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373 lines
13 KiB
C#
373 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using SharpDX.DXGI;
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using Device = SharpDX.Direct3D11.Device;
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using Buffer = SharpDX.Direct3D11.Buffer;
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using MapFlags = SharpDX.Direct3D11.MapFlags;
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using SharpDX.Direct3D11;
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using SharpDX;
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using SharpDX.Direct3D;
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namespace CodeWalker.Rendering
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{
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public class GpuVarsBuffer<T> where T:struct //shader vars buffer helper!
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{
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public int Size;
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public Buffer Buffer;
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public T Vars;
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public bool Flag;//for external use
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public GpuVarsBuffer(Device device)
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{
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Size = System.Runtime.InteropServices.Marshal.SizeOf<T>();// (sizeof(T));
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Buffer = new Buffer(device, Size, ResourceUsage.Dynamic, BindFlags.ConstantBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, 0);// //DXUtility::CreateShaderVarsBuffer(Size, name);
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}
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public void Dispose()
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{
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if (Buffer != null)
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{
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Buffer.Dispose();
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Buffer = null;
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}
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}
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public void Update(DeviceContext context)
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{
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var dataBox = context.MapSubresource(Buffer, 0, MapMode.WriteDiscard, MapFlags.None);
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Utilities.Write(dataBox.DataPointer, ref Vars);
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context.UnmapSubresource(Buffer, 0);
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}
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public void SetVSCBuffer(DeviceContext context, int slot)
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{
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context.VertexShader.SetConstantBuffer(slot, Buffer);
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}
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public void SetPSCBuffer(DeviceContext context, int slot)
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{
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context.PixelShader.SetConstantBuffer(slot, Buffer);
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}
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}
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public class GpuSBuffer<T> where T : struct //for static struct data as resource view
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{
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public int StructSize;
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public int StructCount;
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public int BufferSize;
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public Buffer Buffer;
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public ShaderResourceView SRV;
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public GpuSBuffer(Device device, T[] data)
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{
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StructCount = data.Length;
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StructSize = System.Runtime.InteropServices.Marshal.SizeOf<T>();// (sizeof(T));
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BufferSize = StructCount * StructSize;
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//var ds = new DataStream(new DataPointer()
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Buffer = Buffer.Create<T>(device, BindFlags.ShaderResource, data, BufferSize, ResourceUsage.Default, CpuAccessFlags.None, ResourceOptionFlags.BufferStructured, StructSize);
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//Buffer = new Buffer(device, BufferSize, ResourceUsage.Default, BindFlags.ShaderResource, CpuAccessFlags.None, ResourceOptionFlags.BufferStructured, StructSize);
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SRV = DXUtility.CreateShaderResourceView(device, Buffer, SharpDX.DXGI.Format.Unknown, SharpDX.Direct3D.ShaderResourceViewDimension.Buffer, 0, 0, StructCount, 0);
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}
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public void Dispose()
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{
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if (SRV != null)
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{
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SRV.Dispose();
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SRV = null;
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}
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if (Buffer != null)
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{
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Buffer.Dispose();
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Buffer = null;
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}
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}
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}
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public class GpuCBuffer<T> where T : struct //Dynamic GPU buffer of items updated by CPU
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{
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public int StructSize;
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public int StructCount;
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public int BufferSize;
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public int CurrentCount;
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public Buffer Buffer;
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public ShaderResourceView SRV;
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public List<T> Data;
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public T[] DataArray;
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public GpuCBuffer(Device device, int count)
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{
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StructCount = count;
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StructSize = System.Runtime.InteropServices.Marshal.SizeOf<T>();// (sizeof(T));
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BufferSize = StructCount * StructSize;
