public void Setup(ID3D11Device device, ID3D11DeviceContext context) { if (!m_vertexAttributes.Any()) { return; } if (!m_inputLayout) { var hr = device.CreateVertexShader(m_vs_blob.GetBufferPointer(), m_vs_blob.GetBufferSize(), null, out m_vs); hr.ThrowIfFailed(); hr = device.CreatePixelShader(m_ps_blob.GetBufferPointer(), m_ps_blob.GetBufferSize(), null, out m_ps); hr.ThrowIfFailed(); hr = device.CreateInputLayout(ref m_layout[0], (uint)m_layout.Length, m_vs_blob.GetBufferPointer(), m_vs_blob.GetBufferSize(), out m_inputLayout); hr.ThrowIfFailed(); } // setup shader pipeline Span <IntPtr> classes = stackalloc IntPtr[] { }; context.VSSetShader(m_vs, ref MemoryMarshal.GetReference(classes), (uint)classes.Length); context.PSSetShader(m_ps, ref MemoryMarshal.GetReference(classes), (uint)classes.Length); context.IASetInputLayout(m_inputLayout); }
public static IComObject <ID3D11VertexShader> CreateVertexShader(this ID3D11Device device, IntPtr shaderBytecode, int bytecodeLength, ID3D11ClassLinkage classLinkage = null) { if (device == null) { throw new ArgumentNullException(nameof(device)); } device.CreateVertexShader(shaderBytecode, (IntPtr)bytecodeLength, classLinkage, out var shader).ThrowOnError(); return(new ComObject <ID3D11VertexShader>(shader)); }
public virtual bool Init(ID3D11Device device, ShaderInitParams InitParams) { // Attempt to construct pixel shader if (InitParams.PixelShaderFile.IsValid()) { Blob PixelBytecode = ConstructBytecode(InitParams.PixelShaderFile); OurPixelShader = device.CreatePixelShader(PixelBytecode); PixelBytecode.Dispose(); } // Attempt to construct vertex shader if (InitParams.VertexShaderFile.IsValid()) { Blob VertexBytecode = ConstructBytecode(InitParams.VertexShaderFile); OurVertexShader = device.CreateVertexShader(VertexBytecode); Layout = device.CreateInputLayout(InitParams.Elements, VertexBytecode); VertexBytecode.Dispose(); } // Attempt to construct geometry shader if (InitParams.GeometryShaderFile.IsValid()) { Blob GeometryBytecode = ConstructBytecode(InitParams.GeometryShaderFile); OurGeometryShader = device.CreateGeometryShader(GeometryBytecode); GeometryBytecode.Dispose(); } SamplerDescription samplerDesc = new SamplerDescription() { Filter = Filter.Anisotropic, AddressU = TextureAddressMode.Wrap, AddressV = TextureAddressMode.Wrap, AddressW = TextureAddressMode.Wrap, MipLODBias = 0, MaxAnisotropy = 8, ComparisonFunction = ComparisonFunction.Always, BorderColor = new Color4(0, 0, 0, 0), MinLOD = 0, MaxLOD = 0 }; SamplerState = device.CreateSamplerState(samplerDesc); ConstantCameraBuffer = ConstantBufferFactory.ConstructBuffer <DCameraBuffer>(device, "CameraBuffer"); ConstantLightBuffer = ConstantBufferFactory.ConstructBuffer <LightBuffer>(device, "LightBuffer"); ConstantMatrixBuffer = ConstantBufferFactory.ConstructBuffer <MatrixBuffer>(device, "MatrixBuffer"); ConstantEditorParamsBuffer = ConstantBufferFactory.ConstructBuffer <EditorParameterBuffer>(device, "EditorBuffer"); return(true); }
public static IComObject <ID3D11VertexShader> CreateVertexShader(this ID3D11Device device, ID3D10Blob blob, ID3D11ClassLinkage classLinkage = null) { if (device == null) { throw new ArgumentNullException(nameof(device)); } if (blob == null) { throw new ArgumentNullException(nameof(blob)); } device.CreateVertexShader(blob.GetBufferPointer(), blob.GetBufferSize(), classLinkage, out var shader).ThrowOnError(); return(new ComObject <ID3D11VertexShader>(shader)); }
public D3D11Shader(ID3D11Device device, ShaderDescription description) : base(description.Stage, description.EntryPoint) { if (description.ShaderBytes.Length > 4 && description.ShaderBytes[0] == 0x44 && description.ShaderBytes[1] == 0x58 && description.ShaderBytes[2] == 0x42 && description.ShaderBytes[3] == 0x43) { Bytecode = Util.ShallowClone(description.ShaderBytes); } else { Bytecode = CompileCode(description); } switch (description.Stage) { case ShaderStages.Vertex: DeviceShader = device.CreateVertexShader(Bytecode); break; case ShaderStages.Geometry: DeviceShader = device.CreateGeometryShader(Bytecode); break; case ShaderStages.TessellationControl: DeviceShader = device.CreateHullShader(Bytecode); break; case ShaderStages.TessellationEvaluation: DeviceShader = device.CreateDomainShader(Bytecode); break; case ShaderStages.Fragment: DeviceShader = device.CreatePixelShader(Bytecode); break; case ShaderStages.Compute: DeviceShader = device.CreateComputeShader(Bytecode); break; default: throw Illegal.Value <ShaderStages>(); } }
