本文整理汇总了C#中SiliconStudio.Xenko.Graphics.GraphicsDevice类的典型用法代码示例。如果您正苦于以下问题:C# GraphicsDevice类的具体用法?C# GraphicsDevice怎么用?C# GraphicsDevice使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
GraphicsDevice类属于SiliconStudio.Xenko.Graphics命名空间,在下文中一共展示了GraphicsDevice类的15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: SwapChainGraphicsPresenter
public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
{
gameWindow = (iPhoneOSGameView)Description.DeviceWindowHandle.NativeHandle;
device.InitDefaultRenderTarget(presentationParameters);
backBuffer = Texture.New2D(device, Description.BackBufferWidth, Description.BackBufferHeight, presentationParameters.BackBufferFormat, TextureFlags.RenderTarget | TextureFlags.ShaderResource);
}
示例2: CreateDebugPrimitive
public override MeshDraw CreateDebugPrimitive(GraphicsDevice device)
{
if (cachedDebugPrimitive != null) return cachedDebugPrimitive;
var verts = new VertexPositionNormalTexture[pointsList.Count];
for (var i = 0; i < pointsList.Count; i++)
{
verts[i].Position = pointsList[i];
verts[i].TextureCoordinate = Vector2.Zero;
verts[i].Normal = Vector3.Zero;
}
var intIndices = indicesList.Select(x => (int)x).ToArray();
////calculate basic normals
////todo verify, winding order might be wrong?
for (var i = 0; i < indicesList.Count; i += 3)
{
var i1 = intIndices[i];
var i2 = intIndices[i + 1];
var i3 = intIndices[i + 2];
var a = verts[i1];
var b = verts[i2];
var c = verts[i3];
var n = Vector3.Cross((b.Position - a.Position), (c.Position - a.Position));
n.Normalize();
verts[i1].Normal = verts[i2].Normal = verts[i3].Normal = n;
}
var meshData = new GeometricMeshData<VertexPositionNormalTexture>(verts, intIndices, false);
cachedDebugPrimitive = new GeometricPrimitive(device, meshData).ToMeshDraw();
return cachedDebugPrimitive;
}
示例3: DepthStencilState
private DepthStencilState(GraphicsDevice device, DepthStencilStateDescription depthStencilStateDescription)
: base(device)
{
Description = depthStencilStateDescription;
depthFunction = Description.DepthBufferFunction.ToOpenGLDepthFunction();
}
示例4: DescriptorPool
private DescriptorPool(GraphicsDevice graphicsDevice, DescriptorTypeCount[] counts) : base(graphicsDevice)
{
// For now, we put everything together so let's compute total count
foreach (var count in counts)
{
if (count.Type == EffectParameterClass.Sampler)
SamplerCount += count.Count;
else
SrvCount += count.Count;
}
if (SrvCount > 0)
{
SrvHeap = graphicsDevice.NativeDevice.CreateDescriptorHeap(new DescriptorHeapDescription
{
DescriptorCount = SrvCount,
Flags = DescriptorHeapFlags.None,
Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView,
});
}
if (SamplerCount > 0)
{
SamplerHeap = graphicsDevice.NativeDevice.CreateDescriptorHeap(new DescriptorHeapDescription
{
DescriptorCount = SamplerCount,
Flags = DescriptorHeapFlags.None,
Type = DescriptorHeapType.Sampler,
});
}
}
示例5: DescriptorSet
private DescriptorSet(GraphicsDevice graphicsDevice, DescriptorPool pool, DescriptorSetLayout desc)
{
if (pool.SrvOffset + desc.SrvCount > pool.SrvCount || pool.SamplerOffset + desc.SamplerCount > pool.SamplerCount)
{
// Eearly exit if OOM, IsValid should return false (TODO: different mechanism?)
