public RenderStateDesc_NativeInterop(ref RenderStateDesc desc) { renderPass = ((RenderPass)desc.renderPass).handle; shaderEffect = ((ShaderEffect)desc.shaderEffect).handle; constantBufferCount = desc.constantBuffers.Length; constantBuffers = (IntPtr *)Marshal.AllocHGlobal(Marshal.SizeOf <IntPtr>() * constantBufferCount); for (int i = 0; i != constantBufferCount; ++i) { constantBuffers[i] = ((ConstantBuffer)desc.constantBuffers[i]).handle; } textureCount = desc.textures.Length; textures = (IntPtr *)Marshal.AllocHGlobal(Marshal.SizeOf <IntPtr>() * textureCount); for (int i = 0; i != textureCount; ++i) { textures[i] = desc.textures[i].GetHandle(); } vertexBuffer = ((VertexBuffer)desc.vertexBuffer).handle; vertexBufferTopology = desc.vertexBufferTopology; depthEnable = (byte)(desc.depthEnable ? 1 : 0); stencilEnable = (byte)(desc.stencilEnable ? 1 : 0); msaaLevel = desc.msaaLevel; }
public override RenderStateBase CreateRenderState(RenderStateDesc desc, int gpuIndex) { var abstraction = new RenderState(this); if (!abstraction.Init(desc, gpuIndex)) { abstraction.Dispose(); throw new Exception("Failed to create RenderState"); } return(abstraction); }
public unsafe bool Init(RenderStateDesc desc) { InitBase(ref desc); var streamer = (VertexBufferStreamer)desc.vertexBufferStreamer; vertexCount = streamer.vertexCount; if (desc.indexBuffer != null) { indexCount = desc.indexBuffer.indexCount; } using (var nativeDesc = new RenderStateDesc_NativeInterop(ref desc)) { return(Orbital_Video_D3D12_RenderState_Init(handle, &nativeDesc) != 0); } }
public override RenderStateBase CreateRenderState(RenderStateDesc desc, int gpuIndex) { throw new NotImplementedException(); }
public void Init(string platformPath, string folder64Bit, string folder32Bit) { // pre-load native libs string libFolderBit; if (IntPtr.Size == 8) { libFolderBit = folder64Bit; } else if (IntPtr.Size == 4) { libFolderBit = folder32Bit; } else { throw new NotSupportedException("Unsupported bit size: " + IntPtr.Size.ToString()); } #if RELEASE const string config = "Release"; #else const string config = "Debug"; #endif // load api abstraction (api-instance and hardware-device) var abstractionDesc = new AbstractionDesc(true); abstractionDesc.supportedAPIs = new AbstractionAPI[] { AbstractionAPI.D3D12 }; abstractionDesc.deviceDescD3D12.window = window; abstractionDesc.nativeLibPathD3D12 = Path.Combine(platformPath, @"Shared\Orbital.Video.D3D12.Native\bin", libFolderBit, config); abstractionDesc.deviceDescVulkan.window = window; abstractionDesc.nativeLibPathVulkan = Path.Combine(platformPath, @"Shared\Orbital.Video.Vulkan.Native\bin", libFolderBit, config); if (!Abstraction.InitFirstAvaliable(abstractionDesc, out instance, out device)) { throw new Exception("Failed to init abstraction"); } // create command list commandList = device.CreateCommandList(); // create render pass var renderPassDesc = new RenderPassDesc() { clearColor = true, clearColorValue = new Vec4(0, .2f, .4f, 1) }; renderPass = device.CreateRenderPass(renderPassDesc); // create texture int textureWidth = 256, textureHeight = 256; var textureData = new byte[textureWidth * textureHeight * 4]; for (int y = 0; y != textureHeight; ++y) { for (int x = 0; x != textureWidth; ++x) { int i = (x * 4) + (y * textureWidth * 4); if (x % 16 <= 7 && y % 16 <= 7) { textureData[i + 0] = 0; textureData[i + 1] = 0; textureData[i + 2] = 0; textureData[i + 3] = 0; } else { textureData[i + 0] = 255; textureData[i + 1] = 255; textureData[i + 2] = 255; textureData[i + 3] = 255; } } } texture = device.CreateTexture2D(TextureFormat.B8G8R8A8, textureWidth, textureHeight, textureData, TextureMode.GPUOptimized); // create texture 2 textureWidth = 100; textureHeight = 100; textureData = new byte[textureWidth * textureHeight * 4]; for (int y = 0; y != textureHeight; ++y) { for (int x = 0; x != textureWidth; ++x) { int i = (x * 4) + (y * textureWidth * 4); if (x % 16 <= 7 && y % 16 <= 7) { textureData[i + 0] = 0; textureData[i + 1] = 0; textureData[i + 2] = 0; textureData[i + 3] = 0; } else { textureData[i + 0] = 255; textureData[i + 1] = 255; textureData[i + 2] = 255; textureData[i + 3] = 255; } } } texture2 = device.CreateTexture2D(TextureFormat.B8G8R8A8, textureWidth, textureHeight, textureData, TextureMode.GPUOptimized); // create constant buffer constantBufferObject = new ConstantBufferObject() { offset = .5f, constrast = .5f }; constantBuffer = device.CreateConstantBuffer <ConstantBufferObject>(constantBufferObject, ConstantBufferMode.Write); // load shaders // TODO: load CS2X compiled ShaderEffect /*using (var stream = new FileStream("Shader.se", FileMode.Open, FileAccess.Read, FileShare.Read)) * { * shaderEffect = device.CreateShaderEffect(stream, ShaderEffectSamplerAnisotropy.Default); * }*/ using (var vsStream = new FileStream("Shaders\\Shader_D3D12.vs", FileMode.Open, FileAccess.Read, FileShare.Read)) using (var psStream = new FileStream("Shaders\\Shader_D3D12.ps", FileMode.Open, FileAccess.Read, FileShare.Read)) { var vs = new Video.D3D12.Shader((Video.D3D12.Device)device, ShaderType.VS); var ps = new Video.D3D12.Shader((Video.D3D12.Device)device, ShaderType.PS); if (!vs.Init(vsStream)) { throw new Exception("Failed to init VS shader"); } if (!ps.Init(psStream)) { throw new Exception("Failed to init PS shader"); } var desc = new ShaderEffectDesc(); desc.constantBuffers = new ShaderEffectConstantBuffer[1]; desc.constantBuffers[0] = new ShaderEffectConstantBuffer() { registerIndex = 0, usage = ShaderEffectResourceUsage.VS }; desc.textures = new ShaderEffectTexture[2]; desc.textures[0] = new ShaderEffectTexture() { registerIndex = 0, usage = ShaderEffectResourceUsage.PS }; desc.textures[1] = new ShaderEffectTexture() { registerIndex = 1, usage = ShaderEffectResourceUsage.PS }; desc.samplers = new ShaderEffectSampler[1]; desc.samplers[0] = new ShaderEffectSampler() { registerIndex = 0, filter = ShaderEffectSamplerFilter.Default, anisotropy = ShaderEffectSamplerAnisotropy.Default, addressU = ShaderEffectSamplerAddress.Wrap, addressV = ShaderEffectSamplerAddress.Wrap, addressW = ShaderEffectSamplerAddress.Wrap }; shaderEffect = device.CreateShaderEffect(vs, ps, null, null, null, desc, true); } // create vertex buffer var vertexBufferLayout = new VertexBufferLayout(); vertexBufferLayout.elements = new VertexBufferLayoutElement[3]; vertexBufferLayout.elements[0] = new VertexBufferLayoutElement() { type = VertexBufferLayoutElementType.Float3, usage = VertexBufferLayoutElementUsage.Position, streamIndex = 0, usageIndex = 0, byteOffset = 0 }; vertexBufferLayout.elements[1] = new VertexBufferLayoutElement() { type = VertexBufferLayoutElementType.RGBAx8, usage = VertexBufferLayoutElementUsage.Color, streamIndex = 0, usageIndex = 0, byteOffset = (sizeof(float) * 3) }; vertexBufferLayout.elements[2] = new VertexBufferLayoutElement() { type = VertexBufferLayoutElementType.Float2, usage = VertexBufferLayoutElementUsage.UV, streamIndex = 0, usageIndex = 0, byteOffset = (sizeof(float) * 3) + 4 }; var vertices = new Vertex[] { new Vertex(new Vec3(-1, -1, 0), Color4.red, new Vec2(0, 0)), new Vertex(new Vec3(0, 1, 0), Color4.green, new Vec2(.5f, 1)), new Vertex(new Vec3(1, -1, 0), Color4.blue, new Vec2(1, 0)) }; vertexBuffer = device.CreateVertexBuffer <Vertex>(vertices, vertexBufferLayout, VertexBufferMode.GPUOptimized); // create render state var renderStateDesc = new RenderStateDesc() { renderPass = renderPass, shaderEffect = shaderEffect, constantBuffers = new ConstantBufferBase[1], textures = new TextureBase[2], vertexBuffer = vertexBuffer, vertexBufferTopology = VertexBufferTopology.Triangle }; renderStateDesc.constantBuffers[0] = constantBuffer; renderStateDesc.textures[0] = texture; renderStateDesc.textures[1] = texture2; renderState = device.CreateRenderState(renderStateDesc, 0); // print all GPUs this abstraction supports if (!instance.QuerySupportedAdapters(false, out var adapters)) { throw new Exception("Failed: QuerySupportedAdapters"); } foreach (var adapter in adapters) { Debug.WriteLine(adapter.name); } }
public RenderTextureTest(DeviceBase device) { // create render texture const int size = 256; renderTexture = device.CreateRenderTexture2D(size, size, TextureFormat.Default, RenderTextureUsage.Discard, TextureMode.GPUOptimized, MSAALevel.Disabled, true, MultiGPUNodeResourceVisibility.Self); // load shader effect using (var vsStream = new FileStream("Shaders\\Triangle_D3D12.vs", FileMode.Open, FileAccess.Read, FileShare.Read)) using (var psStream = new FileStream("Shaders\\Triangle_D3D12.ps", FileMode.Open, FileAccess.Read, FileShare.Read)) { var vs = new Video.D3D12.Shader((Video.D3D12.Device)device, ShaderType.VS); var ps = new Video.D3D12.Shader((Video.D3D12.Device)device, ShaderType.PS); if (!vs.Init(vsStream)) { throw new Exception("Failed to init VS shader"); } if (!ps.Init(psStream)) { throw new Exception("Failed to init PS shader"); } var desc = new ShaderEffectDesc(); shaderEffect = device.CreateShaderEffect(vs, ps, null, null, null, desc, true); } // create vertex buffer var vertices = new Vec3[3] { new Vec3(-1, -1, 0), new Vec3(0, 1, 0), new Vec3(1, -1, 0) }; vertexBuffer = device.CreateVertexBuffer <Vec3>(vertices, VertexBufferMode.GPUOptimized); // create vertex buffer streamer var vertexBufferStreamLayout = new VertexBufferStreamLayout() { descs = new VertexBufferStreamDesc[1], elements = new VertexBufferStreamElement[1] }; vertexBufferStreamLayout.descs[0] = new VertexBufferStreamDesc() { vertexBuffer = vertexBuffer, type = VertexBufferStreamType.VertexData }; vertexBufferStreamLayout.elements[0] = new VertexBufferStreamElement() { type = VertexBufferStreamElementType.Float3, usage = VertexBufferStreamElementUsage.Position, offset = 0 }; vertexBufferStreamer = device.CreateVertexBufferStreamer(vertexBufferStreamLayout); // create render pass var renderPassDesc = RenderPassDesc.CreateDefault(new Color4F(0, 0, 0, 0), 1); renderPass = renderTexture.CreateRenderPass(renderPassDesc); // create render state var renderStateDesc = new RenderStateDesc() { renderPass = renderPass, shaderEffect = shaderEffect, vertexBufferTopology = VertexBufferTopology.Triangle, vertexBufferStreamer = vertexBufferStreamer, triangleCulling = TriangleCulling.Back, triangleFillMode = TriangleFillMode.Solid }; renderState = device.CreateRenderState(renderStateDesc); }
