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C# Direct3D11.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SharpDX.Direct3D11.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SharpDX.Direct3D11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: CreateDeviceDependentResources

        protected override void CreateDeviceDependentResources()
        {
            RemoveAndDispose(ref vertexBuffer);
            RemoveAndDispose(ref indexBuffer);

            // Retrieve our SharpDX.Direct3D11.Device1 instance
            var device = this.DeviceManager.Direct3DDevice;

            // Load texture (a DDS cube map)
            textureView = ShaderResourceView.FromFile(device, "CubeMap.dds");

            // Create our sampler state
            samplerState = new SamplerState(device, new SamplerStateDescription()
            {
                AddressU = TextureAddressMode.Clamp,
                AddressV = TextureAddressMode.Clamp,
                AddressW = TextureAddressMode.Clamp,
                BorderColor = new Color4(0, 0, 0, 0),
                ComparisonFunction = Comparison.Never,
                Filter = Filter.MinMagMipLinear,
                MaximumLod = 9, // Our cube map has 10 mip map levels (0-9)
                MinimumLod = 0,
                MipLodBias = 0.0f
            });

            Vertex[] vertices;
            int[] indices;
            GeometricPrimitives.GenerateSphere(out vertices, out indices, Color.Gray);

            vertexBuffer = ToDispose(Buffer.Create(device, BindFlags.VertexBuffer, vertices));
            vertexBinding = new VertexBufferBinding(vertexBuffer, Utilities.SizeOf<Vertex>(), 0);

            indexBuffer = ToDispose(Buffer.Create(device, BindFlags.IndexBuffer, indices));
            totalVertexCount = indices.Length;
        }
开发者ID:QamarWaqar,项目名称:Direct3D-Rendering-Cookbook,代码行数:35,代码来源:SphereRenderer.cs


示例2: Bitmap

        public Bitmap(Device device, ShaderResourceView texture, Vector2I screenSize, Vector2I size, float depth = 0.0f)
        {
            Texture = texture;
            ScreenSize = screenSize;
            Size = size;
            _changed = true;
            Depth = depth;

            VertexCount = 4;
            IndexCount = 6;

            _vertices = new TranslateShader.Vertex[VertexCount];
            UInt32[] indices =  {0, 1, 2, 0, 3, 1};

            VertexBuffer = Buffer.Create(device, _vertices,
                new BufferDescription
                {
                    Usage = ResourceUsage.Dynamic,
                    SizeInBytes = Utilities.SizeOf<TranslateShader.Vertex>() * VertexCount,
                    BindFlags = BindFlags.VertexBuffer,
                    CpuAccessFlags = CpuAccessFlags.Write,
                    OptionFlags = ResourceOptionFlags.None,
                    StructureByteStride = 0
                });

            IndexBuffer = Buffer.Create(device, BindFlags.IndexBuffer, indices);
        }
开发者ID:ndech,项目名称:PlaneSimulator,代码行数:27,代码来源:Bitmap.cs


示例3: MyTextureArray

        internal MyTextureArray(TexId[] mergeList)
        {
            var srcDesc = MyTextures.GetView(mergeList[0]).Description;
            Size = MyTextures.GetSize(mergeList[0]);
            ArrayLen = mergeList.Length;

            Texture2DDescription desc = new Texture2DDescription();
            desc.ArraySize = ArrayLen;
            desc.BindFlags = BindFlags.ShaderResource;
            desc.CpuAccessFlags = CpuAccessFlags.None;
            desc.Format = srcDesc.Format;
            desc.Height = (int)Size.Y;
            desc.Width = (int)Size.X;
            desc.MipLevels = 0;
            desc.SampleDescription.Count = 1;
            desc.SampleDescription.Quality = 0;
            desc.Usage = ResourceUsage.Default;
            m_resource = new Texture2D(MyRender11.Device, desc);

            // foreach mip
            var mipmaps = (int)Math.Log(Size.X, 2) + 1;

            for (int a = 0; a < ArrayLen; a++)
            {
                for (int m = 0; m < mipmaps; m++)
                {
                    MyRender11.Context.CopySubresourceRegion(MyTextures.Textures.Data[mergeList[a].Index].Resource, Resource.CalculateSubResourceIndex(m, 0, mipmaps), null, Resource,
                        Resource.CalculateSubResourceIndex(m, a, mipmaps));
                }
            }

