示例#1
0
        internal static void CreateScreenResources()
        {
            var width   = m_resolution.X;
            var height  = m_resolution.Y;
            var samples = RenderSettings.AntialiasingMode.SamplesCount();

            if (MyGBuffer.Main == null)
            {
                MyGBuffer.Main = new MyGBuffer();
            }
            MyGBuffer.Main.Resize(width, height, samples, 0);

            MyScreenDependants.Resize(width, height, samples, 0);

            RemoveScreenResources();

            m_resolvedLight = new MyRenderTarget(width, height, Format.R11G11B10_Float, 1, 0);
            m_reduce0       = new MyUnorderedAccessTexture(width, height, Format.R32G32_Float);
            m_reduce0.SetDebugName("reduce0");
            m_reduce1 = new MyUnorderedAccessTexture(width, height, Format.R32G32_Float);
            m_reduce1.SetDebugName("reduce1");
            m_uav3 = new MyUnorderedAccessTexture(width, height, Format.R11G11B10_Float);

            m_localLum = new MyUnorderedAccessTexture(
                (width + MyLuminanceAverage.NumThreads - 1) / MyLuminanceAverage.NumThreads,
                (height + MyLuminanceAverage.NumThreads - 1) / MyLuminanceAverage.NumThreads,
                Format.R32_Float);

            m_div2   = new MyUnorderedAccessTexture(width / 2, height / 2, Format.R11G11B10_Float);
            m_div4   = new MyUnorderedAccessTexture(width / 4, height / 4, Format.R11G11B10_Float);
            m_div8   = new MyUnorderedAccessTexture(width / 8, height / 8, Format.R11G11B10_Float);
            m_div8_1 = new MyUnorderedAccessTexture(width / 8, height / 8, Format.R11G11B10_Float);

            m_rgba8_linear = new MyUnorderedAccessTexture(width, height, Format.R8G8B8A8_UNorm);

            m_rgba8_0 = new MyCustomTexture(width, height, BindFlags.RenderTarget | BindFlags.ShaderResource, Format.R8G8B8A8_Typeless);
            m_rgba8_0.AddView(new MyViewKey {
                Fmt = Format.R8G8B8A8_UNorm, View = MyViewEnum.RtvView
            });
            m_rgba8_0.AddView(new MyViewKey {
                Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.RtvView
            });
            m_rgba8_0.AddView(new MyViewKey {
                Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView
            });

            m_rgba8_1 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0);
            m_rgba8_2 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0);
            if (samples > 1)
            {
                m_rgba8_ms = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, samples, 0);
            }
            m_prevLum = new MyUnorderedAccessTexture(1, 1, Format.R32G32_Float);

            Debug.Assert(m_shadowsHelper == RwTexId.NULL);
            m_shadowsHelper  = MyRwTextures.CreateUav2D(width, height, Format.R8_UNorm, "cascade shadows gather");
            m_shadowsHelper1 = MyRwTextures.CreateUav2D(width, height, Format.R8_UNorm, "cascade shadows gather 2");

            m_gbuffer1Copy = MyRwTextures.CreateScratch2D(width, height, Format.R8G8B8A8_UNorm, samples, 0, "gbuffer 1 copy");
        }
示例#2
0
        internal static void RemoveScreenResources()
        {
            if (m_resolvedLight != null)
            {
                m_resolvedLight.Release();
                m_reduce0.Release();
                m_reduce1.Release();
                m_uav3.Release();
                m_cloudLayerFogTargetUAV.Release();
                m_localLum.Release();
                m_div2.Release();
                m_div4.Release();
                m_div8.Release();
                m_div8_1.Release();
                m_rgba8_linear.Release();
                m_rgba8_0.Release();
                m_rgba8_1.Release();
                m_rgba8_2.Release();
                if (m_rgba8_ms != null)
                {
                    m_rgba8_ms.Release();
                    m_rgba8_ms = null;
                }
                m_prevLum.Release();

                MyRwTextures.Destroy(ref m_shadowsHelper);
                MyRwTextures.Destroy(ref m_shadowsHelper1);
                MyRwTextures.Destroy(ref m_gbuffer1Copy);
            }
        }
        internal static void CreateScreenResources()
        {
            var width   = m_resolution.X;
            var height  = m_resolution.Y;
            var samples = RenderSettings.AntialiasingMode.SamplesCount();

            MyUtils.Init(ref MyGBuffer.Main);
            MyGBuffer.Main.Resize(width, height, samples, 0);

            MyScreenDependants.Resize(width, height, samples, 0);

            RemoveScreenResources();

            m_reduce0 = new MyUnorderedAccessTexture(width, height, Format.R32G32_Float);
            m_reduce0.SetDebugName("reduce0");
            m_reduce1 = new MyUnorderedAccessTexture(width, height, Format.R32G32_Float);
            m_reduce1.SetDebugName("reduce1");
            m_uav3 = new MyUnorderedAccessTexture(width, height, MyGBuffer.LBufferFormat);

            m_transparencyAccum    = new MyUnorderedAccessTexture(width, height, Format.R16G16B16A16_Float);
            m_transparencyCoverage = new MyUnorderedAccessTexture(width, height, Format.R8_UNorm);

