本文整理汇总了C#中DeviceContext.UpdateSubresource方法的典型用法代码示例。如果您正苦于以下问题:C# DeviceContext.UpdateSubresource方法的具体用法?C# DeviceContext.UpdateSubresource怎么用?C# DeviceContext.UpdateSubresource使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类DeviceContext
的用法示例。
在下文中一共展示了DeviceContext.UpdateSubresource方法的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: UpdateBuffer
/****************************************************************************************************
*
****************************************************************************************************/
public void UpdateBuffer(DeviceContext context, Matrix world, ICamera camera)
{
var view = camera.CreateViewMatrix();
var projection = camera.CreateProjectionMatrix(Resolution);
Matrices[0] = Matrix.Transpose(world);
Matrices[1] = Matrix.Transpose(view);
Matrices[2] = Matrix.Transpose(projection);
Matrices[3] = Matrix.Transpose(world * view);
Matrices[4] = Matrix.Transpose(world * view * projection);
Matrices[5] = Matrix.Transpose(view * projection);
Matrices[6] = Matrix.Invert(world);
Matrices[7] = Matrix.Invert(world * view);
Matrices[8] = Matrix.Transpose(Matrix.Identity * Matrix.Scaling(LightPosition));
Matrices[9] = new Matrix(new float[]
{
LerpTime, AbsoluteTime, Resolution.X, Resolution.Y,
BeatTime, Lead,0,0,
Nisse0, Nisse1, Nisse2, Nisse3,
0,0,0,0,
});
if (Buffer == null)
{
Buffer = new Buffer(context.Device, Matrices.Length * Utilities.SizeOf<Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
}
context.UpdateSubresource(Matrices, Buffer);
}
示例2: Apply
public void Apply(DeviceContext context)
{
var worldViewProj = World * (View * Projection);
worldViewProj.Transpose();
context.UpdateSubresource(ref worldViewProj, constantBuffer);
context.VertexShader.Set(vertexShader);
context.VertexShader.SetConstantBuffer(0, constantBuffer);
context.PixelShader.Set(pixelShader);
context.PixelShader.SetConstantBuffer(0, constantBuffer);
context.InputAssembler.InputLayout = layout;
}
示例3: Draw
public static void Draw(DeviceContext context, float scale = 1f, float offset = 0f)
{
data.scale = scale;
data.offset = offset;
context.UpdateSubresource<cBuffer>(ref data, buffer, 0, 0, 0, null);
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
context.InputAssembler.InputLayout = layout;
context.InputAssembler.SetVertexBuffers(0, binding);
context.VertexShader.Set(vertexShader);
context.VertexShader.SetConstantBuffer(1, buffer);
context.Draw(6, 0);
}
示例4: SetCameraParameters
public void SetCameraParameters(DeviceContext context, Camera camera)
{
Contract.Requires<ArgumentNullException>(context != null, "Parameter context must not be null.");
Contract.Requires<ArgumentNullException>(camera != null, "Parameter camera must not be null.");
using (DataStream data = new DataStream(System.Runtime.InteropServices.Marshal.SizeOf(typeof(CameraCBuffer)), true, true))
{
data.Write(camera.Position);
data.Write(0f);
data.Position = 0;
context.UpdateSubresource(new DataBox(0, 0, data), cameraConstantBuffer, 0);
context.VertexShader.SetConstantBuffer(cameraConstantBuffer, 1);
}
}
示例5: SetFogParameters
public void SetFogParameters(DeviceContext context, float start, float end, Color3 fogColour)
{
Contract.Requires<ArgumentNullException>(fogColour != null, "fogColour");
using (DataStream data = new DataStream(System.Runtime.InteropServices.Marshal.SizeOf(typeof(FogCBuffer)), true, true))
{
data.Write(start);
data.Write(end);
data.Write(fogColour);
data.Position = 0;
context.UpdateSubresource(new DataBox(0, 0, data), fogConstantBuffer, 0);
context.VertexShader.SetConstantBuffer(fogConstantBuffer, 0);
}
}
示例6: SetTransparencyParameters
/// <summary>
/// Sets the shader parameters.
/// </summary>
/// <param name="device">The device.</param>
/// <param name="world">The world.</param>
/// <param name="view">The view.</param>
/// <param name="projection">The projection.</param>
public virtual void SetTransparencyParameters(DeviceContext context, float opacity)
{
/*Contract.Requires<ArgumentNullException>(context != null, "Parameter context must not be null.");
Contract.Requires<ArgumentNullException>(ambientColour != null, "Parameter ambientColour must not be null.");
Contract.Requires<ArgumentNullException>(diffuseColour != null, "Parameter diffuseColour must not be null.");
Contract.Requires<ArgumentNullException>(lightDirection != null, "Parameter lightDirection must not be null.");
Contract.Requires<ArgumentNullException>(specularColour != null, "Parameter specularColour must not be null.");*/
using (DataStream data = new DataStream(System.Runtime.InteropServices.Marshal.SizeOf(typeof(TransparencyCBuffer)), true, true))
{
data.Write(opacity);
data.Position = 0;
context.UpdateSubresource(new DataBox(0, 0, data), transparencyConstantBuffer, 0);
context.PixelShader.SetConstantBuffer(transparencyConstantBuffer, 0);
}
}
示例7: SetWVPMatrices
/// <summary>
/// Sets the shader parameters.