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//Buffer = Buffer.Create<T>(device, BindFlags.ShaderResource, null, BufferSize, ResourceUsage.Dynamic, CpuAccessFlags.Write, ResourceOptionFlags.BufferStructured, StructSize);
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Buffer = new Buffer(device, BufferSize, ResourceUsage.Dynamic, BindFlags.ShaderResource, CpuAccessFlags.Write, ResourceOptionFlags.BufferStructured, StructSize);
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SRV = DXUtility.CreateShaderResourceView(device, Buffer, SharpDX.DXGI.Format.Unknown, SharpDX.Direct3D.ShaderResourceViewDimension.Buffer, 0, 0, StructCount, 0);
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Data = new List<T>(count);
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DataArray = new T[count];
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}
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public void Dispose()
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{
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if (SRV != null)
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{
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SRV.Dispose();
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SRV = null;
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}
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if (Buffer != null)
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{
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Buffer.Dispose();
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Buffer = null;
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}
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}
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public void Clear()
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{
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Data.Clear();
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CurrentCount = 0;
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}
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public bool Add(T item)
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{
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if (CurrentCount < StructCount)
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{
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Data.Add(item);
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CurrentCount++;
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return true;
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}
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return false;
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}
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public void Update(DeviceContext context)
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{
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for (int i = 0; i < CurrentCount; i++)
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{
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DataArray[i] = Data[i];
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}
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var dataBox = context.MapSubresource(Buffer, 0, MapMode.WriteDiscard, MapFlags.None);
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Utilities.Write(dataBox.DataPointer, DataArray, 0, CurrentCount);
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context.UnmapSubresource(Buffer, 0);
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}
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public void SetVSResource(DeviceContext context, int slot)
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{
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context.VertexShader.SetShaderResource(slot, SRV);
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}
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public void SetPSResource(DeviceContext context, int slot)
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{
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context.PixelShader.SetShaderResource(slot, SRV);
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}
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}
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public class GpuBuffer<T> where T : struct //Dynamic GPU buffer of items updated by compute shader
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{
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public int StructSize;
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public int StructCount;
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public int ItemTotalSize;
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public int ItemCount;
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public int Size;
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public Buffer Buffer;
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public ShaderResourceView SRV;
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public UnorderedAccessView UAV;
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public GpuBuffer(Device device, int itemSize, int itemCount)
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{
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StructSize = System.Runtime.InteropServices.Marshal.SizeOf<T>();// sizeof(T)),
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StructCount = itemCount * itemSize;
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ItemTotalSize = itemSize * StructSize;
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ItemCount = itemCount;
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Size = StructSize * itemSize * itemCount;
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Buffer = DXUtility.CreateBuffer(device, Size, ResourceUsage.Default, BindFlags.ShaderResource | BindFlags.UnorderedAccess, 0, ResourceOptionFlags.BufferStructured, StructSize);
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SRV = DXUtility.CreateShaderResourceView(device, Buffer, Format.Unknown, ShaderResourceViewDimension.Buffer, 0, 0, StructCount, 0);
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UAV = DXUtility.CreateUnorderedAccessView(device, Buffer, Format.Unknown, UnorderedAccessViewDimension.Buffer, 0, StructCount, 0, 0);
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}
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public void Dispose()
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{
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if (UAV != null)
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{
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UAV.Dispose();
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UAV = null;
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}
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if (SRV != null)
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{
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SRV.Dispose();
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SRV = null;
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}
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if (Buffer != null)
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{
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Buffer.Dispose();
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Buffer = null;
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}
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}
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}
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public class GpuTexture //texture and render targets (depth, MS).