Device = null;
BindingOffsets = null;
Description = null;
SrvStart = new CpuDescriptorHandle();
SamplerStart = new CpuDescriptorHandle();
return;
}
Device = graphicsDevice;
BindingOffsets = desc.BindingOffsets;
Description = desc;
// Store start CpuDescriptorHandle
SrvStart = desc.SrvCount > 0 ? (pool.SrvStart + graphicsDevice.SrvHandleIncrementSize * pool.SrvOffset) : new CpuDescriptorHandle();
SamplerStart = desc.SamplerCount > 0 ? (pool.SamplerStart + graphicsDevice.SamplerHandleIncrementSize * pool.SamplerOffset) : new CpuDescriptorHandle();
// Allocation is done, bump offsets
// TODO D3D12 thread safety?
pool.SrvOffset += desc.SrvCount;
pool.SamplerOffset += desc.SamplerCount;
}
示例6: UpdateShaders
/// <summary>
/// Polls the shader generator if the shader code has changed and has to be reloaded
/// </summary>
/// <param name="graphicsDevice">The current <see cref="GraphicsDevice"/></param>
private void UpdateShaders(GraphicsDevice graphicsDevice)
{
// TODO Part of the graphics improvement XK-3052
// Don't do this every frame, we have to propagate changes better
if (--shadersUpdateCounter > 0)
return;
shadersUpdateCounter = 10;
if (ComputeColor != null)
{
if (ComputeColor.HasChanged)
{
var shaderGeneratorContext = new ShaderGeneratorContext(graphicsDevice)
{
Parameters = Parameters,
ColorSpace = graphicsDevice.ColorSpace
};
shaderSource = ComputeColor.GenerateShaderSource(shaderGeneratorContext, new MaterialComputeColorKeys(ParticleBaseKeys.EmissiveMap, ParticleBaseKeys.EmissiveValue, Color.White));
if (Parameters.Get(ParticleBaseKeys.BaseColor)?.Equals(shaderSource) ?? false)
{
shaderSource = Parameters.Get(ParticleBaseKeys.BaseColor);
}
else
{
Parameters.Set(ParticleBaseKeys.BaseColor, shaderSource);
}
HasVertexLayoutChanged = true;
}
}
}
示例7: EffectParameterUpdaterLayout
public EffectParameterUpdaterLayout(GraphicsDevice graphicsDevice, Effect effect, DescriptorSetLayoutBuilder[] layouts)
{
Layouts = layouts;
// Process constant buffers
ResourceGroupLayouts = new ResourceGroupLayout[layouts.Length];
for (int layoutIndex = 0; layoutIndex < layouts.Length; layoutIndex++)
{
var layout = layouts[layoutIndex];
if (layout == null)
continue;
ParameterCollectionLayout.ProcessResources(layout);
EffectConstantBufferDescription cbuffer = null;
for (int entryIndex = 0; entryIndex < layout.Entries.Count; ++entryIndex)
{
var layoutEntry = layout.Entries[entryIndex];
if (layoutEntry.Class == EffectParameterClass.ConstantBuffer)
{
// For now we assume first cbuffer will be the main one
if (cbuffer == null)
{
cbuffer = effect.Bytecode.Reflection.ConstantBuffers.First(x => x.Name == layoutEntry.Key.Name);
ParameterCollectionLayout.ProcessConstantBuffer(cbuffer);
}
}
}
var resourceGroupDescription = new ResourceGroupDescription(layout, cbuffer);
ResourceGroupLayouts[layoutIndex] = ResourceGroupLayout.New(graphicsDevice, resourceGroupDescription, effect.Bytecode);
}
}
示例8: DepthStencilState
/// <summary>
/// Initializes a new instance of the <see cref="DepthStencilState"/> class.