public void Init(string platformPath, string folder64Bit, string folder32Bit) { // pre-load native libs string libFolderBit; if (IntPtr.Size == 8) { libFolderBit = folder64Bit; } else if (IntPtr.Size == 4) { libFolderBit = folder32Bit; } else { throw new NotSupportedException("Unsupported bit size: " + IntPtr.Size.ToString()); } #if RELEASE const string config = "Release"; #else const string config = "Debug"; #endif // load api abstraction (api-instance and hardware-device) var abstractionDesc = new AbstractionDesc(AbstractionInitType.DefaultSingleGPU); abstractionDesc.supportedAPIs = new AbstractionAPI[] { AbstractionAPI.D3D12 }; abstractionDesc.deviceDescD3D12.window = window; //abstractionDesc.deviceDescD3D12.adapterIndex = 1; //abstractionDesc.deviceDescD3D12.vSyncMode = SwapChainVSyncMode.VSyncOff; abstractionDesc.nativeLibPathD3D12 = Path.Combine(platformPath, @"Shared\Orbital.Video.D3D12.Native\bin", libFolderBit, config); abstractionDesc.deviceDescVulkan.window = window; abstractionDesc.nativeLibPathVulkan = Path.Combine(platformPath, @"Shared\Orbital.Video.Vulkan.Native\bin", libFolderBit, config); if (!Abstraction.InitFirstAvaliable(abstractionDesc, out instance, out device)) { throw new Exception("Failed to init abstraction"); } // create render texture test objects renderTextureTest = new RenderTextureTest(device); // create msaa render texture if (!device.GetMaxMSAALevel(TextureFormat.Default, out var msaaLevel)) { throw new Exception("Failed to get MSAA level"); } msaaLevel = MSAALevel.Disabled; var windowSize = window.GetSize(WindowSizeType.WorkingArea); renderTextureMSAA = device.CreateRenderTexture2D(windowSize.width, windowSize.height, TextureFormat.Default, RenderTextureUsage.Discard, TextureMode.GPUOptimized, StencilUsage.Discard, DepthStencilFormat.DefaultDepth, DepthStencilMode.GPUOptimized, msaaLevel, false, MultiGPUNodeResourceVisibility.All); // create command list commandList = device.CreateRasterizeCommandList(); commandList_Compute = device.CreateComputeCommandList(); // create render pass var renderPassDesc = RenderPassDesc.CreateDefault(new Color4F(0, .2f, .4f, 1), 1); //renderPass = device.CreateRenderPass(renderPassDesc, device.swapChain.depthStencil); renderPass = renderTextureMSAA.CreateRenderPass(renderPassDesc, renderTextureMSAA.GetDepthStencil()); // create texture int textureWidth = 256, textureHeight = 256; var textureData = new byte[textureWidth * textureHeight * 4]; for (int y = 0; y != textureHeight; ++y) { for (int x = 0; x != textureWidth; ++x) { int i = (x * 4) + (y * textureWidth * 4); if (x % 16 <= 7 && y % 16 <= 7) { textureData[i + 0] = 0; textureData[i + 1] = 0; textureData[i + 2] = 0; textureData[i + 3] = 0; } else { textureData[i + 0] = 255; textureData[i + 1] = 255; textureData[i + 2] = 255; textureData[i + 3] = 255; } } } texture = device.CreateTexture2D(textureWidth, textureHeight, TextureFormat.B8G8R8A8, textureData, TextureMode.GPUOptimized, MultiGPUNodeResourceVisibility.Self); // create texture 2 textureWidth = 100; textureHeight = 100; textureData = new byte[textureWidth * textureHeight * 4]; for (int y = 0; y != textureHeight; ++y) { for (int x = 0; x != textureWidth; ++x) { int i = (x * 4) + (y * textureWidth * 4); if (x % 16 <= 7 && y % 16 <= 7) { textureData[i + 0] = 0; textureData[i + 1] = 0; textureData[i + 2] = 0; textureData[i + 3] = 0; } else { textureData[i + 