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C# ShaderResourceView类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中ShaderResourceView的典型用法代码示例。如果您正苦于以下问题:C# ShaderResourceView类的具体用法?C# ShaderResourceView怎么用?C# ShaderResourceView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。



ShaderResourceView类属于命名空间,在下文中一共展示了ShaderResourceView类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: Initialize

        public void Initialize(Device device, int resolutionX, int resolutionY)
        {
            m_BokehSpriteTexture = Texture2D.FromFile(device, "textures\\bokeh.dds");
            m_BokehSpriteTextureSRV = new ShaderResourceView(device, m_BokehSpriteTexture);

            m_HalfResDescriptor = new RenderTargetSet.RenderTargetDescriptor()
            {
                m_Format = Format.R16G16B16A16_Float,
                m_HasDepth = false,
                m_NumSurfaces = 1,
                m_Height = resolutionY / 2,
                m_Width = resolutionX / 2
            };

            m_HalfHeightDescriptor = new RenderTargetSet.RenderTargetDescriptor()
            {
                m_Format = Format.R16G16B16A16_Float,
                m_HasDepth = false,
                m_NumSurfaces = 1,
                m_Height = resolutionY / 2,
                m_Width = resolutionX
            };

            m_NumQuads = resolutionX * resolutionY / 4;
        }
开发者ID:shoff,项目名称:CSharpRenderer,代码行数:25,代码来源:ScatterDOF.cs


示例2: DX11DynamicStructuredBuffer

 public DX11DynamicStructuredBuffer(Device dev, Buffer buffer, int cnt) //Dynamic default buffer
 {
     this.Size = cnt;
     this.Buffer = buffer;
     this.Stride = buffer.Description.StructureByteStride;
     this.SRV = new ShaderResourceView(dev, this.Buffer);
 }
开发者ID:arturoc,项目名称:FeralTic,代码行数:7,代码来源:NonGenericStructuredBuffer.cs


示例3: Update

        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (this.FInvalidate)
            {
                if (srv != null) { srv.Dispose(); }
                if (tex != null) { tex.Dispose(); }

                try
                {
                    int p = unchecked((int) this.FPointer[0]);
                    tex = context.Device.OpenSharedResource<Texture2D>(new IntPtr(p));
                    srv = new ShaderResourceView(context.Device, tex);

                    DX11Texture2D resource = DX11Texture2D.FromTextureAndSRV(context, tex, srv);

                    this.FTextureOutput[0][context] = resource;

                    this.FValid[0] = true;
                }
                catch (Exception ex)
                {
                    this.FValid[0] = false;
                }

                this.FInvalidate = false;
            }
        }
开发者ID:hameleon-ed,项目名称:dx11-vvvv,代码行数:27,代码来源:FromPointerTextureNode.cs


示例4: Resize

        /// <summary>
        /// Resizes the buffer to the nearest power of two >= nElements
        /// and sets Count to nElements
        /// </summary>
        /// <param name="nElements"></param>
        public void Resize( int nElements )
        {
            if( nElements > Capacity || // if we need more than we currently have allocated
                nElements < Capacity / 2 ) // or if the current one is more than twice as big
            {
                Capacity = nElements.RoundUpToNearestPowerOfTwo();

                if( Buffer != null )
                {
                    View.Dispose();
                    Buffer.Dispose();
                }
                Buffer = BufferFactory.CreateDynamicDataBuffer( Capacity, ElementSizeBytes );

                var srv = new ShaderResourceViewDescription()
                {
                    ArraySize = 1,
                    Format = SlimDX.DXGI.Format.R32G32B32A32_Float,
                    Dimension = ShaderResourceViewDimension.Buffer,
                    ElementOffset = 0,
                    ElementWidth = ElementSizeBytes
                };

                View = new ShaderResourceView( D3D10Wrapper.Instance.Device, Buffer, srv );
            }
            Count = nElements;
        }
开发者ID:jiawen,项目名称:libcgt.net,代码行数:32,代码来源:DynamicDataBuffer.cs


示例5: SimpleObject

        public SimpleObject(string name, IServiceProvider services, PositionTexCoordNormalVertex[] vertices, short[] indices,
            string effectAsset, string diffuseMapAsset)
            : base(name)
        {
            if (services == null)
                throw new ArgumentNullException("services");
            if (vertices == null)
                throw new ArgumentNullException("vertices");
            if (indices == null)
                throw new ArgumentNullException("indices");

            batchesRO = new BatchReadOnlyCollection(batches);

