本文整理汇总了C#中FeralTic.DX11.DX11RenderContext.CleanUp方法的典型用法代码示例。如果您正苦于以下问题:C# DX11RenderContext.CleanUp方法的具体用法?C# DX11RenderContext.CleanUp怎么用?C# DX11RenderContext.CleanUp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FeralTic.DX11.DX11RenderContext
的用法示例。
在下文中一共展示了DX11RenderContext.CleanUp方法的3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: Update
public void Update(IPluginIO pin, DX11RenderContext context)
{
Device device = context.Device;
DeviceContext ctx = context.CurrentDeviceContext;
if ( !this.FOutPointcloudRingBuffer[0].Contains(context) || !this.FOutUpdatedBuffer[0].Contains(context) || !this.bCounter.Contains(context) || !this.bOffset.Contains(context) || this.FInPointcloudRingBufferSize.IsChanged || this.FInEleCount.IsChanged)
{
this.FOutPointcloudRingBuffer[0].Dispose(context);
DX11RWStructuredBuffer brPointcloud = new DX11RWStructuredBuffer(device, FInPointcloudRingBufferSize[0], FInStride[0], eDX11BufferMode.Counter);
this.FOutPointcloudRingBuffer[0][context] = brPointcloud;
this.FOutUpdatedBuffer[0].Dispose(context);
DX11RWStructuredBuffer brUpdated = new DX11RWStructuredBuffer(device, FInPointcloudRingBufferSize[0], 4, eDX11BufferMode.Counter);
this.FOutUpdatedBuffer[0][context] = brUpdated;
this.bOffset.Dispose(context);
this.bOffset[context] = new DX11RawBuffer(device, 16);
this.bCounter.Dispose(context);
this.bCounter[context] = new DX11RWStructuredBuffer(device, FInEleCount[0], 4, eDX11BufferMode.Counter);
}
// load shader
if (this.shader == null)
{
string basepath = "RingBuffer.effects.RingBuffer.fx";
DX11Effect effect = DX11Effect.FromResource(Assembly.GetExecutingAssembly(), basepath);
this.shader = new DX11ShaderInstance(context, effect);
}
if (this.FInPointcloudBuffer.PluginIO.IsConnected && FInSet[0] && currentFrame != FHDEHost.FrameTime)
{
currentFrame = FHDEHost.FrameTime; // prevents to execute this a second time
int[] mask = new int[4] { 0, 0, 0, 0 };
ctx.ClearUnorderedAccessView(FOutUpdatedBuffer[0][context].UAV, mask);
shader.SelectTechnique("AddPoints");
shader.SetBySemantic("POINTCLOUDBUFFER", FInPointcloudBuffer[0][context].SRV);
shader.SetBySemantic("POINTCLOUDCOUNTBUFFER", FInCountBuffer[0][context].SRV);
shader.SetBySemantic("POINTCLOUDRINGBUFFER", FOutPointcloudRingBuffer[0][context].UAV, FInPointcloudRingBufferSize[0]);
shader.SetBySemantic("UPDATEDRINGBUFFER", FOutUpdatedBuffer[0][context].UAV, FInPointcloudRingBufferSize[0]);
shader.SetBySemantic("POINTCLOUDRINGBUFFERSIZE", FInPointcloudRingBufferSize[0]);
shader.SetBySemantic("OFFSETBUFFER", this.bOffset[context].SRV);
shader.SetBySemantic("COUNTERBUFFER", this.bCounter[context].UAV, 0);
shader.ApplyPass(0);
ctx.Dispatch((FInEleCount[0] + 63) / 64, 1, 1);
ctx.CopyStructureCount(this.bCounter[context].UAV, this.bOffset[context].Buffer, 0);
shader.SelectTechnique("CalcOffset");
shader.ApplyPass(0);
ctx.Dispatch(1, 1, 1);
context.CleanUp();
context.CleanUpCS();
}
}
示例2: Update
public void Update(IPluginIO pin, DX11RenderContext context)
{
Device device = context.Device;
DeviceContext ctx = context.CurrentDeviceContext;
