Пример #1
0
        public CommandList(GraphicsDevice device) : base(device)
        {
            nativeCommandAllocator = device.CommandAllocators.GetObject();
            NativeCommandList = device.NativeDevice.CreateCommandList(CommandListType.Direct, nativeCommandAllocator, null);

            ResetSrvHeap(true);
            ResetSamplerHeap(true);
        }
Пример #2
0
        void CreateCommandList()
        {
            // Command allocators
            for (int i = 0; i < FrameCount; i++)
            {
                _commandAllocators[i] = _dev.CreateCommandAllocator(SharpDX.Direct3D12.CommandListType.Direct);
            }

            // Command list
            _commands = _dev.CreateCommandList(0, SharpDX.Direct3D12.CommandListType.Direct, _commandAllocators[0], null);
            _commands.Close();

            // Fence
            _fence      = _dev.CreateFence(0, SharpDX.Direct3D12.FenceFlags.None);
            _fenceEvent = new AutoResetEvent(false);
        }
        private void LoadAssets()
        {
            DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0 } };

            StaticSamplerDescription sampler = new StaticSamplerDescription()
            {
                Filter = Filter.MinimumMinMagMipPoint,
                AddressU = TextureAddressMode.Border,
                AddressV = TextureAddressMode.Border,
                AddressW = TextureAddressMode.Border,
                MipLODBias = 0,
                MaxAnisotropy = 0,
                ComparisonFunc = Comparison.Never,
                BorderColor = StaticBorderColor.TransparentBlack,
                MinLOD = 0.0f,
                MaxLOD = float.MaxValue,
                ShaderRegister = 0,
                RegisterSpace = 0,
                ShaderVisibility = ShaderVisibility.Pixel,
            };

            RootParameter[] rootParameters = new RootParameter[] { new RootParameter(ShaderVisibility.Pixel, ranges) };

            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootParameters, new StaticSamplerDescription[] { sampler });
            rootSignature = device.CreateRootSignature(0, rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.
            #if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
            #endif

            #if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
            #endif

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("TEXCOORD",0,Format.R32G32_Float,12,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = false, IsStencilEnabled = false },
                SampleMask = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount = 1,
                Flags = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a triangle.
            Vertex[] triangleVertices = new Vertex[]
            {
                    new Vertex() {position=new Vector3(0.0f, 0.25f * aspectRatio, 0.0f ),uv=new Vector2(0.5f, 0.0f) },
                    new Vertex() {position=new Vector3(0.25f, -0.25f * aspectRatio, 0.0f),uv=new Vector2(1.0f, 1.0f) },
                    new Vertex() {position=new Vector3(-0.25f, -0.25f * aspectRatio, 0.0f),uv=new Vector2(0.0f, 1.0f) },
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            Resource textureUploadHeap;

            // Create the texture.
            // Describe and create a Texture2D.
            ResourceDescription textureDesc = ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight);
            texture = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, textureDesc, ResourceStates.CopyDestination);

            long uploadBufferSize = GetRequiredIntermediateSize(this.texture, 0, 1);

            // Create the GPU upload buffer.
            textureUploadHeap = device.CreateCommittedResource(new HeapProperties(CpuPageProperty.WriteBack, MemoryPool.L0), HeapFlags.None, ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight), ResourceStates.GenericRead);

            // Copy data to the intermediate upload heap and then schedule a copy
            // from the upload heap to the Texture2D.
            byte[] textureData = GenerateTextureData();

            GCHandle handle = GCHandle.Alloc(textureData, GCHandleType.Pinned);
            IntPtr ptr = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0);
            textureUploadHeap.WriteToSubresource(0, null, ptr, TexturePixelSize * TextureWidth, textureData.Length);
            handle.Free();

            commandList.CopyTextureRegion(new TextureCopyLocation(texture, 0), 0, 0, 0, new TextureCopyLocation(textureUploadHeap, 0), null);

            commandList.ResourceBarrierTransition(this.texture, ResourceStates.CopyDestination, ResourceStates.PixelShaderResource);

            // Describe and create a SRV for the texture.
            ShaderResourceViewDescription srvDesc = new ShaderResourceViewDescription()
            {
                Shader4ComponentMapping = D3DXUtilities.DefaultComponentMapping(),
                Format = textureDesc.Format,
                Dimension = ShaderResourceViewDimension.Texture2D,
            };
            srvDesc.Texture2D.MipLevels = 1;

            device.CreateShaderResourceView(this.texture, srvDesc, shaderRenderViewHeap.CPUDescriptorHandleForHeapStart);