            HalfScreenUavHDR         = new MyUnorderedAccessTexture(width / 2, height / 2, MyGBuffer.LBufferFormat);
            QuarterScreenUavHDR      = new MyUnorderedAccessTexture(width / 4, height / 4, MyGBuffer.LBufferFormat);
            EighthScreenUavHDR       = new MyUnorderedAccessTexture(width / 8, height / 8, MyGBuffer.LBufferFormat);
            EighthScreenUavHDRHelper = new MyUnorderedAccessTexture(width / 8, height / 8, MyGBuffer.LBufferFormat);

            m_rgba8_linear = new MyUnorderedAccessTexture(width, height, Format.R8G8B8A8_UNorm);

            m_rgba8_0 = new MyCustomTexture(width, height, BindFlags.RenderTarget | BindFlags.ShaderResource, Format.R8G8B8A8_Typeless);
            m_rgba8_0.AddView(new MyViewKey {
                Fmt = Format.R8G8B8A8_UNorm, View = MyViewEnum.RtvView
            });
            m_rgba8_0.AddView(new MyViewKey {
                Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.RtvView
            });
            m_rgba8_0.AddView(new MyViewKey {
                Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView
            });

            m_rgba8_1 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0);
            m_rgba8_2 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0);
            if (samples > 1)
            {
                m_rgba8_ms = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, samples, 0);
            }
            m_prevLum = new MyUnorderedAccessTexture(1, 1, Format.R32G32_Float);

            Debug.Assert(PostProcessedShadows == RwTexId.NULL);
            Debug.Assert(CascadesHelper == RwTexId.NULL);
            PostProcessedShadows = MyRwTextures.CreateUavRenderTarget(width, height, Format.R8_UNorm);
            CascadesHelper       = MyRwTextures.CreateRenderTarget(width, height, Format.R8_UNorm);

            m_gbuffer1Copy = MyRwTextures.CreateScratch2D(width, height, Format.R8G8B8A8_UNorm, samples, 0, "gbuffer 1 copy");
        }
        internal static void RemoveScreenResources()
        {
            if (m_reduce0 != null)
            {
                m_reduce0.Release();
                m_reduce1.Release();
                m_uav3.Release();
                HalfScreenUavHDR.Release();
                QuarterScreenUavHDR.Release();
                EighthScreenUavHDR.Release();
                EighthScreenUavHDRHelper.Release();
                m_rgba8_linear.Release();
                m_rgba8_0.Release();
                m_rgba8_1.Release();
                m_rgba8_2.Release();
                if (m_rgba8_ms != null)
                {
                    m_rgba8_ms.Release();
                    m_rgba8_ms = null;
                }
                m_prevLum.Release();
                m_transparencyAccum.Release();
                m_transparencyCoverage.Release();

                MyRwTextures.Destroy(ref PostProcessedShadows);
                MyRwTextures.Destroy(ref CascadesHelper);
                MyRwTextures.Destroy(ref m_gbuffer1Copy);
            }

            if (m_backbufferCopyResource != null)
            {
                m_backbufferCopyResource.Release();
                m_backbufferCopyResource = null;
            }

            if (m_lastScreenDataResource != null && m_lastScreenDataResource != Backbuffer)
            {
                m_lastScreenDataResource.Release();
                m_lastScreenDataResource = null;
            }

            if (m_lastDataStream != null)
            {
                m_lastDataStream.Dispose();
                m_lastDataStream = null;
            }
        }
示例#5
0
        internal static void Resize(int width, int height, int samplesNum, int samplesQuality)
        {
            if (m_resolvedDepth != null) {
                m_resolvedDepth.Release();
                m_ambientOcclusionHelper.Release();
                m_ambientOcclusion.Release();
                m_tileIndexes.Release();
            }

            m_resolvedDepth = new MyDepthStencil(width, height, 1, 0);
            m_ambientOcclusionHelper = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm, 1, 0);
            m_ambientOcclusion = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm, 1, 0);
            
            int tilesNum = ((width + MyLightRendering.TILE_SIZE - 1) / MyLightRendering.TILE_SIZE) * ((height + MyLightRendering.TILE_SIZE - 1) / MyLightRendering.TILE_SIZE);
            TilesNum = tilesNum;
            TilesX = (width + MyLightRendering.TILE_SIZE - 1) / MyLightRendering.TILE_SIZE;
            m_tileIndexes = new MyRWStructuredBuffer(tilesNum + tilesNum * MyRender11Constants.MAX_POINT_LIGHTS, sizeof(uint));
        }
示例#6
0
        internal static void Resize(int width, int height, int samplesNum, int samplesQuality)
        {
            if (m_resolvedDepth != null) {
                m_resolvedDepth.Release();
                m_ambientOcclusionHelper.Release();
                m_ambientOcclusion.Release();
                m_tileIndices.Release();
            }

            m_resolvedDepth = new MyDepthStencil(width, height, 1, 0);
            m_ambientOcclusionHelper = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm, 1, 0);
            m_ambientOcclusion = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm, 1, 0);
            
