CodeWalker/Rendering/DirectX/DXUtility.cs

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C#
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2017-09-21 18:33:05 +08:00
using SharpDX.Direct3D11;
using SharpDX.DXGI;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Device = SharpDX.Direct3D11.Device;
using Buffer = SharpDX.Direct3D11.Buffer;
using Resource = SharpDX.Direct3D11.Resource;
using MapFlags = SharpDX.Direct3D11.MapFlags;
using SharpDX.Mathematics.Interop;
using SharpDX.Direct3D;
namespace CodeWalker.Rendering
{
public static class DXUtility
{
public static Buffer CreateBuffer(Device device, int size, ResourceUsage usage, BindFlags bindFlags, CpuAccessFlags cpuAccessFlags, ResourceOptionFlags miscFlags, int structByteStride)
{
BufferDescription desc = new BufferDescription();
desc.SizeInBytes = size;
desc.Usage = usage;
desc.BindFlags = bindFlags;
desc.CpuAccessFlags = cpuAccessFlags;
desc.OptionFlags = miscFlags;
desc.StructureByteStride = structByteStride;
Buffer b = new Buffer(device, desc);
//D3D11_SUBRESOURCE_DATA srd;
//srd.pSysMem = data;
//ComPtr<ID3D11Buffer> b;
//Try(DXManager::GetDevice()->CreateBuffer(&desc, data != nullptr? &srd : nullptr, &b), name);
//DXManager::AddVramUsage(size);
return b;
}
public static Texture2D CreateTexture2D(Device device, int width, int height, int mipLevels, int arraySize, Format format, int sampleCount, int sampleQuality, ResourceUsage usage, BindFlags bindFlags, CpuAccessFlags cpuAccessFlags, ResourceOptionFlags miscFlags)
{
Texture2DDescription td = new Texture2DDescription();
td.Width = width;
td.Height = height;
td.MipLevels = mipLevels;
td.ArraySize = arraySize;
td.Format = format;
td.SampleDescription = new SampleDescription(sampleCount, sampleQuality);
td.Usage = usage;
td.BindFlags = bindFlags;
td.CpuAccessFlags = cpuAccessFlags;
td.OptionFlags = miscFlags;
Texture2D t = new Texture2D(device, td);
return t;
}
//static ComPtr<ID3D11Texture2D> CreateTexture2D(UINT width, UINT height, UINT mipLevels, UINT arraySize, DXGI_FORMAT format, UINT sampleCount, UINT sampleQuality, D3D11_USAGE usage, UINT bindFlags, UINT cpuAccessFlags, UINT miscFlags, const void* data, const string& name)
//{
// D3D11_TEXTURE2D_DESC td;
// td.Width = width;
// td.Height = height;
// td.MipLevels = mipLevels;
// td.ArraySize = arraySize;
// td.Format = format;
// td.SampleDesc.Count = sampleCount;
// td.SampleDesc.Quality = sampleQuality;
// td.Usage = usage;
// td.BindFlags = bindFlags;
// td.CPUAccessFlags = cpuAccessFlags;
// td.MiscFlags = miscFlags;
// D3D11_SUBRESOURCE_DATA srd;
// srd.pSysMem = data;
// srd.SysMemPitch = 1;
// srd.SysMemSlicePitch = 0;
// ComPtr<ID3D11Texture2D> t;
// Try(DXManager::GetDevice()->CreateTexture2D(&td, data != nullptr ? &srd : nullptr, &t), name);
// DXManager::AddVramUsage(ElementSize(format) * width * height * arraySize);
// return t;
//}
public static SamplerState CreateSamplerState(Device device, TextureAddressMode addressU, TextureAddressMode addressV, TextureAddressMode addressW, RawColor4 border, Comparison comparisonFunc, Filter filter, int maxAnisotropy, float maxLOD, float minLOD, float mipLODBias)
{
SamplerStateDescription smpDesc = new SamplerStateDescription();
smpDesc.AddressU = addressU;
smpDesc.AddressV = addressV;
smpDesc.AddressW = addressW;
smpDesc.BorderColor = border;
smpDesc.ComparisonFunction = comparisonFunc;
smpDesc.Filter = filter;
smpDesc.MaximumAnisotropy = maxAnisotropy;
smpDesc.MaximumLod = maxLOD;
smpDesc.MinimumLod = minLOD;
smpDesc.MipLodBias = mipLODBias;
SamplerState smp = new SamplerState(device, smpDesc);
return smp;
}
public static SamplerState CreateSamplerState(Device device, TextureAddressMode address, RawColor4 border, Comparison comparisonFunc, Filter filter, int maxAnisotropy, float maxLOD, float minLOD, float mipLODBias)
{
