/// <summary>
        /// Function to copy the structure count from this view into a buffer.
        /// </summary>
        /// <param name="buffer">The buffer that will receive the data.</param>
        /// <param name="offset">[Optional] The offset, in bytes, within the buffer attached to this view to start reading from.</param>
        /// <remarks>
        /// <para>
        /// When the structure unordered access view is set up with a <see cref="StructuredBufferReadWriteViewType.Append"/>, or <see cref="StructuredBufferReadWriteViewType.Counter"/>, the values updated by these flags are
        /// not readily accessible from the CPU. To retrieve these values, this method must be called to retrieve the values. These values are copied into the <paramref name="buffer"/> provided to the
        /// method so that applications can make use of data generated on the GPU. Note that this value will be written out as a 32 bit unsigned integer.
        /// </para>
        /// <para>
        /// If the unordered access view does not specify the appropriate values on the <see cref="ReadWriteViewType"/>, then this method will do nothing.
        /// </para>
        /// <para>
        /// <note type="important">
        /// <para>
        /// For performance reasons, exceptions will only be thrown from this method when Gorgon is compiled as <b>DEBUG</b>.
        /// </para>
        /// </note>
        /// </para>
        /// </remarks>
        public void CopyStructureCount(GorgonBufferCommon buffer, int offset = 0)
        {
            buffer.ValidateObject(nameof(buffer));
            offset.ValidateRange(nameof(offset), 0, Buffer.SizeInBytes - 4);

            buffer.Graphics.D3DDeviceContext.CopyStructureCount(buffer.Native, offset, Native);
        }
示例#2
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        /// <summary>
        /// Function to determine if a buffer type is valid or not.
        /// </summary>
        /// <param name="buffer">The buffer to validate.</param>
        private static void IsValidBufferType(GorgonBufferCommon buffer)
        {
            switch (buffer)
            {
            case null:
                return;

            case GorgonConstantBuffer _:
                // Deny constant buffers entirely.
                throw new GorgonException(GorgonResult.CannotCreate, Resources.GORGFX_ERR_BUFFER_CONSTANT_NO_SO);

            case GorgonIndexBuffer indexBuffer when((indexBuffer.Binding & VertexIndexBufferBinding.StreamOut) != VertexIndexBufferBinding.StreamOut):
            case GorgonVertexBuffer vertexBuffer when((vertexBuffer.Binding & VertexIndexBufferBinding.StreamOut) != VertexIndexBufferBinding.StreamOut):
            case GorgonBuffer genericBuffer when((genericBuffer.Binding & BufferBinding.StreamOut) == BufferBinding.StreamOut):
                throw new GorgonException(GorgonResult.CannotCreate, string.Format(Resources.GORGFX_ERR_BUFFER_TYPE_MISSING_SO, buffer.Name));
            }
        }
示例#3
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 /// <summary>
 /// Function to execute a <see cref="GorgonComputeShader"/> using a buffer for argument passing.
 /// </summary>
 /// <param name="dispatchCall">The <see cref="GorgonDispatchCall"/> to execute.</param>
 /// <param name="indirectArgs">The buffer containing the arguments for the compute shader.</param>
 /// <param name="threadGroupOffset">[Optional] The offset within the buffer, in bytes, to where the arguments are stored.</param>
 /// <exception cref="ArgumentNullException">Thrown when the <paramref name="dispatchCall"/>, or the <paramref name="indirectArgs"/> parameter is <b>null</b>.</exception>
 /// <exception cref="ArgumentOutOfRangeException">Thrown when the <paramref name="threadGroupOffset"/> is less than 0.</exception>
 /// <remarks>
 /// <para>
 /// This will take the <see cref="GorgonDispatchCall"/> and execute it using the <paramref name="indirectArgs"/> buffer. This method will also bind any buffers set up to the GPU prior to executing
 /// the shader.
 /// </para>
 /// <para>
 /// The <paramref name="indirectArgs"/> buffer must contain the thread group count arguments for a <see cref="GorgonDispatchCall.ComputeShader"/>. The <paramref name="threadGroupOffset"/>, will instruct the GPU
 /// to begin reading these arguments at the specified offset.
 /// </para>
 /// <para>
 /// This method differs from the <see cref="Execute(GorgonDispatchCall,int,int,int)"/> overload in that it uses a buffer to retrieve the arguments to send to the next compute
 /// shader workload. Like the <see cref="GorgonGraphics.SubmitStreamOut"/> method, this method takes a variable sized output from a previous compute shader workload and allows it to be passed directly
 /// to the shader without having to stall on the CPU side by retrieving count values.
 /// </para>
 /// <para>
 /// <note type="important">
 /// <para>
 /// For performance reasons, this method will only throw exceptions when Gorgon is compiled as <b>DEBUG</b>.
 /// </para>
 /// </note>
 /// </para>
 /// </remarks>
 public void Execute(GorgonDispatchCall dispatchCall, GorgonBufferCommon indirectArgs, int threadGroupOffset = 0) => Graphics.Dispatch(dispatchCall, indirectArgs, threadGroupOffset);