private unsafe void Deserialize(IntPtr pNativePtr)
        {
            if (pNativePtr == IntPtr.Zero)
            {
                return;
            }

            __Native *pNative = (__Native *)pNativePtr;

            if (pNative->ParameterCount > 0)
            {
                Parameters = new RootParameter[pNative->ParameterCount];
                RootParameter.__Native *rpn = (RootParameter.__Native *)pNative->ParametersPointer;
                for (int i = 0; i < Parameters.Length; ++i)
                {
                    Parameters[i] = new RootParameter();
                    if (rpn[i].ParameterType == RootParameterType.DescriptorTable)
                    {
                        // Marshal descriptor table
                        DescriptorRange[] ranges = null;

                        int rangeCount = rpn[i].Union.DescriptorTable.DescriptorRangeCount;
                        if (rangeCount > 0)
                        {
                            ranges = new DescriptorRange[rangeCount];
                            Utilities.Read(rpn[i].Union.DescriptorTable.DescriptorRangesPointer, ranges, 0, ranges.Length);
                        }

                        Parameters[i] = new RootParameter(rpn[i].ShaderVisibility, ranges);
                    }
                    else
                    {
                        // No need to marshal them when RootParameter don't contain DescriptorTable - simple copy as-is
                        Parameters[i] = new RootParameter {
                            native = *rpn
                        };
                    }
                }
            }

            if (pNative->StaticSamplerCount > 0)
            {
                StaticSamplers = new StaticSamplerDescription[pNative->StaticSamplerCount];
                Utilities.Read(pNative->StaticSamplerPointer, StaticSamplers, 0, StaticSamplers.Length);
            }
        }
        private void LoadAssets()
        {
            DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0 } };

            StaticSamplerDescription sampler = new StaticSamplerDescription()
            {
                Filter = Filter.MinimumMinMagMipPoint,
                AddressU = TextureAddressMode.Border,
                AddressV = TextureAddressMode.Border,
                AddressW = TextureAddressMode.Border,
                MipLODBias = 0,
                MaxAnisotropy = 0,
                ComparisonFunc = Comparison.Never,
                BorderColor = StaticBorderColor.TransparentBlack,
                MinLOD = 0.0f,
                MaxLOD = float.MaxValue,
                ShaderRegister = 0,
                RegisterSpace = 0,
                ShaderVisibility = ShaderVisibility.Pixel,
            };

            RootParameter[] rootParameters = new RootParameter[] { new RootParameter(ShaderVisibility.Pixel, ranges) };

            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootParameters, new StaticSamplerDescription[] { sampler });
            rootSignature = device.CreateRootSignature(0, rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.
            #if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
            #endif

            #if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
            #endif

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("TEXCOORD",0,Format.R32G32_Float,12,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = false, IsStencilEnabled = false },
                SampleMask = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount = 1,
                Flags = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a triangle.
            Vertex[] triangleVertices = new Vertex[]
            {
                    new Vertex() {position=new Vector3(0.0f, 0.25f * aspectRatio, 0.0f ),uv=new Vector2(0.5f, 0.0f) },
                    new Vertex() {position=new Vector3(0.25f, -0.25f * aspectRatio, 0.0f),uv=new Vector2(1.0f, 1.0f) },
                    new Vertex() {position=new Vector3(-0.25f, -0.25f * aspectRatio, 0.0f),uv=new Vector2(0.0f, 1.0f) },
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            Resource textureUploadHeap;

            // Create the texture.
            // Describe and create a Texture2D.
            ResourceDescription textureDesc = ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight);
            texture = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, textureDesc, ResourceStates.CopyDestination);

            long uploadBufferSize = GetRequiredIntermediateSize(this.texture, 0, 1);

            // Create the GPU upload buffer.
            textureUploadHeap = device.CreateCommittedResource(new HeapProperties(CpuPageProperty.WriteBack, MemoryPool.L0), HeapFlags.None, ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight), ResourceStates.GenericRead);

            // Copy data to the intermediate upload heap and then schedule a copy
            // from the upload heap to the Texture2D.
            byte[] textureData = GenerateTextureData();

            GCHandle handle = GCHandle.Alloc(textureData, GCHandleType.Pinned);
            IntPtr ptr = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0);
            textureUploadHeap.WriteToSubresource(0, null, ptr, TexturePixelSize * TextureWidth, textureData.Length);
            handle.Free();

            commandList.CopyTextureRegion(new TextureCopyLocation(texture, 0), 0, 0, 0, new TextureCopyLocation(textureUploadHeap, 0), null);

            commandList.ResourceBarrierTransition(this.texture, ResourceStates.CopyDestination, ResourceStates.PixelShaderResource);

            // Describe and create a SRV for the texture.
            ShaderResourceViewDescription srvDesc = new ShaderResourceViewDescription()
            {
                Shader4ComponentMapping = D3DXUtilities.DefaultComponentMapping(),
                Format = textureDesc.Format,
                Dimension = ShaderResourceViewDimension.Texture2D,
            };
            srvDesc.Texture2D.MipLevels = 1;

            device.CreateShaderResourceView(this.texture, srvDesc, shaderRenderViewHeap.CPUDescriptorHandleForHeapStart);

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            commandQueue.ExecuteCommandList(commandList);

            // Create synchronization objects.
            fence = device.CreateFence(0, FenceFlags.None);
            fenceValue = 1;

            // Create an event handle to use for frame synchronization.
            fenceEvent = new AutoResetEvent(false);

