public static void SetConstants(MyRenderContext rc, ref MyConstantsPack desc, int slot) { if ((desc.BindFlag & MyBindFlag.BIND_VS) > 0) { rc.VertexShader.SetConstantBuffer(slot, desc.CB); } if ((desc.BindFlag & MyBindFlag.BIND_PS) > 0) { rc.PixelShader.SetConstantBuffer(slot, desc.CB); } MyRender11.ProcessDebugOutput(); }
internal unsafe void MoveConstants(ref MyConstantsPack desc) { if (desc.CB == null) { return; } if (State.m_constantsVersion.Get(desc.CB) != desc.Version) { State.m_constantsVersion[desc.CB] = desc.Version; var mapping = MyMapping.MapDiscard(DeviceContext, desc.CB); mapping.WriteAndPosition(desc.Data, 0, desc.Data.Length); mapping.Unmap(); } }
public static unsafe void MoveConstants(MyRenderContext rc, ref MyConstantsPack desc) { if (desc.CB == null) return; // IMPORTANT: It is optimisation but that has not been very well implemented, it is not considered multithread approach, usage of buffers in multiple passes, // reset device and and refillage of the buffers. More complex task to do it properly //if (m_staticData.m_constantsVersion.Get(desc.CB) != desc.Version) //{ // m_staticData.m_constantsVersion[desc.CB] = desc.Version; var mapping = MyMapping.MapDiscard(rc, desc.CB); mapping.WriteAndPosition(desc.Data, 0, desc.Data.Length); mapping.Unmap(); //} //MyRender11.ProcessDebugOutput(); }
public static unsafe void MoveConstants(MyRenderContext rc, ref MyConstantsPack desc) { if (desc.CB == null) { return; } // IMPORTANT: It is optimisation but that has not been very well implemented, it is not considered multithread approach, usage of buffers in multiple passes, // reset device and and refillage of the buffers. More complex task to do it properly //if (m_staticData.m_constantsVersion.Get(desc.CB) != desc.Version) //{ // m_staticData.m_constantsVersion[desc.CB] = desc.Version; var mapping = MyMapping.MapDiscard(rc, desc.CB); mapping.WriteAndPosition(desc.Data, 0, desc.Data.Length); mapping.Unmap(); //} //MyRender11.ProcessDebugOutput(); }
internal unsafe void MoveConstants(ref MyConstantsPack desc) { if (desc.CB == null) { return; } if (State.m_constantsVersion.Get(desc.CB) != desc.Version) { State.m_constantsVersion[desc.CB] = desc.Version; var box = Context.MapSubresource((SharpDX.Direct3D11.Resource)desc.CB, 0, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None); // TODO: try with aligned memory fixed(byte *ptr = desc.Data) { MyMemory.CopyMemory(box.DataPointer, new IntPtr(ptr), (uint)desc.Data.Length); } Context.UnmapSubresource(desc.CB, 0); } }
internal void SetConstants(ref MyConstantsPack desc, int slot) { if ((desc.BindFlag & MyBindFlag.BIND_VS) > 0 && State.m_constantBindings.Get(new MyStageBinding { Slot = slot, Stage = MyShaderStage.VS }) != desc.CB) { State.m_constantBindings[new MyStageBinding { Slot = slot, Stage = MyShaderStage.VS }] = desc.CB; Context.VertexShader.SetConstantBuffer(slot, desc.CB); } if ((desc.BindFlag & MyBindFlag.BIND_PS) > 0 && State.m_constantBindings.Get(new MyStageBinding { Slot = slot, Stage = MyShaderStage.PS }) != desc.CB) { State.m_constantBindings[new MyStageBinding { Slot = slot, Stage = MyShaderStage.PS }] = desc.CB; Context.PixelShader.SetConstantBuffer(slot, desc.CB); } }
