Пример #1
0
        public override void Draw(int id, ITexture texture)
        {
            if (texture == null)
            {
                return;
            }

            base.Draw(id, texture);

            var dev = Device.Get();

            dev.OutputMerger.BlendState = models.ViewData.AlphaDarkenState;

            if (models.Display.LinearInterpolation)
            {
                shader.Run(models.Display.ClientAspectRatio, GetWorldToImage(), CalcFarplane(),
                           texture.GetSrView(models.Display.ActiveLayerMipmap), helpTextures[id].GetSrView(models.Display.ActiveMipmap));
            }
            else
            {
                marchingShader.Run(models.Display.ClientAspectRatio, GetWorldToImage(), CalcFarplane(),
                                   displayEx.FlatShading, texture.GetSrView(models.Display.ActiveLayerMipmap), helpTextures[id].GetSrView(models.Display.ActiveMipmap));
            }

            dev.OutputMerger.BlendState = models.ViewData.DefaultBlendState;
        }
Пример #2
0
        public override void Draw(ITexture texture)
        {
            if (texture == null)
            {
                return;
            }

            base.Draw(texture);

            var dev = Device.Get();

            dev.OutputMerger.BlendState = data.AlphaDarkenState;

            if (models.Display.LinearInterpolation)
            {
                shader.Run(data.Buffer, models.Display.ClientAspectRatio, GetWorldToImage(), models.Display.Multiplier, CalcFarplane(), models.Display.DisplayNegative,
                           texture.GetSrView(models.Display.ActiveLayer, models.Display.ActiveMipmap));
            }
            else
            {
                marchingShader.Run(data.Buffer, models.Display.ClientAspectRatio, GetWorldToImage(), models.Display.Multiplier, CalcFarplane(), models.Display.DisplayNegative,
                                   displayEx.FlatShading, texture.GetSrView(models.Display.ActiveLayer, models.Display.ActiveMipmap));
            }

            dev.OutputMerger.BlendState = data.DefaultBlendState;
        }
Пример #3
0
        private void swapTextures(ref bool readHelpTex, ITexture helpTex, ITexture pong, LayerMipmapSlice lm)
        {
            var dev = Device.Get();

            if (readHelpTex)
            {
                readHelpTex = false;

                dev.Compute.SetShaderResource(0, null);
                dev.Compute.SetUnorderedAccessView(0, null);

                dev.Compute.SetShaderResource(0, pong.GetSrView(lm));
                dev.Compute.SetUnorderedAccessView(0, helpTex.GetUaView(lm.Mipmap));
            }
            else
            {
                readHelpTex = true;

                dev.Compute.SetShaderResource(0, null);
                dev.Compute.SetUnorderedAccessView(0, null);

                dev.Compute.SetShaderResource(0, helpTex.GetSrView(lm));
                dev.Compute.SetUnorderedAccessView(0, pong.GetUaView(lm.Mipmap));
            }
        }
Пример #4
0
        // executes a 3x3 gauss kernel on the given texture mipmap
        public void Run(ITexture texSrc, ITexture texDst, int mipmap, bool hasAlpha, UploadBuffer upload)
        {
            Debug.Assert(texSrc.NumLayers == texDst.NumLayers);
            Debug.Assert(texSrc.NumMipmaps == texDst.NumMipmaps);
            Debug.Assert(texSrc.Size == texDst.Size);

            var dev = Device.Get();

            dev.Compute.Set(texSrc.Is3D ? Shader3D.Compute : Shader.Compute);
            var builder = texSrc.Is3D ? ShaderBuilder.Builder3D : ShaderBuilder.Builder2D;

            var data = new BufferData
            {
                Size     = texSrc.Size.GetMip(mipmap),
                HasAlpha = hasAlpha?1:0,
            };

            foreach (var lm in texSrc.LayerMipmap.LayersOfMipmap(mipmap))
            {
                data.Layer = lm.Layer;
                upload.SetData(data);
                dev.Compute.SetConstantBuffer(0, upload.Handle);
                dev.Compute.SetShaderResource(0, texSrc.GetSrView(lm));
                dev.Compute.SetUnorderedAccessView(0, texDst.GetUaView(mipmap));

                dev.Dispatch(
                    Utility.Utility.DivideRoundUp(data.Size.Width, builder.LocalSizeX),
                    Utility.Utility.DivideRoundUp(data.Size.Height, builder.LocalSizeY),
                    Utility.Utility.DivideRoundUp(data.Size.Depth, builder.LocalSizeZ)
                    );
            }

            dev.Compute.SetShaderResource(0, null);
            dev.Compute.SetUnorderedAccessView(0, null);
        }
Пример #5
0
        /// <summary>
        /// copies the values of the +4th mipmap into the specified mipmap
        /// </summary>
        /// <param name="tex"></param>
        /// <param name="lm">dst layer/mipmap</param>
        /// <param name="upload"></param>
        public void RunCopy(ITexture tex, LayerMipmapSlice lm, UploadBuffer upload)
        {
            var size     = tex.Size.GetMip(lm.SingleMipmap);
            var nMipmaps = tex.NumMipmaps - lm.Mipmap;