return CreateSamplerState(device, address, address, address, border, comparisonFunc, filter, maxAnisotropy, maxLOD, minLOD, mipLODBias);
}
public static ShaderResourceView CreateShaderResourceView(Device device, Resource resource, Format format, ShaderResourceViewDimension viewDimension, int mipLevels, int mostDetailedMip, int arraySize, int firstArraySlice)
{
ShaderResourceViewDescription srvd = new ShaderResourceViewDescription();
srvd.Format = format;
srvd.Dimension = viewDimension;
switch (viewDimension)
{
case ShaderResourceViewDimension.Buffer:// D3D11_SRV_DIMENSION_BUFFER:
srvd.Buffer.ElementOffset = mipLevels;
srvd.Buffer.ElementWidth = ElementSize(format);
srvd.Buffer.ElementCount = arraySize;
srvd.Buffer.FirstElement = firstArraySlice;
break;
case ShaderResourceViewDimension.Texture2D:// D3D11_SRV_DIMENSION_TEXTURE2D:
srvd.Texture2D.MipLevels = mipLevels;
srvd.Texture2D.MostDetailedMip = mostDetailedMip;
break;
case ShaderResourceViewDimension.Texture2DArray:// D3D11_SRV_DIMENSION_TEXTURE2DARRAY:
srvd.Texture2DArray.MipLevels = mipLevels;
srvd.Texture2DArray.MostDetailedMip = mostDetailedMip;
srvd.Texture2DArray.ArraySize = arraySize;
srvd.Texture2DArray.FirstArraySlice = firstArraySlice;
break;
case ShaderResourceViewDimension.TextureCube:// D3D11_SRV_DIMENSION_TEXTURECUBE:
srvd.TextureCube.MipLevels = mipLevels;
srvd.TextureCube.MostDetailedMip = mostDetailedMip;
break;
case ShaderResourceViewDimension.Texture3D:// D3D11_SRV_DIMENSION_TEXTURE3D:
srvd.Texture3D.MipLevels = mipLevels;
srvd.Texture3D.MostDetailedMip = mostDetailedMip;
break;
case ShaderResourceViewDimension.Texture2DMultisampled:
case ShaderResourceViewDimension.Texture2DMultisampledArray:
//nothing to do here
break;
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default:
throw new Exception(); //not implemented....
}
ShaderResourceView srv = new ShaderResourceView(device, resource, srvd);
return srv;
}
public static UnorderedAccessView CreateUnorderedAccessView(Device device, Resource resource, Format format, UnorderedAccessViewDimension viewDimension, int firstElement, int numElements, UnorderedAccessViewBufferFlags flags, int mipSlice)
{
UnorderedAccessViewDescription uavd = new UnorderedAccessViewDescription();
uavd.Format = format;
uavd.Dimension = viewDimension;
switch(viewDimension)
{
case UnorderedAccessViewDimension.Texture1D:
uavd.Texture1D.MipSlice = mipSlice;
break;
case UnorderedAccessViewDimension.Texture1DArray:
uavd.Texture1DArray.MipSlice = mipSlice;
uavd.Texture1DArray.ArraySize = numElements;
uavd.Texture1DArray.FirstArraySlice = firstElement;
break;
case UnorderedAccessViewDimension.Texture2D:
uavd.Texture2D.MipSlice = mipSlice;
break;
case UnorderedAccessViewDimension.Texture2DArray:
uavd.Texture2DArray.MipSlice = mipSlice;
uavd.Texture2DArray.ArraySize = numElements;
uavd.Texture2DArray.FirstArraySlice = firstElement;
break;
case UnorderedAccessViewDimension.Texture3D:
uavd.Texture3D.MipSlice = mipSlice;
uavd.Texture3D.WSize = numElements;
uavd.Texture3D.FirstWSlice = firstElement;
break;
case UnorderedAccessViewDimension.Buffer:
uavd.Buffer.ElementCount = numElements;
uavd.Buffer.FirstElement = firstElement;
uavd.Buffer.Flags = flags;
break;
case UnorderedAccessViewDimension.Unknown:
default:
return null;
}
var uav = new UnorderedAccessView(device, resource, uavd);
return uav;
}
public static RenderTargetView CreateRenderTargetView(Device device, Resource renderTarget, Format format, RenderTargetViewDimension viewDimension, int mipSlice, int arraySize, int firstArraySlice)
{
RenderTargetView rtv;
RenderTargetViewDescription rtvd = new RenderTargetViewDescription();
rtvd.Format = format;
rtvd.Dimension = viewDimension;
switch(viewDimension)
{
case RenderTargetViewDimension.Buffer:// D3D11_RTV_DIMENSION_BUFFER:
rtvd.Buffer.ElementOffset = mipSlice;
rtvd.Buffer.ElementWidth = arraySize* ElementSize(format);// arraySize; //assume square buffer... is this the width?
