Пример #1
0
        private void InsertUAVResourceBarrier(ID3D12Resource uavBuffer)
        {
            var             uav     = new ResourceUnorderedAccessViewBarrier(uavBuffer);
            ResourceBarrier barrier = new ResourceBarrier(uav);

            commandList.ResourceBarrier(barrier);
        }
Пример #2
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        private void InsertTransitionResourceBarrier(ID3D12Resource swapChainBuffer, ResourceStates before, ResourceStates after)
        {
            var             transition = new ResourceTransitionBarrier(swapChainBuffer, before, after, ResourceBarrier.AllSubResources);
            ResourceBarrier barrier    = new ResourceBarrier(transition, ResourceBarrierFlags.None);

            commandList.ResourceBarrier(barrier);
        }
Пример #3
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        public unsafe AccelerationStructureBuffers CreateTopLevelAS(ID3D12Device5 pDevice, ID3D12GraphicsCommandList4 pCmdList, ID3D12Resource pBottomLevelAS, ref long tlasSize)
        {
            // First, get the size of the TLAS buffers and create them
            BuildRaytracingAccelerationStructureInputs inputs = new BuildRaytracingAccelerationStructureInputs();

            inputs.Layout           = ElementsLayout.Array;
            inputs.Flags            = RaytracingAccelerationStructureBuildFlags.None;
            inputs.DescriptorsCount = 1;
            inputs.Type             = RaytracingAccelerationStructureType.TopLevel;

            RaytracingAccelerationStructurePrebuildInfo info;

            info = pDevice.GetRaytracingAccelerationStructurePrebuildInfo(inputs);

            // Create the buffers
            AccelerationStructureBuffers buffers = new AccelerationStructureBuffers();

            buffers.pScratch = this.CreateBuffer(pDevice, (uint)info.ScratchDataSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.UnorderedAccess, kDefaultHeapProps);
            buffers.pResult  = this.CreateBuffer(pDevice, (uint)info.ResultDataMaxSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.RaytracingAccelerationStructure, kDefaultHeapProps);
            tlasSize         = info.ResultDataMaxSizeInBytes;

            // The instance desc should be inside a buffer, create and map the buffer
            buffers.pInstanceDesc = this.CreateBuffer(pDevice, (uint)Unsafe.SizeOf <FixedRaytracingInstanceDescription>(), ResourceFlags.None, ResourceStates.GenericRead, kUploadHeapProps);
            FixedRaytracingInstanceDescription pInstanceDesc;

            // Initialize the instance desc. We only have a single instance
            pInstanceDesc.InstanceID = 0;                          // This value will be exposed to the shader via InstanceID()
            pInstanceDesc.InstanceContributionToHitGroupIndex = 0; // This is the offset inside the shader-table. We only have a single geometry, so the offset 0
            pInstanceDesc.Flags                 = (byte)RaytracingInstanceFlags.None;
            pInstanceDesc.Transform             = Matrix4x4.Identity.ToMatrix3x4();
            pInstanceDesc.AccelerationStructure = pBottomLevelAS.GPUVirtualAddress;
            pInstanceDesc.InstanceMask          = 0xff;

            IntPtr data;

            data = buffers.pInstanceDesc.Map(0, null);
            Helpers.MemCpy(data, pInstanceDesc, (uint)Unsafe.SizeOf <FixedRaytracingInstanceDescription>());
            buffers.pInstanceDesc.Unmap(0, null);

            // Create the TLAS
            BuildRaytracingAccelerationStructureDescription asDesc = new BuildRaytracingAccelerationStructureDescription();

            asDesc.Inputs = inputs;
            asDesc.Inputs.InstanceDescriptions          = buffers.pInstanceDesc.GPUVirtualAddress;
            asDesc.DestinationAccelerationStructureData = buffers.pResult.GPUVirtualAddress;
            asDesc.ScratchAccelerationStructureData     = buffers.pScratch.GPUVirtualAddress;

            pCmdList.BuildRaytracingAccelerationStructure(asDesc);