/// </summary>
/// <param name="device">The device.</param>
/// <param name="world">The world.</param>
/// <param name="view">The view.</param>
/// <param name="projection">The projection.</param>
public virtual void SetWVPMatrices(DeviceContext context, Matrix world, Matrix view, Matrix projection)
{
Contract.Requires<ArgumentNullException>(context != null, "context");
Contract.Requires<ArgumentNullException>(world != null, "world");
Contract.Requires<ArgumentNullException>(view != null, "view");
Contract.Requires<ArgumentNullException>(projection != null, "projection");
using (DataStream data = new DataStream(System.Runtime.InteropServices.Marshal.SizeOf(typeof(MatrixCBuffer)), true, true))
{
data.Write(Matrix.Transpose(world));
data.Write(Matrix.Transpose(view));
data.Write(Matrix.Transpose(projection));
data.Position = 0;
context.UpdateSubresource(new DataBox(0, 0, data), matrixConstantBuffer, 0);
context.VertexShader.SetConstantBuffer(matrixConstantBuffer, 0);
}
}
示例8: ResizeAndUpdateStaticStructuredBuffer
internal static void ResizeAndUpdateStaticStructuredBuffer(ref StructuredBufferId id, int capacity, int stride, IntPtr data, string debugName, DeviceContext context = null)
{
if (id == StructuredBufferId.NULL)
{
id = CreateStructuredBuffer(capacity, stride, false, data, debugName);
}
else
{
Debug.Assert(stride == id.Stride);
Debug.Assert(false == id.Dynamic);
if (id.Capacity < capacity)
{
SBuffersData[id.Index].Buffer.Dispose();
SBuffers.Data[id.Index].Description.SizeInBytes = stride * capacity;
InitStructuredBuffer(id, data);
}
else
{
if (context == null)
context = MyRender11.DeviceContext;
context.UpdateSubresource(new DataBox(data, stride * capacity, 0), id.Buffer);
}
}
}
示例9: Use
public static void Use(DeviceContext context, bool instanced)
{
if (instance == null)
{
initialize();
}
if (layout == null)
{
// Layout from VertexShader input signature
layout = new InputLayout(RenderContext11.PrepDevice, ShaderSignature.GetInputSignature(instance.VertexShaderBytecode), new[]
{
new InputElement("POSITION", 0, SharpDX.DXGI.Format.R32G32B32_Float, 0, 0),
new InputElement("POINTSIZE", 0, SharpDX.DXGI.Format.R32_Float, 12, 0),
new InputElement("COLOR", 0, SharpDX.DXGI.Format.R8G8B8A8_UNorm, 16, 0),
new InputElement("TEXCOORD", 0, SharpDX.DXGI.Format.R32G32_Float, 20, 0),
new InputElement("CORNER", 0, SharpDX.DXGI.Format.R8G8B8A8_UNorm, 28, 0),
});
}
if (instancedLayout == null)
{
instancedLayout = new InputLayout(RenderContext11.PrepDevice, ShaderSignature.GetInputSignature(instance.VertexShaderBytecode), new[]
{
new InputElement("CORNER", 0, SharpDX.DXGI.Format.R8G8B8A8_UNorm, 0, 0, InputClassification.PerVertexData, 0),
new InputElement("POSITION", 0, SharpDX.DXGI.Format.R32G32B32_Float, 0, 1, InputClassification.PerInstanceData, 1),
new InputElement("POINTSIZE", 0, SharpDX.DXGI.Format.R32_Float, 12, 1, InputClassification.PerInstanceData, 1),
new InputElement("COLOR", 0, SharpDX.DXGI.Format.R8G8B8A8_UNorm, 16, 1, InputClassification.PerInstanceData, 1),
new InputElement("TEXCOORD", 0, SharpDX.DXGI.Format.R32G32_Float, 20, 1, InputClassification.PerInstanceData, 1),
});
}
if (instanced)
{
context.InputAssembler.InputLayout = instancedLayout;
}
else
{
context.InputAssembler.InputLayout = layout;
}
context.VertexShader.Set(instance.CompiledVertexShader);
context.VertexShader.SetConstantBuffer(0, constantBuffer);
context.GeometryShader.Set(null);
context.PixelShader.Set(instance.CompiledPixelShader);
context.UpdateSubresource(ref Constants, constantBuffer);
}
示例10: use
public void use(DeviceContext context)
{
//pass.Apply(context);
// Copy data to constant buffer
context.UpdateSubresource(ref constants, constantBuffer);
context.VertexShader.SetConstantBuffer(0, constantBuffer);
context.PixelShader.SetConstantBuffer(0, constantBuffer);
context.VertexShader.Set(vertexShader);
context.PixelShader.Set(pixelShader);
// Set vertex shader
}
示例11: Render
public void Render(DeviceContext context, vsBuffer vsBuffer, psBuffer psBuffer)