            TilesX = (width + MyLightRendering.TILE_SIZE - 1) / MyLightRendering.TILE_SIZE;
            TilesY = ((height + MyLightRendering.TILE_SIZE - 1) / MyLightRendering.TILE_SIZE);
            TilesNum = TilesX * TilesY;
            m_tileIndices = new MyRWStructuredBuffer(TilesNum + TilesNum * MyRender11Constants.MAX_POINT_LIGHTS, sizeof(uint), MyRWStructuredBuffer.UAVType.Default, true, "MyScreenDependants::tileIndices");
        }
示例#7
0
        internal static void Resize(int width, int height, int samplesNum, int samplesQuality)
        {
            if (m_resolvedDepth != null)
            {
                m_resolvedDepth.Release();
                m_ambientOcclusionHelper.Release();
                m_ambientOcclusion.Release();
                m_tileIndices.Release();
            }

            m_resolvedDepth          = new MyDepthStencil(width, height, 1, 0);
            m_ambientOcclusionHelper = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm, 1, 0);
            m_ambientOcclusion       = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm, 1, 0);

            TilesX        = (width + MyLightRendering.TILE_SIZE - 1) / MyLightRendering.TILE_SIZE;
            TilesY        = ((height + MyLightRendering.TILE_SIZE - 1) / MyLightRendering.TILE_SIZE);
            TilesNum      = TilesX * TilesY;
            m_tileIndices = new MyRWStructuredBuffer(TilesNum + TilesNum * MyRender11Constants.MAX_POINT_LIGHTS, sizeof(uint), MyRWStructuredBuffer.UAVType.Default, true, "MyScreenDependants::tileIndices");
        }
示例#8
0
        private static void TakeCustomSizedScreenshot(Vector2 rescale)
        {
            var resCpy = m_resolution;

            m_resolution = new Vector2I(resCpy * rescale);
            CreateScreenResources();

            m_finalImage         = DrawGameScene(null);
            m_resetEyeAdaptation = true;

            var surface = new MyRenderTarget(m_finalImage.GetSize().X, m_finalImage.GetSize().Y, SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, 1, 0);

            MyCopyToRT.Run(surface, m_finalImage);
            MyCopyToRT.ClearAlpha(surface);
            SaveScreenshotFromResource(surface.m_resource);
            surface.Release();

            m_resolution = resCpy;
            CreateScreenResources();
        }
示例#9
0
        internal static void Resize(int width, int height, int samplesNum, int samplesQuality)
        {
            if (m_resolvedDepth != null)
            {
                m_resolvedDepth.Release();
                m_ambientOcclusionHelper.Release();
                m_ambientOcclusion.Release();
                m_tileIndexes.Release();
            }

            m_resolvedDepth          = new MyDepthStencil(width, height, 1, 0);
            m_ambientOcclusionHelper = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm, 1, 0);
            m_ambientOcclusion       = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm, 1, 0);

            int tilesNum = ((width + MyLightRendering.TILE_SIZE - 1) / MyLightRendering.TILE_SIZE) * ((height + MyLightRendering.TILE_SIZE - 1) / MyLightRendering.TILE_SIZE);

            TilesNum      = tilesNum;
            TilesX        = (width + MyLightRendering.TILE_SIZE - 1) / MyLightRendering.TILE_SIZE;
            m_tileIndexes = new MyRWStructuredBuffer(tilesNum + tilesNum * MyRender11Constants.MAX_POINT_LIGHTS, sizeof(uint));
        }
        internal static void CreateScreenResources()
        {
            var width = m_resolution.X;
            var height = m_resolution.Y;
            var samples = RenderSettings.AntialiasingMode.SamplesCount();

            if(MyGBuffer.Main == null)
            {
                MyGBuffer.Main = new MyGBuffer();
            }
            MyGBuffer.Main.Resize(width, height, samples, 0);

            MyScreenDependants.Resize(width, height, samples, 0);

            RemoveScreenResources();

            m_resolvedLight = new MyRenderTarget(width, height, Format.R11G11B10_Float, 1, 0);
            m_reduce0 = new MyUnorderedAccessTexture(width, height, Format.R32_Float);
            m_reduce0.SetDebugName("reduce0");
            m_reduce1 = new MyUnorderedAccessTexture(width, height, Format.R32_Float);
            m_reduce1.SetDebugName("reduce1");
            m_uav3 = new MyUnorderedAccessTexture(width, height, Format.R11G11B10_Float);

            m_localLum = new MyUnorderedAccessTexture(
                (width + MyLuminanceAverage.NumThreads - 1) / MyLuminanceAverage.NumThreads,
                (height + MyLuminanceAverage.NumThreads - 1) / MyLuminanceAverage.NumThreads,
                Format.R32_Float);