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            commandQueue.ExecuteCommandList(commandList);

            // Create synchronization objects.
            fence = device.CreateFence(0, FenceFlags.None);
            fenceValue = 1;

            // Create an event handle to use for frame synchronization.
            fenceEvent = new AutoResetEvent(false);

            WaitForPreviousFrame();

            //release temp texture
            textureUploadHeap.Dispose();
        }
Пример #4
0
        private void LoadAssets()
        {
            // Create the descriptor heap for the render target view
            descriptorHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                Type = DescriptorHeapType.RenderTargetView,
                DescriptorCount = 1
            });

            // Create the main command list
            commandList = device.CreateCommandList(CommandListType.Direct, commandListAllocator, null);

            // Get the backbuffer and creates the render target view
            renderTarget = swapChain.GetBackBuffer<Resource>(0);
            device.CreateRenderTargetView(renderTarget, null, descriptorHeap.CPUDescriptorHandleForHeapStart);

            // Create the viewport
            viewPort = new ViewportF(0, 0, width, height);

            // Create the scissor
            scissorRectangle = new Rectangle(0, 0, width, height);

            // Create a fence to wait for next frame
            fence = device.CreateFence(0, FenceFlags.None);
            currentFence = 1;

            // Close command list
            commandList.Close();

            // Create an event handle use for VTBL
            eventHandle = new AutoResetEvent(false);

            // Wait the command list to complete
            WaitForPrevFrame();
        }
Пример #5
0
        private void LoadAssets()
        {
            // Create an empty root signature.
            var rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout);
            rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.

            #if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("shaders.hlsl"), "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
            #endif

            #if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("shaders.hlsl"), "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
            #endif

            // Define the vertex input layout.
            var inputElementDescs = new []
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("COLOR",0,Format.R32G32B32A32_Float,12,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            var psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = false, IsStencilEnabled = false },
                SampleMask = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount = 1,
                Flags = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a triangle.
            var triangleVertices = new []
            {
                    new Vertex() {Position=new Vector3(0.0f, 0.25f * aspectRatio, 0.0f ),Color=new Vector4(1.0f, 0.0f, 0.0f, 1.0f ) },
                    new Vertex() {Position=new Vector3(0.25f, -0.25f * aspectRatio, 0.0f),Color=new Vector4(0.0f, 1.0f, 0.0f, 1.0f) },
                    new Vertex() {Position=new Vector3(-0.25f, -0.25f * aspectRatio, 0.0f),Color=new Vector4(0.0f, 0.0f, 1.0f, 1.0f ) },
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            // Create and record the bundle.
            bundle = device.CreateCommandList(0, CommandListType.Bundle, bundleAllocator, pipelineState);
            bundle.SetGraphicsRootSignature(rootSignature);
            bundle.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList;
            bundle.SetVertexBuffer(0, vertexBufferView);
            bundle.DrawInstanced(3, 1, 0, 0);
            bundle.Close();

            // Create synchronization objects.
            {
                fence = device.CreateFence(0, FenceFlags.None);
                fenceValue = 1;

                // Create an event handle to use for frame synchronization.
                fenceEvent = new AutoResetEvent(false);
            }
        }
Пример #6
0
 protected override void CreateImpl()
 {
     CommandListD3D12      = ((Device)Device).DeviceD3D12.CreateCommandList(InternalUtils.GetDXCommandListType(Desc.Type), ((CommandAllocator)ActiveAllocator).AllocatorD3D12, null);
     CommandListD3D12.Name = Label;
 }
        private void CreatePSO(InputElement[] inputElementDescs,ShaderBytecode vertexShader,ShaderBytecode pixelShader)
        {
            // Describe and create the graphics pipeline state object (PSO).
            var psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = new DepthStencilStateDescription()
                {
                    IsDepthEnabled = true,
                    DepthComparison = Comparison.LessEqual,
                    DepthWriteMask = DepthWriteMask.All,
                    IsStencilEnabled = false
                },
                SampleMask = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount = 1,
                Flags = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);
            commandList.Close();
        }
Пример #8
0
        private void LoadAssets()
        {
            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, null);

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            // Create synchronization objects.
            fence = device.CreateFence(0, FenceFlags.None);
            fenceValue = 1;