            if (nMipmaps == 1)
            {
                return;                // already finished
            }
            upload.SetData(new BufferData
            {
                Layer = lm.SingleLayer,
                Size  = size
            });
            var dev = Device.Get();

            var builder = tex.Is3D ? ShaderBuilder.Builder3D : ShaderBuilder.Builder2D;

            dev.Compute.Set(tex.Is3D ? CopyShader3D.Compute : CopyShader.Compute);
            dev.Compute.SetConstantBuffer(0, upload.Handle);
            dev.Compute.SetSampler(0, sampler);

            dev.Compute.SetUnorderedAccessView(0, tex.GetUaView(lm.Mipmap));
            dev.Compute.SetShaderResource(0, tex.GetSrView(lm.AddMipmap(Math.Min(4, nMipmaps - 1))));

            dev.Dispatch(
                Utility.Utility.DivideRoundUp(size.X, builder.LocalSizeX),
                Utility.Utility.DivideRoundUp(size.Y, builder.LocalSizeY),
                Utility.Utility.DivideRoundUp(size.Z, builder.LocalSizeZ)
                );

            dev.Compute.SetShaderResource(0, null);
            dev.Compute.SetUnorderedAccessView(0, null);
        }
        public void Run(ITexture src, ITexture guide, ITexture dst, int srcMipmap, int dstMipmap, bool hasAlpha, UploadBuffer upload)
        {
            Debug.Assert(guide.Size == dst.Size);
            Debug.Assert(guide.NumMipmaps >= dstMipmap);
            Debug.Assert(dst.NumMipmaps >= dstMipmap);
            Debug.Assert(guide.NumLayers == dst.NumLayers);
            Debug.Assert(src.NumLayers == dst.NumLayers);

            var bufferData = new BufferData
            {
                SrcSize  = src.Size.GetMip(srcMipmap),
                DstSize  = dst.Size.GetMip(dstMipmap),
                HasAlpha = hasAlpha?1:0,
            };

            bufferData.FilterSizeFloatX = bufferData.SrcSize.X / (float)bufferData.DstSize.X;
            bufferData.FilterSizeFloatY = bufferData.SrcSize.Y / (float)bufferData.DstSize.Y;
            bufferData.FilterSizeFloatZ = bufferData.SrcSize.Z / (float)bufferData.DstSize.Z;

            // select shader and builder
            var  builder      = src.Is3D ? ShaderBuilder.Builder3D : ShaderBuilder.Builder2D;
            bool isFastShader = (bufferData.SrcSize.X % bufferData.DstSize.X == 0) &&
                                (bufferData.SrcSize.Y % bufferData.DstSize.Y == 0) &&
                                (bufferData.SrcSize.Z % bufferData.DstSize.Z == 0);

            DirectX.Shader shader;
            if (isFastShader)
            {
                shader = src.Is3D ? FastShader3D : FastShader;
            }
            else
            {
                shader = src.Is3D ? SlowShader3D : SlowShader;
            }

            var dev = Device.Get();

            dev.Compute.Set(shader.Compute);

            for (int layer = 0; layer < src.NumLayers; ++layer)
            {
                bufferData.Layer = layer;
                upload.SetData(bufferData);
                dev.Compute.SetConstantBuffer(0, upload.Handle);
                dev.Compute.SetShaderResource(0, src.GetSrView(new LayerMipmapSlice(layer, srcMipmap)));
                dev.Compute.SetShaderResource(1, guide.GetSrView(new LayerMipmapSlice(layer, dstMipmap)));
                dev.Compute.SetUnorderedAccessView(0, dst.GetUaView(dstMipmap));

                dev.Dispatch(
                    Utility.Utility.DivideRoundUp(bufferData.DstSize.X, builder.LocalSizeX / 2),
                    Utility.Utility.DivideRoundUp(bufferData.DstSize.Y, builder.LocalSizeY / 2),
                    Utility.Utility.DivideRoundUp(bufferData.DstSize.Z, Math.Max(builder.LocalSizeZ / 2, 1))
                    );
            }

            dev.Compute.SetShaderResource(0, null);
            dev.Compute.SetShaderResource(1, null);
            dev.Compute.SetUnorderedAccessView(0, null);
        }
Пример #7
0
        public override void Draw(ITexture texture)
        {
            if (texture == null)
            {
                return;
            }

            DrawLayer(Matrix.Identity, models.Display.ActiveLayer, texture.GetSrView(models.Display.ActiveLayer, models.Display.ActiveMipmap));
        }
Пример #8
0
        /// <summary>
        /// adds pixels to the image edges
        /// </summary>
        /// <param name="src">source image</param>
        /// <param name="leftPad">padding on the left/top/front side</param>
        /// <param name="rightPad">padding on the right/bot/back side</param>
        /// <param name="fill">padding fill mode</param>
        /// <param name="scaling">used for regenerating mipmaps (may be null if no mipmaps need to be generated)</param>
        /// <param name="shared"></param>
        /// <param name="keepMipmaps">if set to false, no mipmaps will be generated</param>
        /// <returns>same as source with added padding (amount of mipmaps might change, format remains)</returns>
        public ITexture Run(ITexture src, Size3 leftPad, Size3 rightPad, FillMode fill, ScalingModel scaling, SharedModel shared, bool keepMipmaps = true)
        {
            Size3 dstSize  = leftPad + rightPad + src.Size;
            int   nMipmaps = src.NumMipmaps > 1 ? dstSize.MaxMipLevels : 1;

