示例#1
0
        public void Init(Device device, int w, int h, Format f, int sc, int sq, bool depth, Format df)
        {
            VramUsage    = 0;
            Multisampled = (sc > 1);
            UseDepth     = depth;
            ResourceUsage               u    = ResourceUsage.Default;
            BindFlags                   b    = BindFlags.RenderTarget | BindFlags.ShaderResource;
            RenderTargetViewDimension   rtvd = RenderTargetViewDimension.Texture2D;
            ShaderResourceViewDimension srvd = ShaderResourceViewDimension.Texture2D;// D3D11_SRV_DIMENSION_TEXTURE2D;
            int       fs = DXUtility.ElementSize(f);
            int       wh = w * h;
            BindFlags db = BindFlags.DepthStencil;// | BindFlags.ShaderResource;// D3D11_BIND_DEPTH_STENCIL;
            DepthStencilViewDimension dsvd = DepthStencilViewDimension.Texture2D;
            Format dtexf = GetDepthTexFormat(df);
            Format dsrvf = GetDepthSrvFormat(df);

            Texture    = DXUtility.CreateTexture2D(device, w, h, 1, 1, f, 1, 0, u, b, 0, 0);
            RTV        = DXUtility.CreateRenderTargetView(device, Texture, f, rtvd, 0, 0, 0);
            SRV        = DXUtility.CreateShaderResourceView(device, Texture, f, srvd, 1, 0, 0, 0);
            VramUsage += (wh * fs);

            if (Multisampled)
            {
                b    = BindFlags.RenderTarget;
                rtvd = RenderTargetViewDimension.Texture2DMultisampled;
                dsvd = DepthStencilViewDimension.Texture2DMultisampled;
                //srvd = ShaderResourceViewDimension.Texture2DMultisampled;

                TextureMS  = DXUtility.CreateTexture2D(device, w, h, 1, 1, f, sc, sq, u, b, 0, 0);
                MSRTV      = DXUtility.CreateRenderTargetView(device, TextureMS, f, rtvd, 0, 0, 0);
                VramUsage += (wh * fs) * sc;

                if (depth)
                {
                    DepthMS = DXUtility.CreateTexture2D(device, w, h, 1, 1, dtexf, sc, sq, u, db, 0, 0);
                    MSDSV   = DXUtility.CreateDepthStencilView(device, DepthMS, df, dsvd);
                    //DepthSRV = DXUtility.CreateShaderResourceView(device, DepthMS, dsrvf, srvd, 1, 0, 0, 0);
                    VramUsage += (wh * DXUtility.ElementSize(df)) * sc;
                }
            }
            else
            {
                if (depth)
                {
                    Depth = DXUtility.CreateTexture2D(device, w, h, 1, 1, dtexf, sc, sq, u, db, 0, 0);
                    DSV   = DXUtility.CreateDepthStencilView(device, Depth, df, dsvd);
                    //DepthSRV = DXUtility.CreateShaderResourceView(device, Depth, dsrvf, srvd, 1, 0, 0, 0);
                    VramUsage += (wh * DXUtility.ElementSize(df));
                }
            }
        }
示例#2
0
        public Shadowmap(Device device)
        {
            TextureSize         = 1024;                                         //todo: make this a setting...
            CascadeCount        = Math.Min(Settings.Default.ShadowCascades, 8); // 6; //use setting
            PCFSize             = 3;
            PCFOffset           = 0.000125f;                                    //0.002f
            BlurBetweenCascades = 0.05f;

            ShadowVars = new GpuVarsBuffer <ShadowmapVars>(device);