internal void SetConstants(ref MyConstantsPack desc, int slot) { MyStageBinding key; key.Stage = MyShaderStage.VS; try { if ((desc.BindFlag & MyBindFlag.BIND_VS) > 0 && State.m_constantBindings.Get(new MyStageBinding { Slot = slot, Stage = MyShaderStage.VS }) != desc.CB) { key = new MyStageBinding { Slot = slot, Stage = MyShaderStage.VS }; State.m_constantBindings[key] = desc.CB; DeviceContext.VertexShader.SetConstantBuffer(slot, desc.CB); } if ((desc.BindFlag & MyBindFlag.BIND_PS) > 0 && State.m_constantBindings.Get(new MyStageBinding { Slot = slot, Stage = MyShaderStage.PS }) != desc.CB) { key = new MyStageBinding { Slot = slot, Stage = MyShaderStage.PS }; State.m_constantBindings[key] = desc.CB; DeviceContext.PixelShader.SetConstantBuffer(slot, desc.CB); } MyRender11.ProcessDebugOutput(); } catch (Exception ex) { MyLog.Default.WriteLine(ex); MyLog.Default.WriteLine(string.Format("Some additional info: slot {0}, Stage {1}, desc {2}", slot, key.Stage, desc)); MyLog.Default.WriteLine("m_constantBindings.Count: " + State.m_constantBindings.Count); MyLog.Default.WriteLine("m_constantBindings: " + State.m_constantBindings); throw; } }
static unsafe MyMaterialProxy_2 CreateProxy(MyVoxelMaterialTriple triple) { byte[] buffer; int size; MyRenderProxy.Assert(triple.I0 < Table.Length, "Index to table incorrect"); MyRenderProxy.Assert(triple.I1 < Table.Length, "Index to table incorrect"); MyRenderProxy.Assert(triple.I2 < Table.Length, "Index to table incorrect"); //TODO: This shouldnt happen if Table is created correctly if (triple.I0 >= Table.Length) triple.I0 = 0; if (triple.I1 >= Table.Length) triple.I1 = -1; if (triple.I2 >= Table.Length) triple.I2 = -1; //////end of hack bool singleMaterial = triple.I1 == -1 && triple.I2 == -1; if(singleMaterial) { size = sizeof(MyVoxelMaterialConstants); MyVoxelMaterialConstants constantsData = new MyVoxelMaterialConstants(); FillVoxelMaterialEntry(ref constantsData.entry, ref Table[triple.I0]); buffer = new byte[size]; fixed(byte* dstPtr = buffer) { #if XB1 SharpDX.Utilities.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), size); #else // !XB1 MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); #endif // !XB1 } } else { size = sizeof(MyVoxelMultiMaterialConstants); MyVoxelMultiMaterialConstants constantsData = new MyVoxelMultiMaterialConstants(); FillVoxelMaterialEntry(ref constantsData.entry0, ref Table[triple.I0]); FillVoxelMaterialEntry(ref constantsData.entry1, ref Table[triple.I1]); if (triple.I2 >= 0) FillVoxelMaterialEntry(ref constantsData.entry2, ref Table[triple.I2]); else ResetVoxelMaterialEntry(out constantsData.entry2); buffer = new byte[size]; fixed (byte* dstPtr = buffer) { #if XB1 SharpDX.Utilities.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), size); #else // !XB1 MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); #endif // !XB1 } } var version = triple.I0.GetHashCode(); MyHashHelper.Combine(ref version, triple.I1.GetHashCode()); MyHashHelper.Combine(ref version, triple.I2.GetHashCode()); MyConstantsPack materialConstants = new MyConstantsPack { BindFlag = MyBindFlag.BIND_PS, CB = MyCommon.GetMaterialCB(size), Version = version, Data = buffer }; MySrvTable srvTable = new MySrvTable { // NOTE(AF) Adding BIND_VS here will interfere with shadows, causing flickering in the first cascade BindFlag = MyBindFlag.BIND_PS, StartSlot = 0, Version = version, Srvs = new ISrvBindable[] { MyGlobalResources.FileArrayTextureVoxelCM, MyGlobalResources.FileArrayTextureVoxelNG, MyGlobalResources.FileArrayTextureVoxelExt, } }; return new MyMaterialProxy_2 { MaterialConstants = materialConstants, MaterialSrvs = srvTable }; }