            WaitForPreviousFrame();

            //release temp texture
            textureUploadHeap.Dispose();
        }
 /// <summary>
 /// Initializes a new instance of the <see cref="RootSignatureDescription"/> class.
 /// </summary>
 /// <param name="flags">The flags.</param>
 /// <param name="parameters">The parameters.</param>
 /// <param name="samplers">The samplers.</param>
 public RootSignatureDescription(RootSignatureFlags flags, RootParameter[] parameters = null, StaticSamplerDescription[] samplers = null)
 {
     Parameters = parameters;
     StaticSamplers = samplers;
     Flags = flags;
 }
        private unsafe void Deserialize(IntPtr pNativePtr)
        {
            if(pNativePtr == IntPtr.Zero)
            {
                return;
            }

            __Native* pNative = (__Native*)pNativePtr;

            if (pNative->ParameterCount > 0)
            {
                Parameters = new RootParameter[pNative->ParameterCount];
                RootParameter.__Native* rpn = (RootParameter.__Native * ) pNative->ParametersPointer;
                for (int i = 0; i < Parameters.Length; ++i)
                {
                    Parameters[i] = new RootParameter();
                    if (rpn[i].ParameterType == RootParameterType.DescriptorTable)
                    {
                        // Marshal descriptor table
                        DescriptorRange[] ranges = null;

                        int rangeCount = rpn[i].Union.DescriptorTable.DescriptorRangeCount;
                        if (rangeCount > 0)
                        {
                            ranges = new DescriptorRange[rangeCount];
                            Utilities.Read(rpn[i].Union.DescriptorTable.DescriptorRangesPointer, ranges, 0, ranges.Length);
                        }

                        Parameters[i] = new RootParameter(rpn[i].ShaderVisibility, ranges);
                    }
                    else
                    {
                        // No need to marshal them when RootParameter don't contain DescriptorTable - simple copy as-is
                        Parameters[i] = new RootParameter {native = *rpn};
                    }
                }
            }
             
            if (pNative->StaticSamplerCount > 0)
            {
                StaticSamplers = new StaticSamplerDescription[pNative->StaticSamplerCount];
                Utilities.Read(pNative->StaticSamplerPointer, StaticSamplers, 0, StaticSamplers.Length);
            }
        }
示例#5
0
        private void PlatformConstruct(GraphicsDevice graphicsDevice, PipelineLayoutDescription description)
        {
            var rootParameters = new RootParameter[description.Entries.Length];

            for (var i = 0; i < description.Entries.Length; i++)
            {
                var entry = description.Entries[i];

                switch (entry.EntryType)
                {
                case PipelineLayoutEntryType.Resource:
                    rootParameters[i] = new RootParameter(
                        entry.Visibility.ToShaderVisibility(),
                        new RootDescriptor(entry.Resource.ShaderRegister, 0),
                        entry.ResourceType.ToRootParameterType());
                    break;

                case PipelineLayoutEntryType.ResourceView:
                    rootParameters[i] = new RootParameter(
                        entry.Visibility.ToShaderVisibility(),
                        new DescriptorRange(
                            entry.ResourceType.ToDescriptorRangeType(),
                            entry.ResourceView.ResourceCount,
                            entry.ResourceView.BaseShaderRegister));
                    break;

                default:
                    throw new System.InvalidOperationException();
                }
            }

            var staticSamplerStates       = description.StaticSamplerStates ?? new StaticSamplerDescription[0];
            var staticSamplerDescriptions = new D3D12.StaticSamplerDescription[staticSamplerStates.Length];

            for (var i = 0; i < staticSamplerStates.Length; i++)
            {
                var staticSamplerState = staticSamplerStates[i];

                var samplerStateDescription = new D3D12.SamplerStateDescription
                {
                    Filter             = staticSamplerState.SamplerStateDescription.Filter.ToFilter(),
                    AddressU           = TextureAddressMode.Wrap,
                    AddressV           = TextureAddressMode.Wrap,
                    AddressW           = TextureAddressMode.Clamp,
                    ComparisonFunction = Comparison.Always,
                    MinimumLod         = 0,
                    MaximumLod         = float.MaxValue,
                    MaximumAnisotropy  = staticSamplerState.SamplerStateDescription.MaxAnisotropy
                };

                staticSamplerDescriptions[i] = new D3D12.StaticSamplerDescription(
                    samplerStateDescription,
                    staticSamplerState.Visibility.ToShaderVisibility(),
                    staticSamplerState.ShaderRegister,
                    0);
            }

            var rootSignatureDescription = new RootSignatureDescription(
                RootSignatureFlags.AllowInputAssemblerInputLayout,
                parameters: rootParameters,
                samplers: staticSamplerDescriptions);

            var serializedRootSignatureDescription = rootSignatureDescription.Serialize();

            DeviceRootSignature = AddDisposable(graphicsDevice.Device.CreateRootSignature(serializedRootSignatureDescription));
        }
 public RootSignatureDescription(RootSignatureFlags flags, RootParameter[] parameters = null, StaticSamplerDescription[] samplers = null)
 {
     Parameters = new RootParameterArray(parameters);
     StaticSamplers = new StaticSamplerArray(samplers);
     Flags = flags;
 }
 internal StaticSamplerArray(StaticSamplerDescription[] parameters)
 {
     count = 0;
     nativeParameters = IntPtr.Zero;
     managedParameters = parameters;
     if (parameters != null)
     {
         count = parameters.Length;
     }
 }