/// </summary>
/// <param name="depthEnable">if set to <c>true</c> [depth enable].</param>
/// <param name="depthWriteEnable">if set to <c>true</c> [depth write enable].</param>
/// <param name="name">The name.</param>
private DepthStencilState(GraphicsDevice device, DepthStencilStateDescription depthStencilStateDescription)
: base(device)
{
Description = depthStencilStateDescription;
CreateNativeDeviceChild();
}
示例9: DepthStencilBuffer
internal DepthStencilBuffer(GraphicsDevice device, Texture2D depthTexture, bool isReadOnly) : base(device)
{
DescriptionInternal = depthTexture.Description;
depthTexture.AddReferenceInternal();
Texture = depthTexture;
resourceId = Texture.ResourceId;
if (Description.Format == PixelFormat.D24_UNorm_S8_UInt ||
Description.Format == PixelFormat.D32_Float_S8X24_UInt)
{
IsDepthBuffer = true;
IsStencilBuffer = true;
}
else if (Description.Format == PixelFormat.D32_Float ||
Description.Format == PixelFormat.D16_UNorm)
{
IsDepthBuffer = true;
IsStencilBuffer = false;
}
else
throw new NotSupportedException("The provided depth stencil format is currently not supported"); // implement composition for other formats
#if !SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
if (isReadOnly)
{
if (device.versionMajor < 4)
{
needReadOnlySynchronization = true;
throw new NotImplementedException();
}
}
#endif
}
示例10: BlendState
internal BlendState(GraphicsDevice device, BlendStateDescription blendStateDescription) : base(device)
{
Description = blendStateDescription;
for (int i = 1; i < Description.RenderTargets.Length; ++i)
{
if (Description.RenderTargets[i].BlendEnable || Description.RenderTargets[i].ColorWriteChannels != ColorWriteChannels.All)
throw new NotSupportedException();
}
blendEnable = Description.RenderTargets[0].BlendEnable;
blendEquationModeColor = ToOpenGL(Description.RenderTargets[0].ColorBlendFunction);
blendEquationModeAlpha = ToOpenGL(Description.RenderTargets[0].AlphaBlendFunction);
blendFactorSrcColor = ToOpenGL(Description.RenderTargets[0].ColorSourceBlend);
blendFactorSrcAlpha = ToOpenGL(Description.RenderTargets[0].AlphaSourceBlend);
blendFactorDestColor = (BlendingFactorDest)ToOpenGL(Description.RenderTargets[0].ColorDestinationBlend);
blendFactorDestAlpha = (BlendingFactorDest)ToOpenGL(Description.RenderTargets[0].AlphaDestinationBlend);
EnabledColors[0] = (Description.RenderTargets[0].ColorWriteChannels & ColorWriteChannels.Red ) != 0;
EnabledColors[1] = (Description.RenderTargets[0].ColorWriteChannels & ColorWriteChannels.Green) != 0;
EnabledColors[2] = (Description.RenderTargets[0].ColorWriteChannels & ColorWriteChannels.Blue ) != 0;
EnabledColors[3] = (Description.RenderTargets[0].ColorWriteChannels & ColorWriteChannels.Alpha) != 0;
blendEquationHash = (uint)Description.RenderTargets[0].ColorBlendFunction
| ((uint)Description.RenderTargets[0].AlphaBlendFunction << 8);
blendFuncHash = (uint)Description.RenderTargets[0].ColorSourceBlend
| ((uint)Description.RenderTargets[0].AlphaSourceBlend << 8)
| ((uint)Description.RenderTargets[0].ColorDestinationBlend << 16)
| ((uint)Description.RenderTargets[0].AlphaDestinationBlend << 24);
}
示例11: SceneRenderer
public SceneRenderer(GameSettingsAsset gameSettings)
{
if (gameSettings == null) throw new ArgumentNullException(nameof(gameSettings));
// Initialize services
Services = new ServiceRegistry();
ContentManager = new ContentManager(Services);
var renderingSettings = gameSettings.Get<RenderingSettings>();
GraphicsDevice = GraphicsDevice.New(DeviceCreationFlags.None, new[] { renderingSettings.DefaultGraphicsProfile });
var graphicsDeviceService = new GraphicsDeviceServiceLocal(Services, GraphicsDevice);
EffectSystem = new EffectSystem(Services);
GraphicsContext = new GraphicsContext(GraphicsDevice);
Services.AddService(typeof(GraphicsContext), GraphicsContext);
SceneSystem = new SceneSystem(Services);
// Create game systems