if (!this.FOutLinkBuffer[0].Contains(context) || !this.FOutOffsetBuffer[0].Contains(context) || FInGridcellCount.IsChanged)
{
this.FOutLinkBuffer[0].Dispose(context);
this.FOutOffsetBuffer[0].Dispose(context);
DX11RWStructuredBuffer lb = new DX11RWStructuredBuffer(device, FInEleCount[0], 8, eDX11BufferMode.Counter);
DX11RWStructuredBuffer ob = new DX11RWStructuredBuffer(device, FInGridcellCount[0] * FInGridcellCount[0] * FInGridcellCount[0], 4, eDX11BufferMode.Counter);
this.FOutLinkBuffer[0][context] = lb;
this.FOutOffsetBuffer[0][context] = ob;
}
// clear offsetbuffer
int[] mask = new int[4] { -1, -1, -1, -1 };
ctx.ClearUnorderedAccessView(FOutOffsetBuffer[0][context].UAV,mask);
// load shader
if (this.shader == null)
{
string basepath = "LinkedList.effects.LinkedList.fx";
DX11Effect effect = DX11Effect.FromResource(Assembly.GetExecutingAssembly(), basepath);
this.shader = new DX11ShaderInstance(context, effect);
}
if (this.FInPcBuffer.PluginIO.IsConnected)
{
shader.SelectTechnique("BuildHash");
shader.SetBySemantic("POINTCLOUDBUFFER", FInPcBuffer[0][context].SRV);
shader.SetBySemantic("POINTTRANSFORM", FInTransform[0]);
shader.SetBySemantic("RWLINKBUFFER", FOutLinkBuffer[0][context].UAV, 0);
shader.SetBySemantic("RWOFFSETBUFFER", FOutOffsetBuffer[0][context].UAV);
shader.SetBySemantic("GRIDCELLSIZE", FInGridcellCount[0]);
shader.ApplyPass(0);
ctx.Dispatch((FInEleCount[0] + 63) / 64, 1, 1);
context.CleanUp();
context.CleanUpCS();
}
}
示例3: Update
public void Update(IPluginIO pin, DX11RenderContext context)
{
Device device = context.Device;
DeviceContext ctx = context.CurrentDeviceContext;
if (!this.FOutPointcloudBuffer[0].Contains(context) || !this.FOutIndexBuffer[0].Contains(context) || this.FInEleCount.IsChanged )
{
this.FOutPointcloudBuffer[0].Dispose(context);
this.FOutIndexBuffer[0].Dispose(context);
DX11RWStructuredBuffer pcBuffer = new DX11RWStructuredBuffer(device, FInEleCount[0], FInStride[0], eDX11BufferMode.Counter);
DX11RWStructuredBuffer idBuffer = new DX11RWStructuredBuffer(device, FInEleCount[0], 4, eDX11BufferMode.Counter);
this.FOutPointcloudBuffer[0][context] = pcBuffer;
this.FOutIndexBuffer[0][context] = idBuffer;
}
// clear offsetbuffer
int[] mask = new int[4] { -1, -1, -1, -1 };
ctx.ClearUnorderedAccessView(FOutIndexBuffer[0][context].UAV,mask);
// load shader
if (this.shader == null)
{
string basepath = "RingBufferIndexing.effects.RingBufferIndexing.fx";
DX11Effect effect = DX11Effect.FromResource(Assembly.GetExecutingAssembly(), basepath);
this.shader = new DX11ShaderInstance(context, effect);
}
if (this.FInPointcloudBuffer.PluginIO.IsConnected /* && currentFrame != FHDEHost.FrameTime*/)
{
currentFrame = FHDEHost.FrameTime; // prevents to execute this a second time
shader.SelectTechnique("BuildHash");
shader.SetBySemantic("POINTCLOUDBUFFERIN", FInPointcloudBuffer[0][context].SRV);
shader.SetBySemantic("POINTCLOUDBUFFEROUT", FOutPointcloudBuffer[0][context].UAV, 0);
shader.SetBySemantic("INDEXBUFFER", FOutIndexBuffer[0][context].UAV);
shader.ApplyPass(0);
ctx.Dispatch((FInEleCount[0] + 63) / 64, 1, 1);
context.CleanUp();
context.CleanUpCS();
}
}