            if (!keepMipmaps)
            {
                nMipmaps = 1;
            }

            var dst = src.Create(new LayerMipmapCount(src.NumLayers, nMipmaps), dstSize, src.Format, src.HasUaViews,
                                 true);

            var dev = DirectX.Device.Get();

            shared.Upload.SetData(new BufferData
            {
                Depth  = dstSize.Depth,
                Offset = new Float3(leftPad) / new Float3(dstSize),
                Scale  = new Float3(dstSize) / new Float3(src.Size),
            });

            shared.QuadShader.Bind(src.Is3D);
            if (src.Is3D)
            {
                dev.Pixel.Set(shader3D.Pixel);
            }
            else
            {
                dev.Pixel.Set(shader.Pixel);
            }
            dev.Pixel.SetSampler(0, sampler[(int)fill]);
            dev.Pixel.SetConstantBuffer(0, shared.Upload.Handle);

            foreach (var lm in src.LayerMipmap.RangeOf(LayerMipmapRange.MostDetailed))
            {
                dev.OutputMerger.SetRenderTargets(dst.GetRtView(lm));
                dev.SetViewScissors(dstSize.Width, dstSize.Height);
                dev.Pixel.SetShaderResource(0, src.GetSrView(lm));

                dev.DrawFullscreenTriangle(dstSize.Depth);
            }

            // remove bindings
            shared.QuadShader.Unbind();
            dev.Pixel.Set(null);
            dev.OutputMerger.SetRenderTargets((RenderTargetView)null);
            dev.Pixel.SetShaderResource(0, null);

            if (dst.NumMipmaps > 1)
            {
                Debug.Assert(scaling != null);
                scaling.WriteMipmaps(dst);
            }

            return(dst);
        }
Пример #9
0
        /// <summary>
        /// puts statistic data of all pixels into the buffer
        /// </summary>
        /// <param name="lm">range with single mipmap</param>
        /// <param name="offset">offset in each direction</param>
        /// <param name="source"></param>
        /// <param name="buffer"></param>
        internal void CopyToBuffer(ITexture source, GpuBuffer buffer, LayerMipmapRange lm, Size3 offset)
        {
            Debug.Assert(lm.IsSingleMipmap);

            // copy pixels from the source image into a texture from the texture cache
            var dev = Device.Get();

            if (source.Is3D)
            {
                dev.Compute.Set(shader3d.Compute);
            }
            else
            {
                dev.Compute.Set(shader.Compute);
            }

            var dim = source.Size.GetMip(lm.Mipmap);

            AdjustDim(ref dim, ref offset, source.Is3D);

            var numLayers = source.LayerMipmap.Layers;
            var curData   = new BufferData
            {
                Level    = lm.Mipmap,
                TrueBool = true,
                Offset   = offset,
                Size     = dim
            };

            if (lm.AllLayer)
            {
                dev.Compute.SetShaderResource(0, source.View);
            }
            else
            {
                // single layer
                dev.Compute.SetShaderResource(0, source.GetSrView(lm.Single));
                curData.Level = 0; // view with single level
                numLayers     = 1;
            }
            cbuffer.SetData(curData);

            // buffer big enough?
            Debug.Assert(buffer.ElementCount >= dim.Product * numLayers);

            dev.Compute.SetUnorderedAccessView(0, buffer.View);
            dev.Compute.SetConstantBuffer(0, cbuffer.Handle);

            dev.Dispatch(Utility.Utility.DivideRoundUp(dim.Width, LocalSizeX),
                         Utility.Utility.DivideRoundUp(dim.Height, LocalSizeY),
                         Math.Max(dim.Depth, numLayers));

            dev.Compute.SetUnorderedAccessView(0, null);
            dev.Compute.SetShaderResource(0, null);
        }
Пример #10
0
        /// <summary>
        /// weights the values of the given mipmap with values from higher mipmaps (according to ms-ssim)
        /// </summary>
        /// <param name="tex"></param>
        /// <param name="lm">dst layer/mipmap</param>
        /// <param name="upload"></param>
        public void RunWeighted(ITexture tex, LayerMipmapSlice lm, UploadBuffer upload)
        {
            var size     = tex.Size.GetMip(lm.SingleMipmap);
            var nMipmaps = tex.NumMipmaps - lm.Mipmap;

            if (nMipmaps == 1)
            {
                return;                // already finished
            }
            upload.SetData(new BufferData
            {
                Layer        = lm.SingleLayer,
                Size         = size,
                InvWeightSum = GetInvWeightSum(nMipmaps),
                NumMipmaps   = nMipmaps
            });
            var dev = Device.Get();

            var builder = tex.Is3D ? ShaderBuilder.Builder3D : ShaderBuilder.Builder2D;

            dev.Compute.Set(tex.Is3D ? Shader3D.Compute : Shader.Compute);
            dev.Compute.SetConstantBuffer(0, upload.Handle);
            dev.Compute.SetSampler(0, sampler);

