示例#1
0
        public DynamicAtlas(
            RenderCoordinator coordinator, int width, int height, SurfaceFormat format,
            int spacing = 2, MipGenerator <T> mipGenerator = null
            )
        {
            Coordinator    = coordinator;
            Width          = width;
            Height         = height;
            Spacing        = spacing;
            X              = Y = Spacing;
            RowHeight      = 0;
            _BeforePrepare = Flush;

            lock (Coordinator.CreateResourceLock)
                Texture = new Texture2D(coordinator.Device, width, height, mipGenerator != null, format);

            Pixels = new T[width * height];
            if (mipGenerator != null)
            {
                MipBuffer = new T[(width / 2) * (height / 2)];
            }

            GenerateMip   = mipGenerator;
            MipLevelCount = Texture.LevelCount;

            Invalidate();
        }
示例#2
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        sealed protected override void Draw(GameTime gameTime)
        {
            RenderCoordinator.WorkStopwatch.Restart();

            var priorIndex = Batch.LifetimeCount;

            NextFrameTiming.PriorPrimitiveCount = NativeBatch.LifetimePrimitiveCount;
            NextFrameTiming.PriorCommandCount   = NativeBatch.LifetimeCommandCount;

            // ????
            RenderCoordinator.WaitForActiveDraws();

            try {
                OnBeforeDraw(gameTime);
                var frame = RenderCoordinator.BeginFrame(true);
                Squared.Threading.Profiling.Superluminal.BeginEventFormat("Build Frame", "SRFrame #{0}", frame.Index, color: 0x1010CF);
                Draw(gameTime, frame);
            } finally {
                Squared.Threading.Profiling.Superluminal.EndEvent();
                RenderCoordinator.SynchronousDrawsEnabled = true;
                RenderCoordinator.WorkStopwatch.Stop();
                NextFrameTiming.Draw       = RenderCoordinator.WorkStopwatch.Elapsed;
                NextFrameTiming.BatchCount = (int)(Batch.LifetimeCount - priorIndex);
            }
        }
示例#3
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        protected override void Initialize()
        {
            var gds = Services.GetService(typeof(IGraphicsDeviceService)) as IGraphicsDeviceService;

            if (gds != null)
            {
                RenderCoordinator = new RenderCoordinator(gds, Thread.CurrentThread, ThreadGroup, base.BeginDraw, base.EndDraw);
                RenderManager     = RenderCoordinator.Manager;
            }
            else
            {
                RenderManager     = new RenderManager(GraphicsDevice, Thread.CurrentThread, ThreadGroup);
                RenderCoordinator = new RenderCoordinator(
                    RenderManager, base.BeginDraw, base.EndDraw
                    );
            }

            // FIXME: Preloading shaders crashes when done from a worker thread
            RenderCoordinator.DoThreadedIssue   = false;
            RenderCoordinator.DoThreadedPrepare = true;

            RenderCoordinator.DeviceReset += (s, e) => OnDeviceReset();

            gds.DeviceResetting += Gds_DeviceResetting;

            SetupCloseHook();

            base.Initialize();
        }
示例#4
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        private IEnumerator <object> PreloadShadersAsyncImpl(RenderCoordinator coordinator, DeviceManager dm, IndexBuffer tempIb, List <Material> materials, Action <float> onProgress, int speed)
        {
            var sw   = Stopwatch.StartNew();
            var wfns = new Task.WaitForNextStep();

            for (int i = 0; i < materials.Count; i++)
            {
                var m = materials[i];
                if (onProgress != null)
                {
                    onProgress(i / (float)materials.Count);
                }
                coordinator.BeforeIssue(() => m.Preload(coordinator, dm, tempIb));
                if ((i % speed) == 0)
                {
                    yield return(wfns);
                }
            }

            onProgress(1f);

            coordinator.DisposeResource(tempIb);

            var elapsed = sw.Elapsed.TotalMilliseconds;

