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594 lines
21 KiB
C#
594 lines
21 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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try
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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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catch { } //not much we can do about this except ignore it..
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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 GpuABuffer<T> where T : struct //Dynamic GPU buffer of items updated by CPU, for array of structs used as a constant buffer
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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 GpuABuffer(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>();
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BufferSize = StructCount * StructSize;
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Buffer = new Buffer(device, BufferSize, ResourceUsage.Dynamic, BindFlags.ConstantBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, 0);
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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, T[] data)
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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, data, 0, Math.Min(data.Length, StructCount));
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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 Update(DeviceContext context, T[] data)
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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, data, 0, data.Length);
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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 ShaderResourceView DepthSRV; //possibly causing crash on DX10 hardware when multisampled
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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;// | BindFlags.ShaderResource;// D3D11_BIND_DEPTH_STENCIL;
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DepthStencilViewDimension dsvd = DepthStencilViewDimension.Texture2D;
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Format dtexf = GetDepthTexFormat(df);
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Format dsrvf = GetDepthSrvFormat(df);
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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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//srvd = ShaderResourceViewDimension.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) * sc;
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if (depth)
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{
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DepthMS = DXUtility.CreateTexture2D(device, w, h, 1, 1, dtexf, sc, sq, u, db, 0, 0);
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MSDSV = DXUtility.CreateDepthStencilView(device, DepthMS, df, dsvd);
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//DepthSRV = DXUtility.CreateShaderResourceView(device, DepthMS, dsrvf, srvd, 1, 0, 0, 0);
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VramUsage += (wh * DXUtility.ElementSize(df)) * sc;
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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, dtexf, sc, sq, u, db, 0, 0);
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DSV = DXUtility.CreateDepthStencilView(device, Depth, df, dsvd);
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//DepthSRV = DXUtility.CreateShaderResourceView(device, Depth, dsrvf, srvd, 1, 0, 0, 0);
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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, 0.0f, 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, 0.0f, 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, 0.0f, 0);
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}
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else
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{
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context.ClearDepthStencilView(DSV, DepthStencilClearFlags.Depth, 0.0f, 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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public static Format GetDepthTexFormat(Format df)
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{
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Format dtexf = Format.R32_Typeless;
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switch (df)
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{
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case Format.D16_UNorm:
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dtexf = Format.R16_Typeless;
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break;
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case Format.D24_UNorm_S8_UInt:
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dtexf = Format.R24G8_Typeless;
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break;
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case Format.D32_Float:
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dtexf = Format.R32_Typeless;
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break;
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case Format.D32_Float_S8X24_UInt:
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dtexf = Format.R32G8X24_Typeless;//is this right? who uses this anyway??
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break;
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}
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return dtexf;
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}
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public static Format GetDepthSrvFormat(Format df)
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{
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Format dsrvf = Format.R32_Float;
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switch (df)
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{
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case Format.D16_UNorm:
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dsrvf = Format.R16_UNorm;
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break;
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case Format.D24_UNorm_S8_UInt:
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dsrvf = Format.R24_UNorm_X8_Typeless;
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break;
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case Format.D32_Float:
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dsrvf = Format.R32_Float;
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break;
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case Format.D32_Float_S8X24_UInt:
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dsrvf = Format.R32_Float_X8X24_Typeless;
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break;
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}
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return dsrvf;
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}
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}
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public class GpuMultiTexture //multiple texture and render targets (depth).
