示例#1
0
        /// <summary>
        /// Constructs a new instance of the texture bindings manager.
        /// </summary>
        /// <param name="context">The GPU context that the texture bindings manager belongs to</param>
        /// <param name="channel">The GPU channel that the texture bindings manager belongs to</param>
        /// <param name="poolCache">Texture pools cache used to get texture pools from</param>
        /// <param name="scales">Array where the scales for the currently bound textures are stored</param>
        /// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
        public TextureBindingsManager(GpuContext context, GpuChannel channel, TexturePoolCache poolCache, float[] scales, bool isCompute)
        {
            _context          = context;
            _channel          = channel;
            _texturePoolCache = poolCache;
            _scales           = scales;
            _isCompute        = isCompute;

            int stages = isCompute ? 1 : Constants.ShaderStages;

            _textureBindings = new TextureBindingInfo[stages][];
            _imageBindings   = new TextureBindingInfo[stages][];

            _textureState = new TextureStatePerStage[stages][];
            _imageState   = new TextureStatePerStage[stages][];

            _textureBindingsCount = new int[stages];
            _imageBindingsCount   = new int[stages];

            for (int stage = 0; stage < stages; stage++)
            {
                _textureBindings[stage] = new TextureBindingInfo[InitialTextureStateSize];
                _imageBindings[stage]   = new TextureBindingInfo[InitialImageStateSize];

                _textureState[stage] = new TextureStatePerStage[InitialTextureStateSize];
                _imageState[stage]   = new TextureStatePerStage[InitialImageStateSize];
            }
        }
示例#2
0
        /// <summary>
        /// Creates a new instance of the texture manager.
        /// </summary>
        /// <param name="context">GPU context that the texture manager belongs to</param>
        /// <param name="channel">GPU channel that the texture manager belongs to</param>
        public TextureManager(GpuContext context, GpuChannel channel)
        {
            _context = context;

            TexturePoolCache texturePoolCache = new TexturePoolCache(context);

            _cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, isCompute: true);
            _gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, isCompute: false);

            _rtColors     = new Texture[Constants.TotalRenderTargets];
            _rtHostColors = new ITexture[Constants.TotalRenderTargets];
        }
示例#3
0
        /// <summary>
        /// Constructs a new instance of the texture bindings manager.
        /// </summary>
        /// <param name="context">The GPU context that the texture bindings manager belongs to</param>
        /// <param name="texturePoolCache">Texture pools cache used to get texture pools from</param>
        /// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
        public TextureBindingsManager(GpuContext context, TexturePoolCache texturePoolCache, bool isCompute)
        {
            _context          = context;
            _texturePoolCache = texturePoolCache;
            _isCompute        = isCompute;

            int stages = isCompute ? 1 : Constants.ShaderStages;

            _textureBindings = new TextureBindingInfo[stages][];
            _imageBindings   = new TextureBindingInfo[stages][];

            _textureState = new TextureStatePerStage[stages][];
            _imageState   = new TextureStatePerStage[stages][];
        }
示例#4
0
        /// <summary>
        /// Creates a new instance of the texture manager.
        /// </summary>
        /// <param name="context">GPU context that the texture manager belongs to</param>
        /// <param name="channel">GPU channel that the texture manager belongs to</param>
        public TextureManager(GpuContext context, GpuChannel channel)
        {
            _context = context;

            TexturePoolCache texturePoolCache = new TexturePoolCache(context);

            float[] scales = new float[64];
            new Span <float>(scales).Fill(1f);

            _cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, scales, isCompute: true);
            _gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, scales, isCompute: false);

            _rtColors     = new Texture[Constants.TotalRenderTargets];
            _rtHostColors = new ITexture[Constants.TotalRenderTargets];
        }
示例#5
0
        /// <summary>
        /// Constructs a new instance of the texture manager.
        /// </summary>
        /// <param name="context">The GPU context that the texture manager belongs to</param>
        public TextureManager(GpuContext context)
        {
            _context = context;

            TexturePoolCache texturePoolCache = new TexturePoolCache(context);

            _cpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: true);
            _gpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: false);

            _rtColors = new Texture[Constants.TotalRenderTargets];

            _rtHostColors = new ITexture[Constants.TotalRenderTargets];

            _textures = new RangeList <Texture>();

            _textureOverlaps = new Texture[OverlapsBufferInitialCapacity];

            _cache = new AutoDeleteCache();
        }
        /// <summary>
        /// Constructs a new instance of the texture bindings manager.
        /// </summary>
        /// <param name="context">The GPU context that the texture bindings manager belongs to</param>
        /// <param name="texturePoolCache">Texture pools cache used to get texture pools from</param>
        /// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
        public TextureBindingsManager(GpuContext context, TexturePoolCache texturePoolCache, bool isCompute)
        {
            _context          = context;
            _texturePoolCache = texturePoolCache;
            _isCompute        = isCompute;

            int stages = isCompute ? 1 : Constants.ShaderStages;

            _textureBindings = new TextureBindingInfo[stages][];
            _imageBindings   = new TextureBindingInfo[stages][];

            _textureState = new TextureStatePerStage[stages][];
            _imageState   = new TextureStatePerStage[stages][];

            _scales = new float[64];

            for (int i = 0; i < 64; i++)
            {
                _scales[i] = 1f;
            }
        }
示例#7
0
        /// <summary>
        /// Constructs a new instance of the texture manager.
        /// </summary>
        /// <param name="context">The GPU context that the texture manager belongs to</param>
        public TextureManager(GpuContext context)
        {
            _context = context;

            TexturePoolCache texturePoolCache = new TexturePoolCache(context);

            _cpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: true);
            _gpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: false);

            _rtColors = new Texture[Constants.TotalRenderTargets];

            _rtHostColors = new ITexture[Constants.TotalRenderTargets];

            _textures = new RangeList <Texture>();

            _textureOverlaps = new Texture[OverlapsBufferInitialCapacity];
            _overlapInfo     = new OverlapInfo[OverlapsBufferInitialCapacity];

            _cache = new AutoDeleteCache();

            _modified       = new HashSet <Texture>(new ReferenceEqualityComparer <Texture>());
            _modifiedLinear = new HashSet <Texture>(new ReferenceEqualityComparer <Texture>());
        }