示例#1
0
        public void DAGUsageCases2()
        {
            // We first initialize our shader.
            ShaderCode code = new ShaderCode(BindingStage.VertexShader);
            {
                // We write a simple Tranform code:
                code.InputOperation.AddInput(PinComponent.Position, PinFormat.Floatx3);
                Pin positon = code.InputOperation.PinAsOutput(PinComponent.Position);

                // We first need to expand our position to float4 (adding 1 at the end).
                ExpandOperation expand = new ExpandOperation(PinFormat.Floatx4, ExpandType.AddOnesAtW);
                expand.BindInputs(positon);
                Pin expPosition = expand.Outputs[0];

                // We now create constant transform matrix.
                ConstantOperation mvpConstant = code.CreateConstant("MVP", PinFormat.Float4x4);
                Pin MVP = mvpConstant.Outputs[0];

                // We multiply matrix and pin.
                MultiplyOperation mul = new MultiplyOperation();
                mul.BindInputs(MVP, expPosition);
                Pin transPosition = mul.Outputs[0];

                // We just bind transformed position to output.
                code.OutputOperation.AddComponentAndLink(PinComponent.Position, transPosition);
            }

            // We create constant buffer manually.
            ConstantBufferLayoutBuilder builder = new ConstantBufferLayoutBuilder();

            builder.AppendElement("MVP", PinFormat.Float4x4, Pin.NotArray);
            ConstantBufferLayout layout = builder.CreateLayout();

            // We now fill the data.
            FixedShaderParameters parameters = code.FixedParameters;

            parameters.AppendLayout(layout);
            if (!parameters.IsDefined)
            {
                throw new Exception();
            }

            GraphicsDevice device = InitializeDevice();

            // We have all parameters defined, compile the shader.
            VShader shader = code.Compile(device, parameters) as VShader;

            // Shader expects data in constant buffers.
            TypelessBuffer     buffer         = new TypelessBuffer(Usage.Default, BufferUsage.ConstantBuffer, CPUAccess.Write, GraphicsLocality.DeviceOrSystemMemory, 4 * 4 * 4);
            ConstantBufferView constantBuffer = buffer.CreateConstantBuffer(layout);

            // We fill the buffer.
            constantBuffer.Map(MapOptions.Write);
            constantBuffer.SetConstant("MVP", Math.Matrix.Matrix4x4f.Identity);
            constantBuffer.UnMap();
        }
示例#2
0
        public unsafe GraphicsCanvas([NotNull] GraphicsDevice device,
                                     [NotNull] RenderTargetView renderTarget,
                                     Vector2f canvasUnits)
        {
            info = new GraphicsCanvasInfo(this);

            // Initialize shaders.
            Initialize();

            this.unitSize     = canvasUnits;
            this.device       = device;
            this.renderTarget = renderTarget;

            this.batch = Geometry.CreateBatch(VertexData.Format, new IndexFormat(true),
                                              MaxVerticesInBatch, MaxIndicesInBatch, CyclicBufferCount);

            // We also immediatelly bind it to device.
            this.batch.BindToDevice(device);

            // We create vertex constants buffer.
            {
                TypelessBuffer vertexConstBuffer = new TypelessBuffer(Usage.Dynamic, BufferUsage.ConstantBuffer,
                                                                      CPUAccess.Write, GraphicsLocality.DeviceOrSystemMemory, 16 * 4 * 2);
                vertexConstBuffer.DisposeOnViewDispose = true;

                ConstantBufferLayoutBuilder vertexBufferLayout = new ConstantBufferLayoutBuilder();
                vertexBufferLayout.AppendElement("PositionTransform", PinFormat.Float4x4);
                vertexBufferLayout.AppendElement("TextureTransform", PinFormat.Float4x4);

                vertexConstants = vertexConstBuffer.CreateConstantBuffer(vertexBufferLayout.CreateLayout());
            }

            // We create pixel constants buffer.
            pixelConstants = new TypelessBuffer(Usage.Dynamic, BufferUsage.ConstantBuffer, CPUAccess.Write,
                                                GraphicsLocality.DeviceOrSystemMemory, ConstantBufferView.MaxSize);
        }
示例#3
0
        public unsafe void DAGUsageCases()
        {
            // We first initialize our shader.
            ShaderCode code = new ShaderCode(BindingStage.VertexShader);