            // Create an event handle to use for frame synchronization.
            fenceEvent = new AutoResetEvent(false);
        }
        private void LoadAssets()
        {
            DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, BaseShaderRegister = 0, OffsetInDescriptorsFromTableStart = int.MinValue, DescriptorCount = 1 } };
            RootParameter parameter = new RootParameter(ShaderVisibility.Vertex, ranges);

            // Create an empty root signature.
            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, new RootParameter[] { parameter });
            rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.
            #if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
            #endif

            #if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
            #endif

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("COLOR",0,Format.R32G32B32A32_Float,12,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = false, IsStencilEnabled = false },
                SampleMask = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount = 1,
                Flags = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a triangle.
            Vertex[] triangleVertices = new Vertex[]
            {
                    new Vertex() {position=new Vector3(0.0f, 0.25f * aspectRatio, 0.0f ),color=new Vector4(1.0f, 0.0f, 0.0f, 1.0f ) },
                    new Vertex() {position=new Vector3(0.25f, -0.25f * aspectRatio, 0.0f),color=new Vector4(0.0f, 1.0f, 0.0f, 1.0f) },
                    new Vertex() {position=new Vector3(-0.25f, -0.25f * aspectRatio, 0.0f),color=new Vector4(0.0f, 0.0f, 1.0f, 1.0f ) },
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(1024 * 64), ResourceStates.GenericRead);

            //// Describe and create a constant buffer view.
            ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes = (Utilities.SizeOf<ConstantBuffer>() + 255) & ~255
            };
            device.CreateConstantBufferView(cbvDesc, constantBufferViewHeap.CPUDescriptorHandleForHeapStart);

            // Initialize and map the constant buffers. We don't unmap this until the
            // app closes. Keeping things mapped for the lifetime of the resource is okay.
            constantBufferPointer = constantBuffer.Map(0);
            Utilities.Write(constantBufferPointer, ref constantBufferData);

            // Create synchronization objects.
            fence = device.CreateFence(0, FenceFlags.None);
            fenceValue = 1;

            // Create an event handle to use for frame synchronization.
            fenceEvent = new AutoResetEvent(false);
        }
        private void LoadAssets()
        {
            DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, BaseShaderRegister = 0, DescriptorCount = 1 } };
            RootParameter parameter = new RootParameter(ShaderVisibility.Vertex, ranges);

            // Create a root signature.
            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, new RootParameter[] { parameter });
            rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.

            #if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
            #endif

            #if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
            #endif

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("COLOR",0,Format.R32G32B32A32_Float,12,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = DepthStencilStateDescription.Default(),
                SampleMask = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount = 1,
                Flags = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a cube.

            Vertex[] vertices = new[]
            {
                ////TOP
                new Vertex(new Vector3(-5,5,5),new Vector4(0,1,0,0)),
                new Vertex(new Vector3(5,5,5),new Vector4(0,1,0,0)),
                new Vertex(new Vector3(5,5,-5),new Vector4(0,1,0,0)),
                new Vertex(new Vector3(-5,5,-5),new Vector4(0,1,0,0)),
                //BOTTOM
                new Vertex(new Vector3(-5,-5,5),new Vector4(1,0,1,1)),
                new Vertex(new Vector3(5,-5,5),new Vector4(1,0,1,1)),
                new Vertex(new Vector3(5,-5,-5),new Vector4(1,0,1,1)),
                new Vertex(new Vector3(-5,-5,-5),new Vector4(1,0,1,1)),
                //LEFT
                new Vertex(new Vector3(-5,-5,5),new Vector4(1,0,0,1)),
                new Vertex(new Vector3(-5,5,5),new Vector4(1,0,0,1)),
                new Vertex(new Vector3(-5,5,-5),new Vector4(1,0,0,1)),
                new Vertex(new Vector3(-5,-5,-5),new Vector4(1,0,0,1)),
                //RIGHT
                new Vertex(new Vector3(5,-5,5),new Vector4(1,1,0,1)),
                new Vertex(new Vector3(5,5,5),new Vector4(1,1,0,1)),
                new Vertex(new Vector3(5,5,-5),new Vector4(1,1,0,1)),
                new Vertex(new Vector3(5,-5,-5),new Vector4(1,1,0,1)),
                //FRONT
                new Vertex(new Vector3(-5,5,5),new Vector4(0,1,1,1)),
                new Vertex(new Vector3(5,5,5),new Vector4(0,1,1,1)),
                new Vertex(new Vector3(5,-5,5),new Vector4(0,1,1,1)),
                new Vertex(new Vector3(-5,-5,5),new Vector4(0,1,1,1)),
                //BACK
                new Vertex(new Vector3(-5,5,-5),new Vector4(0,0,1,1)),
                new Vertex(new Vector3(5,5,-5),new Vector4(0,0,1,1)),
                new Vertex(new Vector3(5,-5,-5),new Vector4(0,0,1,1)),
                new Vertex(new Vector3(-5,-5,-5),new Vector4(0,0,1,1))
            };