static void Main() { ReferenceTracker.TrackReferences = true; Form form = new Form(); IDXGIFactory factory = DXGI.CreateFactory(); IDXGIAdapter adapter = null; factory.EnumAdapters(0, out adapter); DXGI_SWAP_CHAIN_DESC swapChainDescription = new DXGI_SWAP_CHAIN_DESC { BufferCount = 1, BufferDesc = new DXGI_MODE_DESC { Format = DXGI_FORMAT.DXGI_FORMAT_R8G8B8A8_UNORM, Height = form.ClientSize.Height, RefreshRate = new DXGI_RATIONAL { Denominator = 1, Numerator = 60 }, Scaling = DXGI_MODE_SCALING.DXGI_MODE_SCALING_UNSPECIFIED, ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER.DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED, Width = form.ClientSize.Width }, BufferUsage = (int)DXGI_USAGE.DXGI_USAGE_RENDER_TARGET_OUTPUT, Flags = 0, OutputWindow = form.Handle, SampleDesc = new DXGI_SAMPLE_DESC { Count = 1, Quality = 0 }, SwapEffect = DXGI_SWAP_EFFECT.DXGI_SWAP_EFFECT_DISCARD, Windowed = true }; ID3D11Device device = SlimDX.Direct3D11.Direct3D11.CreateDevice(adapter); IDXGISwapChain swapChain = null; factory.CreateSwapChain(device, swapChainDescription, out swapChain); ID3D11Texture2D backbuffer = swapChain.GetBuffer <ID3D11Texture2D>(0); ID3D11RenderTargetView view = null; device.CreateRenderTargetView(backbuffer, null, out view); ID3DBlob vertexShaderBytecode = ShaderCompiler.CompileFromString(File.ReadAllText("MiniTri11.fx"), "MiniTri11.fx", "VS", "vs_4_0"); ID3DBlob pixelShaderBytecode = ShaderCompiler.CompileFromString(File.ReadAllText("MiniTri11.fx"), "MiniTri11.fx", "PS", "ps_4_0"); D3D11_INPUT_ELEMENT_DESC[] inputElements = new[] { new D3D11_INPUT_ELEMENT_DESC { SemanticName = "POSITION", AlignedByteOffset = 0, SemanticIndex = 0, Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT, InstanceDataStepRate = 0, InputSlot = 0, InputSlotClass = D3D11_INPUT_CLASSIFICATION.D3D11_INPUT_PER_VERTEX_DATA }, new D3D11_INPUT_ELEMENT_DESC { SemanticName = "COLOR", AlignedByteOffset = 16, SemanticIndex = 0, Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT, InstanceDataStepRate = 0, InputSlot = 0, InputSlotClass = D3D11_INPUT_CLASSIFICATION.D3D11_INPUT_PER_VERTEX_DATA } }; ID3DBlob inputSignature; ShaderCompiler.D3DGetInputSignatureBlob(vertexShaderBytecode.GetBufferPointer(), vertexShaderBytecode.GetBufferSize(), out inputSignature); ID3D11InputLayout inputLayout; device.CreateInputLayout(inputElements, inputElements.Length, inputSignature.GetBufferPointer(), inputSignature.GetBufferSize(), out inputLayout); ByteBuffer vertexData = new ByteBuffer(3 * 32); vertexData.Write(0 * Vector4.SizeInBytes, new Vector4(0.0f, 0.5f, 0.5f, 1.0f)); vertexData.Write(1 * Vector4.SizeInBytes, new Vector4(1.0f, 0.0f, 0.0f, 1.0f)); vertexData.Write(2 * Vector4.SizeInBytes, new Vector4(0.5f, -0.5f, 0.5f, 1.0f)); vertexData.Write(3 * Vector4.SizeInBytes, new Vector4(0.0f, 1.0f, 0.0f, 1.0f)); vertexData.Write(4 * Vector4.SizeInBytes, new Vector4(-0.5f, -0.5f, 0.5f, 1.0f)); vertexData.Write(5 * Vector4.SizeInBytes, new Vector4(0.0f, 0.0f, 1.0f, 1.0f)); D3D11_BUFFER_DESC vertexBufferDescription = new D3D11_BUFFER_DESC { BindFlags = 1, //vertex buffer ByteWidth = 3 * 32, CPUAccessFlags = 0, MiscFlags = 0, Usage = D3D11_USAGE.D3D11_USAGE_DEFAULT, StructureByteStride = 0 }; ID3D11Buffer vertexBuffer; D3D11_SUBRESOURCE_DATA srd = new D3D11_SUBRESOURCE_DATA { pSysMem = vertexData.Pin(), SysMemPitch = 0, SysMemSlicePitch = 0 }; device.CreateBuffer(vertexBufferDescription, srd, out vertexBuffer); vertexData.Unpin(); RenderLoop loop = new RenderLoop(); ID3D11DeviceContext context = null; device.GetImmediateContext(out context); ID3D11VertexShader vertexShader; ID3D11PixelShader pixelShader; device.CreateVertexShader(vertexShaderBytecode.GetBufferPointer(), vertexShaderBytecode.GetBufferSize(), null, out