            {
                // We write a simple Tranform code:
                code.InputOperation.AddInput(PinComponent.Position, PinFormat.Floatx3);
                Pin positon = code.InputOperation.PinAsOutput(PinComponent.Position);

                // We first need to expand our position to float4 (adding 1 at the end).
                ExpandOperation expand = new ExpandOperation(PinFormat.Floatx4, ExpandType.AddOnesAtW);
                expand.BindInputs(positon);
                Pin expPosition = expand.Outputs[0];

                // We now create constant transform matrix.
                ConstantOperation mvpConstant = code.CreateConstant("MVP", PinFormat.Float4x4);
                Pin MVP = mvpConstant.Outputs[0];

                // We multiply matrix and pin.
                MultiplyOperation mul = new MultiplyOperation();
                mul.BindInputs(MVP, expPosition);
                Pin transPosition = mul.Outputs[0];

                // We just bind transformed position to output.
                code.OutputOperation.AddComponentAndLink(PinComponent.Position, transPosition);
            }

            // Immutate it.
            code.Immutable = true;


            // We create constant buffer manually.
            ConstantBufferLayoutBuilder builder = new ConstantBufferLayoutBuilder();

            builder.AppendElement("MVP", PinFormat.Float4x4, Pin.NotArray);
            ConstantBufferLayout layout = builder.CreateLayout();

            // We now fill the data.
            FixedShaderParameters parameters = code.FixedParameters;

            parameters.AppendLayout(layout);
            if (!parameters.IsDefined)
            {
                throw new Exception();
            }



            using (GraphicsDevice device = InitializeDevice())
            {
                // We create shaders.

                // We have all parameters defined, compile the shader.
                VShader shader = code.Compile(device, parameters) as VShader;

                // Shader expects data in constant buffers.
                TypelessBuffer     tbuffer        = new TypelessBuffer(Usage.Dynamic, BufferUsage.ConstantBuffer, CPUAccess.Write, GraphicsLocality.DeviceOrSystemMemory, 4 * 4 * 4);
                ConstantBufferView constantBuffer = tbuffer.CreateConstantBuffer(layout);

                // We fill the buffer.
                constantBuffer.Map(MapOptions.Write);
                constantBuffer.SetConstant("MVP", new Math.Matrix.Matrix4x4f(1, 0, 0, 0,
                                                                             0, 1, 0, 0,
                                                                             0, 0, 1, 0,
                                                                             -0.5f, -0.5f, 0, 1));
                constantBuffer.UnMap();

                PShader pshader;
                VShader vshader = shader;
                using (ShaderCompiler compiler = device.CreateShaderCompiler())
                {
                    // And pixel shader.
                    compiler.Begin(BindingStage.PixelShader);
                    ShaderCompiler.Operand colour = compiler.CreateFixed(PinFormat.Floatx4, Pin.NotArray, new Vector4f(1, 0, 0, 1));
                    compiler.Output(colour, PinComponent.RenderTarget0);
                    pshader = compiler.End(null) as PShader;
                }

                // We create triangles.
                Geometry       geometry = new Geometry();
                TypelessBuffer buffer   = new TypelessBuffer(Usage.Static,
                                                             BufferUsage.VertexBuffer, CPUAccess.None, GraphicsLocality.DeviceOrSystemMemory, 4 * 4 * 3);

                byte[] d = buffer.Map(MapOptions.Read);
                fixed(byte *p = d)
                {
                    float *data = (float *)p;

                    // Vertex 0:
                    data[0] = -0.5f; data[1] = -0.5f; data[2] = 0.0f; data[3] = 1.0f;

                    // Vertex 1:
                    data[4] = 0.5f; data[5] = -0.5f; data[6] = 0.0f; data[7] = 1.0f;

                    // Vertex 2:
                    data[8] = 0.0f; data[9] = 0.5f; data[10] = 0.0f; data[11] = 1.0f;
                }

                buffer.UnMap();


                // Create vertex buffer and view.
                VertexBufferView vbuffer = buffer.CreateVertexBuffer(VertexFormat.Parse("P.Fx4"));

                // We construct geometry.
                geometry[0]       = vbuffer;
                geometry.Topology = Topology.Triangle;

                // Blend state.
                BlendState blendState = new BlendState();
                blendState[0] = false;

                blendState = StateManager.Intern(blendState);

