworldcount];
                    this.varmanager.ApplyPerObject(context, sdata.ShaderInstance, oset, 0);
                    sdata.ApplyPass(ctx);


                    if (this.FInLayer.IsConnected)
                    {
                        this.FInLayer[0][context].Render(this.FInLayer.PluginIO, context, settings);
                    }

                    return;
                }

                if (settings.RenderHint == eRenderHint.Collector)
                {
                    if (this.FGeometry.PluginIO.IsConnected)
                    {
                        DX11ObjectGroup group = new DX11ObjectGroup();
                        group.ShaderName = this.Source.Name;
                        group.Semantics.AddRange(settings.CustomSemantics);

                        if (this.FGeometry.SliceCount == 1)
                        {
                            IDX11Geometry g = this.FGeometry[0][context];
                            if (g.Tag != null)
                            {
                                DX11RenderObject o = new DX11RenderObject();
                                o.ObjectType = g.PrimitiveType;
                                o.Descriptor = g.Tag;
                                o.Transforms = new Matrix[spmax];
                                for (int i = 0; i < this.spmax; i++)
                                {
                                    o.Transforms[i] = this.mworld[i % this.mworldcount];
                                }
                                group.RenderObjects.Add(o);

                                settings.SceneDescriptor.Groups.Add(group);
                            }
                        }
                        else
                        {
                            for (int i = 0; i < this.spmax; i++)
                            {
                                IDX11Geometry g = this.FGeometry[i][context];
                                if (g.Tag != null)
                                {
                                    DX11RenderObject o = new DX11RenderObject();
                                    o.ObjectType    = g.PrimitiveType;
                                    o.Descriptor    = g.Tag;
                                    o.Transforms    = new Matrix[1];
                                    o.Transforms[0] = this.mworld[i % this.mworldcount];
                                    group.RenderObjects.Add(o);
                                }
                            }

                            settings.SceneDescriptor.Groups.Add(group);
                        }
                    }
                    return;
                }

                DX11ShaderData shaderdata = this.deviceshaderdata[context];
                if ((shaderdata.IsValid &&
                     (this.geomconnected || settings.Geometry != null) &&
                     this.spmax > 0 && this.varmanager.SetGlobalSettings(shaderdata.ShaderInstance, settings)) ||
                    this.FInApplyOnly[0])
                {
                    this.OnBeginQuery(context);

                    //Select preferred technique if available
                    if (settings.PreferredTechniques.Count == 0 && this.techniqueindex != this.FInTechnique[0].Index)
                    {
                        this.techniqueindex   = this.FInTechnique[0].Index;
                        this.techniquechanged = true;
                    }
                    else if (settings.PreferredTechniques.Count > 0)
                    {
                        int i = settings.GetPreferredTechnique(this.FShader);
                        if (i == -1)
                        {
                            i = this.FInTechnique[0].Index;
                        }
                        if (i != this.techniqueindex)
                        {
                            this.techniqueindex   = i;
                            this.techniquechanged = true;
                        }
                    }

                    //Need to build input layout
                    if (this.FGeometry.IsChanged || this.techniquechanged || shaderdata.LayoutValid.Count == 0)
                    {
                        shaderdata.Update(this.techniqueindex, 0, this.FGeometry);
                        this.FOutLayoutValid.AssignFrom(shaderdata.LayoutValid);
                        this.FOutLayoutMsg.AssignFrom(shaderdata.LayoutMsg);

                        int           errorCount = 0;
                        StringBuilder sbMsg      = new StringBuilder();
                        sbMsg.Append("Invalid layout detected for slices:");
                        for (int i = 0; i < shaderdata.LayoutValid.Count; i++)
                        {
                            if (shaderdata.LayoutValid[i] == false)
                            {
                                errorCount++;
                                sbMsg.Append(i + ",");
                            }
                        }

                        if (errorCount > 0)
                        {
                            this.FHost.Log(TLogType.Warning, sbMsg.ToString());
                        }