            dev.Compute.SetUnorderedAccessView(0, tex.GetUaView(lm.Mipmap));
            dev.Compute.SetShaderResource(0, nMipmaps >= 2 ? tex.GetSrView(lm.AddMipmap(1)) : null);
            dev.Compute.SetShaderResource(1, nMipmaps >= 3 ? tex.GetSrView(lm.AddMipmap(2)) : null);
            dev.Compute.SetShaderResource(2, nMipmaps >= 4 ? tex.GetSrView(lm.AddMipmap(3)) : null);
            dev.Compute.SetShaderResource(3, nMipmaps >= 5 ? tex.GetSrView(lm.AddMipmap(4)) : null);

            dev.Dispatch(
                Utility.Utility.DivideRoundUp(size.X, builder.LocalSizeX),
                Utility.Utility.DivideRoundUp(size.Y, builder.LocalSizeY),
                Utility.Utility.DivideRoundUp(size.Z, builder.LocalSizeZ)
                );

            for (var i = 0; i < 4; i++)
            {
                dev.Compute.SetShaderResource(i, null);
            }
            dev.Compute.SetUnorderedAccessView(0, null);
        }
Пример #11
0
        public override void Draw(ITexture texture)
        {
            if (texture == null)
            {
                return;
            }

            DrawLayer(Matrix.Identity, models.Display.ActiveLayer,
                      texture.GetSrView(models.Display.ActiveLayer, models.Display.ActiveMipmap),
                      displayEx.FreeAxis1, displayEx.FreeAxis2, displayEx.FixedAxisSlice);
        }
Пример #12
0
        public void Run(ITexture src, ITexture dst, int srcMipmap, int dstMipmap, bool hasAlpha, UploadBuffer upload, ITextureCache cache)
        {
            Debug.Assert(cache.IsCompatibleWith(src));
            Debug.Assert(src.NumLayers == dst.NumLayers);
            Debug.Assert(dstMipmap < dst.NumMipmaps && dstMipmap >= 0);
            Debug.Assert(srcMipmap < src.NumMipmaps && dstMipmap >= 0);

            var dstSize = dst.Size.GetMip(dstMipmap);
            var srcSize = src.Size.GetMip(srcMipmap);
            var cbuffer = new BufferData
            {
                HasAlpha = hasAlpha ? 1 : 0
            };


            var      tmpTex1 = cache.GetTexture();
            ITexture tmpTex2 = null;

            if (src.Is3D)
            {
                tmpTex2 = cache.GetTexture();
            }


            foreach (var srcLm in src.LayerMipmap.LayersOfMipmap(srcMipmap))
            {
                cbuffer.Layer     = srcLm.Layer;
                cbuffer.DstSize   = srcSize;
                cbuffer.DstSize.X = dstSize.X;

                ExecuteDimension(ref cbuffer, upload, src.Is3D, 0, srcSize, src.GetSrView(srcLm), tmpTex1.GetUaView(srcMipmap));
                // var tst = tmpTex1.GetPixelColors(layer, 0);

                cbuffer.DstSize.Y = dstSize.Y;
                if (src.Is3D)
                {
                    ExecuteDimension(ref cbuffer, upload, src.Is3D, 1, srcSize, tmpTex1.GetSrView(srcLm), tmpTex2.GetUaView(srcMipmap));

                    cbuffer.DstSize.Z = dstSize.Z;
                    ExecuteDimension(ref cbuffer, upload, src.Is3D, 2, srcSize, tmpTex2.GetSrView(srcLm), dst.GetUaView(dstMipmap));
                }
                else
                {
                    ExecuteDimension(ref cbuffer, upload, src.Is3D, 1, srcSize, tmpTex1.GetSrView(srcLm), dst.GetUaView(dstMipmap));
                }
            }

            cache.StoreTexture(tmpTex1);
            if (tmpTex2 != null)
            {
                cache.StoreTexture(tmpTex2);
            }
        }
Пример #13
0
        public override void Draw(int id, ITexture texture)
        {
            if (texture == null)
            {
                return;
            }

            base.Draw(id, texture);

            var dev = Device.Get();

            dev.OutputMerger.BlendState = models.ViewData.AlphaDarkenState;

            if (models.Display.LinearInterpolation)
            {
                smooth.Run(GetWorldToImage(),
                           texture.GetSrView(models.Display.ActiveLayerMipmap), helpTextures[id].GetView(models.Display.ActiveMipmap));
            }
            else
            {
                cube.Run(GetWorldToImage(),
                         displayEx.Shading, texture.GetSrView(models.Display.ActiveLayerMipmap), helpTextures[id].GetView(models.Display.ActiveMipmap));
            }

            dev.OutputMerger.BlendState = models.ViewData.DefaultBlendState;

            using (var draw = models.Window.SwapChain.Draw.Begin())
            {
                using (var t = draw.SetCanonical(new Float2(20.0f), new Float2(150.0f)))
                {
                    var rot = GetRotation();