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{
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public Texture2D Texture;
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public Texture2D TextureMS;
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public Texture2D Depth;
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public Texture2D DepthMS;
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public RenderTargetView RTV;
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public DepthStencilView DSV;
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public RenderTargetView MSRTV;
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public DepthStencilView MSDSV;
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public ShaderResourceView SRV;
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public int VramUsage;
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public bool Multisampled;
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public bool UseDepth;
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public void Init(Device device, int w, int h, Format f, int sc, int sq, bool depth, Format df)
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{
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VramUsage = 0;
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Multisampled = (sc > 1);
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UseDepth = depth;
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ResourceUsage u = ResourceUsage.Default;
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BindFlags b = BindFlags.RenderTarget | BindFlags.ShaderResource;
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RenderTargetViewDimension rtvd = RenderTargetViewDimension.Texture2D;
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ShaderResourceViewDimension srvd = ShaderResourceViewDimension.Texture2D;// D3D11_SRV_DIMENSION_TEXTURE2D;
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int fs = DXUtility.ElementSize(f);
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int wh = w * h;
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BindFlags db = BindFlags.DepthStencil;// D3D11_BIND_DEPTH_STENCIL;
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DepthStencilViewDimension dsvd = DepthStencilViewDimension.Texture2D;
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Texture = DXUtility.CreateTexture2D(device, w, h, 1, 1, f, 1, 0, u, b, 0, 0);
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RTV = DXUtility.CreateRenderTargetView(device, Texture, f, rtvd, 0, 0, 0);
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SRV = DXUtility.CreateShaderResourceView(device, Texture, f, srvd, 1, 0, 0, 0);
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VramUsage += (wh * fs);
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if (Multisampled)
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{
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b = BindFlags.RenderTarget;
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rtvd = RenderTargetViewDimension.Texture2DMultisampled;
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dsvd = DepthStencilViewDimension.Texture2DMultisampled;
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TextureMS = DXUtility.CreateTexture2D(device, w, h, 1, 1, f, sc, sq, u, b, 0, 0);
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MSRTV = DXUtility.CreateRenderTargetView(device, TextureMS, f, rtvd, 0, 0, 0);
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VramUsage += (wh * fs);
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if (depth)
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{
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DepthMS = DXUtility.CreateTexture2D(device, w, h, 1, 1, df, sc, sq, u, db, 0, 0);
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MSDSV = DXUtility.CreateDepthStencilView(device, DepthMS, df, dsvd);
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VramUsage += (wh * DXUtility.ElementSize(df));
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}
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}
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else
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{
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if (depth)
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{
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Depth = DXUtility.CreateTexture2D(device, w, h, 1, 1, df, sc, sq, u, db, 0, 0);
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DSV = DXUtility.CreateDepthStencilView(device, Depth, df, dsvd);
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VramUsage += (wh * DXUtility.ElementSize(df));
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}
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}
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}
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public void Dispose()
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{
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if (SRV != null)
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{
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SRV.Dispose();
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SRV = null;
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}
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if (MSDSV != null)
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{
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MSDSV.Dispose();
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MSDSV = null;
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}
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if (MSRTV != null)
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{
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MSRTV.Dispose();
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MSRTV = null;
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}
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if (DSV != null)
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{
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DSV.Dispose();
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DSV = null;
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}
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if (RTV != null)
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{
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RTV.Dispose();
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RTV = null;
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}
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if (DepthMS != null)
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{
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DepthMS.Dispose();
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DepthMS = null;
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}
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if (Depth != null)
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{
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Depth.Dispose();
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Depth = null;
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}
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if (TextureMS != null)
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{
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TextureMS.Dispose();
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TextureMS = null;
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}
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if (Texture != null)
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{
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Texture.Dispose();
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Texture = null;
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}
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}
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public GpuTexture(Device device, int w, int h, Format f, int sc, int sq, bool depth, Format df)
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{
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Init(device, w, h, f, sc, sq, depth, df);
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}
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public GpuTexture(Device device, int w, int h, Format f, int sc, int sq)
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{
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Init(device, w, h, f, sc, sq, false, Format.Unknown);
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}
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public GpuTexture(Device device, int w, int h, Format f)
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{
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Init(device, w, h, f, 1, 0, false, Format.Unknown);
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}
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public void Clear(DeviceContext context, Color4 colour)
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{
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if (Multisampled)
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{
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context.ClearRenderTargetView(MSRTV, colour);
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if (UseDepth)
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{
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context.ClearDepthStencilView(MSDSV, DepthStencilClearFlags.Depth, 1.0f, 0);
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}
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}
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else
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{
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context.ClearRenderTargetView(RTV, colour);
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if (UseDepth)
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{
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context.ClearDepthStencilView(DSV, DepthStencilClearFlags.Depth, 1.0f, 0);
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}
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}
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}
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public void ClearDepth(DeviceContext context)
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{
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if (!UseDepth) return;
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if (Multisampled)
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{
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context.ClearDepthStencilView(MSDSV, DepthStencilClearFlags.Depth, 1.0f, 0);
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}
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else
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{
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context.ClearDepthStencilView(DSV, DepthStencilClearFlags.Depth, 1.0f, 0);
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}
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}
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public void SetRenderTarget(DeviceContext context)
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{
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if (Multisampled)
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{
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context.OutputMerger.SetRenderTargets(UseDepth ? MSDSV : null, MSRTV);
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}
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else
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{
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context.OutputMerger.SetRenderTargets(UseDepth ? DSV : null, RTV);
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}
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}
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}
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}
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