static unsafe MyMaterialProxy_2 CreateProxy(MyVoxelMaterialTriple triple) { byte[] buffer; int size; System.Diagnostics.Debug.Assert(triple.I0 < Table.Length, "Index to table incorrect"); System.Diagnostics.Debug.Assert(triple.I1 < Table.Length, "Index to table incorrect"); System.Diagnostics.Debug.Assert(triple.I2 < Table.Length, "Index to table incorrect"); //TODO: This shouldnt happen if Table is created correctly if (triple.I0 >= Table.Length) { triple.I0 = 0; } if (triple.I1 >= Table.Length) { triple.I1 = -1; } if (triple.I2 >= Table.Length) { triple.I2 = -1; } //////end of hack bool singleMaterial = triple.I1 == -1 && triple.I2 == -1; if (singleMaterial) { size = sizeof(MyVoxelMaterialConstants); MyVoxelMaterialConstants constantsData = new MyVoxelMaterialConstants(); constantsData.DistancesAndScale = Table[triple.I0].DistanceAndScale; constantsData.DistancesAndScaleFar = Table[triple.I0].DistanceAndScaleFar; constantsData.DistancesAndScaleFar3 = Table[triple.I0].DistanceAndScaleFar3; constantsData.Far3Color = Table[triple.I0].Far3Color; constantsData.ExtensionDetailScale = Table[triple.I0].ExtensionDetailScale; buffer = new byte[size]; fixed(byte *dstPtr = buffer) { MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); } } else { size = sizeof(MyVoxelMultiMaterialConstants); MyVoxelMultiMaterialConstants constantsData = new MyVoxelMultiMaterialConstants(); constantsData.DistancesAndScale0 = Table[triple.I0].DistanceAndScale; constantsData.DistancesAndScale1 = Table[triple.I1].DistanceAndScale; constantsData.DistancesAndScale2 = triple.I2 >= 0 ? Table[triple.I2].DistanceAndScale : Vector4.Zero; constantsData.DistancesAndScaleFar0 = Table[triple.I0].DistanceAndScaleFar; constantsData.DistancesAndScaleFar1 = Table[triple.I1].DistanceAndScaleFar; constantsData.DistancesAndScaleFar2 = triple.I2 >= 0 ? Table[triple.I2].DistanceAndScaleFar : Vector4.Zero; constantsData.DistancesAndScaleFar31 = new Vector4(Table[triple.I0].DistanceAndScaleFar3.X, Table[triple.I0].DistanceAndScaleFar3.Y, 0, 0); constantsData.DistancesAndScaleFar32 = new Vector4(Table[triple.I1].DistanceAndScaleFar3.X, Table[triple.I1].DistanceAndScaleFar3.Y, 0, 0); constantsData.DistancesAndScaleFar33 = triple.I2 >= 0 ? new Vector4(Table[triple.I2].DistanceAndScaleFar3.X, Table[triple.I2].DistanceAndScaleFar3.Y, 0, 0) : Vector4.Zero; constantsData.Far3Color1 = Table[triple.I0].Far3Color.ToVector4(); constantsData.Far3Color2 = Table[triple.I1].Far3Color.ToVector4(); constantsData.Far3Color3 = triple.I2 >= 0 ? Table[triple.I2].Far3Color.ToVector4() : Vector4.Zero; constantsData.ExtensionDetailScale0 = Table[triple.I0].ExtensionDetailScale; constantsData.ExtensionDetailScale1 = Table[triple.I1].ExtensionDetailScale; constantsData.ExtensionDetailScale2 = triple.I2 >= 0 ? Table[triple.I2].ExtensionDetailScale : 0; buffer = new byte[size]; fixed(byte *dstPtr = buffer) { MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); } } var version = triple.I0.GetHashCode(); MyHashHelper.Combine(ref version, triple.I1.GetHashCode()); MyHashHelper.Combine(ref version, triple.I2.GetHashCode()); MyConstantsPack materialConstants = new MyConstantsPack { BindFlag = MyBindFlag.BIND_PS, CB = MyCommon.GetMaterialCB(size), Version = version, Data = buffer }; MySrvTable srvTable = new MySrvTable { // NOTE(AF) Adding BIND_VS here will interfere with shadows, causing flickering in the first cascade BindFlag = MyBindFlag.BIND_PS, StartSlot = 0, Version = version, SRVs = singleMaterial ? new IShaderResourceBindable[] { Table[triple.I0].Near.ColorMetalArray, Table[triple.I0].Far1.ColorMetalArray, Table[triple.I0].Far2.ColorMetalArray, Table[triple.I0].Near.NormalGlossArray, Table[triple.I0].Far1.NormalGlossArray, Table[triple.I0].Far2.NormalGlossArray, Table[triple.I0].Near.ExtArray, Table[triple.I0].Far1.ExtArray, Table[triple.I0].Far2.ExtArray, } : ( triple.I2 == -1 ? new IShaderResourceBindable[] { Table[triple.I0].Near.ColorMetalArray, Table[triple.I0].Far1.ColorMetalArray, Table[triple.I0].Far2.ColorMetalArray, Table[triple.I1].Near.ColorMetalArray, Table[triple.I1].Far1.ColorMetalArray, Table[triple.I1].Far2.ColorMetalArray, null, null, null, Table[triple.I0].Near.NormalGlossArray, Table[triple.I0].Far1.NormalGlossArray, Table[triple.I0].Far2.NormalGlossArray, Table[triple.I1].Near.NormalGlossArray, Table[triple.I1].Far1.NormalGlossArray, Table[triple.I1].Far2.NormalGlossArray, null, null, null, Table[triple.I0].Near.ExtArray, Table[triple.I0].Far1.ExtArray, Table[triple.I0].Far2.ExtArray, Table[triple.I1].Near.ExtArray, Table[triple.I1].Far1.ExtArray, Table[triple.I1].Far2.ExtArray, null, null, null } : new IShaderResourceBindable[] { Table[triple.I0].Near.ColorMetalArray, Table[triple.I0].Far1.ColorMetalArray, Table[triple.I0].Far2.ColorMetalArray, Table[triple.I1].Near.ColorMetalArray, Table[triple.I1].Far1.ColorMetalArray, Table[triple.I1].Far2.ColorMetalArray, Table[triple.I2].Near.ColorMetalArray, Table[triple.I2].Far1.ColorMetalArray, Table[triple.I2].Far2.ColorMetalArray, Table[triple.I0].Near.NormalGlossArray, Table[triple.I0].Far1.NormalGlossArray, Table[triple.I0].Far2.NormalGlossArray, Table[triple.I1].Near.NormalGlossArray, Table[triple.I1].Far1.NormalGlossArray, Table[triple.I1].Far2.NormalGlossArray, Table[triple.I2].Near.NormalGlossArray, Table[triple.I2].Far1.NormalGlossArray, Table[triple.I2].Far2.NormalGlossArray, Table[triple.I0].Near.ExtArray, Table[triple.I0].Far1.ExtArray, Table[triple.I0].Far2.ExtArray, Table[triple.I1].Near.ExtArray, Table[triple.I1].Far1.ExtArray, Table[triple.I1].Far2.ExtArray, Table[triple.I2].Near.ExtArray, Table[triple.I2].Far1.ExtArray, Table[triple.I2].Far2.ExtArray, } ) }; return(new MyMaterialProxy_2 { MaterialConstants = materialConstants, MaterialSRVs = srvTable }); }
internal unsafe void MoveConstants(ref MyConstantsPack desc) { if (desc.CB == null) return; if (State.m_constantsVersion.Get(desc.CB) != desc.Version) { State.m_constantsVersion[desc.CB] = desc.Version; var box = Context.MapSubresource((SharpDX.Direct3D11.Resource)desc.CB, 0, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None); // TODO: try with aligned memory fixed(byte* ptr = desc.Data) { MyMemory.CopyMemory(box.DataPointer, new IntPtr(ptr), (uint)desc.Data.Length); } Context.UnmapSubresource(desc.CB, 0); } }
static unsafe MyMaterialProxy_2 CreateProxy(MyVoxelMaterialTriple triple) { byte[] buffer; int size; MyRenderProxy.Assert(triple.I0 < Table.Length, "Index to table incorrect"); MyRenderProxy.Assert(triple.I1 < Table.Length, "Index to table incorrect"); MyRenderProxy.Assert(triple.I2 < Table.Length, "Index to table incorrect"); //TODO: This shouldnt happen if Table is created correctly if (triple.I0 >= Table.Length) { triple.I0 = 0; } if (triple.I1 >= Table.Length) { triple.I1 = -1; } if (triple.I2 >= Table.Length) { triple.I2 = -1; } //////end of hack bool singleMaterial = triple.I1 == -1 && triple.I2 == -1; if (singleMaterial) { size = sizeof(MyVoxelMaterialConstants); MyVoxelMaterialConstants constantsData = new MyVoxelMaterialConstants(); FillVoxelMaterialEntry(ref constantsData.entry, ref Table[triple.I0]); buffer = new byte[size]; fixed(byte *dstPtr = buffer) { #if XB1 SharpDX.Utilities.