            m_div2 = new MyUnorderedAccessTexture(width / 2, height / 2, Format.R11G11B10_Float);
            m_div4 = new MyUnorderedAccessTexture(width / 4, height / 4, Format.R11G11B10_Float);
            m_div8 = new MyUnorderedAccessTexture(width / 8, height / 8, Format.R11G11B10_Float);
            m_div8_1 = new MyUnorderedAccessTexture(width / 8, height / 8, Format.R11G11B10_Float);

            m_rgba8_linear = new MyUnorderedAccessTexture(width, height, Format.R8G8B8A8_UNorm);

            m_rgba8_0 = new MyCustomTexture(width, height, BindFlags.RenderTarget | BindFlags.ShaderResource, Format.R8G8B8A8_Typeless);
            m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm, View = MyViewEnum.RtvView });
            m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView });

            m_rgba8_1 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0);
            m_prevLum = new MyUnorderedAccessTexture(1, 1, Format.R32_Float);

            Debug.Assert(m_shadowsHelper == RwTexId.NULL);
            m_shadowsHelper = MyRwTextures.CreateUav2D(width, height, Format.R8_UNorm, "cascade shadows gather");
            m_shadowsHelper1 = MyRwTextures.CreateUav2D(width, height, Format.R8_UNorm, "cascade shadows gather 2");
        }
        internal static void CreateScreenResources()
        {
            var width = m_resolution.X;
            var height = m_resolution.Y;
            var samples = RenderSettings.AntialiasingMode.SamplesCount();

            MyUtils.Init(ref MyGBuffer.Main);
            MyGBuffer.Main.Resize(width, height, samples, 0);

            MyScreenDependants.Resize(width, height, samples, 0);

            RemoveScreenResources();

            m_reduce0 = new MyUnorderedAccessTexture(width, height, Format.R32G32_Float);
            m_reduce0.SetDebugName("reduce0");
            m_reduce1 = new MyUnorderedAccessTexture(width, height, Format.R32G32_Float);
            m_reduce1.SetDebugName("reduce1");
            m_uav3 = new MyUnorderedAccessTexture(width, height, MyGBuffer.LBufferFormat);

            HalfScreenUavHDR = new MyUnorderedAccessTexture(width / 2, height / 2, MyGBuffer.LBufferFormat);
            QuarterScreenUavHDR = new MyUnorderedAccessTexture(width / 4, height / 4, MyGBuffer.LBufferFormat);
            EighthScreenUavHDR = new MyUnorderedAccessTexture(width / 8, height / 8, MyGBuffer.LBufferFormat);
            EighthScreenUavHDRHelper = new MyUnorderedAccessTexture(width / 8, height / 8, MyGBuffer.LBufferFormat);

            m_rgba8_linear = new MyUnorderedAccessTexture(width, height, Format.R8G8B8A8_UNorm);

            m_rgba8_0 = new MyCustomTexture(width, height, BindFlags.RenderTarget | BindFlags.ShaderResource, Format.R8G8B8A8_Typeless);
            m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm, View = MyViewEnum.RtvView });
            m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.RtvView });
            m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView });

            m_rgba8_1 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0);
            m_rgba8_2 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0);
            if (samples > 1)
            {
                m_rgba8_ms = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, samples, 0);
            }
            m_prevLum = new MyUnorderedAccessTexture(1, 1, Format.R32G32_Float);

            Debug.Assert(PostProcessedShadows == RwTexId.NULL);
            Debug.Assert(CascadesHelper == RwTexId.NULL);
            PostProcessedShadows = MyRwTextures.CreateUavRenderTarget(width, height, Format.R8_UNorm);
            CascadesHelper = MyRwTextures.CreateRenderTarget(width, height, Format.R8_UNorm);

            m_gbuffer1Copy = MyRwTextures.CreateScratch2D(width, height, Format.R8G8B8A8_UNorm, samples, 0, "gbuffer 1 copy");
        }
示例#12
0
        private unsafe static byte[] GetScreenData(Vector2I resolution, byte[] screenData = null)
        {
            const uint headerPadding = 256; // Need to allocate some space for the bitmap headers
            const uint bytesPerPixel = 4;
            uint imageSizeInBytes = (uint)(resolution.Size() * bytesPerPixel);
            uint dataSizeInBytes = imageSizeInBytes + headerPadding;

            byte[] returnData = null;
            if(screenData == null)
                screenData = new byte[imageSizeInBytes];
            else if(screenData.Length != imageSizeInBytes)
            {
                Debug.Fail("Preallocated buffer for GetScreenData incorrect size: " + imageSizeInBytes.ToString() + " expected, " + screenData.Length + " received");
                return returnData;
            }