rtvd.Buffer.FirstElement = 0*ElementSize(format);//firstArraySlice;
rtvd.Buffer.ElementCount = arraySize;//*arraySize*ElementSize(format); //does this represent the height??
break;
case RenderTargetViewDimension.Texture2D:// D3D11_RTV_DIMENSION_TEXTURE2D:
rtvd.Texture2D.MipSlice = mipSlice;
break;
case RenderTargetViewDimension.Texture2DArray:// D3D11_RTV_DIMENSION_TEXTURE2DARRAY:
rtvd.Texture2DArray.MipSlice = mipSlice;
rtvd.Texture2DArray.ArraySize = arraySize;
rtvd.Texture2DArray.FirstArraySlice = firstArraySlice;
break;
case RenderTargetViewDimension.Texture2DMultisampled:// D3D11_RTV_DIMENSION_TEXTURE2DMS:
break;
case RenderTargetViewDimension.Texture2DMultisampledArray:// D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY:
rtvd.Texture2DMSArray.ArraySize = arraySize;
rtvd.Texture2DMSArray.FirstArraySlice = firstArraySlice;
break;
case RenderTargetViewDimension.Texture3D:// D3D11_RTV_DIMENSION_TEXTURE3D:
rtvd.Texture3D.MipSlice = mipSlice;
rtvd.Texture3D.DepthSliceCount = arraySize;
rtvd.Texture3D.FirstDepthSlice = firstArraySlice;
break;
}
rtv = new RenderTargetView(device, renderTarget, rtvd);
return rtv;
}
public static DepthStencilView CreateDepthStencilView(Device device, Texture2D depthStencil, Format format, DepthStencilViewDimension viewDimension)
{
DepthStencilViewDescription dsvd = new DepthStencilViewDescription();
dsvd.Format = format;
dsvd.Flags = 0;
dsvd.Dimension = viewDimension;
dsvd.Texture2D.MipSlice = 0;
DepthStencilView dsv = new DepthStencilView(device, depthStencil, dsvd);
return dsv;
}
public static DepthStencilView CreateDepthStencilView(Device device, Texture2D depthStencil, Format format, int arraySlice)
{
DepthStencilViewDescription dsvd = new DepthStencilViewDescription();
dsvd.Format = format;
dsvd.Flags = 0;
dsvd.Dimension = DepthStencilViewDimension.Texture2DArray;// D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
dsvd.Texture2DArray.ArraySize = 1;
dsvd.Texture2DArray.FirstArraySlice = arraySlice;
dsvd.Texture2DArray.MipSlice = 0;
DepthStencilView dsv = new DepthStencilView(device, depthStencil, dsvd);
return dsv;
}
public static DepthStencilState CreateDepthStencilState(Device device, bool depthEnable, DepthWriteMask writeMask, Comparison func, bool stencilEnable, byte stencilReadMask, byte stencilWriteMask, DepthStencilOperationDescription frontFace, DepthStencilOperationDescription backFace)
{
DepthStencilStateDescription dsd;
dsd.IsDepthEnabled = depthEnable;
dsd.DepthWriteMask = writeMask;
dsd.DepthComparison = func;
dsd.IsStencilEnabled = stencilEnable;
dsd.StencilReadMask = stencilReadMask;
dsd.StencilWriteMask = stencilWriteMask;
dsd.FrontFace = frontFace;
dsd.BackFace = backFace;
DepthStencilState s = new DepthStencilState(device, dsd);
return s;
}
public static DepthStencilState CreateDepthStencilState(Device device, bool depthEnable, DepthWriteMask writeMask)
{
DepthStencilOperationDescription frontFace = new DepthStencilOperationDescription();
DepthStencilOperationDescription backFace = new DepthStencilOperationDescription();
bool stencil = false;//depthEnable;
byte rm = 0;
byte wm = 0;
if (stencil)
{
rm = 0xFF;
wm = 0xFF;
// Stencil operations if pixel is front-facing
frontFace.FailOperation = StencilOperation.Keep;// D3D11_STENCIL_OP_KEEP;