            // Services
            var resourceManager = (ResourceManager)services.GetService(typeof(ResourceManager));
            var renderer = (Renderer)services.GetService(typeof(Renderer));

            // Load effect & textures
            effect = resourceManager.Load<Effect>(effectAsset, false);
            diffuseMapView = new ShaderResourceView(renderer.Device, resourceManager.Load<Texture2D>(diffuseMapAsset));
            effect.SetVariableByName("DiffuseMap", diffuseMapView, true);

            // Create batch
            CreateBatch(vertices, indices, renderer);

            // Calculate boundary
            CalculateBoundary(vertices);
        }
开发者ID:TheProjecter,项目名称:romantiquex,代码行数:28,代码来源:SimpleObject.cs


示例6: Draw

        public void Draw(DeviceContextHolder holder, ShaderResourceView view, RenderTargetView target, 
                TargetResourceTexture temporaryEdges, TargetResourceTexture temporaryBlending) {
            holder.PrepareQuad(_effect.LayoutPT);
            holder.DeviceContext.OutputMerger.BlendState = null;

            // edges
            holder.DeviceContext.OutputMerger.SetTargets(temporaryEdges.TargetView);
            holder.DeviceContext.ClearRenderTargetView(temporaryEdges.TargetView, new Color4(0f, 0f, 0f, 0f));

            _effect.FxScreenSizeSpec.Set(new Vector4(1f / holder.Width, 1f / holder.Height, holder.Width, holder.Height));
            _effect.FxInputMap.SetResource(view);

            _effect.TechSmaa.DrawAllPasses(holder.DeviceContext, 6);

            // blending
            holder.DeviceContext.OutputMerger.SetTargets(temporaryBlending.TargetView);
            holder.DeviceContext.ClearRenderTargetView(temporaryBlending.TargetView, new Color4(0f, 0f, 0f, 0f));

            _effect.FxEdgesMap.SetResource(temporaryEdges.View);
            _effect.FxAreaTexMap.SetResource(_areasTexMap);
            _effect.FxSearchTexMap.SetResource(_searchTexMap);

            _effect.TechSmaaB.DrawAllPasses(holder.DeviceContext, 6);

            // final part
            holder.DeviceContext.OutputMerger.SetTargets(target);
            _effect.FxBlendMap.SetResource(temporaryBlending.View);
            _effect.TechSmaaN.DrawAllPasses(holder.DeviceContext, 6);
        }
开发者ID:gro-ove,项目名称:actools,代码行数:29,代码来源:SmaaHelper.cs


示例7: RenderTexture

        /// <summary>
        /// Constructor
        /// Creates the texture we will render to based on the supplied width and height
        /// </summary>
        /// <param name="device">The device we will create the texture with</param>
        /// <param name="texWidth"></param>
        /// <param name="texHeight"></param>
        public RenderTexture(Device device, int texWidth, int texHeight)
        {
            Texture2DDescription textureDescription = new Texture2DDescription()
                {
                    Width = texWidth,
                    Height = texHeight,
                    MipLevels = 1,
                    ArraySize = 1,
                    Format = SlimDX.DXGI.Format.R32G32B32A32_Float,
                    SampleDescription = new SlimDX.DXGI.SampleDescription(1, 0),
                    BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
                    CpuAccessFlags = CpuAccessFlags.None,
                    OptionFlags = ResourceOptionFlags.None,
                    Usage = ResourceUsage.Default,
                };
            Texture = new Texture2D(device, textureDescription);
            RenderTargetViewDescription renderTargetViewDescription = new RenderTargetViewDescription()
            {
                Format = textureDescription.Format,
                Dimension = RenderTargetViewDimension.Texture2D,
                MipSlice = 0,
            };

            renderTargetView = new RenderTargetView(device, Texture, renderTargetViewDescription);