            int vertexBufferSize = Utilities.SizeOf(vertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, vertices, 0, vertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            //Create Index Buffer
            //Indices
            int[] indices = new int[]
            {
                0,1,2,0,2,3,
                4,6,5,4,7,6,
                8,9,10,8,10,11,
                12,14,13,12,15,14,
                16,18,17,16,19,18,
                20,21,22,20,22,23
            };
            int indexBufferSize = Utilities.SizeOf(indices);

            indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pIndexDataBegin = indexBuffer.Map(0);
            Utilities.Write(pIndexDataBegin, indices, 0, indices.Length);
            indexBuffer.Unmap(0);

            // Initialize the index buffer view.
            indexBufferView = new IndexBufferView();
            indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress;
            indexBufferView.Format = Format.R32_UInt;
            indexBufferView.SizeInBytes = indexBufferSize;

            //constant Buffer for each cubes
            constantBufferViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                DescriptorCount = NumCubes,
                Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView,
                Flags = DescriptorHeapFlags.ShaderVisible
            });

            int constantBufferSize = (Utilities.SizeOf<Transform>() + 255) & ~255;
            constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(constantBufferSize * NumCubes), ResourceStates.GenericRead);
            constantBufferDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);

            //First cube
            ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes = constantBufferSize
            };

            CpuDescriptorHandle cbHandleHeapStart = constantBufferViewHeap.CPUDescriptorHandleForHeapStart;

            for (int i = 0; i < NumCubes; i++)
            {
                device.CreateConstantBufferView(cbvDesc, cbHandleHeapStart);
                cbvDesc.BufferLocation += Utilities.SizeOf<Transform>();
                cbHandleHeapStart += constantBufferDescriptorSize;
            }

            InitBundles();
        }
        private void InitBundles()
        {
            // Create and record the bundle.
            bundle = device.CreateCommandList(0, CommandListType.Bundle, bundleAllocator, pipelineState);
            bundle.SetGraphicsRootSignature(rootSignature);
            bundle.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList;
            bundle.SetVertexBuffer(0, vertexBufferView);
            bundle.SetIndexBuffer(indexBufferView);

            bundle.SetDescriptorHeaps(1, new DescriptorHeap[] { constantBufferViewHeap });

            //first cube
            GpuDescriptorHandle heapStart = constantBufferViewHeap.GPUDescriptorHandleForHeapStart;

            for (int i = 0; i < NumCubes; i++)
            {
                bundle.SetGraphicsRootDescriptorTable(0, heapStart);
                bundle.DrawIndexedInstanced(36, 1, 0, 0, 0);
                heapStart += constantBufferDescriptorSize;
            }

            bundle.Close();

            // Create synchronization objects.
            {
                fence = device.CreateFence(0, FenceFlags.None);
                fenceValue = 1;

                // Create an event handle to use for frame synchronization.
                fenceEvent = new AutoResetEvent(false);
            }
        }
Пример #12
0
        private void LoadAssets()
        {
            RootParameter parameter1 = new RootParameter(ShaderVisibility.All, new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, BaseShaderRegister = 0, DescriptorCount = 1 });
            RootParameter parameter2 = new RootParameter(ShaderVisibility.Pixel, new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, BaseShaderRegister = 0, DescriptorCount = 1 });
            RootParameter parameter3 = new RootParameter(ShaderVisibility.Pixel, new DescriptorRange() { RangeType = DescriptorRangeType.Sampler, BaseShaderRegister = 0, DescriptorCount = 1 });

            // Create a root signature.
            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, new RootParameter[] { parameter1, parameter2, parameter3 });
            rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.