            Debug.WriteLine($"Async shader preload took {elapsed:000.00}ms");
        }
示例#5
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文件: ColorLUT.cs 项目: sq/Libraries
        public unsafe void SetToIdentity16(RenderCoordinator coordinator, bool useMatrix, ref Matrix colorMatrix)
        {
            var scratch = stackalloc Vector3[Resolution];
            var stride  = Resolution * Resolution;
            var buf     = new Rgba64[stride * Resolution];

            for (int z = 0; z < Resolution; z += 1)
            {
                int xOffset = z * Resolution;
                for (int y = 0; y < Resolution; y += 1)
                {
                    int rowOffset = xOffset + (y * stride);
                    SetToIdentityInner(y, z, scratch, useMatrix, ref colorMatrix);

                    for (int x = 0; x < Resolution; x += 1)
                    {
                        var v = scratch[x];
                        buf[rowOffset + x] = new Rgba64(v.X, v.Y, v.Z, 1.0f);
                    }
                }
            }

            lock (coordinator.UseResourceLock)
                Texture.SetData(buf);
        }
示例#6
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 private void Gds_DeviceResetting(object sender, EventArgs e)
 {
     if (!RenderCoordinator.WaitForActiveDraws())
     {
         ;
     }
 }
示例#7
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        protected override bool BeginDraw()
        {
            RenderCoordinator.WorkStopwatch.Restart();

            ThreadGroup.TryStepMainThreadUntilDrained();

            var settling = RenderCoordinator.IsWaitingForDeviceToSettle;

            try {
                var ok = IsContentLoaded && !settling && RenderCoordinator.BeginDraw();
                if (!ok)
                {
                    if (BeginDrawFailed != null)
                    {
                        BeginDrawFailed();
                    }
                    else if (!settling)
                    {
                        Console.Error.WriteLine("BeginDraw failed");
                    }
                }
                return(ok);
            } finally {
                RenderCoordinator.WorkStopwatch.Stop();
                NextFrameTiming.BeginDraw = RenderCoordinator.WorkStopwatch.Elapsed;
            }
        }
示例#8
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        protected override void EndDraw()
        {
            RenderCoordinator.WorkStopwatch.Restart();

            try {
                RenderCoordinator.EndDraw();
            } catch (Exception exc) {
                Console.WriteLine("Caught {0} in EndDraw", exc);
                throw;
            } finally {
                RenderCoordinator.WorkStopwatch.Stop();

                var lpc = NativeBatch.LifetimePrimitiveCount;
                var ppc = NextFrameTiming.PriorPrimitiveCount;
                var lcc = NativeBatch.LifetimeCommandCount;
                var pcc = NextFrameTiming.PriorCommandCount;

                NextFrameTiming.Prepare        = RenderCoordinator.PrepareStopwatch.Elapsed;
                NextFrameTiming.EndDraw        = RenderCoordinator.WorkStopwatch.Elapsed;
                NextFrameTiming.BeforeIssue    = RenderCoordinator.BeforeIssueStopwatch.Elapsed;
                NextFrameTiming.BeforePresent  = RenderCoordinator.BeforePresentStopwatch.Elapsed;
                NextFrameTiming.AfterPresent   = RenderCoordinator.AfterPresentStopwatch.Elapsed;
                NextFrameTiming.Wait           = RenderCoordinator.WaitStopwatch.Elapsed;
                NextFrameTiming.PrimitiveCount = (int)(lpc - ppc);
                NextFrameTiming.CommandCount   = (int)(lcc - pcc);
                PreviousFrameTiming            = NextFrameTiming;

                RenderCoordinator.WaitStopwatch.Reset();
                RenderCoordinator.BeforePresentStopwatch.Reset();
                RenderCoordinator.AfterPresentStopwatch.Reset();
            }

            ThreadGroup.TryStepMainThreadUntilDrained();
        }
示例#9
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        public void PreloadShaders(RenderCoordinator coordinator)
        {
            if (IsDisposed)
            {
                throw new ObjectDisposedException("MaterialSetBase");
            }

            var sw = Stopwatch.StartNew();
            var dm = coordinator.Manager.DeviceManager;

            // HACK: Applying a shader does an on-demand compile
            // HACK: We should really only need 6 indices but drivers seem to want more sometimes
            var tempIb = new IndexBuffer(dm.Device, IndexElementSize.SixteenBits, 128, BufferUsage.WriteOnly);
            var count  = 0;

            foreach (var m in GetShadersToPreload())
            {
                m.Preload(coordinator, dm, tempIb);
                count++;
            }

            coordinator.DisposeResource(tempIb);

            var elapsed = sw.Elapsed.TotalMilliseconds;

