本文整理汇总了C#中IDeviceContext.Map方法的典型用法代码示例。如果您正苦于以下问题:C# IDeviceContext.Map方法的具体用法?C# IDeviceContext.Map怎么用?C# IDeviceContext.Map使用的例子?那么恭喜您, 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.Map方法的2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 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);
}
}