            #if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
            #endif

            #if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
            #endif

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("NORMAL",0,Format.R32G32B32_Float,12,0),
                    new InputElement("TEXCOORD",0,Format.R32G32B32_Float,24,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = DepthStencilStateDescription.Default(),
                SampleMask = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount = 1,
                Flags = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            //constant Buffer
            int constantBufferSize = (Utilities.SizeOf<Transform>() + 255) & ~255;
            constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(constantBufferSize), ResourceStates.GenericRead);
            constantBufferDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);

            //constant buffer
            ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes = constantBufferSize
            };

            CpuDescriptorHandle cbHandleHeapStart = constantBufferViewHeap.CPUDescriptorHandleForHeapStart;
            device.CreateConstantBufferView(cbvDesc, cbHandleHeapStart);
            cbvDesc.BufferLocation += Utilities.SizeOf<Transform>();

            cbHandleHeapStart += constantBufferDescriptorSize;
            LoadMesh(cbHandleHeapStart);

            // Create synchronization objects.
            {
                fence = device.CreateFence(0, FenceFlags.None);
                fenceValue = 1;

                // Create an event handle to use for frame synchronization.
                fenceEvent = new AutoResetEvent(false);
            }

            InitBundles();
        }
Пример #13
0
        private void InitBundles()
        {
            // Create and record the bundle.
            bundleAllocator.Reset();
            bundle = device.CreateCommandList(0, CommandListType.Bundle, bundleAllocator, pipelineState);

            //Set Heap
            bundle.SetDescriptorHeaps(2, new DescriptorHeap[] { constantBufferViewHeap, samplerViewHeap });

            bundle.SetGraphicsRootSignature(rootSignature);
            bundle.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList;
            bundle.SetVertexBuffer(0, vertexBufferView);
            bundle.SetIndexBuffer(indexBufferView);

            //model
            GpuDescriptorHandle heapStart = constantBufferViewHeap.GPUDescriptorHandleForHeapStart;

            //constant buffer
            bundle.SetGraphicsRootDescriptorTable(0, heapStart);
            heapStart += constantBufferDescriptorSize;

            //sampler
            bundle.SetGraphicsRootDescriptorTable(2, samplerViewHeap.GPUDescriptorHandleForHeapStart);

            int offset = 0;
            foreach (var count in faceCounts)
            {
                //Texture coordinates start after constant buffer
                bundle.SetGraphicsRootDescriptorTable(1, heapStart);
                bundle.DrawIndexedInstanced(count, 1, offset, 0, 0);
                offset += count;
                heapStart += constantBufferDescriptorSize;
            }

            heapStart += constantBufferDescriptorSize;

            bundle.Close();
        }
        private void LoadAssets()
        {
            // Create the root signature description.
            var rootSignatureDesc = new RootSignatureDescription(

                RootSignatureFlags.AllowInputAssemblerInputLayout,
                // Root Parameters
                new[]
                {
                    new RootParameter(ShaderVisibility.All,
                        new []
                        {
                            new DescriptorRange()
                            {
                                RangeType = DescriptorRangeType.ShaderResourceView,
                                DescriptorCount = 1,
                                OffsetInDescriptorsFromTableStart = int.MinValue,
                                BaseShaderRegister = 0
                            },
                            new DescriptorRange()
                            {
                                RangeType = DescriptorRangeType.ConstantBufferView,
                                DescriptorCount = 1,
                                OffsetInDescriptorsFromTableStart = int.MinValue + 1,
                                BaseShaderRegister = 0
                            }
                        }),
                    new RootParameter(ShaderVisibility.Pixel,
                        new DescriptorRange()
                        {
                            RangeType = DescriptorRangeType.Sampler,
                            DescriptorCount = 1,
                            OffsetInDescriptorsFromTableStart = int.MinValue,
                            BaseShaderRegister = 0
                        }),
                });
                //// Samplers
                //new[]
                //{
                //    new StaticSamplerDescription(ShaderVisibility.Pixel, 0, 0)
                //    {
                //        Filter = Filter.MinimumMinMagMipPoint,
                //        AddressUVW = TextureAddressMode.Border,
                //    }
                //});

            rootSignature = device.CreateRootSignature(0, rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.
            #if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
            #endif

            #if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
            #endif

            #if DEBUG
            //var result = SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "GSMain", "gs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug);
            var geometryShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "GSMain", "gs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
            #endif