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{
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public Texture2D[] Textures;
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public Texture2D Depth;
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public RenderTargetView[] RTVs;
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public DepthStencilView DSV;
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public ShaderResourceView[] SRVs;
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public ShaderResourceView DepthSRV;
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public int VramUsage;
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public bool UseDepth;
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public int Count;
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public bool Multisampled;
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public int MultisampleCount;
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public void Init(Device device, int w, int h, int count, Format f, bool depth, Format df, int multisamplecount)
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{
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Count = count;
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VramUsage = 0;
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UseDepth = depth;
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MultisampleCount = multisamplecount;
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Multisampled = (multisamplecount > 1);
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ResourceUsage u = ResourceUsage.Default;
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BindFlags b = BindFlags.RenderTarget | BindFlags.ShaderResource;
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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 | BindFlags.ShaderResource;// D3D11_BIND_DEPTH_STENCIL;
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RenderTargetViewDimension rtvd = RenderTargetViewDimension.Texture2D;
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ShaderResourceViewDimension srvd = ShaderResourceViewDimension.Texture2D;// D3D11_SRV_DIMENSION_TEXTURE2D;
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DepthStencilViewDimension dsvd = DepthStencilViewDimension.Texture2D;
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if (Multisampled)
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{
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rtvd = RenderTargetViewDimension.Texture2DMultisampled;
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srvd = ShaderResourceViewDimension.Texture2DMultisampled;
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dsvd = DepthStencilViewDimension.Texture2DMultisampled;
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}
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Textures = new Texture2D[count];
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RTVs = new RenderTargetView[count];
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SRVs = new ShaderResourceView[count];
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
Textures[i] = DXUtility.CreateTexture2D(device, w, h, 1, 1, f, multisamplecount, 0, u, b, 0, 0);
|
|
RTVs[i] = DXUtility.CreateRenderTargetView(device, Textures[i], f, rtvd, 0, 0, 0);
|
|
SRVs[i] = DXUtility.CreateShaderResourceView(device, Textures[i], f, srvd, 1, 0, 0, 0);
|
|
VramUsage += (wh * fs) * multisamplecount;
|
|
}
|
|
if (depth)
|
|
{
|
|
Format dtexf = GpuTexture.GetDepthTexFormat(df);
|
|
Format dsrvf = GpuTexture.GetDepthSrvFormat(df);
|
|
Depth = DXUtility.CreateTexture2D(device, w, h, 1, 1, dtexf, multisamplecount, 0, u, db, 0, 0);
|
|
DSV = DXUtility.CreateDepthStencilView(device, Depth, df, dsvd);
|
|
DepthSRV = DXUtility.CreateShaderResourceView(device, Depth, dsrvf, srvd, 1, 0, 0, 0);
|
|
VramUsage += (wh * DXUtility.ElementSize(df)) * multisamplecount;
|
|
}
|
|
}
|
|
public void Dispose()
|
|
{
|
|
for (int i = 0; i < Count; i++)
|
|
{
|
|
SRVs[i].Dispose();
|
|
RTVs[i].Dispose();
|
|
Textures[i].Dispose();
|
|
}
|
|
SRVs = null;
|
|
RTVs = null;
|
|
Textures = null;
|
|
|
|
if (DSV != null)
|
|
{
|
|
DSV.Dispose();
|
|
DSV = null;
|
|
}
|
|
if (DepthSRV != null)
|
|
{
|
|
DepthSRV.Dispose();
|
|
DepthSRV = null;
|
|
}
|
|
if (Depth != null)
|
|
{
|
|
Depth.Dispose();
|
|
Depth = null;
|
|
}
|
|
}
|
|
public GpuMultiTexture(Device device, int w, int h, int count, Format f, bool depth, Format df, int msc = 1)
|
|
{
|
|
Init(device, w, h, count, f, depth, df, msc);
|
|
}
|
|
public GpuMultiTexture(Device device, int w, int h, int count, Format f, int msc = 1)
|
|
{
|
|
Init(device, w, h, count, f, false, Format.Unknown, msc);
|
|
}
|
|
|
|
public void Clear(DeviceContext context, Color4 colour)
|
|
{
|
|
for (int i = 0; i < Count; i++)
|
|
{
|
|
context.ClearRenderTargetView(RTVs[i], colour);
|
|
}
|
|
if (UseDepth)
|
|
{
|
|
context.ClearDepthStencilView(DSV, DepthStencilClearFlags.Depth, 0.0f, 0);
|
|
}
|
|
}
|
|
|
|
public void ClearDepth(DeviceContext context)
|
|
{
|
|
if (!UseDepth) return;
|
|
context.ClearDepthStencilView(DSV, DepthStencilClearFlags.Depth, 0.0f, 0);
|
|
}
|
|
|
|
public void SetRenderTargets(DeviceContext context)
|
|
{
|
|
context.OutputMerger.SetRenderTargets(UseDepth ? DSV : null, RTVs);
|
|
}
|
|
|
|
}
|
|
|
|
}
|