            ShaderView = new ShaderResourceView(MyRender11.Device, Resource);
        }
开发者ID:Krulac,项目名称:SpaceEngineers,代码行数:33,代码来源:MyResource.cs


示例4: RenderTexture

        public RenderTexture(Device device, Vector2I screenSize)
        {
            var textureDesc = new Texture2DDescription()
            {
                Width = screenSize.X,
                Height = screenSize.Y,
                MipLevels = 1,
                ArraySize = 1,
                Format = Format.R32G32B32A32_Float,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None
            };

            _renderTargetTexture = new Texture2D(device, textureDesc);

            _renderTargetView = new RenderTargetView(device, _renderTargetTexture,
                new RenderTargetViewDescription
                {
                    Format = textureDesc.Format,
                    Dimension = RenderTargetViewDimension.Texture2D,
                    Texture2D = {MipSlice = 0},
                });

            // Create the render target view.
            ShaderResourceView = new ShaderResourceView(device, _renderTargetTexture,
                new ShaderResourceViewDescription
                {
                    Format = textureDesc.Format,
                    Dimension = ShaderResourceViewDimension.Texture2D,
                    Texture2D = { MipLevels = 1, MostDetailedMip = 0 },
                });
        }
开发者ID:ndech,项目名称:PlaneSimulator,代码行数:35,代码来源:RenderTexture.cs


示例5: TextureCubeArray

		/// <summary>
		/// 
		/// </summary>
		/// <param name="device"></param>
		/// <param name="size"></param>
		/// <param name="count"></param>
		/// <param name="format"></param>
		/// <param name="mips"></param>
		public TextureCubeArray ( GraphicsDevice device, int size, int count, ColorFormat format, bool mips ) : base(device)
		{
			if (count>2048/6) {
				throw new GraphicsException("Too much elements in texture array");
			}

			this.Width		=	size;
			this.Depth		=	1;
			this.Height		=	size;
			this.MipCount	=	mips ? ShaderResource.CalculateMipLevels(Width,Height) : 1;

			var texDesc = new Texture2DDescription();

			texDesc.ArraySize		=	6 * count;
			texDesc.BindFlags		=	BindFlags.ShaderResource;
			texDesc.CpuAccessFlags	=	CpuAccessFlags.None;
			texDesc.Format			=	MakeTypeless( Converter.Convert( format ) );
			texDesc.Height			=	Height;
			texDesc.MipLevels		=	0;
			texDesc.OptionFlags		=	ResourceOptionFlags.TextureCube;
			texDesc.SampleDescription.Count	=	1;
			texDesc.SampleDescription.Quality	=	0;
			texDesc.Usage			=	ResourceUsage.Default;
			texDesc.Width			=	Width;


			texCubeArray	=	new D3D.Texture2D( device.Device, texDesc );
			SRV				=	new ShaderResourceView( device.Device, texCubeArray );
		}
开发者ID:demiurghg,项目名称:FusionEngine,代码行数:37,代码来源:TextureCubeArray.cs


示例6: ShaderResource

		/// <summary>
		/// 
		/// </summary>
		/// <param name="device"></param>
		internal protected ShaderResource( GraphicsDevice device, ShaderResourceView srv, int w, int h, int d ) : base(device)
		{
			this.SRV	= srv;
			this.Width	= w;
			this.Height	= h;
			this.Depth	= d;
		}
开发者ID:demiurghg,项目名称:FusionEngine,代码行数:11,代码来源:ShaderResource.cs