            Debug.WriteLine($"Shader preload took {elapsed:000.00}ms for {count} material(s)");
        }
示例#10
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 public Texture2DProvider(IResourceProviderStreamSource source, RenderCoordinator coordinator)
     : base(
         source, coordinator,
         enableThreadedCreate: false, enableThreadedPreload: true
         )
 {
     DisposeHandler = _DisposeHandler;
 }
        protected override void EndRun()
        {
            if (RenderCoordinator != null)
            {
                RenderCoordinator.Dispose();
            }

            base.EndRun();
        }
示例#12
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        public static void ApplyChangesAfterPresent(this GraphicsDeviceManager gdm, RenderCoordinator rc)
        {
            // HACK: Wait until rendering has finished, then reset the device on the main thread
            var sc = SynchronizationContext.Current;

            rc.AfterPresent(() => {
                sc.Post((_) => gdm.ApplyChanges(), null);
            });
        }
        protected override void Dispose(bool disposing)
        {
            if (RenderCoordinator != null)
            {
                RenderCoordinator.Dispose();
            }

            base.Dispose(disposing);
        }
        protected override void Initialize()
        {
            RenderManager     = new RenderManager(GraphicsDevice, Thread.CurrentThread);
            RenderCoordinator = new RenderCoordinator(
                RenderManager, base.BeginDraw, base.EndDraw
                );
            RenderCoordinator.EnableThreading = _UseThreadedDraw;

            base.Initialize();
        }
        protected override bool BeginDraw()
        {
            RenderCoordinator.WorkStopwatch.Restart();

            try {
                return(RenderCoordinator.BeginDraw());
            } finally {
                RenderCoordinator.WorkStopwatch.Stop();
                NextFrameTiming.BeginDraw = RenderCoordinator.WorkStopwatch.Elapsed;
            }
        }
示例#16
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文件: ColorLUT.cs 项目: sq/Libraries
        public static ColorLUT CreateIdentity(
            RenderCoordinator coordinator,
            LUTPrecision precision   = LUTPrecision.UInt8,
            LUTResolution resolution = LUTResolution.Low,
            bool renderable          = false,
            Matrix?colorMatrix       = null
            )
        {
            var surfaceFormat = precision == LUTPrecision.UInt8
                ? SurfaceFormat.Color
                : (precision == LUTPrecision.UInt16
                    ? SurfaceFormat.Rgba64
                    : SurfaceFormat.Vector4);

            var width  = (int)resolution * (int)resolution;
            var height = (int)resolution;

            Texture2D tex;

            lock (coordinator.CreateResourceLock) {
                if (renderable)
                {
                    tex = new RenderTarget2D(coordinator.Device, width, height, false, surfaceFormat, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
                }
                else
                {
                    tex = new Texture2D(coordinator.Device, width, height, false, surfaceFormat);
                }
                tex.Tag = $"ColorLUT";
                coordinator.AutoAllocatedTextureResources.Add(tex);
            }

            var _matrix = colorMatrix.HasValue ? colorMatrix.Value : default(Matrix);
            var result  = new ColorLUT(tex, true);

            switch (precision)
            {
            case LUTPrecision.UInt8:
                result.SetToIdentity8(coordinator, colorMatrix.HasValue, ref _matrix);
                break;

            case LUTPrecision.UInt16:
                result.SetToIdentity16(coordinator, colorMatrix.HasValue, ref _matrix);
                break;

            case LUTPrecision.Float32:
                result.SetToIdentityF(coordinator, colorMatrix.HasValue, ref _matrix);
                break;

            default:
                throw new ArgumentOutOfRangeException("precision");
            }
            return(result);
        }
示例#17
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        public DynamicAtlas(
            RenderCoordinator coordinator, int width, int height, SurfaceFormat format,
            int spacing = 2, MipGeneratorFn mipGenerator = null, object tag = null
            )
        {
            Id          = NextId++;
            Coordinator = coordinator;
            Width       = width;
            Height      = height;
            Format      = format;
            int temp;

            BytesPerPixel  = Evil.TextureUtils.GetBytesPerPixelAndComponents(Format, out temp);
            Spacing        = spacing;
            X              = Y = Spacing;
            RowHeight      = 0;
            _BeforeIssue   = Flush;
            _BeforePrepare = QueueGenerateMips;
            Tag            = tag;

            GenerateMip = mipGenerator;

            EnsureValidResource();

            Pixels = new T[width * height];
            if (mipGenerator != null)
            {
                var totalMipSize         = 4;
                var currentMipSizePixels = (width / 2) * (height / 2);
                while (currentMipSizePixels > 1)
                {
                    totalMipSize         += (currentMipSizePixels + 1);
                    currentMipSizePixels /= 2;
                }
                MipBuffer = new T[totalMipSize];
            }

            if (DebugColors)
            {
                var p = Pixels as Color[];
                if (p != null)
                {
                    var w = 4096 * 4;
                    for (int i = 0, l = p.Length; i < l; i++)
                    {
                        p[i] = (Color) new Color(i % 255, (Id * 64) % 255, (Id * 192) % 255, 255);
                    }
                }
            }