            DepthTexture    = DXUtility.CreateTexture2D(device, TextureSize * CascadeCount, TextureSize, 1, 1, Format.R32_Typeless, 1, 0, ResourceUsage.Default, BindFlags.DepthStencil | BindFlags.ShaderResource, 0, 0);
            DepthTextureSS  = DXUtility.CreateSamplerState(device, TextureAddressMode.Border, new Color4(0.0f), Comparison.Less, Filter.ComparisonMinMagLinearMipPoint, 0, 0.0f, 0.0f, 0.0f);
            DepthTextureSRV = DXUtility.CreateShaderResourceView(device, DepthTexture, Format.R32_Float, ShaderResourceViewDimension.Texture2D, 1, 0, 0, 0);
            DepthTextureDSV = DXUtility.CreateDepthStencilView(device, DepthTexture, Format.D32_Float, DepthStencilViewDimension.Texture2D);

            Cascades = new List <ShadowmapCascade>(CascadeCount);
            for (int i = 0; i < CascadeCount; i++)
            {
                ShadowmapCascade c = new ShadowmapCascade();
                c.Owner         = this;
                c.Index         = i;
                c.ZNear         = 0.0f;
                c.ZFar          = 1.0f;
                c.IntervalNear  = 0.0f;
                c.IntervalFar   = 1.0f;
                c.DepthRenderVP = new ViewportF()
                {
                    Height   = (float)TextureSize,
                    Width    = (float)TextureSize,
                    MaxDepth = 1.0f,
                    MinDepth = 0.0f,
                    X        = (float)(TextureSize * i),
                    Y        = 0,
                };
                Cascades.Add(c);
            }

            DepthRenderRS = DXUtility.CreateRasterizerState(device, FillMode.Solid, CullMode.None, true, false, true, 0, 0.0f, 1.0f);
            DepthRenderDS = DXUtility.CreateDepthStencilState(device, true, DepthWriteMask.All);

            DepthRenderVP          = new ViewportF();
            DepthRenderVP.Height   = (float)TextureSize;
            DepthRenderVP.Width    = (float)TextureSize;
            DepthRenderVP.MaxDepth = 1.0f;
            DepthRenderVP.MinDepth = 0.0f;
            DepthRenderVP.X        = 0;
            DepthRenderVP.Y        = 0;

            graphicsMemoryUsage = (long)(TextureSize * TextureSize * CascadeCount * 4);
        }
示例#3
0
        public void Init(Device device, int w, int h, int count, Format f, bool depth, Format df, int multisamplecount)
        {
            Count            = count;
            VramUsage        = 0;
            UseDepth         = depth;
            MultisampleCount = multisamplecount;
            Multisampled     = (multisamplecount > 1);
            ResourceUsage               u    = ResourceUsage.Default;
            BindFlags                   b    = BindFlags.RenderTarget | BindFlags.ShaderResource;
            int                         fs   = DXUtility.ElementSize(f);
            int                         wh   = w * h;
            BindFlags                   db   = BindFlags.DepthStencil | BindFlags.ShaderResource; // D3D11_BIND_DEPTH_STENCIL;
            RenderTargetViewDimension   rtvd = RenderTargetViewDimension.Texture2D;
            ShaderResourceViewDimension srvd = ShaderResourceViewDimension.Texture2D;             // D3D11_SRV_DIMENSION_TEXTURE2D;
            DepthStencilViewDimension   dsvd = DepthStencilViewDimension.Texture2D;

            if (Multisampled)
            {
                rtvd = RenderTargetViewDimension.Texture2DMultisampled;
                srvd = ShaderResourceViewDimension.Texture2DMultisampled;
                dsvd = DepthStencilViewDimension.Texture2DMultisampled;
            }

            Textures = new Texture2D[count];
            RTVs     = new RenderTargetView[count];
            SRVs     = new ShaderResourceView[count];