                        this.techniquechanged = false;
                    }

                    if (this.stateconnected && !multistate)
                    {
                        context.RenderStateStack.Push(this.FInState[0]);
                        popstate = true;
                    }

                    ShaderPipelineState pipelineState = null;
                    if (!settings.PreserveShaderStages)
                    {
                        shaderdata.ResetShaderStages(ctx);
                    }
                    else
                    {
                        pipelineState = new ShaderPipelineState(context);
                    }

                    settings.DrawCallCount = spmax; //Set number of draw calls

                    this.varmanager.ApplyGlobal(shaderdata.ShaderInstance);

                    //IDX11Geometry drawgeom = null;
                    objectsettings.Geometry = null;
                    DX11Resource <IDX11Geometry> pg = null;
                    bool       doOrder       = false;
                    List <int> orderedSlices = null;
                    if (settings.LayerOrder != null && settings.LayerOrder.Enabled)
                    {
                        this.orderedObjectSettings.Clear();
                        for (int i = 0; i < this.spmax; i++)
                        {
                            DX11ObjectRenderSettings objSettings = new DX11ObjectRenderSettings();
                            objSettings.DrawCallIndex  = i;
                            objSettings.Geometry       = null;
                            objSettings.IterationCount = 1;
                            objSettings.IterationIndex = 0;
                            objSettings.WorldTransform = this.mworld[i % this.mworldcount];

                            this.orderedObjectSettings.Add(objSettings);
                        }

                        orderedSlices = settings.LayerOrder.Reorder(settings, orderedObjectSettings);
                        doOrder       = true;
                    }

                    int drawCount = doOrder ? orderedSlices.Count : this.spmax;

                    if (this.spmax == 0)
                    {
                        drawCount = 0;
                    }

                    for (int i = 0; i < drawCount; i++)
                    {
                        int idx = doOrder ? orderedSlices[i] : i;
                        if (multistate)
                        {
                            context.RenderStateStack.Push(this.FInState[idx]);
                        }

                        if (shaderdata.IsLayoutValid(idx) || settings.Geometry != null)
                        {
                            objectsettings.IterationCount = this.FIter[idx];

                            for (int k = 0; k < objectsettings.IterationCount; k++)
                            {
                                objectsettings.IterationIndex = k;
                                if (settings.Geometry == null)
                                {
                                    if (this.FGeometry[idx] != pg)
                                    {
                                        pg = this.FGeometry[idx];

                                        objectsettings.Geometry = pg[context];

                                        shaderdata.SetInputAssembler(ctx, objectsettings.Geometry, idx);
                                    }
                                }
                                else
                                {
                                    objectsettings.Geometry = settings.Geometry;
                                    shaderdata.SetInputAssembler(ctx, objectsettings.Geometry, idx);
                                }

                                //Prepare settings
                                objectsettings.DrawCallIndex  = idx;
                                objectsettings.WorldTransform = this.mworld[idx % this.mworldcount];

                                if (settings.ValidateObject(objectsettings))
                                {
                                    this.varmanager.ApplyPerObject(context, shaderdata.ShaderInstance, this.objectsettings, idx);

                                    shaderdata.ApplyPass(ctx);

                                    if (settings.DepthOnly)
                                    {
                                        ctx.PixelShader.Set(null);
                                    }

                                    if (settings.PostPassAction != null)
                                    {
                                        settings.PostPassAction(context);
                                    }


                                    objectsettings.Geometry.Draw();
                                    shaderdata.ShaderInstance.CleanUp();
                                }
                            }
                        }

                        if (multistate)
                        {
                            context.RenderStateStack.Pop();
                        }