            ShaderResourceViewDescription shaderResourceViewDescription = new ShaderResourceViewDescription()
            {
                Format = textureDescription.Format,
                Dimension = ShaderResourceViewDimension.Texture2D,
                MostDetailedMip = 0,
                MipLevels = 1
            };

            shaderResourceView = new ShaderResourceView(device, Texture, shaderResourceViewDescription);
        }
开发者ID:nickudell,项目名称:PigmentFramework,代码行数:42,代码来源:RenderTexture.cs


示例8: CircleEffect

 public CircleEffect(GameContext context)
     : base(context)
 {
     _context = context;
     effect = CGHelper.CreateEffectFx5("Resources\\Shader\\circleShader.fx",
         context.RenderContext.DeviceManager.Device);
     beffect = CGHelper.CreateEffectFx5("Resources\\Shader\\convergenceBeam.fx",
         context.RenderContext.DeviceManager.Device);
     noiseView = context.LoadTexture("Resources\\Effect\\noise.png");
     beamView = context.LoadTexture("Resources\\Effect\\lazer.png");
     ShaderResourceView view = context.LoadTexture("Resources\\Effect\\circle.png");
     frontCircle = new DividedPlaneBoard(context.RenderContext, view,100,
         new Vector2(100, 100),
         new PlaneBoard.PlaneBoardDescription(BlendStateManager.BlendStates.Add, effect, false, RenderFront));
     frontCircle.Initialize();
     for (int i = 0; i < 3; i++)
     {
         subCircle[i] = new PlaneBoard(context.RenderContext, view, new Vector2(30, 30),
             new PlaneBoard.PlaneBoardDescription(BlendStateManager.BlendStates.Add, effect, false, RenderFront));
         subCircle[i].Initialize();
     }
     for (int i = 0; i < 5; i++)
     {
         beamEffects[i]=new DividedPlaneBoard(context.RenderContext, view, 100,
         new Vector2(100, 100),
         new PlaneBoard.PlaneBoardDescription(BlendStateManager.BlendStates.Add, beffect, false, Renderbeam));
         beamEffects[i].Initialize();
     }
 }
开发者ID:kyasbal-1994,项目名称:MagicalFPS,代码行数:29,代码来源:CircleEffect.cs


示例9: Update

        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (this.FInvalidate)
            {
                if (this.FTextureOutput[0].Contains(context))
                {
                    this.FTextureOutput[0].Dispose(context);
                }

                try
                {
                    Texture2D tex = context.Device.OpenSharedResource<Texture2D>((IntPtr)this.FPointer[0]);
                    ShaderResourceView srv = new ShaderResourceView(context.Device, tex);

                    DX11Texture2D resource = DX11Texture2D.FromTextureAndSRV(context, tex, srv);

                    this.FTextureOutput[0][context] = resource;

                    this.FValid[0] = true;
                }
                catch (Exception ex)
                {
                    this.FValid[0] = false;
                }

                this.FInvalidate = false;
            }
        }
开发者ID:velcrome,项目名称:dx11-vvvv,代码行数:28,代码来源:FromPointerTextureNode.cs


示例10: LoadResources

		public void LoadResources()
		{
			if (m_Disposed == true)
			{
				Buffer = new Texture2D(GameEnvironment.Device, new Texture2DDescription()
				{
					Format = m_Format,
					Width = m_Width,
					Height = m_Height,
					OptionFlags = ResourceOptionFlags.None,
					MipLevels = 1,
					ArraySize = 1,
					BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
					CpuAccessFlags = CpuAccessFlags.None,
					SampleDescription = new SampleDescription(1, 0),
					Usage = ResourceUsage.Default
				});

				View = new RenderTargetView(GameEnvironment.Device, Buffer);
				ResourceView = new ShaderResourceView(GameEnvironment.Device, Buffer);
				Viewport = new Viewport(0, 0, Buffer.Description.Width, Buffer.Description.Height);

				m_Disposed = false;
			}
		}
开发者ID:RugCode,项目名称:drg-pt,代码行数:25,代码来源:BloomLayer.cs


示例11: Resize

        public override void Resize(DeviceContextHolder holder, int width, int height) {
            if (width == Width && height == Height) return;
            base.Resize(holder, width, height);

            TargetView = new RenderTargetView(holder.Device, Texture);
            View = new ShaderResourceView(holder.Device, Texture);
        }
开发者ID:gro-ove,项目名称:actools,代码行数:7,代码来源:TargetResourceTexture.cs