frontFace.DepthFailOperation = StencilOperation.Increment;// D3D11_STENCIL_OP_INCR;
frontFace.PassOperation = StencilOperation.Keep;// D3D11_STENCIL_OP_KEEP;
frontFace.Comparison = Comparison.Always;// D3D11_COMPARISON_ALWAYS;
// Stencil operations if pixel is back-facing
backFace.FailOperation = StencilOperation.Keep;// D3D11_STENCIL_OP_KEEP;
backFace.DepthFailOperation = StencilOperation.Decrement;// D3D11_STENCIL_OP_DECR;
backFace.PassOperation = StencilOperation.Keep;// D3D11_STENCIL_OP_KEEP;
backFace.Comparison = Comparison.Always;// D3D11_COMPARISON_ALWAYS;
}
return CreateDepthStencilState(device, depthEnable, writeMask, Comparison.LessEqual, stencil, rm, wm, frontFace, backFace);
}
public static RasterizerState CreateRasterizerState(Device device, FillMode fillMode, CullMode cullMode, bool depthClipEnable, bool scissorEnable, bool multisampleEnable, int depthBias, float depthBiasClamp, float slopeScaledDepthBias)
{
RasterizerStateDescription drd = new RasterizerStateDescription();
drd.FillMode = fillMode; //D3D11_FILL_MODE FillMode;
drd.CullMode = cullMode;//D3D11_CULL_MODE CullMode;
drd.IsFrontCounterClockwise = false; //BOOL FrontCounterClockwise;
drd.DepthBias = depthBias; //INT DepthBias;
drd.DepthBiasClamp = depthBiasClamp;//FLOAT DepthBiasClamp;
drd.SlopeScaledDepthBias = slopeScaledDepthBias;//FLOAT SlopeScaledDepthBias;
drd.IsDepthClipEnabled = depthClipEnable;//BOOL DepthClipEnable;
drd.IsScissorEnabled = scissorEnable;//BOOL ScissorEnable;
drd.IsMultisampleEnabled = multisampleEnable;//BOOL MultisampleEnable;
drd.IsAntialiasedLineEnabled = false;//BOOL AntialiasedLineEnable;
RasterizerState rs = new RasterizerState(device, drd);
return rs;
}
public static RasterizerState CreateRasterizerState(Device device, FillMode fillMode, CullMode cullMode, bool depthClipEnable, bool scissorEnable, bool multisampleEnable)
{
return CreateRasterizerState(device, fillMode, cullMode, depthClipEnable, scissorEnable, multisampleEnable, 0, 0.0f, 0.0f);
}
public static RasterizerState CreateRasterizerState(Device device, FillMode fillMode, CullMode cullMode, bool depthClipEnable, bool multisampleEnable)
{
return CreateRasterizerState(device, fillMode, cullMode, depthClipEnable, false, multisampleEnable);
}
public static RasterizerState CreateRasterizerState(Device device, bool depthClipEnable, bool multisampleEnable)
{
return CreateRasterizerState(device, FillMode.Solid, CullMode.Back, depthClipEnable, false, multisampleEnable);
}
public static BlendState CreateBlendState(Device device, bool blendEnable, BlendOperation op, BlendOption src, BlendOption dst, BlendOperation opAlpha, BlendOption srcAlpha, BlendOption dstAlpha, ColorWriteMaskFlags writeMask)
{
BlendStateDescription bsd = new BlendStateDescription();
//ZeroMemory(&bsd, sizeof(bsd));
bsd.RenderTarget[0].IsBlendEnabled = blendEnable;
bsd.RenderTarget[0].BlendOperation = op;
bsd.RenderTarget[0].SourceBlend = src;
bsd.RenderTarget[0].DestinationBlend = dst;
bsd.RenderTarget[0].AlphaBlendOperation = opAlpha;
bsd.RenderTarget[0].SourceAlphaBlend = srcAlpha;
bsd.RenderTarget[0].DestinationAlphaBlend = dstAlpha;
bsd.RenderTarget[0].RenderTargetWriteMask = writeMask;
BlendState bs = new BlendState(device, bsd);
return bs;
}
public static int ElementSize(Format format)
{
//FormatHelper.SizeOfInBytes?