            MyBindableResource imageSource = Backbuffer;
            MyBindableResource imageSourceResourceView = null;

            if (imageSource != null && (resolution.X != imageSource.GetSize().X || resolution.Y != imageSource.GetSize().Y))
            {
                MyViewKey viewKey = new MyViewKey { View = MyViewEnum.SrvView, Fmt = MyRender11Constants.DX11_BACKBUFFER_FORMAT };
                if(m_backbufferCopyResource == null)
                {
                    m_backbufferCopyResource = new MyCustomTexture(m_resolution.X, m_resolution.Y, BindFlags.ShaderResource, MyRender11Constants.DX11_BACKBUFFER_FORMAT);
                    m_backbufferCopyResource.AddView(viewKey);
                }
                MyRenderContext.Immediate.DeviceContext.CopyResource(imageSource.m_resource, m_backbufferCopyResource.m_resource);
                imageSource = m_backbufferCopyResource;
                imageSourceResourceView = m_backbufferCopyResource.GetView(viewKey);
            }

            if (imageSource == null)
                return returnData;

            if(imageSizeInBytes > int.MaxValue)
            {
                Debug.Fail("Image size too large to read!");
                return returnData;
            }

            MyBindableResource imageResource = imageSource;
            bool shouldResize = imageSourceResourceView != null;
            if (shouldResize)
            {
                imageResource = m_lastScreenDataResource;
                if (imageResource == null || (imageResource.GetSize().X != resolution.X || imageResource.GetSize().Y != resolution.Y))
                {
                    if (m_lastScreenDataResource != null && (m_lastScreenDataResource != m_backbufferCopyResource && m_lastScreenDataResource != Backbuffer))
                    {
                        m_lastScreenDataResource.Release();
                    }
                    m_lastScreenDataResource = null;

                    imageResource = new MyRenderTarget(resolution.X, resolution.Y, MyRender11Constants.DX11_BACKBUFFER_FORMAT, 1, 0);
                }
                var RC = MyRenderContext.Immediate;
                var deviceContext = RC.DeviceContext;
                deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
                deviceContext.Rasterizer.SetViewport(0, 0, resolution.X, resolution.Y);
                deviceContext.PixelShader.Set(MyDebugRenderer.BlitTextureShader);
                deviceContext.PixelShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);

                RC.BindDepthRT(null, DepthStencilAccess.ReadWrite, imageResource);
                RC.BindSRV(0, imageSourceResourceView);
                MyDebugRenderer.DrawQuad(0, 0, resolution.X, resolution.Y, MyScreenPass.QuadVS);
                //MyCopyToRT.Run(imageResource, imageSourceResourceView, new MyViewport(resolution));
            }

            m_lastScreenDataResource = imageResource;

            Stream dataStream = m_lastDataStream;
            if (m_lastDataStream == null || m_lastDataStream.Length != dataSizeInBytes)
            {
                if (m_lastDataStream != null)
                {
                    m_lastDataStream.Dispose();
                    m_lastDataStream = null;
                }
                dataStream = new DataStream((int)dataSizeInBytes, true, true);
                dataStream.Seek(0, SeekOrigin.Begin);
            }

            m_lastDataStream = dataStream;

            Resource.ToStream(MyRenderContext.Immediate.DeviceContext, imageResource.m_resource, ImageFileFormat.Bmp, dataStream);

            if (!(dataStream.CanRead && dataStream.CanSeek))
            {
                Debug.Fail("Screen data stream does not support the necessary operations to get the data");
                return returnData;
            }

            fixed (byte* dataPointer = screenData)
            {
                GetBmpDataFromStream(dataStream, dataPointer, imageSizeInBytes);
            }

            returnData = screenData;

            if (m_lastDataStream != null)
                m_lastDataStream.Seek(0, SeekOrigin.Begin);

            return returnData;
        }
        private unsafe static byte[] GetScreenData(Vector2I resolution, byte[] screenData = null)
        {
            const uint headerPadding    = 256; // Need to allocate some space for the bitmap headers
            const uint bytesPerPixel    = 4;
            uint       imageSizeInBytes = (uint)(resolution.Size() * bytesPerPixel);
            uint       dataSizeInBytes  = imageSizeInBytes + headerPadding;

            byte[] returnData = null;
            if (screenData == null)
            {
                screenData = new byte[imageSizeInBytes];
            }
            else if (screenData.Length != imageSizeInBytes)
            {
                Debug.Fail("Preallocated buffer for GetScreenData incorrect size: " + imageSizeInBytes.ToString() + " expected, " + screenData.Length * bytesPerPixel + " received");
                return(returnData);
            }

            MyBindableResource imageSource = Backbuffer;

            if (imageSource == null)
            {
                return(returnData);
            }

            if (imageSizeInBytes > int.MaxValue)
            {
                Debug.Fail("Image size too large to read!");
                return(returnData);
            }

            MyBindableResource imageResource = imageSource;

            if (resolution.X != imageResource.GetSize().X || resolution.Y != imageResource.GetSize().Y)
            {
                imageResource = m_lastScreenDataResource;
                if (imageResource == null || (imageResource.GetSize().X != resolution.X || imageResource.GetSize().Y != resolution.Y))
                {
                    if (m_lastScreenDataResource != null && m_lastScreenDataResource != Backbuffer)
                    {
                        m_lastScreenDataResource.Release();
                    }
                    m_lastScreenDataResource = null;

                    imageResource = new MyRenderTarget(resolution.X, resolution.Y, MyRender11Constants.DX11_BACKBUFFER_FORMAT, 0, 0);
                }