GameSystems = new GameSystemCollection(Services);
GameSystems.Add(new GameFontSystem(Services));
GameSystems.Add(new UISystem(Services));
GameSystems.Add(EffectSystem);
GameSystems.Add(SceneSystem);
GameSystems.Initialize();
// Fake presenter
// TODO GRAPHICS REFACTOR: This is needed be for render stage setup
GraphicsDevice.Presenter = new RenderTargetGraphicsPresenter(GraphicsDevice,
Texture.New2D(GraphicsDevice, renderingSettings.DefaultBackBufferWidth, renderingSettings.DefaultBackBufferHeight,
renderingSettings.ColorSpace == ColorSpace.Linear ? PixelFormat.R8G8B8A8_UNorm_SRgb : PixelFormat.R8G8B8A8_UNorm, TextureFlags.ShaderResource | TextureFlags.RenderTarget),
PixelFormat.D24_UNorm_S8_UInt);
SceneSystem.MainRenderFrame = RenderFrame.FromTexture(GraphicsDevice.Presenter.BackBuffer, GraphicsDevice.Presenter.DepthStencilBuffer);
}
示例12: Compile
public void Compile(GraphicsDevice graphicsDevice, EffectDescriptorSetReflection descriptorSetLayouts, EffectBytecode effectBytecode)
{
resourceGroupBindings = new ResourceGroupBinding[descriptorSetLayouts.Layouts.Count];
for (int setIndex = 0; setIndex < descriptorSetLayouts.Layouts.Count; setIndex++)
{
var layout = descriptorSetLayouts.Layouts[setIndex].Layout;
if (layout == null)
{
resourceGroupBindings[setIndex] = new ResourceGroupBinding { ConstantBufferSlot = -1 };
continue;
}
var resourceGroupBinding = new ResourceGroupBinding();
for (int resourceIndex = 0; resourceIndex < layout.Entries.Count; resourceIndex++)
{
var layoutEntry = layout.Entries[resourceIndex];
if (layoutEntry.Class == EffectParameterClass.ConstantBuffer)
{
var constantBuffer = effectBytecode.Reflection.ConstantBuffers.First(x => x.Name == layoutEntry.Key.Name);
resourceGroupBinding.ConstantBufferSlot = resourceIndex;
resourceGroupBinding.ConstantBufferPreallocated = Buffer.Constant.New(graphicsDevice, constantBuffer.Size);
}
}
resourceGroupBindings[setIndex] = resourceGroupBinding;
}
}
示例13: EffectProgram
private EffectProgram(GraphicsDevice device, EffectBytecode bytecode)
: base(device)
{
effectBytecode = bytecode;
Reflection = effectBytecode.Reflection;
CreateShaders();
}
示例14: LightShadowProcessorDefaultBudget
public LightShadowProcessorDefaultBudget(GraphicsDevice device, bool manageShadows)
: base(device, manageShadows)
{
// Fixed budget of textures
AddShadowMapTexture(new ShadowMapTexture(GraphicsDevice, LightShadowMapFilterType.Nearest, 2048), LightShadowMapFilterType.Nearest);
AddShadowMapTexture(new ShadowMapTexture(GraphicsDevice, LightShadowMapFilterType.Variance, 2048), LightShadowMapFilterType.Variance);
}
示例15: BlendStateFactory
/// <summary>
/// Initializes a new instance of the <see cref="BlendStateFactory"/> class.
/// </summary>
/// <param name="device">The device.</param>
internal BlendStateFactory(GraphicsDevice device)
{
var blendDescription = new BlendStateDescription(Blend.One, Blend.Zero);
blendDescription.SetDefaults();
Default = BlendState.New(device, blendDescription).DisposeBy(device);
Default.Name = "Default";
Additive = BlendState.New(device, new BlendStateDescription(Blend.SourceAlpha, Blend.One)).DisposeBy(device);
Additive.Name = "Additive";
AlphaBlend = BlendState.New(device, new BlendStateDescription(Blend.One, Blend.InverseSourceAlpha)).DisposeBy(device);
AlphaBlend.Name = "AlphaBlend";
NonPremultiplied = BlendState.New(device, new BlendStateDescription(Blend.SourceAlpha, Blend.InverseSourceAlpha)).DisposeBy(device);
NonPremultiplied.Name = "NonPremultiplied";
Opaque = BlendState.New(device, new BlendStateDescription(Blend.One, Blend.Zero)).DisposeBy(device);
Opaque.Name = "Opaque";
var colorDisabledDescription = new BlendStateDescription();
colorDisabledDescription.SetDefaults();
colorDisabledDescription.RenderTargets[0].ColorWriteChannels = ColorWriteChannels.None;
ColorDisabled = BlendState.New(device, colorDisabledDescription).DisposeBy(device);
ColorDisabled.Name = "ColorDisabled";
}