本文整理汇总了C#中IDeviceContext.Dispatch方法的典型用法代码示例。如果您正苦于以下问题:C# IDeviceContext.Dispatch方法的具体用法?C# IDeviceContext.Dispatch怎么用?C# IDeviceContext.Dispatch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IDeviceContext
的用法示例。
在下文中一共展示了IDeviceContext.Dispatch方法的5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: CalculateLossy
public unsafe void CalculateLossy(IDeviceContext context, ITexture2D target, ITexture2D previous, ITexture2D temporalDiff, int mostDetailedMip)
{
var mipInfo = new MipInfo { MipLevel = mostDetailedMip, CoordDivisor = 1 << mostDetailedMip };
var map = context.Map(mipInfoBuffer, 0, MapType.WriteDiscard, MapFlags.None);
*(MipInfo*)map.Data = mipInfo;
context.Unmap(mipInfoBuffer, 0);
// todo: try doing everything using MostDetailedMip of SRV
context.ShaderForDispatching = computeShader;
context.ComputeStage.UniformBuffers[0] = mipInfoBuffer;
context.ComputeStage.ShaderResources[0] = previous.ViewAsShaderResource(formatId, 0, previous.MipLevels);
context.ComputeStage.ShaderResources[1] = temporalDiff.ViewAsShaderResource(formatId, 0, temporalDiff.MipLevels);
context.ComputeStage.UnorderedAccessResources[0] = target.ViewAsUnorderedAccessResource(formatId, 0);
context.Dispatch(RavcMath.DivideAndCeil(target.Width, 16), RavcMath.DivideAndCeil(target.Height, 16), 1);
}
示例2: CalculateDiff
public void CalculateDiff(IDeviceContext context, ITexture2D target, ITexture2D source, int mostDetailedMip)
{
context.ShaderForDispatching = computeShader;
for (int i = EncodingConstants.SmallestMip; i >= mostDetailedMip; i--)
{
var srv = source.ViewAsShaderResource(formatId, i, i == EncodingConstants.SmallestMip ? 1 : 2);
var uav = target.ViewAsUnorderedAccessResource(formatId, i);
context.ComputeStage.ShaderResources[0] = srv;
context.ComputeStage.UnorderedAccessResources[0] = uav;
context.Dispatch(RavcMath.DivideAndCeil(target.Width >> i, 16), RavcMath.DivideAndCeil(target.Height >> i, 16), 1);
context.ComputeStage.ShaderResources[0] = null;
((CDeviceContext)context).D3DDeviceContext.ComputeShader.SetShaderResource(0, null);
}
context.ComputeStage.UnorderedAccessResources[0] = null;
((CDeviceContext)context).D3DDeviceContext.ComputeShader.SetUnorderedAccessView(0, null);
}
示例3: CalculateDiff
public unsafe void CalculateDiff(IDeviceContext context, ITexture2D target, ITexture2D current, ITexture2D parentTexture, int colorDiffThreshold)
{
context.ShaderForDispatching = computeShader;
var map = context.Map(frameInfoBuffer, 0, MapType.WriteDiscard, MapFlags.None);
*(Vector4*)map.Data = new Vector4(colorDiffThreshold, 0, 0, 0);
context.Unmap(frameInfoBuffer, 0);
context.ComputeStage.UniformBuffers[0] = frameInfoBuffer;
for (int i = 0; i < EncodingConstants.MipLevels; i++)
{
var uav = target.ViewAsUnorderedAccessResource(formatId, i);
var currentSrv = current.ViewAsShaderResource(formatId, i, 1);
var parentSrv = parentTexture.ViewAsShaderResource(formatId, i, 1);
context.ComputeStage.UnorderedAccessResources[0] = uav;
context.ComputeStage.ShaderResources[0] = currentSrv;
context.ComputeStage.ShaderResources[1] = parentSrv;
context.Dispatch(RavcMath.DivideAndCeil(target.Width >> i, 16), RavcMath.DivideAndCeil(target.Height >> i, 16), 1);
}
}
示例4: SwapBgraToRgba
public void SwapBgraToRgba(IDeviceContext context, ITexture2D target, ITexture2D texture)
{
var uav = target.ViewAsUnorderedAccessResource(rgbaFormat, 0);
var srv = texture.ViewAsShaderResource(bgraFormat, 0, 1);
context.ShaderForDispatching = computeShader;
context.ComputeStage.ShaderResources[0] = srv;
context.ComputeStage.UnorderedAccessResources[0] = uav;
context.Dispatch(RavcMath.DivideAndCeil(target.Width, 16), RavcMath.DivideAndCeil(target.Height, 16), 1);
}
示例5: GenerateMips
public void GenerateMips(IDeviceContext context, ITexture2D target, int mipLevels)
{
for (int i = 1; i < mipLevels; i++)
{
var srv = target.ViewAsShaderResource(formatId, i - 1, 1);
var uav = target.ViewAsUnorderedAccessResource(formatId, i);
context.ShaderForDispatching = computeShader;
context.ComputeStage.ShaderResources[0] = srv;
context.ComputeStage.UnorderedAccessResources[0] = uav;
context.Dispatch(RavcMath.DivideAndCeil(target.Width >> i, 16), RavcMath.DivideAndCeil(target.Height >> i, 16), 1);
}
}