            // Define the vertex input layout.
            var inputElementDescs = new[]
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("TEXCOORD",0,Format.R32G32_Float,12,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            var psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                GeometryShader = geometryShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = new DepthStencilStateDescription()
                {
                    IsDepthEnabled = true,
                    DepthComparison = Comparison.LessEqual,
                    DepthWriteMask = DepthWriteMask.All,
                    IsStencilEnabled = false
                },
                SampleMask = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount = 1,
                Flags = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);
            commandList.Close();

            // build vertex buffer

            var triangleVertices = new[]
            {
                //TOP
                new Vertex() {Position = new Vector3(-1f , 1f , 1f) , TexCoord = new Vector2(1f ,1f)} ,
                new Vertex() {Position = new Vector3(1f , 1f , 1f) , TexCoord = new Vector2(0f ,1f)} ,
                new Vertex() {Position = new Vector3(1f , 1f ,-1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(-1f , 1f ,-1f) , TexCoord = new Vector2(1f ,0f)} ,
                //BOTTOM
                new Vertex() {Position = new Vector3(-1f ,-1f , 1f) , TexCoord = new Vector2(1f ,1f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f , 1f) , TexCoord = new Vector2(0f ,1f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f ,-1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(-1f ,-1f ,-1f) , TexCoord = new Vector2(1f ,0f)} ,
                //LEFT
                new Vertex() {Position = new Vector3(-1f ,-1f , 1f) , TexCoord = new Vector2(0f ,1f)} ,
                new Vertex() {Position = new Vector3(-1f , 1f , 1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(-1f , 1f ,-1f) , TexCoord = new Vector2(1f ,0f)} ,
                new Vertex() {Position = new Vector3(-1f ,-1f ,-1f) , TexCoord = new Vector2(1f ,1f)} ,
                //RIGHT
                new Vertex() {Position = new Vector3(1f ,-1f , 1f) , TexCoord = new Vector2(1f ,1f)} ,
                new Vertex() {Position = new Vector3(1f , 1f , 1f) , TexCoord = new Vector2(1f ,0f)} ,
                new Vertex() {Position = new Vector3(1f , 1f ,-1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f ,-1f) , TexCoord = new Vector2(0f ,1f)} ,
                //FRONT
                new Vertex() {Position = new Vector3(-1f , 1f , 1f) , TexCoord = new Vector2(1f ,0f)} ,
                new Vertex() {Position = new Vector3(1f , 1f , 1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f , 1f) , TexCoord = new Vector2(0f ,1f)} ,
                new Vertex() {Position = new Vector3(-1f ,-1f , 1f) , TexCoord = new Vector2(1f ,1f)} ,
                //BACK
                new Vertex() {Position = new Vector3(-1f , 1f ,-1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(1f , 1f ,-1f) , TexCoord = new Vector2(1f ,0f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f ,-1f) , TexCoord = new Vector2(1f ,1f)} ,
                new Vertex() {Position = new Vector3(-1f ,-1f ,-1f) , TexCoord = new Vector2(0f ,1f)}
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            // build index buffer

            var triangleIndexes = new uint[]
            {
                0,1,2,
                0,2,3,

                4,6,5,
                4,7,6,

                8,9,10,
                8,10,11,

                12,14,13,
                12,15,14,

                16,18,17,
                16,19,18,

                20,21,22,
                20,22,23
            };

            int indexBufferSize = Utilities.SizeOf(triangleIndexes);

            indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead);
            IntPtr pIndexDataBegin = indexBuffer.Map(0);
            Utilities.Write(pIndexDataBegin, triangleIndexes, 0, triangleIndexes.Length);
            indexBuffer.Unmap(0);

            indexBufferView = new IndexBufferView();
            indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress;
            indexBufferView.SizeInBytes = indexBufferSize;
            indexBufferView.Format = Format.R32_UInt;

            // Create the texture.
            // Describe and create a Texture2D.
            var textureDesc = ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight, 1, 1, 1, 0, ResourceFlags.None, TextureLayout.Unknown, 0);
            texture = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, textureDesc, ResourceStates.GenericRead, null);

            // Copy data to the intermediate upload heap and then schedule a copy
            // from the upload heap to the Texture2D.
            byte[] textureData = Utilities.ReadStream(new FileStream("../../texture1.dds", FileMode.Open));

            texture.Name = "Texture";

            var handle = GCHandle.Alloc(textureData, GCHandleType.Pinned);
            var ptr = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0);
            texture.WriteToSubresource(0, null, ptr, TextureWidth * 4, textureData.Length);
            handle.Free();