示例7: InitializeInternal

        protected override void InitializeInternal()
        {
            var sourceTextures = _textures.Select(t =>
            {
                var view = t.ShaderResourceView;
                if(view == null)
                    throw new InvalidOperationException(string.Format("Texture array cannot be created because source texture '{0}' is not initialized", t.Id));
                return view.Resource.QueryInterface<Texture2D>();
            }).ToArray();

            var descr = sourceTextures[0].Description;
            descr.ArraySize = _textures.Length;
            _textureArray = new Texture2D(DeviceManager.Device, descr);
            ShaderResourceView = new ShaderResourceView(DeviceManager.Device, _textureArray);

            var mipLevels = descr.MipLevels;
            for(var i = 0; i < mipLevels; i++)
            {
                for(var j = 0; j < _textures.Length; j++)
                {
                    var texture = sourceTextures[j];
                    DeviceManager.Context.CopySubresourceRegion(texture, i, null, _textureArray, mipLevels * j + i);
                }
            }
        }
开发者ID:gitter-badger,项目名称:Grasshopper,代码行数:25,代码来源:TextureArrayResource.cs


示例8: VolumeRWTexture

		/// <summary>
		/// Creates texture
		/// </summary>
		/// <param name="device"></param>
		public VolumeRWTexture ( GraphicsDevice device, int width, int height, int depth, ColorFormat format, bool mips ) : base( device )
		{
			this.Width		=	width;
			this.Height		=	height;
			this.Depth		=	depth;
			this.format		=	format;
			this.mipCount	=	mips ? ShaderResource.CalculateMipLevels(Width,Height,Depth) : 1;

			var texDesc = new Texture3DDescription();
			texDesc.BindFlags		=	BindFlags.ShaderResource | BindFlags.UnorderedAccess;
			texDesc.CpuAccessFlags	=	CpuAccessFlags.None;
			texDesc.Format			=	Converter.Convert( format );
			texDesc.Height			=	Height;
			texDesc.MipLevels		=	mipCount;
			texDesc.OptionFlags		=	ResourceOptionFlags.None;
			texDesc.Usage			=	ResourceUsage.Default;
			texDesc.Width			=	Width;
			texDesc.Depth			=	Depth;

			var uavDesc = new UnorderedAccessViewDescription();
			uavDesc.Format		=	Converter.Convert( format );
			uavDesc.Dimension	=	UnorderedAccessViewDimension.Texture3D;
			uavDesc.Texture3D.FirstWSlice	=	0;
			uavDesc.Texture3D.MipSlice		=	0;
			uavDesc.Texture3D.WSize			=	depth;

			tex3D	=	new D3D.Texture3D( device.Device, texDesc );
			SRV		=	new D3D.ShaderResourceView( device.Device, tex3D );
			uav		=	new UnorderedAccessView( device.Device, tex3D, uavDesc );
		}
开发者ID:demiurghg,项目名称:FusionEngine,代码行数:34,代码来源:VolumeRWTexture.cs


示例9: BodyCameraPositionBuffer

        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="device">Direct3D11 Device</param>
        public BodyCameraPositionBuffer(Device device)
        {
            if (device == null)
                throw new ArgumentNullException("device");

            this.buffer = new SharpDX.Direct3D11.Buffer(device, JointBufferDescriptor.CameraSpacePositionBuffer);
            this.shaderView = new ShaderResourceView(device, this.buffer);
        }
开发者ID:semihguresci,项目名称:kgp,代码行数:12,代码来源:BodyCameraPositionBuffer.cs


示例10: DynamicColorRGBATexture

        /// <summary>
        /// Creates a dynamic color texture, allocates GPU resources
        /// </summary>
        /// <param name="device">Direct3D Device</param>
        public DynamicColorRGBATexture(Device device)
        {
            if (device == null)
                throw new ArgumentNullException("device");

            this.texture = new Texture2D(device, ColorTextureDescriptors.DynamicRGBAResource);
            this.rawView = new ShaderResourceView(device,this.texture);
        }
开发者ID:semihguresci,项目名称:kgp,代码行数:12,代码来源:DynamicColorRGBATexture.cs


示例11: SetViewsToResources

 /// <summary>
 /// Bind all the sub resources to view
 /// </summary>
 /// <param name="view"></param>
 public void SetViewsToResources(ShaderResourceView view)
 {
     // bind all the sub-resources with the same view
     foreach (var resource in ListWithResourceVariables)
     {
         resource.resource.SetResource(view);
     }
 }
开发者ID:fxbit,项目名称:FxFramework,代码行数:12,代码来源:FxResourceVariableList.cs


