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: 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);
}
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:7,代码来源:SwapChainGraphicsPresenter.iOS.cs
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;
}
开发者ID:psowinski,项目名称:xenko,代码行数:35,代码来源:ConvexHullColliderShape.cs
示例3: DepthStencilState
private DepthStencilState(GraphicsDevice device, DepthStencilStateDescription depthStencilStateDescription)
: base(device)
{
Description = depthStencilStateDescription;
depthFunction = Description.DepthBufferFunction.ToOpenGLDepthFunction();
}
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:7,代码来源:DepthStencilState.OpenGL.cs
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,
});
}
}
开发者ID:cg123,项目名称:xenko,代码行数:31,代码来源:DescriptorPool.Direct3D12.cs
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;
}
开发者ID:Kryptos-FR,项目名称:xenko-reloaded,代码行数:26,代码来源:DescriptorSet.Direct3D12.cs
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;
}
}
}
开发者ID:Kryptos-FR,项目名称:xenko-reloaded,代码行数:37,代码来源:ParticleMaterialComputeColor.cs
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);
}
}
开发者ID:Kryptos-FR,项目名称:xenko-reloaded,代码行数:35,代码来源:EffectParameterUpdaterLayout.cs
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();
}
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:13,代码来源:DepthStencilState.Direct3D.cs
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
}
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:35,代码来源:DepthStencilBuffer.OpenGL.cs
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);
}
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:31,代码来源:BlendState.OpenGL.cs
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);
}
开发者ID:Kryptos-FR,项目名称:xenko-reloaded,代码行数:35,代码来源:SceneRenderer.cs
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;
}
}
开发者ID:cg123,项目名称:xenko,代码行数:29,代码来源:ResourceGroupBufferUploader.cs
示例13: EffectProgram
private EffectProgram(GraphicsDevice device, EffectBytecode bytecode)
: base(device)
{
effectBytecode = bytecode;
Reflection = effectBytecode.Reflection;
CreateShaders();
}
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:7,代码来源:EffectProgram.Direct3D.cs
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);
}
开发者ID:cg123,项目名称:xenko,代码行数:7,代码来源:LightShadowProcessorDefaultBudget.cs
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";
}
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:29,代码来源:BlendStateFactory.cs
示例16: FromFileData
/// <summary>
/// Creates a texture from an image file data (png, dds, ...).
/// </summary>
/// <param name="graphicsDevice">The graphics device in which to create the texture</param>
/// <param name="data">The image file data</param>
/// <returns>The texture</returns>
public static Texture FromFileData(GraphicsDevice graphicsDevice, byte[] data)
{
Texture result;
var loadAsSRgb = graphicsDevice.ColorSpace == ColorSpace.Linear;
using (var imageStream = new MemoryStream(data))
{
using (var image = Image.Load(imageStream, loadAsSRgb))
{
result = Texture.New(graphicsDevice, image);
}
}
result.Reload = graphicsResource =>
{
using (var imageStream = new MemoryStream(data))
{
using (var image = Image.Load(imageStream, loadAsSRgb))
{
((Texture)graphicsResource).Recreate(image.ToDataBox());
}
}
};
return result;
}
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:33,代码来源:Texture.Extensions.cs
示例17: Shader
private Shader(GraphicsDevice device, ShaderStage shaderStage, byte[] shaderStageBytecode)
: base(device)
{
this.stage = shaderStage;
var shaderStageGl = ConvertShaderStage(shaderStage);
// Decode shader StageBytecode
var binarySerializationReader = new BinarySerializationReader(new MemoryStream(shaderStageBytecode));
var shaderBytecodeData = new OpenGLShaderBytecodeData();
shaderBytecodeData.Serialize(binarySerializationReader, ArchiveMode.Deserialize);
using (GraphicsDevice.UseOpenGLCreationContext())
{
resourceId = GL.CreateShader(shaderStageGl);
if (shaderBytecodeData.IsBinary)
{
GL.ShaderBinary(1, ref resourceId, (BinaryFormat)shaderBytecodeData.BinaryFormat, shaderBytecodeData.Binary, shaderBytecodeData.Binary.Length);
}
else
{
GL.ShaderSource(resourceId, shaderBytecodeData.Source);
GL.CompileShader(resourceId);
var log = GL.GetShaderInfoLog(resourceId);
int compileStatus;
GL.GetShader(resourceId, ShaderParameter.CompileStatus, out compileStatus);
if (compileStatus != 1)
throw new InvalidOperationException(string.Format("Error while compiling GLSL shader: {0}", log));
}
}
}
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:35,代码来源:Shader.OpenGL.cs
示例18: New