{
context.InputAssembler.InputLayout = layout;
if (isTesselated)
{
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.PatchListWith3ControlPoints;
}
else
{
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
}
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(mesh.vertexBuffer, mesh._vertexStream.vertexType.SizeOf(), 0));
context.InputAssembler.SetIndexBuffer(mesh.indexBuffer, SharpDX.DXGI.Format.R16_UInt, 0);
context.VertexShader.Set(_shaderSolution.vs);
for (int i = 0; i < _shaderSolution.shaders_buffers[Shaders.VertexShader].Length; i++)
{
context.VertexShader.SetConstantBuffer(i, _shaderSolution.shaders_buffers[Shaders.VertexShader][i]);
}
context.PixelShader.Set(_shaderSolution.ps);
for (int i = 0; i < _shaderSolution.shaders_buffers[Shaders.PixelShader].Length; i++)
{
context.PixelShader.SetConstantBuffer(i, _shaderSolution.shaders_buffers[Shaders.PixelShader][i]);
}
if (this.isTesselated)
{
context.HullShader.Set(_shaderSolution.hs);
for (int i = 0; i < _shaderSolution.shaders_buffers[Shaders.HullShader].Length; i++)
{
context.HullShader.SetConstantBuffer(i, _shaderSolution.shaders_buffers[Shaders.HullShader][i]);
}
context.DomainShader.Set(_shaderSolution.ds);
for (int i = 0; i < _shaderSolution.shaders_buffers[Shaders.DomainShader].Length; i++)
{
context.DomainShader.SetConstantBuffer(i, _shaderSolution.shaders_buffers[Shaders.DomainShader][i]);
}
context.UpdateSubresource(ref vsBuffer, _shaderSolution.shaders_buffers[Shaders.DomainShader][0]);
}
else
{
context.HullShader.Set(null);
context.DomainShader.Set(null);
}
for(int i = 0; i<material.textures.Count; i++)
{
context.PixelShader.SetShaderResource(i, material.textures[i]);
}
context.UpdateSubresource(ref vsBuffer, _shaderSolution.shaders_buffers[Shaders.VertexShader][0]);
// !!!!!!!!!!!!!!!!!!!!!!! not normal (be careful of shader being optimized and stripped of unused constant buffer)
//context.UpdateSubresource(ref psBuffer, _shaderSolution.shaders_buffers[Shaders.PixelShader][0]);
context.PixelShader.SetSampler(0, sampler);
context.DrawIndexed(mesh._indexStream.getIndexCount(), 0, 0);
}
示例12: CreateTexture2DArray
public static ShaderResourceView CreateTexture2DArray(Device device, DeviceContext context, string[] filePaths, TextureLoadOptions options) {
var srcTex = new Texture2D[filePaths.Length];
for (var i = 0; i < filePaths.Length; i++) {
srcTex[i] = CreateTextureFromFile(device, filePaths[i], options);
}
var texElementDesc = srcTex[0].Description;
var texArrayDesc = new Texture2DDescription {
Width = texElementDesc.Width,
Height = texElementDesc.Height,
MipLevels = texElementDesc.MipLevels,
ArraySize = srcTex.Length,
Format = texElementDesc.Format,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.ShaderResource,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
};
var texArray = new Texture2D(device, texArrayDesc);
texArray.DebugName = "texture array: + " + filePaths.Aggregate((i, j) => i + ", " + j);
for (int texElement = 0; texElement < srcTex.Length; texElement++) {
for (int mipLevel = 0; mipLevel < texElementDesc.MipLevels; mipLevel++) {
int mippedSize;
DataBox mappedTex2D;
mappedTex2D = context.MapSubresource(srcTex[texElement], mipLevel, 0, MapMode.Read, MapFlags.None, out mippedSize);
context.UpdateSubresource(
mappedTex2D,
texArray,
Resource.CalculateSubResourceIndex(mipLevel, texElement, texElementDesc.MipLevels)
);
context.UnmapSubresource(srcTex[texElement], mipLevel);
}
}
var viewDesc = new ShaderResourceViewDescription {
Format = texArrayDesc.Format,
Dimension = ShaderResourceViewDimension.Texture2DArray,
Texture2DArray = new ShaderResourceViewDescription.Texture2DArrayResource() {
MostDetailedMip = 0,
MipLevels = texArrayDesc.MipLevels,
FirstArraySlice = 0,
ArraySize = srcTex.Length
}
};
var texArraySRV = new ShaderResourceView(device, texArray, viewDesc);
Utilities.Dispose(ref texArray);
for (int i = 0; i < srcTex.Length; i++) {
Utilities.Dispose(ref srcTex[i]);
}
return texArraySRV;
}