            // We need to insert a UAV barrier before using the acceleration structures in a raytracing operation
            ResourceBarrier uavBarrier = new ResourceBarrier(new ResourceUnorderedAccessViewBarrier(buffers.pResult));

            pCmdList.ResourceBarrier(uavBarrier);

            return(buffers);
        }
Пример #4
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        public override void Record(GraphicsContext context, ref Resolver resolver)
        {
            var resources = resolver.GetComponent <PipelineResources>();

            var sceneColor = resolver.ResolveResource(resources.SceneColor);

            context.Barrier(ResourceBarrier.Transition(_output.OutputBuffer, ResourceState.Present, ResourceState.CopyDestination));
            context.CopyResource(sceneColor, _output.OutputBuffer);
            context.Barrier(ResourceBarrier.Transition(_output.OutputBuffer, ResourceState.CopyDestination, ResourceState.Present));
        }
Пример #5
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 private void InsertTransitionResourceBarriers(ID3D12Resource swapChainBuffer, ResourceStates[] before, ResourceStates[] after)
 {
     ResourceBarrier[] barriers = new ResourceBarrier[before.Length];
     for (int i = 0; i < barriers.Length; i++)
     {
         var transition = new ResourceTransitionBarrier(swapChainBuffer, before[i], after[i], ResourceBarrier.AllSubResources);
         barriers[i] = new ResourceBarrier(transition, ResourceBarrierFlags.None);
     }
     commandList.ResourceBarrier(barriers);
 }
        private AccelerationStructureBuffers CreateBottomLevelAS(ID3D12Device5 pDevice, ID3D12GraphicsCommandList4 pCmdList, ID3D12Resource vb, uint vbCount, ID3D12Resource ib, uint ibCount)
        {
            int geometryCount = 1;

            RaytracingGeometryDescription[] geomDesc = new RaytracingGeometryDescription[geometryCount];

            // Primitives
            geomDesc[0].Type      = RaytracingGeometryType.Triangles;
            geomDesc[0].Triangles = new RaytracingGeometryTrianglesDescription();
            geomDesc[0].Triangles.VertexBuffer = new GpuVirtualAddressAndStride();
            geomDesc[0].Triangles.VertexBuffer.StartAddress  = vb.GPUVirtualAddress;
            geomDesc[0].Triangles.VertexBuffer.StrideInBytes = Unsafe.SizeOf <VertexPositionNormalTangentTexture>();
            geomDesc[0].Triangles.VertexFormat = Format.R32G32B32_Float;
            geomDesc[0].Triangles.VertexCount  = (int)vbCount;
            geomDesc[0].Triangles.IndexBuffer  = ib.GPUVirtualAddress;
            geomDesc[0].Triangles.IndexCount   = (int)ibCount;
            geomDesc[0].Triangles.IndexFormat  = Format.R16_UInt;
            geomDesc[0].Flags = RaytracingGeometryFlags.Opaque;


            // Get the size requirements for the scratch and AS buffers
            BuildRaytracingAccelerationStructureInputs inputs = new BuildRaytracingAccelerationStructureInputs();

            inputs.Layout               = ElementsLayout.Array;
            inputs.Flags                = RaytracingAccelerationStructureBuildFlags.None;
            inputs.DescriptorsCount     = geometryCount;
            inputs.GeometryDescriptions = geomDesc;
            inputs.Type = RaytracingAccelerationStructureType.BottomLevel;

            RaytracingAccelerationStructurePrebuildInfo info;

            info = pDevice.GetRaytracingAccelerationStructurePrebuildInfo(inputs);

            // Create the buffers. They need to support UAV, and since we are going to immediately use them, we create them with an unordered-access state
            AccelerationStructureBuffers buffers = new AccelerationStructureBuffers();

            buffers.pScratch = this.CreateBuffer(pDevice, (uint)info.ScratchDataSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.UnorderedAccess, kDefaultHeapProps);
            buffers.pResult  = this.CreateBuffer(pDevice, (uint)info.ResultDataMaxSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.RaytracingAccelerationStructure, kDefaultHeapProps);