            for (int i = 0; i < count; i++)
            {
                Textures[i] = DXUtility.CreateTexture2D(device, w, h, 1, 1, f, multisamplecount, 0, u, b, 0, 0);
                RTVs[i]     = DXUtility.CreateRenderTargetView(device, Textures[i], f, rtvd, 0, 0, 0);
                SRVs[i]     = DXUtility.CreateShaderResourceView(device, Textures[i], f, srvd, 1, 0, 0, 0);
                VramUsage  += (wh * fs) * multisamplecount;
            }
            if (depth)
            {
                Format dtexf = GpuTexture.GetDepthTexFormat(df);
                Format dsrvf = GpuTexture.GetDepthSrvFormat(df);
                Depth      = DXUtility.CreateTexture2D(device, w, h, 1, 1, dtexf, multisamplecount, 0, u, db, 0, 0);
                DSV        = DXUtility.CreateDepthStencilView(device, Depth, df, dsvd);
                DepthSRV   = DXUtility.CreateShaderResourceView(device, Depth, dsrvf, srvd, 1, 0, 0, 0);
                VramUsage += (wh * DXUtility.ElementSize(df)) * multisamplecount;
            }
        }
示例#4
0
        public void Init(Device device, int w, int h, int count, Format f, bool depth, Format df, int multisamplecount)
        {
            Count            = count;
            VramUsage        = 0;
            UseDepth         = depth;
            MultisampleCount = multisamplecount;
            Multisampled     = (multisamplecount > 1);
            ResourceUsage               u    = ResourceUsage.Default;
            BindFlags                   b    = BindFlags.RenderTarget | BindFlags.ShaderResource;
            int                         fs   = DXUtility.ElementSize(f);
            int                         wh   = w * h;
            BindFlags                   db   = BindFlags.DepthStencil | BindFlags.ShaderResource; // D3D11_BIND_DEPTH_STENCIL;
            RenderTargetViewDimension   rtvd = RenderTargetViewDimension.Texture2D;
            ShaderResourceViewDimension srvd = ShaderResourceViewDimension.Texture2D;             // D3D11_SRV_DIMENSION_TEXTURE2D;
            DepthStencilViewDimension   dsvd = DepthStencilViewDimension.Texture2D;

            if (Multisampled)
            {
                rtvd = RenderTargetViewDimension.Texture2DMultisampled;
                srvd = ShaderResourceViewDimension.Texture2DMultisampled;
                dsvd = DepthStencilViewDimension.Texture2DMultisampled;
            }

            Textures = new Texture2D[count];
            RTVs     = new RenderTargetView[count];
            SRVs     = new ShaderResourceView[count];

            for (int i = 0; i < count; i++)
            {
                Textures[i] = DXUtility.CreateTexture2D(device, w, h, 1, 1, f, multisamplecount, 0, u, b, 0, 0);
                RTVs[i]     = DXUtility.CreateRenderTargetView(device, Textures[i], f, rtvd, 0, 0, 0);
                SRVs[i]     = DXUtility.CreateShaderResourceView(device, Textures[i], f, srvd, 1, 0, 0, 0);
                VramUsage  += (wh * fs) * multisamplecount;
            }
            if (depth)
            {
                Format dtexf = Format.R32_Typeless;
                Format dsrvf = Format.R32_Float;
                switch (df)
                {
                case Format.D16_UNorm:
                    dtexf = Format.R16_Typeless;
                    dsrvf = Format.R16_UNorm;
                    break;

                case Format.D24_UNorm_S8_UInt:
                    dtexf = Format.R24G8_Typeless;
                    dsrvf = Format.R24_UNorm_X8_Typeless;
                    break;

                case Format.D32_Float:
                    dtexf = Format.R32_Typeless;
                    dsrvf = Format.R32_Float;
                    break;

                case Format.D32_Float_S8X24_UInt:
                    dtexf = Format.R32G8X24_Typeless;    //is this right? who uses this anyway??
                    dsrvf = Format.R32_Float_X8X24_Typeless;
                    break;
                }

                Depth      = DXUtility.CreateTexture2D(device, w, h, 1, 1, dtexf, multisamplecount, 0, u, db, 0, 0);
                DSV        = DXUtility.CreateDepthStencilView(device, Depth, df, dsvd);
                DepthSRV   = DXUtility.CreateShaderResourceView(device, Depth, dsrvf, srvd, 1, 0, 0, 0);
                VramUsage += (wh * DXUtility.ElementSize(df)) * multisamplecount;
            }
        }