            // Describe and create a SRV for the texture.
            var srvDesc = new ShaderResourceViewDescription
            {
                Shader4ComponentMapping = ((((0) & 0x7) |(((1) & 0x7) << 3) |(((2) & 0x7) << (3 * 2)) |(((3) & 0x7) << (3 * 3)) | (1 << (3 * 4)))),

                Format = textureDesc.Format,
                Dimension = ShaderResourceViewDimension.Texture2D,
                Texture2D =
                {
                    MipLevels = 1,
                    MostDetailedMip = 0,
                    PlaneSlice = 0,
                    ResourceMinLODClamp = 0.0f
                },
            };

            device.CreateShaderResourceView(texture, srvDesc, srvCbvHeap.CPUDescriptorHandleForHeapStart);

            SamplerStateDescription samplerDesc = new SamplerStateDescription
            {
                Filter = Filter.MinMagMipLinear,
                AddressU = TextureAddressMode.Clamp,
                AddressV = TextureAddressMode.Clamp,
                AddressW = TextureAddressMode.Clamp,
                MaximumAnisotropy = 0,
                MaximumLod = float.MaxValue,
                MinimumLod = -float.MaxValue,
                MipLodBias = 0,
                ComparisonFunction = Comparison.Never
            };

            device.CreateSampler(samplerDesc, samplerViewHeap.CPUDescriptorHandleForHeapStart);

            // build constant buffer

            constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(1024 * 64), ResourceStates.GenericRead);

            var cbDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes = (Utilities.SizeOf<ConstantBufferData>() + 255) & ~255
            };
            var srvCbvStep = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);
            device.CreateConstantBufferView(cbDesc, srvCbvHeap.CPUDescriptorHandleForHeapStart + srvCbvStep);

            constantBufferData = new ConstantBufferData
            {
                Project = Matrix.Identity
            };

            constantBufferPointer = constantBuffer.Map(0);
            Utilities.Write(constantBufferPointer, ref constantBufferData);

            // build depth buffer

            DescriptorHeapDescription descDescriptorHeapDSB = new DescriptorHeapDescription()
            {
                DescriptorCount = 1,
                Type = DescriptorHeapType.DepthStencilView,
                Flags = DescriptorHeapFlags.None
            };

            DescriptorHeap descriptorHeapDSB = device.CreateDescriptorHeap(descDescriptorHeapDSB);
            ResourceDescription descDepth = new ResourceDescription()
            {
                Dimension = ResourceDimension.Texture2D,
                DepthOrArraySize = 1,
                MipLevels = 0,
                Flags = ResourceFlags.AllowDepthStencil,
                Width = (int)viewport.Width,
                Height = (int)viewport.Height,
                Format = Format.R32_Typeless,
                Layout = TextureLayout.Unknown,
                SampleDescription = new SampleDescription() { Count = 1 }
            };

            ClearValue dsvClearValue = new ClearValue()
            {
                Format = Format.D32_Float,
                DepthStencil = new DepthStencilValue()
                {
                    Depth = 1.0f,
                    Stencil = 0
                }
            };

            Resource renderTargetDepth = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, descDepth, ResourceStates.GenericRead, dsvClearValue);

            DepthStencilViewDescription depthDSV = new DepthStencilViewDescription()
            {
                Dimension = DepthStencilViewDimension.Texture2D,
                Format = Format.D32_Float,
                Texture2D = new DepthStencilViewDescription.Texture2DResource()
                {
                    MipSlice = 0
                }
            };

            device.CreateDepthStencilView(renderTargetDepth, depthDSV, descriptorHeapDSB.CPUDescriptorHandleForHeapStart);
            handleDSV = descriptorHeapDSB.CPUDescriptorHandleForHeapStart;

            fence = device.CreateFence(0, FenceFlags.None);
            fenceValue = 1;
            fenceEvent = new AutoResetEvent(false);
        }
Пример #15
0
 protected override void CreateImpl()
 {
     CommandListD3D12 = ((Device)Device).DeviceD3D12.CreateCommandList(InternalUtils.GetDXCommandListType(Desc.Type), ((CommandAllocator)ActiveAllocator).AllocatorD3D12, null);
     CommandListD3D12.Name = Label;
 }