            // Create the bottom-level AS
            BuildRaytracingAccelerationStructureDescription asDesc = new BuildRaytracingAccelerationStructureDescription();

            asDesc.Inputs = inputs;
            asDesc.DestinationAccelerationStructureData = buffers.pResult.GPUVirtualAddress;
            asDesc.ScratchAccelerationStructureData     = buffers.pScratch.GPUVirtualAddress;

            pCmdList.BuildRaytracingAccelerationStructure(asDesc);

            // We need to insert a UAV barrier before using the acceleration structures in a raytracing operation
            ResourceBarrier uavBarrier = new ResourceBarrier(new ResourceUnorderedAccessViewBarrier(buffers.pResult));

            pCmdList.ResourceBarrier(uavBarrier);

            return(buffers);
        }
Пример #7
0
 public ResourceBarrier CreateUav(ResourceBarrierOptions options)
 {
     if (Desc.Type == ResourceType.Buffer)
     {
         return(ResourceBarrier.UnorderedAccess(Desc.Buffer, options));
     }
     else
     {
         return(ResourceBarrier.UnorderedAccess(Desc.Texture, options));
     }
 }
Пример #8
0
        public override void Record(GraphicsContext context, ref Resolver resolver)
        {
            using var _ = context.ScopedEvent(Argb32.Green, "Tonemap");

            var resources     = resolver.GetComponent <PipelineResources>();
            var sampledOutput = resolver.ResolveResource(resources.SampledOutput);

            context.Barrier(ResourceBarrier.Transition(_output.OutputBuffer, ResourceState.Present, ResourceState.CopyDestination));
            context.CopyResource(sampledOutput, _output.OutputBuffer);
            context.Barrier(ResourceBarrier.Transition(_output.OutputBuffer, ResourceState.CopyDestination, ResourceState.Present));
        }
Пример #9
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        public void ResourceTransition(Texture resource, ResourceStates before, ResourceStates after)
        {
            //ResourceBarrier barrier = new ResourceBarrier(new ResourceTransitionBarrier(resource, (ResourceStates)before, (ResourceStates)after));
            var barriers = stackalloc ResourceBarrier[1];

            barriers[0] = new ResourceBarrier(new ResourceTransitionBarrier(resource.Resource, (ResourceStates)before, (ResourceStates)after));

            nativeCommandList.ResourceBarrier(*barriers);


            //NativeCommandList.ResourceBarrierTransition(resource.Resource, (ResourceStates)before, (ResourceStates)after);
        }
Пример #10
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        public unsafe void ResourceBarrierTransition(
            ID3D12Resource resource,
            ResourceStates stateBefore,
            ResourceStates stateAfter,
            int subresource            = D3D12.ResourceBarrierAllSubResources,
            ResourceBarrierFlags flags = ResourceBarrierFlags.None)
        {
            var barrier = new ResourceBarrier(
                new ResourceTransitionBarrier(resource, stateBefore, stateAfter, subresource),
                flags);

            ResourceBarrier(1, new IntPtr(&barrier));
        }
Пример #11
0
        public ResourceBarrier CreateTransition(ResourceState state, ResourceBarrierOptions options)
        {
            ResourceBarrier barrier;

            if (Desc.Type == ResourceType.Buffer)
            {
                barrier = ResourceBarrier.Transition(Desc.Buffer, CurrentTrackedState, state, options);
            }
            else
            {
                barrier = ResourceBarrier.Transition(Desc.Texture, CurrentTrackedState, state, uint.MaxValue, options);
            }

