Пример #1
0
        public unsafe void Verify_GroupIds(Device device)
        {
            using ReadWriteTexture3D <Int4> buffer = device.Get().AllocateReadWriteTexture3D <Int4>(50, 50, 50);

            device.Get().For(buffer.Width, buffer.Height, buffer.Depth, 4, 4, 4, new GroupIdsShader(buffer));

            Int4[,,] data = buffer.ToArray();
            int *value = stackalloc int[4];

            for (int z = 0; z < 50; z++)
            {
                for (int x = 0; x < 50; x++)
                {
                    for (int y = 0; y < 50; y++)
                    {
                        *(Int4 *)value = data[z, y, x];

                        Assert.AreEqual(x % 4, value[0]);
                        Assert.AreEqual(y % 4, value[1]);
                        Assert.AreEqual(z % 4, value[2]);
                        Assert.AreEqual(value[2] * 4 * 4 + value[1] * 4 + value[0], value[3]);
                    }
                }
            }
        }
Пример #2
0
        public unsafe void Verify_ThreadIdsNormalized(Device device)
        {
            using ReadWriteTexture3D <Float4> buffer = device.Get().AllocateReadWriteTexture3D <Float4>(10, 20, 30);

            device.Get().For(buffer.Width, buffer.Height, buffer.Depth, new ThreadIdsNormalizedShader(buffer));

            Float4[,,] data = buffer.ToArray();
            float *value = stackalloc float[4];

            for (int z = 0; z < 30; z++)
            {
                for (int x = 0; x < 10; x++)
                {
                    for (int y = 0; y < 20; y++)
                    {
                        *(Float4 *)value = data[z, y, x];

                        Assert.AreEqual(x / (float)buffer.Width, value[0], 0.000001f);
                        Assert.AreEqual(y / (float)buffer.Height, value[1], 0.000001f);
                        Assert.AreEqual(z / (float)buffer.Depth, value[2], 0.000001f);
                        Assert.AreEqual(x / (float)buffer.Width, value[3], 0.000001f);
                    }
                }
            }
        }
Пример #3
0
        public void Verify_ThreadIds_OutOfRange(Device device, int x, int y, int z)
        {
            using ReadWriteTexture3D <Int4> buffer = device.Get().AllocateReadWriteTexture3D <Int4>(50, 50, 50);

            device.Get().For(x, y, z, new ThreadIdsShader(buffer));

            Assert.Fail();
        }
Пример #4
0
        public void Verify_GroupIds_OutOfRange(Device device, int x, int y, int z)
        {
            using ReadWriteTexture3D <Int4> buffer = device.Get().AllocateReadWriteTexture3D <Int4>(50, 50, 50);

            device.Get().For(buffer.Width, buffer.Height, buffer.Depth, x, y, z, new GroupIdsShader(buffer));

            Assert.Fail();
        }
Пример #5
0
    /// <summary>
    /// Retrieves a wrapping <see cref="IReadOnlyNormalizedTexture3D{TPixel}"/> instance for the input resource.
    /// </summary>
    /// <typeparam name="T">The type of items to store in the texture.</typeparam>
    /// <typeparam name="TPixel">The type of pixels used on the GPU side.</typeparam>
    /// <param name="texture">The input <see cref="ReadWriteTexture3D{T, TPixel}"/> instance to create a wrapper for.</param>
    /// <returns>An <see cref="IReadOnlyNormalizedTexture3D{TPixel}"/> instance wrapping the current resource.</returns>
    /// <remarks>
    /// <para>The returned instance can be used in a shader to enable texture sampling.</para>
    /// <para>
    /// This is an advanced API that can only be used after the current instance has been transitioned to be in a readonly state. To do so,
    /// use <see cref="ComputeContextExtensions.Transition{T, TPixel}(in ComputeContext, ReadWriteTexture3D{T, TPixel}, ResourceState)"/>,
    /// and specify <see cref="ResourceState.ReadOnly"/>. After that, this method can be used to get a readonly wrapper for
    /// the current texture to use in a shader. This instance should not be cached or reused, but just passed directly to a shader
    /// being dispatched through that same <see cref="ComputeContext"/>, as it will not work if the texture changes state later on.
    /// Before the end of that list of operations, the texture also needs to be transitioned back to writeable state, using the same
    /// API as before but specifying <see cref="ResourceState.ReadWrite"/>. Failing to do so results in undefined behavior.
    /// </para>
    /// </remarks>
    /// <exception cref="ObjectDisposedException">Thrown if the current instance or its associated device are disposed.</exception>
    /// <exception cref="InvalidOperationException">Thrown if the current instance is not in a readonly state.</exception>
    public static IReadOnlyNormalizedTexture3D <TPixel> AsReadOnly <T, TPixel>(this ReadWriteTexture3D <T, TPixel> texture)
        where T : unmanaged, IPixel <T, TPixel>
        where TPixel : unmanaged
    {
        Guard.IsNotNull(texture);

        return(texture.AsReadOnly());
    }
        public static ulong ValidateAndGetGpuDescriptorHandle <T>(ReadWriteTexture3D <T> texture, GraphicsDevice device)
            where T : unmanaged
        {
            texture.ThrowIfDisposed();
            texture.ThrowIfDeviceMismatch(device);