                        if (settings.PostShaderAction != null)
                        {
                            settings.PostShaderAction(context);
                        }
                    }

                    if (pipelineState != null)
                    {
                        pipelineState.Restore(context);
                    }


                    this.OnEndQuery(context);
                }
                //this.query.End();
            }

            if (popstate)
            {
                context.RenderStateStack.Pop();
            }
            else
            {
                //Since shaders can define their own states, reapply top of the stack
                context.RenderStateStack.Apply();
            }

            if (this.FInLayer.IsConnected && this.FInEnabled[0])
            {
                this.FInLayer[0][context].Render(this.FInLayer.PluginIO, context, settings);
            }
        }
Пример #16
0
        private void Pinmode_Changed(IDiffSpread <eDepthBufferMode> spread)
        {
            if (this.currentmode != spread[0])
            {
                if (this.currentmode == eDepthBufferMode.Standard)
                {
                    if (this.depthoutputpin != null)
                    {
                        //Destroy depth stencil
                        if (this.depthoutputpin.IOObject[0] != null)
                        {
                            this.depthoutputpin.IOObject[0].Dispose();
                        }

                        this.depthoutputpin.Dispose();
                        this.depthformatpin.Dispose();

                        this.depthformatpin = null;
                        this.depthoutputpin = null;
                    }
                }

                if (this.currentmode == eDepthBufferMode.ReadOnly)
                {
                    if (this.depthinputpin != null)
                    {
                        this.depthinputpin.Dispose();
                        this.depthinputpin = null;
                    }
                }

                if (this.currentmode == eDepthBufferMode.WriteOnly)
                {
                    if (this.writeOnlyDepth != null)
                    {
                        this.writeOnlyDepth.Dispose();
                        this.writeOnlyDepth = null;
                    }

                    if (this.depthformatpin != null)
                    {
                        this.depthformatpin.Dispose();
                        this.depthformatpin = null;
                    }
                }

                this.currentmode = spread[0];
                if (this.currentmode == eDepthBufferMode.Standard)
                {
                    OutputAttribute oattr = new OutputAttribute("Depth Buffer");
                    oattr.IsSingle = true;

                    this.depthoutputpin             = this.factory.CreateIOContainer <Pin <DX11Resource <DX11DepthStencil> > >(oattr);
                    this.depthoutputpin.IOObject[0] = new DX11Resource <DX11DepthStencil>();

                    ConfigAttribute dfAttr = new ConfigAttribute("Depth Buffer Format");
                    dfAttr.EnumName         = DX11EnumFormatHelper.NullDeviceFormats.GetEnumName(FormatSupport.DepthStencil);
                    dfAttr.DefaultEnumEntry = DX11EnumFormatHelper.NullDeviceFormats.GetAllowedFormats(FormatSupport.DepthStencil)[0];
                    dfAttr.IsSingle         = true;

                    this.depthformatpin             = this.factory.CreateIOContainer <IDiffSpread <EnumEntry> >(dfAttr);
                    this.depthformatpin.IOObject[0] = new EnumEntry(dfAttr.EnumName, 1);

                    this.depthformatpin.IOObject.Changed += depthformatpin_Changed;
                }

                if (this.currentmode == eDepthBufferMode.ReadOnly)
                {
                    InputAttribute oattr = new InputAttribute("Depth Buffer");
                    oattr.IsSingle = true;

                    this.depthinputpin = this.factory.CreateIOContainer <Pin <DX11Resource <DX11DepthStencil> > >(oattr);
                }

                if (this.currentmode == eDepthBufferMode.WriteOnly)
                {
                    this.writeOnlyDepth = new DX11Resource <DX11WriteOnlyDepthStencil>();

                    ConfigAttribute dfAttr = new ConfigAttribute("Depth Buffer Format");
                    dfAttr.EnumName         = DX11EnumFormatHelper.NullDeviceFormats.GetEnumName(FormatSupport.DepthStencil);
                    dfAttr.DefaultEnumEntry = DX11EnumFormatHelper.NullDeviceFormats.GetAllowedFormats(FormatSupport.DepthStencil)[0];
                    dfAttr.IsSingle         = true;

                    this.depthformatpin             = this.factory.CreateIOContainer <IDiffSpread <EnumEntry> >(dfAttr);
                    this.depthformatpin.IOObject[0] = new EnumEntry(dfAttr.EnumName, 1);

                    this.depthformatpin.IOObject.Changed += depthformatpin_Changed;
                }

                this.NeedReset = true;
            }
        }