            CurrentTrackedState = state;
            return(barrier);
        }
        private AccelerationStructureBuffers CreateBottomLevelAS(ID3D12Device5 device, ID3D12GraphicsCommandList4 commandList,
                                                                 ID3D12Resource[] vertexBuffers, int[] vertexCounts, int geometryCount)
        {
            RaytracingGeometryDescription[] descs = new RaytracingGeometryDescription[geometryCount];
            for (int i = 0; i < descs.Length; i++)
            {
                descs[i]           = new RaytracingGeometryDescription();
                descs[i].Type      = RaytracingGeometryType.Triangles;
                descs[i].Triangles = new RaytracingGeometryTrianglesDescription();
                descs[i].Triangles.VertexBuffer = new GpuVirtualAddressAndStride();
                descs[i].Triangles.VertexBuffer.StartAddress  = vertexBuffers[i].GPUVirtualAddress;
                descs[i].Triangles.VertexBuffer.StrideInBytes = 3 * 4;
                descs[i].Triangles.VertexFormat = Format.R32G32B32_Float;
                descs[i].Triangles.VertexCount  = vertexCounts[i];
                descs[i].Flags = RaytracingGeometryFlags.Opaque;
            }

            BuildRaytracingAccelerationStructureInputs inputs = new BuildRaytracingAccelerationStructureInputs();

            inputs.Layout               = ElementsLayout.Array;
            inputs.Flags                = RaytracingAccelerationStructureBuildFlags.None;
            inputs.DescriptorsCount     = geometryCount;
            inputs.GeometryDescriptions = descs;
            inputs.Type = RaytracingAccelerationStructureType.BottomLevel;

            RaytracingAccelerationStructurePrebuildInfo info = device.GetRaytracingAccelerationStructurePrebuildInfo(inputs);

            HeapProperties properties = new HeapProperties(HeapType.Default, CpuPageProperty.Unknown, MemoryPool.Unknown, 0, 0);

            AccelerationStructureBuffers buffers = new AccelerationStructureBuffers();

            buffers.Scratch = CreateBuffer(device, info.ScratchDataSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.UnorderedAccess, properties);
            buffers.Result  = CreateBuffer(device, info.ResultDataMaxSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.RaytracingAccelerationStructure, properties);

            BuildRaytracingAccelerationStructureDescription asDesc = new BuildRaytracingAccelerationStructureDescription();

            asDesc.Inputs = inputs;
            asDesc.DestinationAccelerationStructureData = buffers.Result.GPUVirtualAddress;
            asDesc.ScratchAccelerationStructureData     = buffers.Scratch.GPUVirtualAddress;

            commandList.BuildRaytracingAccelerationStructure(asDesc);

            commandList.ResourceBarrier(ResourceBarrier.BarrierUnorderedAccessView(buffers.Result));

            return(buffers);
        }
Пример #13
0
        public override void Render()
        {
            var context = _device.BeginGraphicsContext(_pso);

            using (context.ScopedBarrier(ResourceBarrier.Transition(_output.OutputBuffer, ResourceState.Present, ResourceState.RenderTarget)))
            {
                context.SetViewportAndScissor(_output.Resolution);
                context.SetRenderTarget(_output.OutputBufferView);
                context.SetTopology(Topology.TriangleList);
                context.SetShaderResourceBuffer(0, _colors);
                context.SetRoot32BitConstants(1, _constants);
                context.Draw(3);
            }

            context.Close();
            _device.Execute(context).Block();
            _output.Present();
        }
Пример #14
0
        public override void Record(GraphicsContext context, ref Resolver resolver)
        {
            using var _ = context.ScopedEvent(Argb32.Green, "Tonemap");

            var color    = default(TextureHandle);//builder.GetInput<TextureHandle>();
            var settings = resolver.GetComponent <RenderSettings>();

            var sampledOutput = resolver.ResolveResource(color);

            using (context.ScopedBarrier(ResourceBarrier.Transition(_output.OutputBuffer, ResourceState.Present, settings.Msaa.IsMultiSampled ? ResourceState.ResolveDestination : ResourceState.CopyDestination)))
            {
                if (settings.Msaa.IsMultiSampled)
                {
                    context.ResolveSubresource(sampledOutput, _output.OutputBuffer);
                }
                else
                {
                    context.CopyResource(sampledOutput, _output.OutputBuffer);
                }
            }
        }
Пример #15
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 public unsafe void ResourceBarrier(ResourceBarrier barrier)
 {
     ResourceBarrier(1, new IntPtr(&barrier));
 }
Пример #16
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        public unsafe void ResourceBarrierUnorderedAccessView(ID3D12Resource resource)
        {
            var barrier = new ResourceBarrier(new ResourceUnorderedAccessViewBarrier(resource));