switch (format)
{
case Format.R32G32B32A32_Typeless:
case Format.R32G32B32A32_Float:
case Format.R32G32B32A32_UInt:
case Format.R32G32B32A32_SInt:
return 16;
case Format.R32G32B32_Typeless:
case Format.R32G32B32_Float:
case Format.R32G32B32_UInt:
case Format.R32G32B32_SInt:
return 12;
case Format.R16G16B16A16_Typeless:
case Format.R16G16B16A16_Float:
case Format.R16G16B16A16_UNorm:
case Format.R16G16B16A16_UInt:
case Format.R16G16B16A16_SNorm:
case Format.R16G16B16A16_SInt:
case Format.R32G32_Typeless:
case Format.R32G32_Float:
case Format.R32G32_UInt:
case Format.R32G32_SInt:
case Format.R32G8X24_Typeless:
case Format.D32_Float_S8X24_UInt:
case Format.R32_Float_X8X24_Typeless:
case Format.X32_Typeless_G8X24_UInt:
return 8;
case Format.R10G10B10A2_Typeless:
case Format.R10G10B10A2_UNorm:
case Format.R10G10B10A2_UInt:
case Format.R11G11B10_Float:
case Format.R8G8B8A8_Typeless:
case Format.R8G8B8A8_UNorm:
case Format.R8G8B8A8_UNorm_SRgb:
case Format.R8G8B8A8_UInt:
case Format.R8G8B8A8_SNorm:
case Format.R8G8B8A8_SInt:
case Format.R16G16_Typeless:
case Format.R16G16_Float:
case Format.R16G16_UNorm:
case Format.R16G16_UInt:
case Format.R16G16_SNorm:
case Format.R16G16_SInt:
case Format.R32_Typeless:
case Format.D32_Float:
case Format.R32_Float:
case Format.R32_UInt:
case Format.R32_SInt:
case Format.R24G8_Typeless:
case Format.D24_UNorm_S8_UInt:
case Format.R24_UNorm_X8_Typeless:
case Format.X24_Typeless_G8_UInt:
case Format.B8G8R8A8_UNorm:
case Format.B8G8R8X8_UNorm:
return 4;
case Format.R8G8_Typeless:
case Format.R8G8_UNorm:
case Format.R8G8_UInt:
case Format.R8G8_SNorm:
case Format.R8G8_SInt:
case Format.R16_Typeless:
case Format.R16_Float:
case Format.D16_UNorm:
case Format.R16_UNorm:
case Format.R16_UInt:
case Format.R16_SNorm:
case Format.R16_SInt:
case Format.B5G6R5_UNorm:
case Format.B5G5R5A1_UNorm:
return 2;
case Format.R8_Typeless:
case Format.R8_UNorm:
case Format.R8_UInt:
case Format.R8_SNorm:
case Format.R8_SInt:
case Format.A8_UNorm:
return 1;
// Compressed format; http://msdn2.microsoft.com/en-us/library/bb694531(VS.85).aspx
case Format.BC2_Typeless:
case Format.BC2_UNorm:
case Format.BC2_UNorm_SRgb:
case Format.BC3_Typeless:
case Format.BC3_UNorm:
case Format.BC3_UNorm_SRgb:
case Format.BC5_Typeless:
case Format.BC5_UNorm:
case Format.BC5_SNorm:
return 16;
// Compressed format; http://msdn2.microsoft.com/en-us/library/bb694531(VS.85).aspx
case Format.R1_UNorm:
case Format.BC1_Typeless:
case Format.BC1_UNorm:
case Format.BC1_UNorm_SRgb:
case Format.BC4_Typeless:
case Format.BC4_UNorm:
case Format.BC4_SNorm:
return 8;
// Compressed format; http://msdn2.microsoft.com/en-us/library/bb694531(VS.85).aspx
case Format.R9G9B9E5_Sharedexp:
return 4;
// These are compressed, but bit-size information is unclear.
case Format.R8G8_B8G8_UNorm:
case Format.G8R8_G8B8_UNorm:
return 4;
case Format.Unknown:
default:
return 0;
}
}
}
}