                    Sphere3DOverlay.Draw(draw,
                                         new Float3(rot.M11, rot.M21, rot.M31),
                                         new Float3(rot.M12, rot.M22, rot.M32),
                                         new Float3(rot.M13, rot.M23, rot.M33), models.Settings.FlipYAxis);
                }
            }
        }
Пример #14
0
        public override void Draw(int id, ITexture texture)
        {
            if (texture == null)
            {
                return;
            }

            var mip = models.Display.ActiveMipmap;
            // -x
            var lm = new LayerMipmapSlice(1, mip);

            DrawLayer(Matrix.Translation(-2.0f, 0.0f, 0.0f), texture.GetSrView(lm), models.Overlay.Overlay?.GetSrView(lm));
            // -y
            lm.Layer = 3;
            DrawLayer(Matrix.Translation(0.0f, -2.0f, 0.0f), texture.GetSrView(lm), models.Overlay.Overlay?.GetSrView(lm));
            // +y
            lm.Layer = 2;
            DrawLayer(Matrix.Translation(0.0f, 2.0f, 0.0f), texture.GetSrView(lm), models.Overlay.Overlay?.GetSrView(lm));
            // +z
            lm.Layer = 4;
            DrawLayer(Matrix.Translation(0.0f, 0.0f, 0.0f), texture.GetSrView(lm), models.Overlay.Overlay?.GetSrView(lm));
            // +x
            lm.Layer = 0;
            DrawLayer(Matrix.Translation(2.0f, 0.0f, 0.0f), texture.GetSrView(lm), models.Overlay.Overlay?.GetSrView(lm));
            // -z
            lm.Layer = 5;
            DrawLayer(Matrix.Translation(4.0f, 0.0f, 0.0f), texture.GetSrView(lm), models.Overlay.Overlay?.GetSrView(lm));
        }
Пример #15
0
        /// <summary>
        /// binds dstTex as source and tmpTex as destination and then swaps the references.
        /// => after rendering, dst tex will be the texture with the result
        /// </summary>
        /// <param name="dstTex"></param>
        /// <param name="tmpTex"></param>
        /// <param name="lm"></param>
        private void BindAndSwapTextures(ref ITexture dstTex, ref ITexture tmpTex, LayerMipmapSlice lm)
        {
            var dev = Device.Get();

            dev.Compute.SetShaderResource(0, null);
            dev.Compute.SetUnorderedAccessView(0, null);

            dev.Compute.SetShaderResource(0, dstTex.GetSrView(lm));
            dev.Compute.SetUnorderedAccessView(0, tmpTex.GetUaView(lm.Mipmap));

            var tmp = tmpTex;

            tmpTex = dstTex;
            dstTex = tmp;
        }
Пример #16
0
        public override void UpdateImage(int id, ITexture texture)
        {
            base.UpdateImage(id, texture);

            helpTextures[id]?.Dispose();
            if (texture is null)
            {
                return;
            }

            SpaceSkippingTexture3D tex = new SpaceSkippingTexture3D(texture.Size, texture.NumMipmaps);

            helpTextures[id] = tex;
            emptySpaceSkippingShader.Execute(texture.GetSrView(LayerMipmapSlice.Mip0), helpTextures[id], texture.Size);
        }
Пример #17
0
        /// <summary>
        /// puts statistic data of all pixels into the buffer
        /// </summary>
        internal void CopyToBuffer(ITexture source, GpuBuffer buffer, int layer = -1, int mipmap = 0)
        {
            // copy pixels from the source image into a texture from the texture cache
            var dev = Device.Get();

            if (source.Is3D)
            {
                dev.Compute.Set(shader3d.Compute);
            }
            else
            {
                dev.Compute.Set(shader.Compute);
            }

            var dim       = source.Size.GetMip(mipmap);
            var numLayers = source.NumLayers;
            var curData   = new StatisticsData
            {
                Level    = mipmap,
                TrueBool = true
            };

            if (layer == -1)
            {
                dev.Compute.SetShaderResource(0, source.View);
            }
            else
            {
                // single layer
                dev.Compute.SetShaderResource(0, source.GetSrView(layer, mipmap));
                curData.Level = 0; // view with single level
                numLayers     = 1;
            }
            cbuffer.SetData(curData);

            // buffer big enough?
            Debug.Assert(buffer.ElementCount >= dim.Product * numLayers);

            dev.Compute.SetUnorderedAccessView(0, buffer.View);
            dev.Compute.SetConstantBuffer(0, cbuffer.Handle);

            dev.Dispatch(Utility.Utility.DivideRoundUp(dim.Width, LocalSizeX),
                         Utility.Utility.DivideRoundUp(dim.Height, LocalSizeY),
                         Math.Max(dim.Depth, numLayers));

            dev.Compute.SetUnorderedAccessView(0, null);
            dev.Compute.SetShaderResource(0, null);
        }
Пример #18
0
        public override void Draw(int id, ITexture texture)
        {
            if (texture == null)
            {
                return;
            }

            base.Draw(id, texture);

            var dev = Device.Get();

            dev.OutputMerger.BlendState = models.ViewData.AlphaBlendState;

            shader.Run(GetTransform(), CalcFarplane(),
                       texture.GetSrView(models.Display.ActiveLayerMipmap),
                       models.Overlay.Overlay?.GetSrView(models.Display.ActiveLayerMipmap));