                RasterizationState rastState = new RasterizationState();
                rastState.CullMode = CullMode.None;
                rastState.FillMode = FillMode.Solid;

                rastState = StateManager.Intern(rastState);

                DepthStencilState depthState = new DepthStencilState();
                depthState.DepthTestEnabled  = false;
                depthState.DepthWriteEnabled = false;

                depthState = StateManager.Intern(depthState);

                // Enter rendering loop.
                bool isClosed = false;
                window.Closed += delegate(Window w)
                {
                    isClosed = true;
                };

                for (uint i = 0; i < 1000; i++)
                {
                    window.DoEvents();

                    if (!isClosed)
                    {
                        SwapChain chain = device.SwapChain;

                        device.Enter();
                        try
                        {
                            // We just clear.
                            device.Clear(chain, Colour.Black);

                            // Set blend/rast.
                            device.SetBlendState(blendState, Colour.White, 0xFFFFFFFF);
                            device.RasterizationState = rastState;
                            device.SetDepthStencilState(depthState, 0);

                            // Sets states.
                            device.SetVertexShader(vshader, geometry, null, null, new ConstantBufferView[] { constantBuffer });
                            device.SetPixelShader(pshader, null, null, null, new RenderTargetView[] { chain }, null);

                            device.Viewport = new Region2i(0, 0, (int)chain.Width, (int)chain.Height);

                            // Render.
                            device.Draw(0, 3);
                        }
                        finally
                        {
                            device.Exit();
                        }

                        chain.Present();
                        //Thread.Sleep(10);

                        Console.WriteLine(device.DevicePerformance.CurrentFPS);
                    }
                }


                // Dispose all.
                vshader.Dispose();
                pshader.Dispose();
                geometry.Dispose();
                vbuffer.Dispose();
                buffer.Dispose();
            }
        }
示例#4
0
        unsafe void Flush(bool rebatch)
        {
            if (batch.VertexCount == 0)
            {
                if (!rebatch)
                {
                    batch.EndBatch();
                }

                return;
            }

            // We flush the buffer, first end batch.
            batch.EndBatch();


            // We update vertex constants.
            vertexConstants.Map(MapOptions.Write);

            try
            {
                DataTransform vtransform = positionTransforms.Peek();
                if (!vtransform.ProcessCPU)
                {
                    vertexConstants.SetConstant("PositionTransform",
                                                Matrix4x4f.CreateTranslate(new Vector3f(-unitSize.X, -unitSize.Y, 0)) *
                                                Matrix4x4f.CreateScale(new Vector3f(2.0f, 2.0f, 2.0f)) *
                                                vtransform.Transform.RuntimeForm);
                }
                else
                {
                    vertexConstants.SetConstant("PositionTransform", Matrix4x4f.Identity);
                }

                DataTransform ttransform = textureTransforms.Peek();
                if (!ttransform.ProcessCPU)
                {
                    vertexConstants.SetConstant("TextureTransform", ttransform.Transform.RuntimeForm);
                }
                else
                {
                    vertexConstants.SetConstant("TextureTransform", Matrix4x4f.Identity);
                }
            }
            finally
            {
                vertexConstants.UnMap();
            }

            // Vertex Shader:
            FixedShaderParameters vparams = vertexShaderCode.FixedParameters;

            vparams.AddLayout(0, vertexConstants.Layout);
            VShader vshader = vertexShaderCode.Compile(device, vparams) as VShader;

            // Pixel Shaders:
            FixedShaderParameters pparams = pixelShaderCode.FixedParameters;

            // We set interfaces.
            pparams.SetInterfaceArray("Fills", fills);

            // We now set per parameter data.
            ConstantBufferLayoutBuilder builder = new ConstantBufferLayoutBuilder();

            List <TextureView>  textures = new List <TextureView>();
            List <SamplerState> samplers = new List <SamplerState>();

            // We add per-fill data.
            for (int i = 0; i < fills.Count; i++)
            {
                IFill  fill   = fills[i];
                string prefix = string.Format("Fills[{0}]", i);

                InterfaceHelper.ApplyInterfaceConstants(prefix, fill, builder, pparams, textures,
                                                        samplers, fill.ParameterValues);
            }

            // We create view and fill data.
            ConstantBufferLayout layout             = builder.CreateLayout();
            ConstantBufferView   pixelConstantsView = pixelConstants.CreateConstantBuffer(layout);

            pparams.AddLayout(0, layout);