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), size); #else // !XB1 MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); #endif // !XB1 } } else { size = sizeof(MyVoxelMultiMaterialConstants); MyVoxelMultiMaterialConstants constantsData = new MyVoxelMultiMaterialConstants(); FillVoxelMaterialEntry(ref constantsData.entry0, ref Table[triple.I0]); FillVoxelMaterialEntry(ref constantsData.entry1, ref Table[triple.I1]); if (triple.I2 >= 0) { FillVoxelMaterialEntry(ref constantsData.entry2, ref Table[triple.I2]); } else { ResetVoxelMaterialEntry(out constantsData.entry2); } buffer = new byte[size]; fixed(byte *dstPtr = buffer) { #if XB1 SharpDX.Utilities.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), size); #else // !XB1 MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); #endif // !XB1 } } var version = triple.I0.GetHashCode(); MyHashHelper.Combine(ref version, triple.I1.GetHashCode()); MyHashHelper.Combine(ref version, triple.I2.GetHashCode()); MyConstantsPack materialConstants = new MyConstantsPack { BindFlag = MyBindFlag.BIND_PS, CB = MyCommon.GetMaterialCB(size), Version = version, Data = buffer }; MySrvTable srvTable = new MySrvTable { // NOTE(AF) Adding BIND_VS here will interfere with shadows, causing flickering in the first cascade BindFlag = MyBindFlag.BIND_PS, StartSlot = 0, Version = version, Srvs = new ISrvBindable[] { MyGlobalResources.FileArrayTextureVoxelCM, MyGlobalResources.FileArrayTextureVoxelNG, MyGlobalResources.FileArrayTextureVoxelExt, } }; return(new MyMaterialProxy_2 { MaterialConstants = materialConstants, MaterialSrvs = srvTable }); }
static unsafe MyMaterialProxy_2 CreateProxy(MyVoxelMaterialTriple triple) { byte[] buffer; int size; System.Diagnostics.Debug.Assert(triple.I0 < Table.Length, "Index to table incorrect"); System.Diagnostics.Debug.Assert(triple.I1 < Table.Length, "Index to table incorrect"); System.Diagnostics.Debug.Assert(triple.I2 < Table.Length, "Index to table incorrect"); //TODO: This shouldnt happen if Table is created correctly if (triple.I0 >= Table.Length) triple.I0 = 0; if (triple.I1 >= Table.Length) triple.I1 = -1; if (triple.I2 >= Table.Length) triple.I2 = -1; //////end of hack bool singleMaterial = triple.I1 == -1 && triple.I2 == -1; if(singleMaterial) { size = sizeof(MyVoxelMaterialConstants); MyVoxelMaterialConstants constantsData = new MyVoxelMaterialConstants(); constantsData.DistancesAndScale = Table[triple.I0].DistanceAndScale; constantsData.DistancesAndScaleFar = Table[triple.I0].DistanceAndScaleFar; constantsData.DistancesAndScaleFar3 = Table[triple.I0].DistanceAndScaleFar3; constantsData.Far3Color = Table[triple.I0].Far3Color; constantsData.ExtensionDetailScale = Table[triple.I0].ExtensionDetailScale; buffer = new byte[size]; fixed(byte* dstPtr = buffer) { MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); } } else { size = sizeof(MyVoxelMultiMaterialConstants); MyVoxelMultiMaterialConstants constantsData = new MyVoxelMultiMaterialConstants(); constantsData.DistancesAndScale0 = Table[triple.I0].DistanceAndScale; constantsData.DistancesAndScale1 = Table[triple.I1].DistanceAndScale; constantsData.DistancesAndScale2 = triple.I2 >= 0 ? Table[triple.I2].DistanceAndScale : Vector4.Zero; constantsData.DistancesAndScaleFar0 = Table[triple.I0].DistanceAndScaleFar; constantsData.DistancesAndScaleFar1 = Table[triple.I1].DistanceAndScaleFar; constantsData.DistancesAndScaleFar2 = triple.I2 >= 0 ? Table[triple.I2].DistanceAndScaleFar : Vector4.Zero; constantsData.DistancesAndScaleFar31 = new Vector4(Table[triple.I0].DistanceAndScaleFar3.X, Table[triple.I0].DistanceAndScaleFar3.Y, 0, 0); constantsData.DistancesAndScaleFar32 = new Vector4(Table[triple.I1].DistanceAndScaleFar3.X, Table[triple.I1].DistanceAndScaleFar3.Y, 0, 0); constantsData.DistancesAndScaleFar33 = triple.I2 >= 0 ? new Vector4(Table[triple.I2].DistanceAndScaleFar3.X, Table[triple.I2].DistanceAndScaleFar3.Y, 0, 0) : Vector4.Zero; constantsData.Far3Color1 = Table[triple.I0].Far3Color.ToVector4(); constantsData.Far3Color2 = Table[triple.I1].Far3Color.ToVector4(); constantsData.Far3Color3 = triple.I2 >= 0 ? Table[triple.I2].Far3Color.ToVector4() : Vector4.Zero; constantsData.ExtensionDetailScale0 = Table[triple.I0].ExtensionDetailScale; constantsData.ExtensionDetailScale1 = Table[triple.I1].ExtensionDetailScale; constantsData.ExtensionDetailScale2 = triple.I2 >= 0 ? Table[triple.I2].ExtensionDetailScale : 0; buffer = new byte[size]; fixed (byte* dstPtr = buffer) { MyMemory.CopyMemory(new IntPtr(dstPtr), new IntPtr(&constantsData), (uint)size); } } var version = triple.I0.GetHashCode(); MyHashHelper.Combine(ref version, triple.I1.GetHashCode()); MyHashHelper.Combine(ref version, triple.I2.GetHashCode()); MyConstantsPack materialConstants = new MyConstantsPack { BindFlag = MyBindFlag.BIND_PS, CB = MyCommon.GetMaterialCB(size), Version = version, Data = buffer }; MySrvTable srvTable = new MySrvTable { // NOTE(AF) Adding BIND_VS here will interfere with shadows, causing flickering in the first cascade BindFlag = MyBindFlag.BIND_PS, StartSlot = 0, Version = version, SRVs = singleMaterial ? new IShaderResourceBindable[] { Table[triple.I0].Near.ColorMetalArray, Table[triple.I0].Far1.ColorMetalArray, Table[triple.I0].Far2.ColorMetalArray, Table[triple.I0].Near.NormalGlossArray, Table[triple.I0].Far1.NormalGlossArray, Table[triple.I0].Far2.NormalGlossArray, Table[triple.I0].Near.ExtArray, Table[triple.I0].Far1.ExtArray, Table[triple.I0].Far2.ExtArray, } : ( triple.I2 == -1 ? new IShaderResourceBindable[] { Table[triple.I0].Near.ColorMetalArray, Table[triple.I0].Far1.ColorMetalArray, Table[triple.I0].Far2.ColorMetalArray, Table[triple.I1].Near.ColorMetalArray, Table[triple.I1].Far1.ColorMetalArray, Table[triple.I1].Far2.ColorMetalArray, null, null, null, Table[triple.I0].Near.NormalGlossArray, Table[triple.I0].Far1.NormalGlossArray, Table[triple.I0].Far2.NormalGlossArray, Table[triple.I1].Near.NormalGlossArray, Table[triple.I1].Far1.NormalGlossArray, Table[triple.I1].Far2.NormalGlossArray, null, null, null, Table[triple.I0].Near.ExtArray, Table[triple.I0].Far1.ExtArray, Table[triple.I0].Far2.ExtArray, Table[triple.I1].Near.ExtArray, Table[triple.I1].Far1.ExtArray, Table[triple.I1].Far2.ExtArray, null, null, null } : new IShaderResourceBindable[] { Table[triple.I0].Near.ColorMetalArray, Table[triple.I0].Far1.ColorMetalArray, Table[triple.I0].Far2.ColorMetalArray, Table[triple.I1].Near.ColorMetalArray, Table[triple.I1].Far1.ColorMetalArray, Table[triple.I1].Far2.ColorMetalArray, Table[triple.I2].Near.ColorMetalArray, Table[triple.I2].Far1.ColorMetalArray, Table[triple.I2].Far2.ColorMetalArray, Table[triple.I0].Near.NormalGlossArray, Table[triple.I0].Far1.NormalGlossArray, Table[triple.I0].Far2.NormalGlossArray, Table[triple.I1].Near.NormalGlossArray, Table[triple.I1].Far1.NormalGlossArray, Table[triple.I1].Far2.NormalGlossArray, Table[triple.I2].Near.NormalGlossArray, Table[triple.I2].Far1.NormalGlossArray, Table[triple.I2].Far2.NormalGlossArray, Table[triple.I0].Near.ExtArray, Table[triple.I0].Far1.ExtArray, Table[triple.I0].Far2.ExtArray, Table[triple.I1].Near.ExtArray, Table[triple.I1].Far1.ExtArray, Table[triple.I1].Far2.ExtArray, Table[triple.I2].Near.ExtArray, Table[triple.I2].Far1.ExtArray, Table[triple.I2].Far2.ExtArray, } ) }; return new MyMaterialProxy_2 { MaterialConstants = materialConstants, MaterialSRVs = srvTable }; }