            dev.OutputMerger.BlendState = models.ViewData.DefaultBlendState;
        }
Пример #19
0
        public override void Draw(int id, ITexture texture)
        {
            if (texture == null)
            {
                return;
            }

            base.Draw(id, texture);

            var dev = Device.Get();

            dev.OutputMerger.BlendState = models.ViewData.AlphaBlendState;

            var projection = Matrix.PerspectiveFovLH(1.57f, models.Window.ClientSize.Width / (float)models.Window.ClientSize.Height, 0.01f, 10000.0f);

            shader.Run(models.ViewData.Buffer, projection, GetModel(), models.Display.Multiplier, models.Display.DisplayNegative,
                       texture.GetSrView(models.Display.ActiveLayerMipmap),
                       models.ViewData.GetSampler(models.Display.LinearInterpolation), models.Images.Size.GetMip(models.Display.ActiveMipmap));

            dev.OutputMerger.BlendState = models.ViewData.DefaultBlendState;
        }
Пример #20
0
        /// <summary>
        /// returns pixel color at the given position
        /// </summary>
        /// <param name="image">source image</param>
        /// <param name="coord">x pixel coordinate</param>
        /// <param name="radius">summation radius (0 = only this pixel)</param>
        /// <returns></returns>
        public Color Run(ITexture image, Size3 coord, LayerMipmapSlice lm, int radius = 0)
        {
            var dim = image.Size.GetMip(lm.SingleMipmap);

            cbuffer.SetData(new PixelValueData
            {
                PixelX = coord.X,
                PixelY = coord.Y,
                PixelZ = coord.Z,
                SizeX  = dim.Width,
                SizeY  = dim.Height,
                SizeZ  = dim.Depth,
                Radius = radius
            });

            var dev = Device.Get();

            if (image.Is3D)
            {
                dev.Compute.Set(shader3D.Compute);
            }
            else
            {
                dev.Compute.Set(shader2D.Compute);
            }
            dev.Compute.SetConstantBuffer(0, cbuffer.Handle);
            dev.Compute.SetShaderResource(0, image.GetSrView(lm));
            dev.Compute.SetUnorderedAccessView(0, dstBuffer.View);

            dev.Dispatch(1, 1);

            // unbind textures
            dev.Compute.SetShaderResource(0, null);
            dev.Compute.SetUnorderedAccessView(0, null);

            // obtain data
            readBuffer.CopyFrom(dstBuffer, Marshal.SizeOf(typeof(Color)));
            return(readBuffer.GetData <Color>());
        }
Пример #21
0
        public override void Draw(ITexture texture)
        {
            if (texture == null)
            {
                return;
            }

            base.Draw(texture);

            var dev = Device.Get();

            dev.OutputMerger.BlendState = data.AlphaBlendState;

            shader.Run(data.Buffer, GetTransform(),
                       data.GetCrop(models, models.Display.ActiveLayer),
                       models.Display.Multiplier, CalcFarplane(), models.Display.DisplayNegative,
                       texture.GetSrView(models.Display.ActiveLayer, models.Display.ActiveMipmap),
                       data.GetSampler(models.Display.LinearInterpolation)
                       );

            dev.OutputMerger.BlendState = data.DefaultBlendState;
        }
Пример #22
0
        public override void Draw(ITexture texture)
        {
            if (texture == null)
            {
                return;
            }

            var mip = models.Display.ActiveMipmap;

            // -x
            DrawLayer(Matrix.Translation(-2.0f, 0.0f, 0.0f), 1, texture.GetSrView(1, mip));
            // -y
            DrawLayer(Matrix.Translation(0.0f, -2.0f, 0.0f), 3, texture.GetSrView(3, mip));
            // +y
            DrawLayer(Matrix.Translation(0.0f, 2.0f, 0.0f), 2, texture.GetSrView(2, mip));
            // +z
            DrawLayer(Matrix.Translation(0.0f, 0.0f, 0.0f), 4, texture.GetSrView(4, mip));
            // +x
            DrawLayer(Matrix.Translation(2.0f, 0.0f, 0.0f), 0, texture.GetSrView(0, mip));
            // -z
            DrawLayer(Matrix.Translation(4.0f, 0.0f, 0.0f), 5, texture.GetSrView(5, mip));
        }
Пример #23
0
        /// <summary>
        /// executes on iteration of the filter (for all layers and mipmaps)
        /// </summary>
        /// <param name="image">original images (might be used for texture bindings)</param>
        /// <param name="src">source texture</param>
        /// <param name="dst">destination texture</param>
        /// <param name="cbuffer">buffer that stores some runtime information</param>
        /// <param name="iteration">current filter iteration. Should be 0 if not separable. Should be 0 or 1 if separable (x- and y-direction pass) or 2 for z-direction pass</param>
        /// <remarks>make sure to call UpdateParamBuffer() if parameters have changed after the last invocation</remarks>
        internal void Run(ImagesModel image, ITexture src, ITexture dst, UploadBuffer cbuffer, int iteration)
        {
            if (parent.IsSepa)
            {
                Debug.Assert(iteration == 0 || iteration == 1 || iteration == 2);
            }
            else
            {
                Debug.Assert(iteration == 0);
            }