示例12: FieldPlane

        /// <summary>
        /// Plane to display scalar/vector field data on. Condition: Fields domain is 2D.
        /// </summary>
        /// <param name="origin"></param>
        /// <param name="xAxis"></param>
        /// <param name="yAxis"></param>
        /// <param name="scale">Scaling the field extent.</param>
        /// <param name="field"></param>
        public FieldPlane(Plane plane, VectorField fields, RenderEffect effect = RenderEffect.DEFAULT, Colormap map = Colormap.Parula)
        {
            #if DEBUG
            // Assert that the fields are 2 dimensional.
            foreach(Field field in fields.Scalars)
                System.Diagnostics.Debug.Assert(field.Size.Length >= 2);
            #endif
            this._effect = _planeEffect;
            this._vertexSizeBytes = 32;
            this._numVertices = 6;
            this.UsedMap = map;
            this._width  = fields[0].Size[0];
            this._height = fields[0].Size[1];
            this._invalid = fields.InvalidValue ?? float.MaxValue;
            this._field = fields;

            // Setting up the vertex buffer.
            GenerateGeometry(plane, fields[0].Size.ToInt2(), fields.TimeSlice??0);

            // Generating Textures from the fields.
            _fieldTextures = new ShaderResourceView[fields.Scalars.Length];
            for(int f = 0; f < _field.NumVectorDimensions; ++f)
            {
                Texture2D tex = ColorMapping.GenerateTextureFromField(_device, fields[f]);
                _fieldTextures[f] = new ShaderResourceView(_device, tex);
            }

            this.SetRenderEffect(effect);
            this._vertexLayout = new InputLayout(_device, _technique.GetPassByIndex(0).Description.Signature, new[] {
                new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                new InputElement("TEXTURE", 0, Format.R32G32B32A32_Float, 16, 0)
            });
        }
开发者ID:AnkeAnke,项目名称:FlowSharp,代码行数:41,代码来源:Plane.cs


示例13: Update

        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (this.FInvalidate)
            {
                for (int i = 0; i < FTextureOutput.SliceCount; i++)
                {
                    if (this.FTextureOutput[i].Contains(context))
                    {
                        this.FTextureOutput[i].Dispose(context);
                    }

                    try
                    {
                        int p = unchecked((int) this.FPointer[i]);
                        IntPtr share = new IntPtr(p);
                        Texture2D tex = context.Device.OpenSharedResource<Texture2D>(share);
                        ShaderResourceView srv = new ShaderResourceView(context.Device, tex);

                        DX11Texture2D resource = DX11Texture2D.FromTextureAndSRV(context, tex, srv);

                        this.FTextureOutput[i][context] = resource;
                        this.FValid[i] = true;
                    }
                    catch (Exception)
                    {
                        this.FValid[i] = false;
                    }
                }
                this.FInvalidate = false;
            }
        }
开发者ID:sunep,项目名称:dx11-vvvv,代码行数:31,代码来源:FromPointerTextureNode.cs


示例14: SetProceduralOverride

 public void SetProceduralOverride(byte[] textureBytes, Device device) {
     try {
         ProceduralOverride = ShaderResourceView.FromMemory(device, textureBytes);
     } catch (Exception) {
         ProceduralOverride = null;
     }
 }
开发者ID:gro-ove,项目名称:actools,代码行数:7,代码来源:RenderableTexture.cs


示例15: LoadResources

		public void LoadResources()
		{
			if (m_Disposed == true)
			{
				if (m_Filename != null)
				{
					m_ImposterTexture = Texture2D.FromFile(GameEnvironment.Device, Helper.ResolvePath(m_Filename));
					TextureView = new ShaderResourceView(GameEnvironment.Device, m_ImposterTexture);
				}

				m_Vertices = new SlimDX.Direct3D11.Buffer(GameEnvironment.Device, new BufferDescription()
				{
					BindFlags = BindFlags.VertexBuffer,
					CpuAccessFlags = CpuAccessFlags.Write,
					OptionFlags = ResourceOptionFlags.None,
					SizeInBytes = 4 * Marshal.SizeOf(typeof(Vertex2D)),
					Usage = ResourceUsage.Dynamic
				});

				m_VerticesBindings = new VertexBufferBinding(m_Vertices, Marshal.SizeOf(typeof(Vertex2D)), 0);