            ResourceBarrier(1, new IntPtr(&barrier));
        }
Пример #17
0
        public unsafe void ResourceBarrierAliasing(ID3D12Resource resourceBefore, ID3D12Resource resourceAfter)
        {
            var barrier = new ResourceBarrier(new ResourceAliasingBarrier(resourceBefore, resourceAfter));

            ResourceBarrier(1, new IntPtr(&barrier));
        }
 public void ResourceBarrier(ResourceBarrier barrier)
 {
     ResourceBarrier(1, &barrier);
 }
    public void ResourceBarrierUnorderedAccessView(ID3D12Resource resource)
    {
        var barrier = new ResourceBarrier(new ResourceUnorderedAccessViewBarrier(resource));

        ResourceBarrier(1, &barrier);
    }
Пример #20
0
        public unsafe AccelerationStructureBuffers BuildTopLevelAS(ID3D12Device5 pDevice, ID3D12GraphicsCommandList4 pCmdList, ID3D12Resource[] pBottomLevelAS, ref long tlasSize, float rotation, bool update, ref AccelerationStructureBuffers buffers)
        {
            // First, get the size of the TLAS buffers and create them
            BuildRaytracingAccelerationStructureInputs inputs = new BuildRaytracingAccelerationStructureInputs();

            inputs.Layout           = ElementsLayout.Array;
            inputs.Flags            = RaytracingAccelerationStructureBuildFlags.AllowUpdate;
            inputs.DescriptorsCount = 3; // NumDescs
            inputs.Type             = RaytracingAccelerationStructureType.TopLevel;

            RaytracingAccelerationStructurePrebuildInfo info;

            info = pDevice.GetRaytracingAccelerationStructurePrebuildInfo(inputs);

            if (update)
            {
                // If this a request for an update, then the TLAS was already used in a DispatchRay() call. We need a UAV barrier to make sure the read operation ends before updating the buffer
                ResourceBarrier uavBarrier1 = new ResourceBarrier(new ResourceUnorderedAccessViewBarrier(buffers.pResult));
                pCmdList.ResourceBarrier(uavBarrier1);
            }
            else
            {
                buffers.pScratch      = this.CreateBuffer(pDevice, (uint)info.ScratchDataSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.UnorderedAccess, kDefaultHeapProps);
                buffers.pResult       = this.CreateBuffer(pDevice, (uint)info.ResultDataMaxSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.RaytracingAccelerationStructure, kDefaultHeapProps);
                buffers.pInstanceDesc = this.CreateBuffer(pDevice, (uint)Unsafe.SizeOf <FixedRaytracingInstanceDescription>() * 3, ResourceFlags.None, ResourceStates.GenericRead, kUploadHeapProps);
                tlasSize = info.ResultDataMaxSizeInBytes;
            }

            FixedRaytracingInstanceDescription[] instanceDescs = new FixedRaytracingInstanceDescription[3];

            // The transformation matrices for the instances
            Matrix4x4[] transformation = new Matrix4x4[3];
            Matrix4x4   rotationMat    = Matrix4x4.CreateRotationY(rotation);

            transformation[0] = Matrix4x4.Identity;
            transformation[1] = rotationMat * Matrix4x4.CreateTranslation(new Vector3(-2, 0, 0));
            transformation[2] = rotationMat * Matrix4x4.CreateTranslation(new Vector3(2, 0, 0));