            // compatible textures?
            Debug.Assert(src.Is3D == is3D);
            Debug.Assert(dst.Is3D == is3D);

            var dev = Device.Get();

            dev.Compute.Set(shader.Compute);

            // filter parameters (constant)
            if (paramBuffer != null)
            {
                dev.Compute.SetConstantBuffer(1, paramBuffer.Handle);
            }

            dev.Compute.SetShaderResource(1, src.View);

            for (int curMipmap = 0; curMipmap < image.NumMipmaps; ++curMipmap)
            {
                // dst texture
                dev.Compute.SetUnorderedAccessView(0, dst.GetUaView(curMipmap));
                var size = image.GetSize(curMipmap);

                for (int curLayer = 0; curLayer < image.NumLayers; ++curLayer)
                {
                    // src textures
                    dev.Compute.SetShaderResource(0, src.GetSrView(curLayer, curMipmap));
                    BindTextureParameters(image, curLayer, curMipmap);

                    cbuffer.SetData(new LayerLevelFilter
                    {
                        Layer   = curLayer,
                        Level   = curMipmap,
                        FilterX = iteration == 0?1:0,
                        FilterY = iteration == 1?1:0,
                        FilterZ = iteration == 2?1:0
                    });

                    dev.Compute.SetConstantBuffer(0, cbuffer.Handle);

                    dev.Dispatch(
                        Utility.Utility.DivideRoundUp(size.Width, localSize),
                        Utility.Utility.DivideRoundUp(size.Height, localSize),
                        Utility.Utility.DivideRoundUp(size.Depth, localSize));
                }
            }

            // remove texture bindings
            dev.Compute.SetUnorderedAccessView(0, null);
            dev.Compute.SetShaderResource(0, null);
            dev.Compute.SetShaderResource(1, null);
        }
Пример #24
0
        public void Run(ITexture src, ITexture dst, ITexture tmpTex, LayerMipmapSlice lm, UploadBuffer upload)
        {
            var size = src.Size.GetMip(lm.Mipmap);
            var dev  = Device.Get();
            // debugging
            var originalDst = dst;

            initTexShader.Run(src, dst, lm, upload);
            initTexShader.Run(src, tmpTex, lm, upload);

            ImageFramework.DirectX.Query.SyncQuery syncQuery = new ImageFramework.DirectX.Query.SyncQuery();
            //var watch = new Stopwatch();
            //watch.Start();
            for (int i = 0; i < 254; ++i)
            {
                // bind textures
                dev.Compute.SetShaderResource(0, dst.GetSrView(lm));
                dev.Compute.SetUnorderedAccessView(0, tmpTex.GetUaView(lm.Mipmap));

                dev.Compute.Set(compute.Compute);
                upload.SetData(new BufferData
                {
                    Size      = size,
                    Iteration = i
                });
                dev.Compute.SetConstantBuffer(0, upload.Handle);

                // execute
                dev.Dispatch(
                    Utility.DivideRoundUp(size.X, workgroupSize.X),
                    Utility.DivideRoundUp(size.Y, workgroupSize.Y),
                    Utility.DivideRoundUp(size.Z, workgroupSize.Z)
                    );

                // unbind texture
                dev.Compute.SetShaderResource(0, null);
                dev.Compute.SetUnorderedAccessView(0, null);

                // swap textures
                var tmp = tmpTex;
                tmpTex = dst;
                dst    = tmp;

#if DEBUG
                if (i % 16 == 0)
                {
                    syncQuery.Set();
                    syncQuery.WaitForGpu();
                    Console.WriteLine("Iteration: " + i);
                }
#endif
            }

            /*syncQuery.Set();
             * syncQuery.WaitForGpu();
             * watch.Stop();
             *
             * Console.WriteLine($"Time: {watch.ElapsedMilliseconds}ms");
             */
            dev.Compute.Set(null);

            Debug.Assert(ReferenceEquals(originalDst, dst));
            syncQuery?.Dispose();
        }
Пример #25
0
        public void Run(ITexture src, ITexture dst, LayerMipmapSlice lm, UploadBuffer buffer, ITextureCache cache)
        {
            Debug.Assert(src.HasSameDimensions(dst));
            Debug.Assert(cache.IsCompatibleWith(src));
            Debug.Assert(lm.IsIn(src.LayerMipmap));

            var srcSize = src.Size.GetMip(lm.Mipmap);

            var dev = Device.Get();

            dev.Compute.Set(src.Is3D ? Shader3D.Compute : Shader.Compute);
            var builder = src.Is3D ? ShaderBuilder.Builder3D : ShaderBuilder.Builder2D;