vertexShader); device.CreatePixelShader(pixelShaderBytecode.GetBufferPointer(), pixelShaderBytecode.GetBufferSize(), null, out pixelShader); context.IASetInputLayout(inputLayout); context.VSSetShader(vertexShader, null, 0); context.PSSetShader(pixelShader, null, 0); context.IASetPrimitiveTopology(4); //triangle list context.IASetVertexBuffers(0, 1, new ID3D11Buffer[] { vertexBuffer }, new int[] { 32 }, new int[] { 0 }); context.OMSetRenderTargets(1, new ID3D11RenderTargetView[] { view }, IntPtr.Zero); D3D11_VIEWPORT vp = new D3D11_VIEWPORT { Height = form.ClientSize.Height, Width = form.ClientSize.Width, TopLeftX = 0, TopLeftY = 0, MinDepth = 0.0f, MaxDepth = 1.0f }; context.RSSetViewports(1, new D3D11_VIEWPORT [] { vp }); loop.Run(form, () => { var clearColor = new SlimDX.Color4 { R = 0.0f, G = 0.0f, B = 0.0f, A = 1.0f }; context.ClearRenderTargetView(view, clearColor); context.Draw(3, 0); swapChain.Present(0, 0); }); view.ReleaseReference(); backbuffer.ReleaseReference(); swapChain.ReleaseReference(); device.ReleaseReference(); adapter.ReleaseReference(); factory.ReleaseReference(); }
void CreateDeviceObjects() { var vertexShaderCode = @" cbuffer vertexBuffer : register(b0) { float4x4 ProjectionMatrix; }; struct VS_INPUT { float2 pos : POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; struct PS_INPUT { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; PS_INPUT main(VS_INPUT input) { PS_INPUT output; output.pos = mul(ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f)); output.col = input.col; output.uv = input.uv; return output; }"; Compiler.Compile(vertexShaderCode, "main", "vs", "vs_4_0", out vertexShaderBlob, out var errorBlob); if (vertexShaderBlob == null) { throw new Exception("error compiling vertex shader"); } vertexShader = device.CreateVertexShader(vertexShaderBlob.GetBytes()); var inputElements = new[] { new InputElementDescription("POSITION", 0, Format.R32G32_Float, 0, 0, InputClassification.PerVertexData, 0), new InputElementDescription("TEXCOORD", 0, Format.R32G32_Float, 8, 0, InputClassification.PerVertexData, 0), new InputElementDescription("COLOR", 0, Format.R8G8B8A8_UNorm, 16, 0, InputClassification.PerVertexData, 0), }; inputLayout = device.CreateInputLayout(inputElements, vertexShaderBlob); var constBufferDesc = new BufferDescription { SizeInBytes = VertexConstantBufferSize, Usage = Vortice.Direct3D11.Usage.Dynamic, BindFlags = BindFlags.ConstantBuffer, CpuAccessFlags = CpuAccessFlags.Write }; constantBuffer = device.CreateBuffer(constBufferDesc); var pixelShaderCode = @"struct PS_INPUT { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; sampler sampler0; Texture2D texture0; float4 main(PS_INPUT input) : SV_Target { float4 out_col = input.col * texture0.Sample(sampler0, input.uv); return out_col; }"; Compiler.Compile(pixelShaderCode, "main", "ps", "ps_4_0", out pixelShaderBlob, out errorBlob); if (pixelShaderBlob == null) { throw new Exception("error compiling pixel shader"); } pixelShader = device.CreatePixelShader(pixelShaderBlob.GetBytes()); var blendDesc = new BlendDescription { AlphaToCoverageEnable = false }; blendDesc.RenderTarget[0] = new RenderTargetBlendDescription { IsBlendEnabled = true, SourceBlend = Blend.SourceAlpha, DestinationBlend = Blend.InverseSourceAlpha, BlendOperation = BlendOperation.Add, SourceBlendAlpha = Blend.InverseSourceAlpha, DestinationBlendAlpha = Blend.Zero, BlendOperationAlpha = BlendOperation.Add, RenderTargetWriteMask = ColorWriteEnable.All }; blendState = device.CreateBlendState(blendDesc); var rasterDesc = new RasterizerDescription { FillMode = FillMode.Solid, CullMode = CullMode.None, ScissorEnable = true, DepthClipEnable = true }; rasterizerState = device.CreateRasterizerState(rasterDesc); var stencilOpDesc = new DepthStencilOperationDescription(StencilOperation.Keep, StencilOperation.Keep, StencilOperation.Keep, ComparisonFunction.Always); var depthDesc = new DepthStencilDescription { DepthEnable = false, DepthWriteMask = DepthWriteMask.All, DepthFunc = ComparisonFunction.Always, StencilEnable = false, FrontFace = stencilOpDesc, BackFace = stencilOpDesc }; depthStencilState = device.CreateDepthStencilState(depthDesc); CreateFontsTexture(); }