            // The InstanceContributionToHitGroupIndex is set based on the shader-table layout specified in createShaderTable()
            // Create the desc for the triangle/plane instance
            instanceDescs[0].InstanceID = 0;
            instanceDescs[0].InstanceContributionToHitGroupIndex = 0;
            instanceDescs[0].Flags                 = (byte)RaytracingInstanceFlags.None;
            instanceDescs[0].Transform             = Matrix4x4.Transpose(transformation[0]).ToMatrix3x4(); // GLM is column major, the INSTANCE_DESC  is row major
            instanceDescs[0].AccelerationStructure = pBottomLevelAS[0].GPUVirtualAddress;
            instanceDescs[0].InstanceMask          = 0xFF;

            for (int i = 1; i < 3; i++)
            {
                instanceDescs[i].InstanceID = i;                                                               // This value will be exposed to the shader via InstanceID()
                instanceDescs[i].InstanceContributionToHitGroupIndex = (i * 2) + 2;                            // The plane takes an additional entry in the shader-table, hence the +1
                instanceDescs[i].Flags                 = (byte)RaytracingInstanceFlags.None;
                instanceDescs[i].Transform             = Matrix4x4.Transpose(transformation[i]).ToMatrix3x4(); // GLM is column major, the INSTANCE_DESC  is row major
                instanceDescs[i].AccelerationStructure = pBottomLevelAS[1].GPUVirtualAddress;
                instanceDescs[i].InstanceMask          = 0xFF;
            }

            // Map the instance desc buffer
            IntPtr data;

            data = buffers.pInstanceDesc.Map(0, null);
            Helpers.MemCpy(data, instanceDescs, (uint)Unsafe.SizeOf <FixedRaytracingInstanceDescription>() * 3);
            buffers.pInstanceDesc.Unmap(0, null);

            // Create the TLAS
            BuildRaytracingAccelerationStructureDescription asDesc = new BuildRaytracingAccelerationStructureDescription();

            asDesc.Inputs = inputs;
            asDesc.Inputs.InstanceDescriptions          = buffers.pInstanceDesc.GPUVirtualAddress;
            asDesc.DestinationAccelerationStructureData = buffers.pResult.GPUVirtualAddress;
            asDesc.ScratchAccelerationStructureData     = buffers.pScratch.GPUVirtualAddress;

            // If this is an update operation, set the source buffer and the perform_update flag
            if (update)
            {
                asDesc.Inputs.Flags |= RaytracingAccelerationStructureBuildFlags.PerformUpdate;
                asDesc.SourceAccelerationStructureData = buffers.pResult.GPUVirtualAddress;
            }

            pCmdList.BuildRaytracingAccelerationStructure(asDesc);

            // We need to insert a UAV barrier before using the acceleration structures in a raytracing operation
            ResourceBarrier uavBarrier = new ResourceBarrier(new ResourceUnorderedAccessViewBarrier(buffers.pResult));

            pCmdList.ResourceBarrier(uavBarrier);

            return(buffers);
        }
        public unsafe AccelerationStructureBuffers CreateTopLevelAS(ID3D12Device5 pDevice, ID3D12GraphicsCommandList4 pCmdList, AccelerationStructureBuffers[] pBottomLevelAS, ref long tlasSize)
        {
            int instances = 2;

            // First, get the size of the TLAS buffers and create them
            BuildRaytracingAccelerationStructureInputs inputs = new BuildRaytracingAccelerationStructureInputs();

            inputs.Layout           = ElementsLayout.Array;
            inputs.Flags            = RaytracingAccelerationStructureBuildFlags.None;
            inputs.DescriptorsCount = instances;
            inputs.Type             = RaytracingAccelerationStructureType.TopLevel;

            RaytracingAccelerationStructurePrebuildInfo info;

            info = pDevice.GetRaytracingAccelerationStructurePrebuildInfo(inputs);

            // Create the buffers
            AccelerationStructureBuffers buffers = new AccelerationStructureBuffers();

            buffers.pScratch = this.CreateBuffer(pDevice, (uint)info.ScratchDataSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.UnorderedAccess, kDefaultHeapProps);
            buffers.pResult  = this.CreateBuffer(pDevice, (uint)info.ResultDataMaxSizeInBytes, ResourceFlags.AllowUnorderedAccess, ResourceStates.RaytracingAccelerationStructure, kDefaultHeapProps);
            tlasSize         = info.ResultDataMaxSizeInBytes;