0] = 255; textureData[i + 1] = 255; textureData[i + 2] = 255; textureData[i + 3] = 255; } } } texture2 = device.CreateTexture2D(textureWidth, textureHeight, TextureFormat.B8G8R8A8, textureData, TextureMode.GPUOptimized, MultiGPUNodeResourceVisibility.Self); // load shaders // TODO: load CS2X compiled ShaderEffect /*using (var stream = new FileStream("Shader.se", FileMode.Open, FileAccess.Read, FileShare.Read)) * { * shaderEffect = device.CreateShaderEffect(stream, ShaderEffectSamplerAnisotropy.Default); * }*/ using (var vsStream = new FileStream("Shaders\\Shader_D3D12.vs", FileMode.Open, FileAccess.Read, FileShare.Read)) using (var psStream = new FileStream("Shaders\\Shader_D3D12.ps", FileMode.Open, FileAccess.Read, FileShare.Read)) { var vs = new Video.D3D12.Shader((Video.D3D12.Device)device, ShaderType.VS); var ps = new Video.D3D12.Shader((Video.D3D12.Device)device, ShaderType.PS); if (!vs.Init(vsStream)) { throw new Exception("Failed to init VS shader"); } if (!ps.Init(psStream)) { throw new Exception("Failed to init PS shader"); } var desc = new ShaderEffectDesc(); desc.constantBuffers = new ShaderEffectConstantBuffer[1]; desc.constantBuffers[0] = new ShaderEffectConstantBuffer() { registerIndex = 0, usage = ShaderEffectResourceUsage.VS, variables = new ShaderVariable[2] }; desc.constantBuffers[0].variables[0] = new ShaderVariable() { name = "constrast", type = ShaderVariableType.Float }; desc.constantBuffers[0].variables[1] = new ShaderVariable() { name = "camera", type = ShaderVariableType.Float4x4 }; desc.textures = new ShaderEffectTexture[3]; desc.textures[0] = new ShaderEffectTexture() { registerIndex = 0, usage = ShaderEffectResourceUsage.PS }; desc.textures[1] = new ShaderEffectTexture() { registerIndex = 1, usage = ShaderEffectResourceUsage.PS }; desc.textures[2] = new ShaderEffectTexture() { registerIndex = 2, usage = ShaderEffectResourceUsage.PS }; desc.samplers = new ShaderEffectSampler[1]; desc.samplers[0] = new ShaderEffectSampler() { registerIndex = 0, filter = ShaderSamplerFilter.Default, anisotropy = ShaderSamplerAnisotropy.Default, addressU = ShaderSamplerAddress.Wrap, addressV = ShaderSamplerAddress.Wrap, addressW = ShaderSamplerAddress.Wrap, usage = ShaderEffectResourceUsage.PS }; shaderEffect = device.CreateShaderEffect(vs, ps, null, null, null, desc, true); } if (!shaderEffect.FindVariable("constrast", out shaderEffectVar_Constrast)) { throw new Exception("Failed to find shader effect variable"); } if (!shaderEffect.FindVariable("camera", out shaderEffectVar_Camera)) { throw new Exception("Failed to find shader effect variable"); } // create constant buffer constantBuffer = device.CreateConstantBuffer(shaderEffect.constantBufferMappings[0].size, ConstantBufferMode.Write); // create vertex buffer const float size = 1 / 2f; var rotUpAxisMat = Mat3.FromEuler(0, MathTools.DegToRad(90), 0); var rotRightAxisMat = Mat3.FromEuler(MathTools.DegToRad(90), 0, 0); var vertices = new Vertex[4 * 6]; // 4 vertices per face var indices = new ushort[6 * 6]; // 6 indices per face var colorKey = new Color4[4] { Color4.blue, Color4.red, Color4.white, Color4.white }; for (int v = 0, i = 0, r = 0; v < (4 * 4); v += 4, i += 6, ++r) // caluclate front, right, back, left faces { vertices[v + 0] = new Vertex(new Vec3(-size, -size, size), colorKey[r], new Vec2(0, 0)).Transform(rotUpAxisMat, r); vertices[v + 1] = new Vertex(new Vec3(-size, size, size), colorKey[r], new