            return(Unsafe.As <D3D12_GPU_DESCRIPTOR_HANDLE, ulong>(ref Unsafe.AsRef(in texture.D3D12GpuDescriptorHandle)));
        }
    public void Dispatch_NormalizedTexture3D(Device device, Type t, Type tPixel)
    {
        if (t == typeof(Bgra32) && tPixel == typeof(Float4))
        {
            using ReadOnlyTexture3D <Bgra32, Float4> source       = device.Get().AllocateReadOnlyTexture3D <Bgra32, Float4>(128, 128, 2);
            using ReadWriteTexture3D <Bgra32, Float4> destination = device.Get().AllocateReadWriteTexture3D <Bgra32, Float4>(128, 128, 2);

            device.Get().For(128, 128, 2, new Shader_Unorm_Bgra32_Float4(source, destination));
        }
        if (t == typeof(R16) && tPixel == typeof(float))
        {
            using ReadOnlyTexture3D <R16, float> source       = device.Get().AllocateReadOnlyTexture3D <R16, float>(128, 128, 2);
            using ReadWriteTexture3D <R16, float> destination = device.Get().AllocateReadWriteTexture3D <R16, float>(128, 128, 2);

            device.Get().For(128, 128, 2, new Shader_Unorm_R16_float(source, destination));
        }
        if (t == typeof(R8) && tPixel == typeof(float))
        {
            using ReadOnlyTexture3D <R8, float> source       = device.Get().AllocateReadOnlyTexture3D <R8, float>(128, 128, 2);
            using ReadWriteTexture3D <R8, float> destination = device.Get().AllocateReadWriteTexture3D <R8, float>(128, 128, 2);

            device.Get().For(128, 128, 2, new Shader_Unorm_R8_float(source, destination));
        }
        if (t == typeof(Rg16) && tPixel == typeof(Float2))
        {
            using ReadOnlyTexture3D <Rg16, Float2> source       = device.Get().AllocateReadOnlyTexture3D <Rg16, Float2>(128, 128, 2);
            using ReadWriteTexture3D <Rg16, Float2> destination = device.Get().AllocateReadWriteTexture3D <Rg16, Float2>(128, 128, 2);

            device.Get().For(128, 128, 2, new Shader_Unorm_Rg16_Float2(source, destination));
        }
        if (t == typeof(Rg32) && tPixel == typeof(Float2))
        {
            using ReadOnlyTexture3D <Rg32, Float2> source       = device.Get().AllocateReadOnlyTexture3D <Rg32, Float2>(128, 128, 2);
            using ReadWriteTexture3D <Rg32, Float2> destination = device.Get().AllocateReadWriteTexture3D <Rg32, Float2>(128, 128, 2);

            device.Get().For(128, 128, 2, new Shader_Unorm_Rg32_Float2(source, destination));
        }
        if (t == typeof(Rgba32) && tPixel == typeof(Float4))
        {
            using ReadOnlyTexture3D <Rgba32, Float4> source       = device.Get().AllocateReadOnlyTexture3D <Rgba32, Float4>(128, 128, 2);
            using ReadWriteTexture3D <Rgba32, Float4> destination = device.Get().AllocateReadWriteTexture3D <Rgba32, Float4>(128, 128, 2);

            device.Get().For(128, 128, 2, new Shader_Unorm_Rgba32_Float4(source, destination));
        }
        if (t == typeof(Rgba64) && tPixel == typeof(Float4))
        {
            using ReadOnlyTexture3D <Rgba64, Float4> source       = device.Get().AllocateReadOnlyTexture3D <Rgba64, Float4>(128, 128, 2);
            using ReadWriteTexture3D <Rgba64, Float4> destination = device.Get().AllocateReadWriteTexture3D <Rgba64, Float4>(128, 128, 2);

            device.Get().For(128, 128, 2, new Shader_Unorm_Rgba64_Float4(source, destination));
        }
    }
Пример #8
0
 static ReadOnly InitializeWrapper(ReadWriteTexture3D <T> texture)
 {
     return(texture.readOnlyWrapper = new(texture));
 }
Пример #9
0
    /// <summary>
    /// Retrieves a wrapping <see cref="IReadOnlyTexture3D{T}"/> instance for the input resource.
    /// </summary>
    /// <param name="texture">The input <see cref="ReadWriteTexture3D{T}"/> instance to create a wrapper for.</param>
    /// <returns>An <see cref="IReadOnlyTexture3D{T}"/> instance wrapping the current resource.</returns>
    /// <remarks>
    /// <para>The returned instance can be used in a shader to enable texture sampling.</para>
    /// <para>
    /// This is an advanced API that can only be used after the current instance has been transitioned to be in a readonly state. To do so,
    /// use <see cref="ComputeContextExtensions.Transition(in ComputeContext, ReadWriteTexture3D{Float3}, ResourceState)"/>,
    /// and specify <see cref="ResourceState.ReadOnly"/>. After that, this method can be used to get a readonly wrapper for
    /// the current texture to use in a shader. This instance should not be cached or reused, but just passed directly to a shader
    /// being dispatched through that same <see cref="ComputeContext"/>, as it will not work if the texture changes state later on.
    /// Before the end of that list of operations, the texture also needs to be transitioned back to writeable state, using the same
    /// API as before but specifying <see cref="ResourceState.ReadWrite"/>. Failing to do so results in undefined behavior.
    /// </para>
    /// </remarks>
    /// <exception cref="ObjectDisposedException">Thrown if the current instance or its associated device are disposed.</exception>
    /// <exception cref="InvalidOperationException">Thrown if the current instance is not in a readonly state.</exception>
    public static IReadOnlyTexture3D <Float3> AsReadOnly(this ReadWriteTexture3D <Float3> texture)
    {
        Guard.IsNotNull(texture);

        return(texture.AsReadOnly());
    }