public void SetTexture(string shaderName, CShaderResourceView rsv) { var txBind = new CTextureBindInfo(); Effect.ShaderProgram.FindTextureBindInfo(Material, "txDiffuse", ref txBind); Textures[txBind.PSBindPoint] = rsv; }
public void BindScreenTexture2Mesh(Graphics.Mesh.CGfxMesh mesh, UInt32 atom, string shaderVar) { if (atom >= mesh.MtlMeshArray.Length) { return; } CTextureBindInfo txInfo = new CTextureBindInfo(); for (int i = 0; i < mesh.MtlMeshArray[atom].PrebuildPassArray.Length; i++) { var pass = mesh.MtlMeshArray[atom].PrebuildPassArray[i]; if (pass == null || pass.GpuProgram == null) { continue; } var TexBinder = pass.ShaderResources; var SamplerBinder = pass.ShaderSamplerBinder; var Shader = pass.GpuProgram; if (Shader.FindTextureBindInfo(pass.MtlInst, shaderVar, ref txInfo)) { TexBinder.PSBindTexture(txInfo.PSBindPoint, OffScreenTexture); TexBinder.SetUserControlTexture(txInfo.PSBindPoint, true); } } }
public void DrawScene(CRenderContext rc, CCommandList cmd, Graphics.CGfxCamera Camera, Graphics.View.CGfxSceneView view) { if (EnableDraw == false) { return; } if (mNeedUpdateGpuBuffer) { mNeedUpdateGpuBuffer = false; UpdateGpuBuffer(rc, cmd, Camera); } var program = mPass.Effect.ShaderProgram; if (UseComputeShader == false) { UpdateIndexBufferCPU(cmd, Camera); } else { ComputeDispatch(rc, cmd, Camera); } if (UseVTF) { CTextureBindInfo tbInfo = new CTextureBindInfo(); if (program.FindTextureBindInfo(null, "gVertexTexture", ref tbInfo)) { mPass.ShaderResources.VSBindTexture(tbInfo.VSBindPoint, mVertexTextureView); } if (program.FindTextureBindInfo(null, "gInstanceDataTexture", ref tbInfo)) { mPass.ShaderResources.VSBindTexture(tbInfo.VSBindPoint, mInstanceDataTextureView); } var spInfo = new CSamplerBindInfo(); if (program.FindSamplerBindInfo(null, "Samp_gVertexTexture", ref spInfo)) { mPass.ShaderSamplerBinder.VSBindSampler(spInfo.VSBindPoint, mSamplerState); } if (program.FindSamplerBindInfo(null, "Samp_gInstanceDataTexture", ref spInfo)) { mPass.ShaderSamplerBinder.VSBindSampler(spInfo.VSBindPoint, mSamplerState); } } else { //CTextureBindInfo tbInfo = new CTextureBindInfo(); //if(program.FindTextureBindInfo(null, "AllVertexArray", ref tbInfo)) //{ // mPass.ShaderResources.VSBindTexture(tbInfo.VSBindPoint, mAllVertexSRV); //} //if (program.FindTextureBindInfo(null, "MeshInstanceArray", ref tbInfo)) //{ // mPass.ShaderResources.VSBindTexture(tbInfo.VSBindPoint, mMeshInstanceSRV); //} mPass.ShaderResources.VSBindTexture(14, mAllVertexSRV); mPass.ShaderResources.VSBindTexture(13, mMeshInstanceSRV); } CConstantBufferDesc cbInfo = new CConstantBufferDesc(); if (mCBMeshBatch != null && program.GetCBufferDesc(program.FindCBuffer("cbMeshBatch"), ref cbInfo)) { mPass.BindCBufferVS(cbInfo.VSBindPoint, mCBMeshBatch); } mPass.ViewPort = Camera.SceneView.Viewport; mPass.BindCBuffer(mPass.Effect.ShaderProgram, mPass.Effect.CacheData.CBID_Camera, Camera.CBuffer); if (view != null) { mPass.BindCBuffer(mPass.Effect.ShaderProgram, mPass.Effect.CacheData.CBID_View, view.SceneViewCB); } //mPass.ViewPort = view.Viewport; if (UseComputeShader == false) { mPass.AttachIndexBuffer = mCpuDrawIndexBuffer; var dpDesc = new CDrawPrimitiveDesc(); dpDesc.SetDefault(); dpDesc.NumPrimitives = mDrawArgs.IndexCountPerInstance / 3; mPass.GeometryMesh.SetAtom(0, 0, ref dpDesc); } else { mPass.AttachIndexBuffer = mDrawIndexBuffer; mPass.SetIndirectDraw(bufferIndirectDrawArgs, 0); } cmd.PushPass(mPass); }