            // execute x
            buffer.SetData(new BufferData
            {
                Size      = srcSize,
                Direction = new Size3(1, 0, 0),
                Layer     = lm.Layer
            });
            dev.Compute.SetConstantBuffer(0, buffer.Handle);
            dev.Compute.SetShaderResource(0, src.GetSrView(lm));
            var      tmp1 = cache.GetTexture();
            ITexture tmp2 = null;

            dev.Compute.SetUnorderedAccessView(0, tmp1.GetUaView(lm.Mipmap));

            dev.Dispatch(
                Utility.Utility.DivideRoundUp(srcSize.Width, builder.LocalSizeX),
                Utility.Utility.DivideRoundUp(srcSize.Height, builder.LocalSizeY),
                Utility.Utility.DivideRoundUp(srcSize.Depth, builder.LocalSizeZ)
                );

            UnbindResources(dev);

            // execute y
            buffer.SetData(new BufferData
            {
                Size      = srcSize,
                Direction = new Size3(0, 1, 0),
                Layer     = lm.Layer
            });
            dev.Compute.SetConstantBuffer(0, buffer.Handle);
            dev.Compute.SetShaderResource(0, tmp1.GetSrView(lm));
            if (src.Is3D)
            {
                tmp2 = cache.GetTexture();
                dev.Compute.SetUnorderedAccessView(0, tmp2.GetUaView(lm.Mipmap));

                dev.Dispatch(
                    Utility.Utility.DivideRoundUp(srcSize.Width, builder.LocalSizeX),
                    Utility.Utility.DivideRoundUp(srcSize.Height, builder.LocalSizeY),
                    Utility.Utility.DivideRoundUp(srcSize.Depth, builder.LocalSizeZ)
                    );

                UnbindResources(dev);

                // execute z
                buffer.SetData(new BufferData
                {
                    Size      = srcSize,
                    Direction = new Size3(0, 0, 1),
                    Layer     = lm.Layer
                });
                dev.Compute.SetConstantBuffer(0, buffer.Handle);
                dev.Compute.SetShaderResource(0, tmp2.GetSrView(lm));
            }

            // bind final target
            dev.Compute.SetUnorderedAccessView(0, dst.GetUaView(lm.Mipmap));

            dev.Dispatch(
                Utility.Utility.DivideRoundUp(srcSize.Width, builder.LocalSizeX),
                Utility.Utility.DivideRoundUp(srcSize.Height, builder.LocalSizeY),
                Utility.Utility.DivideRoundUp(srcSize.Depth, builder.LocalSizeZ)
                );

            UnbindResources(dev);
            cache.StoreTexture(tmp1);
            if (tmp2 != null)
            {
                cache.StoreTexture(tmp2);
            }
        }
Пример #26
0
        /// <summary>
        /// creates a thumbnail for one image layer/mipmap
        /// </summary>
        /// <param name="size">maximum width/height of the thumbnail</param>
        /// <param name="texture">source texture</param>
        /// <param name="dstFormat">destination texture format</param>
        /// <param name="layer">source layer</param>
        /// <returns>texture with width, height smaller or equal to size. One layer and one mipmap</returns>
        public TextureArray2D CreateThumbnail(int size, ITexture texture,
                                              SharpDX.DXGI.Format dstFormat, int layer, ScalingModel scaling)
        {
            Debug.Assert(ImageFormat.IsSupported(dstFormat));
            Debug.Assert(ImageFormat.IsSupported(texture.Format));

            // determine dimensions of output texture
            var width  = 0;
            var height = 0;

            if (texture.Size.Width > texture.Size.Height)
            {
                width  = size;
                height = (texture.Size.Height * size) / texture.Size.Width;
            }
            else
            {
                height = size;
                width  = (texture.Size.Width * size) / texture.Size.Height;
            }
            Debug.Assert(width <= size);
            Debug.Assert(height <= size);

            var res = new TextureArray2D(LayerMipmapCount.One, new Size3(width, height), dstFormat, false);

            // compute which mipmap has the closest fit
            var mipmap   = 0;
            var curWidth = texture.Size.Width;

            while (curWidth >= width)
            {
                ++mipmap;
                curWidth /= 2;
            }
            // mipmap just jumped over the optimal size
            mipmap = Math.Max(0, mipmap - 1);

            var      dev    = Device.Get();
            ITexture tmpTex = null;

            if (texture.NumMipmaps < mipmap + 1)
            {
                // generate new texture with mipmaps
                tmpTex = texture.CloneWithMipmaps(mipmap + 1);

                scaling.WriteMipmaps(tmpTex);
                dev.Pixel.SetShaderResource(0, tmpTex.GetSrView(new LayerMipmapSlice(layer, mipmap)));
            }
            else
            {
                dev.Pixel.SetShaderResource(0, texture.GetSrView(new LayerMipmapSlice(layer, mipmap)));
            }

            quad.Bind(false);
            if (texture.Is3D)
            {
                dev.Pixel.Set(convert3D.Pixel);
            }
            else
            {
                dev.Pixel.Set(convert2D.Pixel);
            }

            dev.Pixel.SetSampler(0, sampler);

            dev.OutputMerger.SetRenderTargets(res.GetRtView(LayerMipmapSlice.Mip0));
            dev.SetViewScissors(width, height);
            dev.DrawFullscreenTriangle(1);

            // remove bindings
            dev.Pixel.SetShaderResource(0, null);
            dev.OutputMerger.SetRenderTargets((RenderTargetView)null);
            quad.Unbind();

            tmpTex?.Dispose();

            return(res);
        }