示例#1
0
        public void OnAcceleratedPaint(CefPaintElementType type, CefRectangle[] dirtyRects, IntPtr sharedHandle)
        {
            try
            {
                if (sharedHandle == IntPtr.Zero)
                {
                    return;
                }

                var d3dDevice = SharpDXInterop.GetNativeDevice(GraphicsDevice) as Device;
                if (d3dDevice is null)
                {
                    return;
                }

                var d3dTexture = d3dDevice.OpenSharedResource <Texture2D>(sharedHandle);
                if (d3dTexture is null)
                {
                    return;
                }

                var strideTexture = SharpDXInterop.CreateTextureFromNative(GraphicsDevice, d3dTexture, takeOwnership: true);
                lock (syncRoot)
                {
                    surface?.Dispose();
                    surface = strideTexture;
                }
                needsConversion = true;
            }
            catch (Exception e)
            {
                RuntimeGraph.ReportException(e);
            }
        }
示例#2
0
        EffectInstance IEffect.SetParameters(RenderView renderView, RenderDrawContext renderDrawContext)
        {
            try
            {
                // TODO1: PerFrame could be done in Update if we'd have access to frame time
                // TODO2: This code can be optimized by using parameter accessors and not parameter keys
                parameters.SetPerFrameParameters(perFrameParams, renderDrawContext.RenderContext);
                parameters.SetPerViewParameters(perViewParams, renderView);

                if (worldPin != null)
                {
                    var world = worldPin.ShaderValue;
                    parameters.SetPerDrawParameters(perDrawParams, renderView, ref world);
                }

                customParameterSetterPin?.Value?.Invoke(parameters, renderView, renderDrawContext);
            }
            catch (Exception e)
            {
                var re = new RuntimeException(e.InnermostException(), this);
                RuntimeGraph.ReportException(re);
            }
            return(instance);
        }
示例#3
0
        public override void Draw(RenderDrawContext context, RenderView renderView, RenderViewStage renderViewStage, int startIndex, int endIndex)
        {
            // Do not call into VL if not running
            var renderContext = context.RenderContext;
            var runtime       = this.runtime ?? (this.runtime = renderContext.Services.GetService <IVLRuntime>());

            if (runtime != null && !runtime.IsRunning)
            {
                return;
            }

            // Build the list of layers to render
            singleCallLayers.Clear();
            layers.Clear();
            for (var index = startIndex; index < endIndex; index++)
            {
                var renderNodeReference = renderViewStage.SortedRenderNodes[index].RenderNode;
                var renderNode          = GetRenderNode(renderNodeReference);
                var renderElement       = (RenderLayer)renderNode.RenderObject;

                if (renderElement.Enabled)
                {
                    if (renderElement.SingleCallPerFrame)
                    {
                        singleCallLayers.Add(renderElement.Layer);
                    }
                    else
                    {
                        layers.Add(renderElement.Layer);
                    }
                }
            }

            // Call layers which want to get invoked only once per frame first
            var currentFrameNr = renderContext.Time.FrameCount;

            if (lastFrameNr != currentFrameNr)
            {
                lastFrameNr = currentFrameNr;
                foreach (var layer in singleCallLayers)
                {
                    try
                    {
                        layer?.Draw(Context, context, renderView, renderViewStage, context.CommandList);
                    }
                    catch (Exception e)
                    {
                        RuntimeGraph.ReportException(e);
                    }
                }
            }

            // Call layers which can get invoked twice per frame (for each eye)
            foreach (var layer in layers)
            {
                try
                {
                    layer?.Draw(Context, context, renderView, renderViewStage, context.CommandList);
                }
                catch (Exception e)
                {
                    RuntimeGraph.ReportException(e);
                }
            }
        }
示例#4
0
        void ILowLevelAPIRender.Draw(RenderContext renderContext, RenderDrawContext drawContext, RenderView renderView, RenderViewStage renderViewStage, CommandList commandList)
        {
            if (!enabledPin.Value)
            {
                return;
            }

            try
            {
                var pipelineState = this.pipelineState ?? (this.pipelineState = new MutablePipelineState(renderContext.GraphicsDevice));

                // TODO1: PerFrame could be done in Update if we'd have access to frame time
                // TODO2: This code can be optimized by using parameter accessors and not parameter keys
                parameters.SetPerFrameParameters(perFrameParams, drawContext.RenderContext);
                parameters.SetPerViewParameters(perViewParams, renderView);

                if (worldPin != null)
                {
                    var world = worldPin.ShaderValue;
                    parameters.SetPerDrawParameters(perDrawParams, renderView, ref world);
                }

                // Set permutation parameters before updating the effect (needed by compiler)
                parameters.Set(ComputeEffectShaderKeys.ThreadNumbers, threadNumbersPin.Value);

                // Give user chance to override
                parameterSetterPin?.Value.Invoke(parameters, renderView, drawContext);

                if (instance.UpdateEffect(renderContext.GraphicsDevice) || pipelineStateDirty)
                {
                    threadGroupCountAccessor = parameters.GetAccessor(ComputeShaderBaseKeys.ThreadGroupCountGlobal);
                    foreach (var p in Inputs.OfType <ParameterPin>())
                    {
                        p.Update(parameters);
                    }
                    pipelineState.State.SetDefaults();
                    pipelineState.State.RootSignature  = instance.RootSignature;
                    pipelineState.State.EffectBytecode = instance.Effect.Bytecode;
                    pipelineState.Update();
                    pipelineStateDirty = false;
                }

                // Apply pipeline state
                commandList.SetPipelineState(pipelineState.CurrentState);

                // Set thread group count as provided by input pin
                var threadGroupCount = dispatchCountPin.Value;
                parameters.Set(ComputeShaderBaseKeys.ThreadGroupCountGlobal, threadGroupCount);

                // TODO: This can be optimized by uploading only parameters from the PerDispatch groups - look in Xenkos RootEffectRenderFeature
                var iterationCount = Math.Max(iterationCountPin.Value, 1);
                for (int i = 0; i < iterationCount; i++)
                {
                    // Give user chance to override
                    iterationParameterSetterPin.Value?.Invoke(parameters, renderView, drawContext, i);

                    // The thread group count can be set for each dispatch
                    threadGroupCount = parameters.Get(threadGroupCountAccessor);

                    // Upload the parameters
                    instance.Apply(drawContext.GraphicsContext);

                    // Draw a full screen quad
                    commandList.Dispatch(threadGroupCount.X, threadGroupCount.Y, threadGroupCount.Z);
                }
            }
            catch (Exception e)
            {
                var re = new RuntimeException(e.InnermostException(), this);
                RuntimeGraph.ReportException(re);
            }
        }