                MyCopyToRT.Run(imageResource, imageSource, new MyViewport(resolution));
            }

            m_lastScreenDataResource = imageResource;

            Stream dataStream = m_lastDataStream;

            if (m_lastDataStream == null || m_lastDataStream.Length != dataSizeInBytes)
            {
                if (m_lastDataStream != null)
                {
                    m_lastDataStream.Dispose();
                    m_lastDataStream = null;
                }
                dataStream = new DataStream((int)dataSizeInBytes, true, true);
            }

            m_lastDataStream = dataStream;

            Resource.ToStream(MyRenderContext.Immediate.DeviceContext, imageResource.m_resource, ImageFileFormat.Bmp, dataStream);

            if (!(dataStream.CanRead && dataStream.CanSeek))
            {
                Debug.Fail("Screen data stream does not support the necessary operations to get the data");
                return(returnData);
            }

            fixed(byte *dataPointer = screenData)
            {
                GetBmpDataFromStream(dataStream, dataPointer, imageSizeInBytes);
            }

            returnData = screenData;

            if (m_lastDataStream != null)
            {
                m_lastDataStream.Seek(0, SeekOrigin.Begin);
            }

            return(returnData);
        }
        private unsafe static byte[] GetScreenData(Vector2I resolution, byte[] screenData = null)
        {
            const uint headerPadding = 256; // Need to allocate some space for the bitmap headers
            const uint bytesPerPixel = 4;
            uint imageSizeInBytes = (uint)(resolution.Size() * bytesPerPixel);
            uint dataSizeInBytes = imageSizeInBytes + headerPadding;

            byte[] returnData = null;
            if(screenData == null)
                screenData = new byte[imageSizeInBytes];
            else if(screenData.Length != imageSizeInBytes)
            {
                Debug.Fail("Preallocated buffer for GetScreenData incorrect size: " + imageSizeInBytes.ToString() + " expected, " + screenData.Length * bytesPerPixel + " received");
                return returnData;
            }

            MyBindableResource imageSource = Backbuffer;
            if (imageSource == null)
                return returnData;

            if(imageSizeInBytes > int.MaxValue)
            {
                Debug.Fail("Image size too large to read!");
                return returnData;
            }

            MyBindableResource imageResource = imageSource;
            if (resolution.X != imageResource.GetSize().X || resolution.Y != imageResource.GetSize().Y)
            {
                imageResource = m_lastScreenDataResource;
                if (imageResource == null || (imageResource.GetSize().X != resolution.X || imageResource.GetSize().Y != resolution.Y))
                {
                    if (m_lastScreenDataResource != null && m_lastScreenDataResource != Backbuffer)
                    {
                        m_lastScreenDataResource.Release();
                    }
                    m_lastScreenDataResource = null;

                    imageResource = new MyRenderTarget(resolution.X, resolution.Y, MyRender11Constants.DX11_BACKBUFFER_FORMAT, 0, 0);
                }

                MyCopyToRT.Run(imageResource, imageSource, new MyViewport(resolution));
            }

            m_lastScreenDataResource = imageResource;

            Stream dataStream = m_lastDataStream;
            if (m_lastDataStream == null || m_lastDataStream.Length != dataSizeInBytes)
            {
                if (m_lastDataStream != null)
                {
                    m_lastDataStream.Dispose();
                    m_lastDataStream = null;
                }
                dataStream = new DataStream((int)dataSizeInBytes, true, true);
            }

            m_lastDataStream = dataStream;

            Resource.ToStream(MyRenderContext.Immediate.DeviceContext, imageResource.m_resource, ImageFileFormat.Bmp, dataStream);

            if (!(dataStream.CanRead && dataStream.CanSeek))
            {
                Debug.Fail("Screen data stream does not support the necessary operations to get the data");
                return returnData;
            }

            fixed (byte* dataPointer = screenData)
            {
                GetBmpDataFromStream(dataStream, dataPointer, imageSizeInBytes);
            }

            returnData = screenData;

            if (m_lastDataStream != null)
                m_lastDataStream.Seek(0, SeekOrigin.Begin);

            return returnData;
        }
        internal static void RenderColoredTextures(List<renderColoredTextureProperties> texturesToRender)
        {
            if (texturesToRender.Count == 0)
                return;

            if (!m_initialized)
                Init();

            const int RENDER_TEXTURE_RESOLUTION = 512;

            RC.DeviceContext.OutputMerger.BlendState = null;
            RC.SetIL(null);

            RC.SetPS(m_ps);
            RC.SetCB(0, MyCommon.FrameConstants);
            RC.SetCB(1, m_cb);