public static EffectDescriptorSetReflection New(GraphicsDevice graphicsDevice, EffectBytecode effectBytecode, List<string> effectDescriptorSetSlots, string defaultSetSlot)
{
// Find resource groups
// TODO: We should precompute most of that at compile time in BytecodeReflection
// just waiting for format to be more stable
var descriptorSetLayouts = new EffectDescriptorSetReflection { DefaultSetSlot = defaultSetSlot };
foreach (var effectDescriptorSetSlot in effectDescriptorSetSlots)
{
// Find all resources related to this slot name
// NOTE: Ordering is mirrored by GLSL layout in Vulkan
var descriptorSetLayoutBuilder = new DescriptorSetLayoutBuilder();
bool hasBindings = false;
foreach (var resourceBinding in effectBytecode.Reflection.ResourceBindings
.Where(x => x.ResourceGroup == effectDescriptorSetSlot || (effectDescriptorSetSlot == defaultSetSlot && (x.ResourceGroup == null || x.ResourceGroup == "Globals")))
.GroupBy(x => new { Key = x.KeyInfo.Key, Class = x.Class, Type = x.Type, SlotCount = x.SlotCount, LogicalGroup = x.LogicalGroup })
.OrderBy(x => x.Key.Class == EffectParameterClass.ConstantBuffer ? 0 : 1)) // Note: Putting cbuffer first for now
{
SamplerState samplerState = null;
if (resourceBinding.Key.Class == EffectParameterClass.Sampler)
{
var matchingSamplerState = effectBytecode.Reflection.SamplerStates.FirstOrDefault(x => x.Key == resourceBinding.Key.Key);
if (matchingSamplerState != null)
samplerState = SamplerState.New(graphicsDevice, matchingSamplerState.Description);
}
hasBindings = true;
descriptorSetLayoutBuilder.AddBinding(resourceBinding.Key.Key, resourceBinding.Key.LogicalGroup, resourceBinding.Key.Class, resourceBinding.Key.Type, resourceBinding.Key.SlotCount, samplerState);
}
descriptorSetLayouts.AddLayout(effectDescriptorSetSlot, hasBindings ? descriptorSetLayoutBuilder : null);
}
return descriptorSetLayouts;
}
开发者ID:Kryptos-FR,项目名称:xenko-reloaded,代码行数:34,代码来源:EffectDescriptorSetReflection.cs
示例19: Shader
private Shader(GraphicsDevice device, ShaderStage shaderStage, byte[] shaderBytecode)
: base(device)
{
this.stage = shaderStage;
switch (shaderStage)
{
case ShaderStage.Vertex:
NativeDeviceChild = new VertexShader(device.NativeDevice, shaderBytecode);
NativeInputSignature = shaderBytecode;
break;
case ShaderStage.Hull:
NativeDeviceChild = new HullShader(device.NativeDevice, shaderBytecode);
break;
case ShaderStage.Domain:
NativeDeviceChild = new DomainShader(device.NativeDevice, shaderBytecode);
break;
case ShaderStage.Geometry:
NativeDeviceChild = new GeometryShader(device.NativeDevice, shaderBytecode);
break;
case ShaderStage.Pixel:
NativeDeviceChild = new PixelShader(device.NativeDevice, shaderBytecode);
break;
case ShaderStage.Compute:
NativeDeviceChild = new ComputeShader(device.NativeDevice, shaderBytecode);
break;
default:
throw new ArgumentOutOfRangeException("shaderStage");
}
}
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:30,代码来源:Shader.Direct3D.cs
示例20: UpdateEffect
/// <summary>
/// Compiles or recompiles the effect if necesssary.
/// </summary>
/// <param name="graphicsDevice"></param>
/// <returns>True if the effect was recompiled, false otherwise.</returns>
public bool UpdateEffect(GraphicsDevice graphicsDevice)
{
if (permutationCounter != Parameters.PermutationCounter || (effect != null && effect.SourceChanged))
{
permutationCounter = Parameters.PermutationCounter;
var oldEffect = effect;
ChooseEffect(graphicsDevice);
// Early exit: same effect, and already initialized
if (oldEffect == effect && descriptorReflection != null)
return false;
// Update reflection and rearrange buffers/resources
var layoutNames = effect.Bytecode.Reflection.ResourceBindings.Select(x => x.ResourceGroup ?? "Globals").Distinct().ToList();
descriptorReflection = EffectDescriptorSetReflection.New(graphicsDevice, effect.Bytecode, layoutNames, "Globals");
RootSignature = RootSignature.New(graphicsDevice, descriptorReflection);
bufferUploader.Compile(graphicsDevice, descriptorReflection, effect.Bytecode);
// Create parameter updater
var layouts = new DescriptorSetLayoutBuilder[descriptorReflection.Layouts.Count];
for (int i = 0; i < descriptorReflection.Layouts.Count; ++i)
layouts[i] = descriptorReflection.Layouts[i].Layout;
var parameterUpdaterLayout = new EffectParameterUpdaterLayout(graphicsDevice, effect, layouts);
parameterUpdater = new EffectParameterUpdater(parameterUpdaterLayout, Parameters);
descriptorSets = new DescriptorSet[parameterUpdater.ResourceGroups.Length];
return true;
}
return false;
}
开发者ID:Kryptos-FR,项目名称:xenko-reloaded,代码行数:40,代码来源:EffectInstance.cs
注:本文中的SiliconStudio.Xenko.Graphics.GraphicsDevice类示例由纯净天空整理自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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