            // TODO: this may not be needed for optimized setting.
            pixelConstantsView.Map(MapOptions.Write);
            try
            {
                for (int i = 0; i < fills.Count; i++)
                {
                    IFill  fill   = fills[i];
                    string prefix = string.Format("Fills[{0}]", i);

                    InterfaceHelper.FillInterfaceConstants(prefix, fill,
                                                           pixelConstantsView, fill.ParameterValues);
                }
            }
            finally
            {
                pixelConstantsView.UnMap();
            }

            // Finally compile.
            PShader pshader = pixelShaderCode.Compile(device, pparams) as PShader;



            using (DeviceLock devLock = device.Lock())
            {
                // We now draw using data, set all states.
                device.SetBlendState(blendState, Colour.Black, 0xFFFFFFFF);
                device.SetDepthStencilState(depthStencilState, 0);
                device.SetRasterizationState(rasterizationState);

                if (viewport.Width == viewport.Height && viewport.Height == 0)
                {
                    device.Viewport = new Region2i(new Vector2i(0, 0), new Vector2i((int)renderTarget.Width, (int)renderTarget.Height));
                }
                else
                {
                    device.Viewport = viewport;
                }
                // We bind stages.
                device.SetVertexShader(vshader, batch, null, null, new ConstantBufferView[] { vertexConstants });
                device.SetPixelShader(pshader, samplers.ToArray(), textures.ToArray(),
                                      new ConstantBufferView[] { pixelConstantsView },
                                      new RenderTargetView[] { renderTarget }, null);
                device.SetGeometryShader(null, null, null, null, null);


                // We now draw.
                device.DrawIndexed(0, batch.IndexCount, 0);

                // We clear state.
                device.SetVertexShader(null, null, null, null, null);
                device.SetPixelShader(null, null, null, null, null, null);
            }

            pixelConstantsView.Dispose();

            // Fills and data is irrelavant.
            fills.Clear();

            // We rebatch if not completelly ended.
            if (rebatch)
            {
                batch.BeginBatch();
            }
        }
        /// <summary>
        /// Composites to source.
        /// </summary>
        /// <param name="compositeOperation"></param>
        public void CompositeToSource(ICompositingOperation compositeOperation,
                                      BlendState blendOverwrite, Colour blendColour, Region2i viewport, RenderTargetView target)
        {
            // 1) We first prepare the providers.
            List <ICompositingOperation> relavantOperations = new List <ICompositingOperation>();

            ListOperations(compositeOperation, relavantOperations);

            // 2) We extract processors.
            List <ICompositeInterface> processors = new List <ICompositeInterface>(relavantOperations.Count);

            for (int i = 0; i < relavantOperations.Count; i++)
            {
                processors.Add(relavantOperations[i].Interface);
            }

            // 3) We prepare the shader.
            ShaderCode pshader = PixelShader;
            ShaderCode vshader = VertexShader;

            States.BlendState         bstate = blendOverwrite != null ? blendOverwrite : DefaultBlendState;
            States.DepthStencilState  dstate = DefaultDepthStencilState;
            States.RasterizationState rstate = DefaultRasterizationState;

            FixedShaderParameters       pparams  = pshader.FixedParameters;
            FixedShaderParameters       vparams  = vshader.FixedParameters;
            ConstantBufferLayoutBuilder builder  = new ConstantBufferLayoutBuilder();
            List <TextureView>          textures = new List <TextureView>();
            List <States.SamplerState>  samplers = new List <States.SamplerState>();

            // We set interface array.
            pparams.SetInterfaceArray("Composite", processors);

            builder.AppendElement("Offset", PinFormat.Floatx2);

            // 4) We fill parameters and builder.
            for (int i = 0; i < processors.Count; i++)
            {
                string name = string.Format("Composite[{0}]", i);

                InterfaceHelper.ApplyInterfaceConstants(name, processors[i], builder, pparams, textures, samplers,
                                                        processors[i].ParameterValues);
            }

            // 5) We obtain layout big enough.
            ConstantBufferLayout layout = builder.CreateLayout();

            pparams.AddLayout(0, layout);

            ConstantBufferView constantBuffer = pixelTypelessConstantBuffer.CreateConstantBuffer(layout);

            // 6) We fill buffer.
            constantBuffer.Map(MapOptions.Write);
            try
            {
                constantBuffer.SetConstant("Offset", new Vector2f((float)viewport.X, (float)viewport.Y));

                for (int i = 0; i < processors.Count; i++)
                {
                    InterfaceHelper.FillInterfaceConstants(string.Format("Composite[{0}]", i), processors[i],
                                                           constantBuffer, processors[i].ParameterValues);
                }
            }
            finally
            {
                constantBuffer.UnMap();
            }



            // 7) We prepare geometry.