            Dictionary<Vector2I, MyRenderTarget> createdRenderTextureTargets = new Dictionary<Vector2I, MyRenderTarget>();

            foreach (var texture in texturesToRender)
            {
                TexId texId = MyTextures.GetTexture(texture.TextureName, MyTextureEnum.COLOR_METAL, true);
                if (texId == TexId.NULL) 
                    continue;

                Vector2 texSize = MyTextures.GetSize(texId);
                Vector2I renderTargetResolution = new Vector2I(RENDER_TEXTURE_RESOLUTION, RENDER_TEXTURE_RESOLUTION);
                if (texSize.Y > 0)
                {
                    if (texSize.Y < RENDER_TEXTURE_RESOLUTION)
                    {
                        renderTargetResolution.X = (int)texSize.X;
                        renderTargetResolution.Y = (int)texSize.Y;
                    }
                    else
                    {
                        renderTargetResolution.X *= (int)(texSize.X / texSize.Y);
                    }
                }

                MyViewport viewport = new MyViewport(renderTargetResolution.X, renderTargetResolution.Y);

                MyRenderTarget renderTexture = null;
                if (!createdRenderTextureTargets.TryGetValue(renderTargetResolution, out renderTexture))
                {
                    renderTexture = new MyRenderTarget(renderTargetResolution.X, renderTargetResolution.Y, SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, 1, 0);
                    createdRenderTextureTargets[renderTargetResolution] = renderTexture;
                }

                RC.BindDepthRT(null, DepthStencilAccess.ReadWrite, renderTexture);

                // Set color
                var mapping = MyMapping.MapDiscard(m_cb);
                Vector4 color = new Vector4(texture.ColorMaskHSV, 1);
                mapping.WriteAndPosition(ref color);
                mapping.Unmap();

                // Set texture
                RC.DeviceContext.PixelShader.SetShaderResource(0, MyTextures.GetView(texId));

                // Draw
                MyScreenPass.DrawFullscreenQuad(viewport);

                // Save to file
                MyTextureData.ToFile(renderTexture.GetHWResource(), texture.PathToSave, ImageFileFormat.Png);
            }

            texturesToRender.Clear();

            foreach (var texture in createdRenderTextureTargets)
            {
                texture.Value.Release();
            }
            createdRenderTextureTargets.Clear();

            RC.BindDepthRT(null, DepthStencilAccess.ReadWrite, null);
            RC.BindGBufferForRead(0, MyGBuffer.Main);
        }
        internal static void RemoveScreenResources()
        {
            if (m_reduce0 != null)
            {
                m_reduce0.Release();
                m_reduce1.Release();
                m_uav3.Release();
                HalfScreenUavHDR.Release();
                QuarterScreenUavHDR.Release();
                EighthScreenUavHDR.Release();
                EighthScreenUavHDRHelper.Release();
                m_rgba8_linear.Release();
                m_rgba8_0.Release();
                m_rgba8_1.Release();
                m_rgba8_2.Release();
                if (m_rgba8_ms != null)
                {
                    m_rgba8_ms.Release();
                    m_rgba8_ms = null;
                }
                m_prevLum.Release();

                MyRwTextures.Destroy(ref PostProcessedShadows);
                MyRwTextures.Destroy(ref CascadesHelper);
                MyRwTextures.Destroy(ref m_gbuffer1Copy);
            }

            if(m_lastScreenDataResource != null && m_lastScreenDataResource != Backbuffer)
            {
                m_lastScreenDataResource.Release();
                m_lastScreenDataResource = null;
            }

            if(m_lastDataStream != null)
            {
                m_lastDataStream.Dispose();
                m_lastDataStream = null;
            }

        }
示例#17
0
        internal static void RemoveScreenResources()
        {
            if (m_resolvedLight != null)
            {
                m_resolvedLight.Release();
                m_reduce0.Release();
                m_reduce1.Release();
                m_uav3.Release();
				m_cloudLayerFogTargetUAV.Release();
                m_localLum.Release();
                m_div2.Release();
                m_div4.Release();
                m_div8.Release();
                m_div8_1.Release();
                m_rgba8_linear.Release();
                m_rgba8_0.Release();
                m_rgba8_1.Release();
                m_rgba8_2.Release();
                if (m_rgba8_ms != null)
                {
                    m_rgba8_ms.Release();
                    m_rgba8_ms = null;
                }
                m_prevLum.Release();

                MyRwTextures.Destroy(ref m_shadowsHelper);
                MyRwTextures.Destroy(ref m_shadowsHelper1);
                MyRwTextures.Destroy(ref m_gbuffer1Copy);
            }
        }
示例#18
0
        private static void TakeCustomSizedScreenshot(Vector2 rescale)
        {
            var resCpy = m_resolution;

            m_resolution = new Vector2I(resCpy * rescale);
            CreateScreenResources();

            DrawGameScene(false);
            m_resetEyeAdaptation = true;