				WriteRectangle(); 		

				m_Disposed = false;
			}
		}
开发者ID:RugCode,项目名称:drg-pt,代码行数:26,代码来源:ImageBox.cs


示例16: Resize

        public void Resize( int length )
        {
            if( Length == length || length == 0 )
            {
                return;
            }

            Length = length;

            if( Texture != null )
            {
                View.Dispose();
                Texture.Dispose();
            }

            var desc = new Texture1DDescription
            {
                Width = length,
                MipLevels = 1,
                ArraySize = 1,
                Format = Format.R32G32B32A32_Float,                
                Usage = ResourceUsage.Dynamic,
                BindFlags = BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.Write,
                OptionFlags = ResourceOptionFlags.None
            };

            Texture = new Texture1D( D3D10Wrapper.Instance.Device, desc );
            View = new ShaderResourceView( D3D10Wrapper.Instance.Device, Texture );
        }
开发者ID:jiawen,项目名称:libcgt.net,代码行数:30,代码来源:DynamicTexture1D.cs


示例17: Sky

        public Sky(Device device, string filename, float skySphereRadius) {
            CubeMapSRV = ShaderResourceView.FromFile(device, filename);
            using (var r = CubeMapSRV.Resource) {
                r.DebugName = "sky cubemap";
            }
            
            var sphere = GeometryGenerator.CreateSphere(skySphereRadius, 30, 30);
            var vertices = sphere.Vertices.Select(v => v.Position).ToArray();
            var vbd = new BufferDescription(
                Marshal.SizeOf(typeof(Vector3)) * vertices.Length, 
                ResourceUsage.Immutable, 
                BindFlags.VertexBuffer, 
                CpuAccessFlags.None, 
                ResourceOptionFlags.None, 
                0
            );
            _vb = new Buffer(device, new DataStream(vertices, false, false), vbd);

            _indexCount = sphere.Indices.Count;
            var ibd = new BufferDescription(
                _indexCount * sizeof(int), 
                ResourceUsage.Immutable, 
                BindFlags.IndexBuffer, 
                CpuAccessFlags.None, 
                ResourceOptionFlags.None, 
                0
            );
            _ib = new Buffer(device, new DataStream(sphere.Indices.ToArray(), false, false), ibd);

        }
开发者ID:amitprakash07,项目名称:dx11,代码行数:30,代码来源:Sky.cs


示例18: Draw

        public void Draw(DeviceContextHolder holder, ShaderResourceView view, RenderTargetView target) {
            holder.DeviceContext.OutputMerger.SetTargets(target);
            holder.QuadBuffers.Prepare(holder.DeviceContext, _effect.LayoutPT);

            _effect.FxScreenSize.Set(new Vector4(holder.Width, holder.Height, 1f / holder.Width, 1f / holder.Height));
            _effect.FxInputMap.SetResource(view);
            _effect.TechFxaa.DrawAllPasses(holder.DeviceContext, 6);
        }
开发者ID:gro-ove,项目名称:actools,代码行数:8,代码来源:FxaaHelper.cs


示例19: Init

        public void Init(Device device, ParticleEffect fx, ShaderResourceView texArraySRV, ShaderResourceView randomTexSRV, int maxParticles) {
            _maxParticles = maxParticles;
            _fx = fx;
            _texArraySRV = texArraySRV;
            _randomTexSRV = randomTexSRV;

            BuildVB(device);
        }
开发者ID:amitprakash07,项目名称:dx11,代码行数:8,代码来源:ParticleSystem.cs


示例20: ShaderResourceView

        void ISpriteObject.CreateResource()
        {
            Contract.Requires<ArgumentNullException>(Texture != null);

            srvTexture = new ShaderResourceView(Game.Context.Device, Texture);
            Texture2DDescription tDesc = ((Texture2D)srvTexture.Resource).Description;
            if (Size == Size.Empty)
                Size = new Size(tDesc.Width, tDesc.Height);
        }
开发者ID:yong-ja,项目名称:starodyssey,代码行数:9,代码来源:TexturedIcon.cs



注:本文中的ShaderResourceView类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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C# ShaderResourceViewDescription类代码示例发布时间:2022-05-24
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