            // We get quad geometry
            Geometry geometry = alignedQuad;


            // ) We render the composition.
            GraphicsDevice device = Device;

            using (DeviceLock l = device.Lock())
            {
                // We set our state objects.
                device.SetBlendState(bstate, blendColour, 0xFFFFFFFF);
                device.SetDepthStencilState(dstate, 0);
                device.SetRasterizationState(rstate);
                device.Viewport = viewport;

                // We prepare to render.
                device.SetVertexShader(vshader.Compile(device, vparams) as VShader, geometry, null, null, null);
                device.SetGeometryShader(null, null, null, null, null);
                device.SetPixelShader(pshader.Compile(device, pparams) as PShader, samplers.ToArray(), textures.ToArray(), new ConstantBufferView[] { constantBuffer },
                                      new RenderTargetView[] { target }, null);

                // We render it.
                if (geometry.IndexBuffer != null)
                {
                    device.DrawIndexed(0, 6, 0);
                }
                else
                {
                    device.Draw(0, 6);
                }

                device.SetPixelShader(null, null, null, null, null, null);
            }

            // We do not use constant buffer anymore.
            constantBuffer.Dispose();
        }
示例#6
0
        /// <summary>
        /// Composites to source 2.
        /// </summary>
        /// <param name="compositeOperation"></param>
        public void CompositeToSource2(IBinaryOperation compositeOperation, BlendState blendOverwrite,
                                       Vector2f minCoord, Vector2f maxCoord)
        {
            // 1) We first prepare the providers.
            List <IOperation> relavantOperations = CompositionHelper.RelavantOperations(compositeOperation);

            // 2) We extract processors.
            List <ICompositeInterface> processors = new List <ICompositeInterface>(relavantOperations.Count + 1);

            for (int i = 0; i < relavantOperations.Count; i++)
            {
                processors.Add(relavantOperations[i].PixelProcessor);
            }

            processors.Add(compositeOperation.PixelProcessor);

            // 3) We prepare the shader.
            ShaderCode pshader = PixelShader;
            ShaderCode vshader = VertexShader;

            States.BlendState         bstate = blendOverwrite != null ? blendOverwrite : DefaultBlendState;
            States.DepthStencilState  dstate = DefaultDepthStencilState;
            States.RasterizationState rstate = DefaultRasterizationState;

            FixedShaderParameters       pparams  = pshader.FixedParameters;
            FixedShaderParameters       vparams  = vshader.FixedParameters;
            ConstantBufferLayoutBuilder builder  = new ConstantBufferLayoutBuilder();
            List <TextureView>          textures = new List <TextureView>();
            List <States.SamplerState>  samplers = new List <States.SamplerState>();

            // We set interface array.
            pparams.SetInterfaceArray("Composite", processors);

            // 4) We fill parameters and builder.
            for (int i = 0; i < processors.Count; i++)
            {
                string name = string.Format("Composite[{0}]", i);

                InterfaceHelper.ApplyInterfaceConstants(name, processors[i], builder, pparams, textures, samplers,
                                                        processors[i].ParameterValues);
            }

            // 5) We obtain layout big enough.
            ConstantBufferLayout layout = builder.CreateLayout();

            pparams.AddLayout(0, layout);

            ConstantBufferView constantBuffer =
                ResourceProvider.Provide(layout.MinimumBufferSizeInBytes).CreateConstantBuffer(layout);

            // 6) We fill buffer.
            constantBuffer.Map(MapOptions.Write);
            try
            {
                for (int i = 0; i < processors.Count; i++)
                {
                    InterfaceHelper.FillInterfaceConstants(string.Format("Composite[{i}]", i), processors[i],
                                                           constantBuffer, processors[i].ParameterValues);
                }
            }
            finally
            {
                constantBuffer.UnMap();
            }



            // 7) We prepare geometry.