            // uav3 stores final colors
            var surface = new MyRenderTarget(m_finalImage.GetSize().X, m_finalImage.GetSize().Y, SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, 1, 0);
            MyCopyToRT.Run(surface, m_finalImage);
            MyCopyToRT.ClearAlpha(surface);
            SaveScreenshotFromResource(surface.m_resource);
            surface.Release();

            m_resolution = resCpy;
            CreateScreenResources();
        }
示例#19
0
        private unsafe static byte[] GetScreenData(Vector2I resolution, byte[] screenData = null)
        {
            const uint headerPadding    = 256; // Need to allocate some space for the bitmap headers
            const uint bytesPerPixel    = 4;
            uint       imageSizeInBytes = (uint)(resolution.Size() * bytesPerPixel);
            uint       dataSizeInBytes  = imageSizeInBytes + headerPadding;

            byte[] returnData = null;
            if (screenData == null)
            {
                screenData = new byte[imageSizeInBytes];
            }
            else if (screenData.Length != imageSizeInBytes)
            {
                Debug.Fail("Preallocated buffer for GetScreenData incorrect size: " + imageSizeInBytes.ToString() + " expected, " + screenData.Length + " received");
                return(returnData);
            }

            MyBindableResource imageSource             = Backbuffer;
            MyBindableResource imageSourceResourceView = null;

            if (imageSource != null && (resolution.X != imageSource.GetSize().X || resolution.Y != imageSource.GetSize().Y))
            {
                MyViewKey viewKey = new MyViewKey {
                    View = MyViewEnum.SrvView, Fmt = MyRender11Constants.DX11_BACKBUFFER_FORMAT
                };
                if (m_backbufferCopyResource == null)
                {
                    m_backbufferCopyResource = new MyCustomTexture(m_resolution.X, m_resolution.Y, BindFlags.ShaderResource, MyRender11Constants.DX11_BACKBUFFER_FORMAT);
                    m_backbufferCopyResource.AddView(viewKey);
                }
                MyRenderContext.Immediate.DeviceContext.CopyResource(imageSource.m_resource, m_backbufferCopyResource.m_resource);
                imageSource             = m_backbufferCopyResource;
                imageSourceResourceView = m_backbufferCopyResource.GetView(viewKey);
            }

            if (imageSource == null)
            {
                return(returnData);
            }

            if (imageSizeInBytes > int.MaxValue)
            {
                Debug.Fail("Image size too large to read!");
                return(returnData);
            }

            MyBindableResource imageResource = imageSource;
            bool shouldResize = imageSourceResourceView != null;

            if (shouldResize)
            {
                imageResource = m_lastScreenDataResource;
                if (imageResource == null || (imageResource.GetSize().X != resolution.X || imageResource.GetSize().Y != resolution.Y))
                {
                    if (m_lastScreenDataResource != null && (m_lastScreenDataResource != m_backbufferCopyResource && m_lastScreenDataResource != Backbuffer))
                    {
                        m_lastScreenDataResource.Release();
                    }
                    m_lastScreenDataResource = null;

                    imageResource = new MyRenderTarget(resolution.X, resolution.Y, MyRender11Constants.DX11_BACKBUFFER_FORMAT, 1, 0);
                }
                var RC            = MyRenderContext.Immediate;
                var deviceContext = RC.DeviceContext;
                deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
                deviceContext.Rasterizer.SetViewport(0, 0, resolution.X, resolution.Y);
                deviceContext.PixelShader.Set(MyDebugRenderer.BlitTextureShader);
                deviceContext.PixelShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);

                RC.BindDepthRT(null, DepthStencilAccess.ReadWrite, imageResource);
                RC.BindSRV(0, imageSourceResourceView);
                MyDebugRenderer.DrawQuad(0, 0, resolution.X, resolution.Y, MyScreenPass.QuadVS);
                //MyCopyToRT.Run(imageResource, imageSourceResourceView, new MyViewport(resolution));
            }

            m_lastScreenDataResource = imageResource;

            Stream dataStream = m_lastDataStream;

            if (m_lastDataStream == null || m_lastDataStream.Length != dataSizeInBytes)
            {
                if (m_lastDataStream != null)
                {
                    m_lastDataStream.Dispose();
                    m_lastDataStream = null;
                }
                dataStream = new DataStream((int)dataSizeInBytes, true, true);
                dataStream.Seek(0, SeekOrigin.Begin);
            }

            m_lastDataStream = dataStream;

            Resource.ToStream(MyRenderContext.Immediate.DeviceContext, imageResource.m_resource, ImageFileFormat.Bmp, dataStream);

            if (!(dataStream.CanRead && dataStream.CanSeek))
            {
                Debug.Fail("Screen data stream does not support the necessary operations to get the data");
                return(returnData);
            }

            fixed(byte *dataPointer = screenData)
            {
                GetBmpDataFromStream(dataStream, dataPointer, imageSizeInBytes);
            }

            returnData = screenData;

            if (m_lastDataStream != null)
            {
                m_lastDataStream.Seek(0, SeekOrigin.Begin);
            }

            return(returnData);
        }