            MipLevelCount = Texture.LevelCount;

            Invalidate();
        }
示例#18
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        private void InternalDispose()
        {
            if (RenderCoordinator != null)
            {
                RenderCoordinator.Dispose();
            }

            if (ThreadGroup != null)
            {
                ThreadGroup.Dispose();
            }
        }
示例#19
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        protected override void Initialize()
        {
            RenderManager     = new RenderManager(GraphicsDevice, Thread.CurrentThread, ThreadGroup);
            RenderCoordinator = new RenderCoordinator(
                RenderManager, base.BeginDraw, base.EndDraw
                );
            RenderCoordinator.EnableThreading = UseThreadedDraw;
            RenderCoordinator.DeviceReset    += (s, e) => OnDeviceReset();

            SetupCloseHook();

            base.Initialize();
        }
示例#20
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        public IFuture PreloadShadersAsync(RenderCoordinator coordinator, Task.TaskScheduler scheduler, Action <float> onProgress = null, int speed = 1)
        {
            if (IsDisposed)
            {
                throw new ObjectDisposedException("MaterialSetBase");
            }

            var dm        = coordinator.Manager.DeviceManager;
            var materials = GetShadersToPreload().ToList();
            var tempIb    = new IndexBuffer(dm.Device, IndexElementSize.SixteenBits, 128, BufferUsage.WriteOnly);
            var f         = scheduler.Start(PreloadShadersAsyncImpl(coordinator, dm, tempIb, materials, onProgress, speed), Task.TaskExecutionPolicy.RunAsBackgroundTask);

            return(f);
        }
示例#21
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 public RenderTargetRing(
     RenderCoordinator coordinator, int capacity, int width, int height,
     bool mipMap = false, SurfaceFormat preferredFormat = SurfaceFormat.Color,
     DepthFormat preferredDepthFormat = DepthFormat.None, int preferredMultiSampleCount = 1
     ) : base(
         coordinator, width, height, mipMap, preferredFormat,
         preferredDepthFormat, preferredMultiSampleCount
         )
 {
     Capacity = Math.Max(1, capacity);
     for (int i = 0; i < Capacity; i++)
     {
         AvailableTargets.Enqueue(CreateInstance());
     }
 }
示例#22
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        sealed protected override void UnloadContent()
        {
            if (IsUnloadingContent)
            {
                return;
            }
            RenderCoordinator.WaitForActiveDraws();

            IsUnloadingContent = true;
            try {
                OnUnloadContent();
                base.UnloadContent();
            } finally {
                IsContentLoaded    = false;
                IsUnloadingContent = false;
            }
        }
        protected override void EndDraw()
        {
            RenderCoordinator.WorkStopwatch.Restart();

            try {
                RenderCoordinator.EndDraw();
            } finally {
                RenderCoordinator.WorkStopwatch.Stop();

                NextFrameTiming.EndDraw = RenderCoordinator.WorkStopwatch.Elapsed;
                NextFrameTiming.Wait    = RenderCoordinator.WaitStopwatch.Elapsed;
                PreviousFrameTiming     = NextFrameTiming;

                RenderCoordinator.WaitStopwatch.Reset();
            }

            RenderCoordinator.EnableThreading = _UseThreadedDraw;
        }
示例#24
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        public AutoRenderTargetBase(
            RenderCoordinator coordinator,
            int width, int height,
            bool mipMap = false,
            SurfaceFormat preferredFormat    = SurfaceFormat.Color,
            DepthFormat preferredDepthFormat = DepthFormat.None,
            int preferredMultiSampleCount    = 1
            )
        {
            Coordinator = coordinator;

            Width                     = width;
            Height                    = height;
            MipMap                    = mipMap;
            PreferredFormat           = preferredFormat;
            PreferredDepthFormat      = preferredDepthFormat;
            PreferredMultiSampleCount = preferredMultiSampleCount;
        }
示例#25
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        sealed protected override void LoadContent()
        {
            if (IsLoadingContent)
            {
                return;
            }
            RenderCoordinator.WaitForActiveDraws();