public async System.Threading.Tasks.Task InitPass(CRenderContext rc, Graphics.CGfxMaterialInstance MtlInst = null, bool isSM3 = false) { if (rc == null) { rc = CEngine.Instance.RenderContext; } if (CRenderContext.ShaderModel >= 4) { UseComputeShader = true; Profiler.Log.WriteLine(Profiler.ELogTag.Info, "Graphics", $"GpuDriven: SM = {CRenderContext.ShaderModel},Use ComputeShader"); } else { UseComputeShader = false; Profiler.Log.WriteLine(Profiler.ELogTag.Info, "Graphics", $"GpuDriven: SM = {CRenderContext.ShaderModel},CPU Culling"); } if (rc.ContextCaps.MaxVertexShaderStorageBlocks == 0) { UseVTF = true; Profiler.Log.WriteLine(Profiler.ELogTag.Info, "Graphics", $"GpuDriven: No SSBO in VertexShader,Use VTF"); } else { UseVTF = false; Profiler.Log.WriteLine(Profiler.ELogTag.Info, "Graphics", $"GpuDriven: Use SSBO in VertexShader"); } if (mMergeInstanceSE == null) { mMergeInstanceSE = mMergeInstanceSE = EngineNS.CEngine.Instance.ShadingEnvManager.GetGfxShadingEnv <CGfxMergeInstanceSE>(); if (UseVTF) { mMergeInstanceSE.SetMacroDefineValue("ENV_USEVTF", "1"); } else { mMergeInstanceSE.SetMacroDefineValue("ENV_USEVTF", "0"); } } if (MtlInst == null) { MtlInst = await CEngine.Instance.MaterialInstanceManager.GetMaterialInstanceAsync(rc, RName.GetRName("Material/defaultmaterial.instmtl")); } if (mPass == null) { var pass = rc.CreatePass(); var meshpri = CEngine.Instance.MeshPrimitivesManager.CreateMeshPrimitives(rc, 1); EngineNS.Graphics.Mesh.CGfxMeshCooker.MakeRect3D(rc, meshpri); //var meshpri = CEngine.Instance.MeshPrimitivesManager.GetMeshPrimitives(rc, CEngineDesc.ScreenAlignedTriangleName, true); var ViewportMesh = CEngine.Instance.MeshManager.CreateMesh(rc, meshpri); ViewportMesh.SetMaterialInstance(rc, 0, MtlInst, CEngine.Instance.PrebuildPassData.DefaultShadingEnvs); var affectLights = new List <GamePlay.SceneGraph.GSceneGraph.AffectLight>(); ViewportMesh.mMeshVars.SetPointLights(affectLights); await pass.InitPassForViewportView(rc, mMergeInstanceSE, MtlInst, ViewportMesh); mPass = pass; var vsDesc = mPass.Effect.ShaderProgram.VertexShader.Desc; var tbInfo = new CTextureBindInfo(); if (vsDesc.GetSRVDesc(vsDesc.FindSRVDesc("AllVertexArray"), ref tbInfo)) { } if (vsDesc.GetSRVDesc(vsDesc.FindSRVDesc("MeshInstanceArray"), ref tbInfo)) { } } //const string CSVersion = "cs_5_0"; var macros = new CShaderDefinitions(); var shaderFile = RName.GetRName("Shaders/Compute/GpuDriven/Cluster.compute", RName.enRNameType.Engine); mCS_MeshBatchDesc = rc.CreateShaderDesc(shaderFile, "CSMain_MeshBatch", EShaderType.EST_ComputeShader, macros, CIPlatform.Instance.PlatformType); mCS_MeshBatch = rc.CreateComputeShader(mCS_MeshBatchDesc); mCS_ClearBatchArgsDesc = rc.CreateShaderDesc(shaderFile, "CSMain_ClearBatchArgs", EShaderType.EST_ComputeShader, macros, CIPlatform.Instance.PlatformType); mCS_ClearBatchArgs = rc.CreateComputeShader(mCS_ClearBatchArgsDesc); var cbIndex = mCS_MeshBatchDesc.FindCBufferDesc("cbMeshBatch"); if (cbIndex != uint.MaxValue) { mCBMeshBatch = rc.CreateConstantBuffer(mCS_MeshBatchDesc, cbIndex); } }