示例12: Shape

 public Shape(VertexBufferBinding vertexBinding, PrimitiveTopology topology, ShaderResourceView textureView, Style style, int vertexCount)
 {
     this.vertexBinding = vertexBinding;
     this.topology = topology;
     this.textureView = textureView;
     this.style = style;
     this.vertexCount = vertexCount;
 }
开发者ID:philyum,项目名称:TheAmazingFishy,代码行数:8,代码来源:Shape.cs


示例13: DynamicDepthToColorTexture

        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="device">Direct3D11 Device</param>
        public DynamicDepthToColorTexture(Device device)
        {
            if (device == null)
                throw new ArgumentNullException("device");

            this.texture = new Texture2D(device, CoordinateMapTextureDescriptors.DynamicDepthToColor);
            this.shaderView = new ShaderResourceView(device, this.texture);
        }
开发者ID:semihguresci,项目名称:kgp,代码行数:12,代码来源:DynamicDepthtoColorTexture.cs


示例14: DynamicLongExposureInfraredTexture

        /// <summary>
        /// Creates a dynamic depth texture, allocates GPU resources
        /// </summary>
        /// <param name="device">Direct3D Device</param>
        public DynamicLongExposureInfraredTexture(Device device)
        {
            if (device == null)
                throw new ArgumentNullException("device");

            this.texture = new Texture2D(device, InfraredTextureDescriptors.DynamicResource);
            this.shaderView = new ShaderResourceView(device, this.texture);
        }
开发者ID:semihguresci,项目名称:kgp,代码行数:12,代码来源:DynamicLongExposureInfraredTexture.cs


示例15: BodyJointStatusBuffer

        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="device">Direct3D11 Device</param>
        public BodyJointStatusBuffer(Device device)
        {
            if (device == null)
                throw new ArgumentNullException("device");

            this.buffer = new SharpDX.Direct3D11.Buffer(device, JointBufferDescriptor.DynamicBuffer(new BufferStride(4)));
            this.shaderView = new ShaderResourceView(device, this.buffer);
        }
开发者ID:semihguresci,项目名称:kgp,代码行数:12,代码来源:BodyJointStatusBuffer.cs


示例16: Render

 public void Render(DeviceContext deviceContext, Matrix worldMatrix, Matrix viewMatrix, Matrix projectionMatrix, ShaderResourceView texture)
 {
     int stride = Utilities.SizeOf<VertexDefinition.PositionTexture>(); //Gets or sets the stride between vertex elements in the buffer (in bytes).
     deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(VertexBuffer, stride, 0));
     deviceContext.InputAssembler.SetIndexBuffer(IndexBuffer, Format.R32_UInt, 0);
     deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
     _shader.Render(deviceContext, IndexCount, worldMatrix, viewMatrix, projectionMatrix, texture ?? _texture);
 }
开发者ID:ndech,项目名称:Alpha,代码行数:8,代码来源:TexturedRectangle.cs


示例17: DepthStencilCube

        /// <summary>
        /// Creates render target
        /// </summary>
        /// <param name="rs"></param>
        /// <param name="width"></param>
        /// <param name="height"></param>
        /// <param name="format"></param>
        public DepthStencilCube( GraphicsDevice device, DepthFormat format, int size, int samples, string debugName = "" )
            : base(device)
        {
            bool msaa	=	samples > 1;

            CheckSamplesCount( samples );

            SampleCount	=	samples;

            Format		=	format;
            SampleCount	=	samples;
            Width		=	size;
            Height		=	size;
            Depth		=	1;

            var	texDesc	=	new Texture2DDescription();
                texDesc.Width				=	Width;
                texDesc.Height				=	Height;
                texDesc.ArraySize			=	6;
                texDesc.BindFlags			=	BindFlags.RenderTarget | BindFlags.ShaderResource;
                texDesc.CpuAccessFlags		=	CpuAccessFlags.None;
                texDesc.Format				=	Converter.ConvertToTex( format );
                texDesc.MipLevels			=	1;
                texDesc.OptionFlags			=	ResourceOptionFlags.TextureCube;
                texDesc.SampleDescription	=	new DXGI.SampleDescription(samples, 0);
                texDesc.Usage				=	ResourceUsage.Default;

            texCube	=	new D3D.Texture2D( device.Device, texDesc );

            var srvDesc	=	new ShaderResourceViewDescription();
                srvDesc.Dimension			=	samples > 1 ? ShaderResourceViewDimension.Texture2DMultisampled : ShaderResourceViewDimension.Texture2D;
                srvDesc.Format				=	Converter.ConvertToSRV( format );
                srvDesc.Texture2D.MostDetailedMip	=	0;
                srvDesc.Texture2D.MipLevels			=	1;