            IsLoadingContent = true;
            try {
                base.LoadContent();
                OnLoadContent(HasEverLoadedContent);
                HasEverLoadedContent = true;
                IsContentLoaded      = true;
            } finally {
                IsLoadingContent = false;
            }
        }
示例#26
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文件: Frame.cs 项目: sq/Libraries
 internal void Initialize(RenderCoordinator coordinator, RenderManager renderManager, int index)
 {
     Batches.ListPoolOrAllocator = _ListPool;
     Batches.Clear();
     Coordinator        = coordinator;
     this.RenderManager = renderManager;
     Index = index;
     State = (int)States.Initialized;
     Label = "Frame";
     ChangeRenderTargets = true;
     if (PrepareData == null)
     {
         PrepareData = new FramePrepareData();
     }
     else
     {
         PrepareData.Initialize();
     }
 }
示例#27
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        sealed protected override void Draw(GameTime gameTime)
        {
            RenderCoordinator.WorkStopwatch.Restart();

            var priorIndex = Batch.LifetimeCount;

            NextFrameTiming.PriorPrimitiveCount = NativeBatch.LifetimePrimitiveCount;

            try {
                OnBeforeDraw(gameTime);
                var frame = RenderCoordinator.BeginFrame();
                RenderCoordinator.SynchronousDrawsEnabled = false;
                Draw(gameTime, frame);
            } finally {
                RenderCoordinator.SynchronousDrawsEnabled = true;
                RenderCoordinator.WorkStopwatch.Stop();
                NextFrameTiming.Draw       = RenderCoordinator.WorkStopwatch.Elapsed;
                NextFrameTiming.BatchCount = (int)(Batch.LifetimeCount - priorIndex);
            }
        }
示例#28
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        public AutoRenderTarget(
            RenderCoordinator coordinator,
            int width, int height,
            bool mipMap = false,
            SurfaceFormat preferredFormat    = SurfaceFormat.Color,
            DepthFormat preferredDepthFormat = DepthFormat.None,
            int preferredMultiSampleCount    = 1
            ) : base(
                coordinator, width, height,
                mipMap, preferredFormat, preferredDepthFormat,
                preferredMultiSampleCount
                )
        {
            if (coordinator == null)
            {
                throw new ArgumentNullException(nameof(coordinator));
            }

            GetOrCreateInstance(true);
        }
示例#29
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        public Frame CreateFrame(RenderCoordinator coordinator)
        {
            lock (_FrameLock) {
                /*
                 * if (_FrameInUse)
                 *  throw new InvalidOperationException("A frame is already in use");
                 *
                 * _FrameInUse = true;
                 * CollectAllocators();
                 */

                // UGH
                if (!_FrameInUse)
                {
                    CollectAllocators();
                }
                _FrameInUse = true;
                _Frame      = _ReusableFrame ?? new Frame();
                _Frame.Initialize(coordinator, this, PickFrameIndex());
                return(_Frame);
            }
        }
示例#30
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        protected override void EndDraw()
        {
            RenderCoordinator.WorkStopwatch.Restart();

            try {
                RenderCoordinator.EndDraw();
            } finally {
                RenderCoordinator.WorkStopwatch.Stop();

                var lpc = NativeBatch.LifetimePrimitiveCount;
                var ppc = NextFrameTiming.PriorPrimitiveCount;

                NextFrameTiming.EndDraw        = RenderCoordinator.WorkStopwatch.Elapsed;
                NextFrameTiming.BeforePresent  = RenderCoordinator.BeforePresentStopwatch.Elapsed;
                NextFrameTiming.Wait           = RenderCoordinator.WaitStopwatch.Elapsed;
                NextFrameTiming.PrimitiveCount = (int)(lpc - ppc);
                PreviousFrameTiming            = NextFrameTiming;

                RenderCoordinator.WaitStopwatch.Reset();
                RenderCoordinator.BeforePresentStopwatch.Reset();
            }

            RenderCoordinator.EnableThreading = UseThreadedDraw;
        }
示例#31
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        protected override void Initialize()
        {
            RenderManager = new RenderManager(GraphicsDevice);
            RenderCoordinator = new RenderCoordinator(
                RenderManager, base.BeginDraw, base.EndDraw
            );
            RenderCoordinator.EnableThreading = _UseThreadedDraw;

            base.Initialize();
        }
示例#32
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        protected override void Initialize()
        {
            RenderManager = new RenderManager(GraphicsDevice, Thread.CurrentThread, ThreadGroup);
            RenderCoordinator = new RenderCoordinator(
                RenderManager, base.BeginDraw, base.EndDraw
            );
            RenderCoordinator.EnableThreading = UseThreadedDraw;
            RenderCoordinator.DeviceReset += (s, e) => OnDeviceReset();

            SetupCloseHook();

            base.Initialize();
        }