public void TestCreate() { using (CounterPointCloudBuffer buffer = new CounterPointCloudBuffer(device)) { Assert.AreNotEqual(buffer.ShaderView.NativePointer, IntPtr.Zero); Assert.AreNotEqual(buffer.UnorderedView.NativePointer, IntPtr.Zero); Assert.IsTrue(buffer.UnorderedView.Description.Buffer.Flags == SharpDX.Direct3D11.UnorderedAccessViewBufferFlags.Counter); } }
static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); RenderForm form = new RenderForm("Kinect Simple filtered point cloud view sample"); RenderDevice device = new RenderDevice(SharpDX.Direct3D11.DeviceCreationFlags.BgraSupport | DeviceCreationFlags.Debug); RenderContext context = new RenderContext(device); DX11SwapChain swapChain = DX11SwapChain.FromHandle(device, form.Handle); ComputeShader computeShader = ShaderCompiler.CompileFromFile <ComputeShader>(device, "ColoredPointCloudFilter.fx", "CS_Filter"); VertexShader vertexShader = ShaderCompiler.CompileFromFile <VertexShader>(device, "ColoredPointCloudView.fx", "VS_Indirect"); PixelShader pixelShader = ShaderCompiler.CompileFromFile <PixelShader>(device, "ColoredPointCloudView.fx", "PS"); DX11NullGeometry nullGeom = new DX11NullGeometry(device); nullGeom.Topology = SharpDX.Direct3D.PrimitiveTopology.PointList; InstancedIndirectBuffer indirectDrawBuffer = new InstancedIndirectBuffer(device); KinectSensor sensor = KinectSensor.GetDefault(); sensor.Open(); cbCamera camera = new cbCamera(); camera.Projection = Matrix.PerspectiveFovLH(1.57f * 0.5f, 1.3f, 0.01f, 100.0f); camera.View = Matrix.Translation(0.0f, 0.0f, 2.0f); camera.Projection.Transpose(); camera.View.Transpose(); ConstantBuffer <cbCamera> cameraBuffer = new ConstantBuffer <cbCamera>(device); cameraBuffer.Update(context, ref camera); bool doQuit = false; bool uploadCamera = false; bool uploadBodyIndex = false; bool uploadRgb = false; CameraRGBFrameData rgbFrame = new CameraRGBFrameData(); DynamicCameraRGBTexture cameraTexture = new DynamicCameraRGBTexture(device); DepthToColorFrameData depthToColorFrame = new DepthToColorFrameData(); DynamicDepthToColorTexture depthToColorTexture = new DynamicDepthToColorTexture(device); KinectSensorDepthFrameProvider provider = new KinectSensorDepthFrameProvider(sensor); provider.FrameReceived += (sender, args) => { rgbFrame.Update(sensor.CoordinateMapper, args.DepthData); depthToColorFrame.Update(sensor.CoordinateMapper, args.DepthData); uploadCamera = true; }; BodyIndexFrameData bodyIndexFrame = null; DynamicBodyIndexTexture bodyIndexTexture = new DynamicBodyIndexTexture(device); KinectSensorBodyIndexFrameProvider bodyIndexProvider = new KinectSensorBodyIndexFrameProvider(sensor); bodyIndexProvider.FrameReceived += (sender, args) => { bodyIndexFrame = args.FrameData; uploadBodyIndex = true; }; //Get coordinate map + rgb ColorRGBAFrameData colorFrame = new ColorRGBAFrameData(); DynamicColorRGBATexture colorTexture = new DynamicColorRGBATexture(device); KinectSensorColorRGBAFrameProvider colorProvider = new KinectSensorColorRGBAFrameProvider(sensor); colorProvider.FrameReceived += (sender, args) => { colorFrame = args.FrameData; uploadRgb = true; }; CounterPointCloudBuffer pointCloudBuffer = new CounterPointCloudBuffer(device); ColorPointCloudBuffer colorBuffer = new ColorPointCloudBuffer(device); form.KeyDown += (sender, args) => { if (args.KeyCode == Keys.Escape) { doQuit = true; } }; RenderLoop.Run(form, () => { if (doQuit) { form.Dispose(); return; } if (uploadCamera) { cameraTexture.Copy(context.Context, rgbFrame); depthToColorTexture.Copy(context.Context, depthToColorFrame); uploadCamera = false; } if (uploadBodyIndex) { bodyIndexTexture.Copy(context.Context, bodyIndexFrame); uploadBodyIndex = false; } if (uploadRgb) { colorTexture.Copy(context.Context, colorFrame); uploadRgb = false; } //Prepare compute shader context.Context.ComputeShader.Set(computeShader); context.Context.ComputeShader.SetShaderResource(0, cameraTexture.ShaderView); context.Context.ComputeShader.SetShaderResource(1, bodyIndexTexture.RawView); //Set raw view here, we do not sample context.Context.ComputeShader.SetShaderResource(2, colorTexture.ShaderView); context.Context.ComputeShader.SetShaderResource(3, depthToColorTexture.ShaderView); context.Context.ComputeShader.SetSampler(0, device.SamplerStates.LinearClamp); context.Context.ComputeShader.SetUnorderedAccessView(0, pointCloudBuffer.UnorderedView, 0); //Don't forget to set count to 0 context.Context.ComputeShader.SetUnorderedAccessView(1, colorBuffer.UnorderedView); context.Context.Dispatch(Consts.DepthWidth / 8, Consts.DepthHeight / 8, 1); //No iDivUp here, since it's not needed context.Context.ComputeShader.SetUnorderedAccessView(0, null); //Make runtime happy, and if we don't unbind we can't set as srv context.Context.ComputeShader.SetUnorderedAccessView(1, null); context.Context.CopyStructureCount(indirectDrawBuffer.ArgumentBuffer, 0, pointCloudBuffer.UnorderedView); //Draw filter buffer context.RenderTargetStack.Push(swapChain); context.Context.ClearRenderTargetView(swapChain.RenderView, SharpDX.Color.Black); context.Context.VertexShader.Set(vertexShader); context.Context.PixelShader.Set(pixelShader); context.Context.VertexShader.SetShaderResource(0, pointCloudBuffer.ShaderView); context.Context.VertexShader.SetShaderResource(1, colorBuffer.ShaderView); context.Context.VertexShader.SetConstantBuffer(0, cameraBuffer.Buffer); nullGeom.Bind(context, null); context.Context.DrawInstancedIndirect(indirectDrawBuffer.ArgumentBuffer, 0); //Make runtime happy context.Context.VertexShader.SetShaderResource(0, null); context.Context.VertexShader.SetShaderResource(1, null); context.RenderTargetStack.Pop(); swapChain.Present(0, SharpDX.DXGI.PresentFlags.None); }); swapChain.Dispose(); context.Dispose(); device.Dispose(); cameraBuffer.Dispose(); cameraTexture.Dispose(); bodyIndexTexture.Dispose(); provider.Dispose(); bodyIndexProvider.Dispose(); pointCloudBuffer.Dispose(); colorBuffer.Dispose(); colorTexture.Dispose(); colorProvider.Dispose(); depthToColorFrame.Dispose(); depthToColorTexture.Dispose(); computeShader.Dispose(); pixelShader.Dispose(); vertexShader.Dispose(); sensor.Close(); }
public void TestNullDevice() { using (CounterPointCloudBuffer texture = new CounterPointCloudBuffer(null)) { } }