            SRV		=	new ShaderResourceView( device.Device, texCube );

            //
            //	Create surfaces :
            //
            surfaces	=	new DepthStencilSurface[ 6 ];

            for ( int face=0; face<6; face++) {

                var rtvDesc = new DepthStencilViewDescription();
                    rtvDesc.Texture2DArray.MipSlice			=	0;
                    rtvDesc.Texture2DArray.FirstArraySlice	=	face;
                    rtvDesc.Texture2DArray.ArraySize		=	1;
                    rtvDesc.Dimension						=	msaa ? DepthStencilViewDimension.Texture2DMultisampledArray : DepthStencilViewDimension.Texture2DArray;
                    rtvDesc.Format							=	Converter.ConvertToDSV( format );

                var dsv	=	new DepthStencilView( device.Device, texCube, rtvDesc );

                int subResId	=	Resource.CalculateSubResourceIndex( 0, face, 1 );

                surfaces[face]	=	new DepthStencilSurface( dsv, format, Width, Height, SampleCount );
            }
        }
开发者ID:temik911,项目名称:audio,代码行数:65,代码来源:DepthStencilCube.cs


示例18: DynamicDepthTexture

        /// <summary>
        /// Creates a dynamic depth texture, allocates GPU resources
        /// </summary>
        /// <param name="device">Direct3D Device</param>
        public DynamicDepthTexture(Device device)
        {
            if (device == null)
                throw new ArgumentNullException("device");

            this.texture = new Texture2D(device, DepthTextureDescriptors.DynamicResource);
            this.rawView = new ShaderResourceView(device,this.texture, DepthTextureDescriptors.RawView);
            this.normalizedView = new ShaderResourceView(device,this.texture, DepthTextureDescriptors.NormalizedView);
        }
开发者ID:semihguresci,项目名称:kgp,代码行数:13,代码来源:DynamicDepthTexture.cs


示例19: DynamicHdFaceStructuredBuffer

        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="device">Direct3D11 Device</param>
        /// <param name="maxFaceCount">Maximum body count</param>
        public DynamicHdFaceStructuredBuffer(Device device, int maxFaceCount)
        {
            if (device == null)
                throw new ArgumentNullException("device");

            var desc = DescriptorUtils.DynamicStructuredBuffer(new BufferElementCount(maxFaceCount * (int)Microsoft.Kinect.Face.FaceModel.VertexCount), new BufferStride(12));
            this.buffer = new SharpDX.Direct3D11.Buffer(device, desc);
            this.shaderView = new ShaderResourceView(device, this.buffer);
        }
开发者ID:semihguresci,项目名称:kgp,代码行数:14,代码来源:DynamicHdFaceStructuredBuffer.cs


示例20: Apply

 public virtual void Apply(DeviceContext context, ShaderResourceView source, RenderTargetView destination, float scale = 1f, float offset = 0f)
 {
     context.OutputMerger.SetTargets(destination);
     context.PixelShader.SetShaderResource(0, source);
     Texture2D tex2D = destination.ResourceAs<Texture2D>();
     context.Rasterizer.SetViewport(0f, 0f, (float)tex2D.Description.Width, (float)tex2D.Description.Height, 0f, 1f);
     tex2D.Dispose();
     ScreenQuad.Draw(context, scale, offset);
 }
开发者ID:romanchom,项目名称:Luna,代码行数:9,代码来源:Filter.cs



注:本文中的SharpDX.Direct3D11.ShaderResourceView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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C# Direct3D11.Texture2D类代码示例发布时间:2022-05-26
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