            // We create quad geometry
            Geometry geometry = CreateQuadGeometry(minCoord, maxCoord);


            // ) We render the composition.
            GraphicsDevice device = Device;

            using (DeviceLock l = device.Lock())
            {
                // We set our state objects.
                device.SetBlendState(bstate, Colour.White, 0xFFFFFFFF);
                device.SetDepthStencilState(dstate, 0);
                device.SetRasterizationState(rstate);

                // We prepare to render.
                device.SetVertexShader(vshader.Compile(device, vparams) as VShader, geometry, null, null, null);
                device.SetGeometryShader(null, null, null, null, null);
                device.SetPixelShader(pshader.Compile(device, pparams) as PShader, samplers.ToArray(), textures.ToArray(), new ConstantBufferView[] { constantBuffer },
                                      new RenderTargetView[] { compositeOperation.Source2.DestinationView }, null);

                // We render it.
                if (geometry.IndexBuffer != null)
                {
                    device.DrawIndexed(0, 6, 0);
                }
                else
                {
                    device.Draw(0, 6);
                }
            }

            // We do not use constant buffer anymore.
            ResourceProvider.Unused(constantBuffer.TypelessResource as TypelessBuffer);
        }
示例#7
0
        /// <summary>
        /// Applies interface constants to layout. Textures and samplers are appended.
        /// </summary>
        public static void ApplyInterfaceConstants(string name, IInterface @interface, ConstantBufferLayoutBuilder builder, FixedShaderParameters pparams,
                                                   List <TextureView> textures, List <States.SamplerState> samplers, params object[] parameterValues)
        {
            string prefix = name + ".";

            object[] parameters          = parameterValues;
            ParameterDescription[] descs = @interface.AdditionalParameters;

            if (parameters.Length != descs.Length)
            {
                throw new Exception("Lengths of descriptor and parameter array incompatible.");
            }

            // We now go through all elements and append them.
            for (int j = 0; j < parameters.Length; j++)
            {
                ParameterDescription desc = descs[j];
                object value = parameters[j];

                switch (desc.Pin.Format)
                {
                case PinFormat.Integer:
                case PinFormat.Integerx2:
                case PinFormat.Integerx3:
                case PinFormat.Integerx4:
                case PinFormat.UInteger:
                case PinFormat.UIntegerx2:
                case PinFormat.UIntegerx3:
                case PinFormat.UIntegerx4:
                case PinFormat.Bool:
                case PinFormat.Boolx2:
                case PinFormat.Boolx3:
                case PinFormat.Boolx4:
                case PinFormat.SNorm:
                case PinFormat.SNormx2:
                case PinFormat.SNormx3:
                case PinFormat.SNormx4:
                case PinFormat.UNorm:
                case PinFormat.UNormx2:
                case PinFormat.UNormx3:
                case PinFormat.UNormx4:
                case PinFormat.Float:
                case PinFormat.Floatx2:
                case PinFormat.Floatx3:
                case PinFormat.Floatx4:
                case PinFormat.Float2x2:
                case PinFormat.Float3x3:
                case PinFormat.Float4x4:
                case PinFormat.Integer2x2:
                case PinFormat.Integer3x3:
                case PinFormat.Integer4x4:
                case PinFormat.UInteger2x2:
                case PinFormat.UInteger3x3:
                case PinFormat.UInteger4x4:
                case PinFormat.SNorm2x2:
                case PinFormat.SNorm3x3:
                case PinFormat.SNorm4x4:
                case PinFormat.UNorm2x2:
                case PinFormat.UNorm3x3:
                case PinFormat.UNorm4x4:
                    builder.AppendElement(prefix + desc.Name, desc.Pin.Format);
                    // TODO: may optimize setting data directly (map/unmap).
                    break;

                case PinFormat.Texture1D:
                case PinFormat.Texture1DArray:
                case PinFormat.Texture2D:
                case PinFormat.Texture2DArray:
                case PinFormat.TextureCube:
                case PinFormat.Texture3D:
                case PinFormat.BufferTexture:
                    pparams.SetParameter(prefix + desc.Name, (uint)textures.Count);
                    textures.Add(value as TextureView);
                    break;

                case PinFormat.Sampler:
                    pparams.SetParameter(prefix + desc.Name, (uint)samplers.Count);
                    samplers.Add(value as States.SamplerState);
                    break;

                default:
                    throw new NotSupportedException("Nested interfaces or some other excotic feature not supported.");
                }
            }
        }