Vec2(0, 1)).Transform(rotUpAxisMat, r); vertices[v + 2] = new Vertex(new Vec3(size, size, size), colorKey[r], new Vec2(1, 1)).Transform(rotUpAxisMat, r); vertices[v + 3] = new Vertex(new Vec3(size, -size, size), colorKey[r], new Vec2(1, 0)).Transform(rotUpAxisMat, r); indices[i + 0] = (ushort)(v + 0); indices[i + 1] = (ushort)(v + 1); indices[i + 2] = (ushort)(v + 2); indices[i + 3] = (ushort)(v + 0); indices[i + 4] = (ushort)(v + 2); indices[i + 5] = (ushort)(v + 3); } colorKey = new Color4[2] { Color4.green, Color4.white }; for (int v = (4 * 4), i = (6 * 4), r = 1; v < (4 * 6); v += 4, i += 6, r = 3) // caluclate top, bottom faces { vertices[v + 0] = new Vertex(new Vec3(-size, -size, size), colorKey[r / 3], new Vec2(0, 0)).Transform(rotRightAxisMat, r); vertices[v + 1] = new Vertex(new Vec3(-size, size, size), colorKey[r / 3], new Vec2(0, 1)).Transform(rotRightAxisMat, r); vertices[v + 2] = new Vertex(new Vec3(size, size, size), colorKey[r / 3], new Vec2(1, 1)).Transform(rotRightAxisMat, r); vertices[v + 3] = new Vertex(new Vec3(size, -size, size), colorKey[r / 3], new Vec2(1, 0)).Transform(rotRightAxisMat, r); indices[i + 0] = (ushort)(v + 0); indices[i + 1] = (ushort)(v + 1); indices[i + 2] = (ushort)(v + 2); indices[i + 3] = (ushort)(v + 0); indices[i + 4] = (ushort)(v + 2); indices[i + 5] = (ushort)(v + 3); } vertexBuffer = device.CreateVertexBuffer <Vertex>(vertices, indices, VertexBufferMode.GPUOptimized); // create vertex buffer streamer var vertexBufferStreamLayout = new VertexBufferStreamLayout() { descs = new VertexBufferStreamDesc[1], elements = new VertexBufferStreamElement[3] }; vertexBufferStreamLayout.descs[0] = new VertexBufferStreamDesc() { vertexBuffer = vertexBuffer, type = VertexBufferStreamType.VertexData }; vertexBufferStreamLayout.elements[0] = new VertexBufferStreamElement() { type = VertexBufferStreamElementType.Float3, usage = VertexBufferStreamElementUsage.Position, offset = 0 }; vertexBufferStreamLayout.elements[1] = new VertexBufferStreamElement() { type = VertexBufferStreamElementType.RGBAx8, usage = VertexBufferStreamElementUsage.Color, offset = (sizeof(float) * 3) }; vertexBufferStreamLayout.elements[2] = new VertexBufferStreamElement() { type = VertexBufferStreamElementType.Float2, usage = VertexBufferStreamElementUsage.UV, offset = (sizeof(float) * 3) + 4 }; vertexBufferStreamer = device.CreateVertexBufferStreamer(vertexBufferStreamLayout); // create render state var renderStateDesc = new RenderStateDesc() { renderPass = renderPass, shaderEffect = shaderEffect, constantBuffers = new ConstantBufferBase[1], textures = new TextureBase[3], vertexBufferTopology = VertexBufferTopology.Triangle, vertexBufferStreamer = vertexBufferStreamer, triangleCulling = TriangleCulling.Back, triangleFillMode = TriangleFillMode.Solid, depthStencilDesc = DepthStencilDesc.StandardDepthTesting() }; //renderStateDesc.blendDesc.renderTargetBlendDescs = new RenderTargetBlendDesc[1] {RenderTargetBlendDesc.AlphaBlending()}; renderStateDesc.constantBuffers[0] = constantBuffer; renderStateDesc.textures[0] = texture; renderStateDesc.textures[1] = texture2; renderStateDesc.textures[2] = renderTextureTest.renderTexture; renderState = device.CreateRenderState(renderStateDesc); // create compute shader using (var csStream = new FileStream("Shaders\\Compute_D3D12.cs", FileMode.Open, FileAccess.Read, FileShare.Read)) { var csDesc = new ComputeShaderDesc() { randomAccessBuffers = new ComputeShaderRandomAccessBuffer[1] }; csDesc.randomAccessBuffers[0] = new ComputeShaderRandomAccessBuffer() { registerIndex = 0 }; computeShader = device.CreateComputeShader(csStream, csDesc); } // create compute state var computeStateDesc = new ComputeStateDesc() { computeShader = computeShader, randomAccessBuffers = new object[1] }; computeStateDesc.randomAccessBuffers[0] = renderTextureTest.renderTexture; computeState = device.CreateComputeState(computeStateDesc); // print all GPUs this abstraction supports if (!instance.QuerySupportedAdapters(false, out var adapters)) { throw new Exception("Failed: QuerySupportedAdapters"); } foreach (var adapter in adapters) { Debug.WriteLine(adapter.name); } // setup camera camera = new Camera(); }
public RenderStateDesc_NativeInterop(ref RenderStateDesc desc) { renderPass = ((RenderPass)desc.renderPass).handle; shaderEffect = ((ShaderEffect)desc.shaderEffect).handle; if (desc.constantBuffers != null) { constantBufferCount = desc.constantBuffers.Length; constantBuffers = (IntPtr *)Marshal.AllocHGlobal(Marshal.SizeOf <IntPtr>() * constantBufferCount); for (int i = 0; i != constantBufferCount; ++i) { constantBuffers[i] = ((ConstantBuffer)desc.constantBuffers[i]).handle; } } else { constantBufferCount = 0; constantBuffers = null; } if (desc.textures != null) { textureCount = desc.textures.Length; textures = (IntPtr *)Marshal.AllocHGlobal(Marshal.SizeOf <IntPtr>() * textureCount); for (int i = 0; i != textureCount; ++i) { textures[i] = desc.textures[i].GetHandle(); } } else { textureCount = 0; textures = null; } if (desc.textureDepthStencils != null) { textureDepthStencilCount = desc.textureDepthStencils.Length; textureDepthStencils = (IntPtr *)Marshal.AllocHGlobal(Marshal.SizeOf <IntPtr>() * textureDepthStencilCount); for (int i = 0; i != textureDepthStencilCount; ++i) { textureDepthStencils[i] = desc.textureDepthStencils[i].GetHandle(); } } else { textureDepthStencilCount = 0; textureDepthStencils = null; } if (desc.randomAccessBuffers != null) { randomAccessBufferCount = desc.randomAccessBuffers.Length; randomAccessBuffers = (IntPtr *)Marshal.AllocHGlobal(Marshal.SizeOf <IntPtr>() * randomAccessBufferCount); randomAccessTypes = (RandomAccessBufferType *)Marshal.AllocHGlobal(sizeof(RandomAccessBufferType) * randomAccessBufferCount); for (int i = 0; i != randomAccessBufferCount; ++i) { var buffer = desc.randomAccessBuffers[i]; var type = buffer.GetType(); if (typeof(Texture2DBase).IsAssignableFrom(type)) { randomAccessBuffers[i] = ((Texture2DBase)buffer).GetHandle(); randomAccessTypes[i] = RandomAccessBufferType.Texture; } else { throw new NotSupportedException("Unsupported ComputeShader random access buffer type: " + type.ToString()); } } } else { randomAccessBufferCount = 0; randomAccessBuffers = null; randomAccessTypes = null; } vertexBufferTopology = desc.vertexBufferTopology; vertexBufferStreamer = ((VertexBufferStreamer)desc.vertexBufferStreamer).handle; if (desc.indexBuffer != null) { indexBuffer = ((IndexBuffer)desc.indexBuffer).handle; } else { indexBuffer = IntPtr.Zero; } triangleCulling = desc.triangleCulling; triangleFillMode = desc.triangleFillMode; blendDesc = new BlendDesc_NativeInterop(ref desc.blendDesc); depthStencilDesc = new DepthStencilDesc_NativeInterop(ref desc.depthStencilDesc); }
public override RenderStateBase CreateRenderState(RenderStateDesc desc) { return(activeDevice.CreateRenderState(desc)); }