            // The instance desc should be inside a buffer, create and map the buffer
            buffers.pInstanceDesc = this.CreateBuffer(pDevice, (uint)(Unsafe.SizeOf <FixedRaytracingInstanceDescription>() * instances), ResourceFlags.None, ResourceStates.GenericRead, kUploadHeapProps);
            FixedRaytracingInstanceDescription[] pInstanceDesc = new FixedRaytracingInstanceDescription[instances];

            // The transformation matrices for the instances
            Matrix4x4[] transformation = new Matrix4x4[instances];
            transformation[0] = Matrix4x4.CreateTranslation(new Vector3(0, -1.0f, 0));
            transformation[1] = Matrix4x4.CreateScale(2.0f);

            pInstanceDesc[0].InstanceID = 0;                                                               // This value will be exposed to the shader via InstanceID()
            pInstanceDesc[0].InstanceContributionToHitGroupIndex = 0;                                      // This is the offset inside the shader-table. We only have a single geometry, so the offset 0
            pInstanceDesc[0].Flags                 = (byte)RaytracingInstanceFlags.None;
            pInstanceDesc[0].Transform             = Matrix4x4.Transpose(transformation[0]).ToMatrix3x4(); // GLM is column major, the INSTANCE_DESC  is row major
            pInstanceDesc[0].AccelerationStructure = pBottomLevelAS[0].pResult.GPUVirtualAddress;
            pInstanceDesc[0].InstanceMask          = 0xff;

            for (int i = 1; i < instances; i++)
            {
                pInstanceDesc[i].InstanceID = i;                                                               // This value will be exposed to the shader via InstanceID()
                pInstanceDesc[i].InstanceContributionToHitGroupIndex = 0;                                      // This is the offset inside the shader-table. We only have a single geometry, so the offset 0
                pInstanceDesc[i].Flags                 = (byte)RaytracingInstanceFlags.None;
                pInstanceDesc[i].Transform             = Matrix4x4.Transpose(transformation[i]).ToMatrix3x4(); // GLM is column major, the INSTANCE_DESC  is row major
                pInstanceDesc[i].AccelerationStructure = pBottomLevelAS[1].pResult.GPUVirtualAddress;
                pInstanceDesc[i].InstanceMask          = 0xff;
            }

            IntPtr data;

            data = buffers.pInstanceDesc.Map(0, null);
            Helpers.MemCpy(data, pInstanceDesc, (uint)(Unsafe.SizeOf <FixedRaytracingInstanceDescription>() * instances));
            buffers.pInstanceDesc.Unmap(0, null);

            // Create the TLAS
            BuildRaytracingAccelerationStructureDescription asDesc = new BuildRaytracingAccelerationStructureDescription();

            asDesc.Inputs = inputs;
            asDesc.Inputs.InstanceDescriptions          = buffers.pInstanceDesc.GPUVirtualAddress;
            asDesc.DestinationAccelerationStructureData = buffers.pResult.GPUVirtualAddress;
            asDesc.ScratchAccelerationStructureData     = buffers.pScratch.GPUVirtualAddress;

            pCmdList.BuildRaytracingAccelerationStructure(asDesc);

            // We need to insert a UAV barrier before using the acceleration structures in a raytracing operation
            ResourceBarrier uavBarrier = new ResourceBarrier(new ResourceUnorderedAccessViewBarrier(buffers.pResult));

            pCmdList.ResourceBarrier(uavBarrier);

            return(buffers);
        }
Пример #22
0
        public void ResourceBarrier(ID3D12GraphicsCommandList4 pCmdLit, ID3D12Resource pResource, ResourceStates stateBefore, ResourceStates stateAfter)
        {
            ResourceBarrier barrier = new ResourceBarrier(new ResourceTransitionBarrier(pResource, stateBefore, stateAfter));

            pCmdLit.ResourceBarrier(barrier);
        }
    public void ResourceBarrierAliasing(ID3D12Resource resourceBefore, ID3D12Resource resourceAfter)
    {
        var barrier = new ResourceBarrier(new ResourceAliasingBarrier(resourceBefore, resourceAfter));

        ResourceBarrier(1, &barrier);
    }