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C++ TRefCountPtr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TRefCountPtr的典型用法代码示例。如果您正苦于以下问题:C++ TRefCountPtr类的具体用法?C++ TRefCountPtr怎么用?C++ TRefCountPtr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。



在下文中一共展示了TRefCountPtr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: D3D9PreProcessShader

/** Preprocesses a shader without performing compilation, and dump it out for debugging*/
void D3D9PreProcessShader(
	const TCHAR* strFilename,
	const FString& strShaderFile,
	vector<D3DXMACRO>& Defines,
	const FD3DIncludeEnvironment& Environment,
	const TCHAR* strShaderPath
	)
{
	TRefCountPtr<ID3DXBuffer>	ShaderCode;
	TRefCountPtr<ID3DXBuffer>	ErrorText;

	FTCHARToANSI AnsiShaderFile(strShaderFile.c_str());
	FD3DIncludeEnvironment IncludeEnvironment(Environment);
	HRESULT ret = D3DXPreprocessShader( (ANSICHAR*)AnsiShaderFile, 
										strShaderFile.size(), 
										&Defines.at(0), 
										&IncludeEnvironment,
										ShaderCode.GetInitReference(),
										ErrorText.GetInitReference()
										);

	if( FAILED(ret) )
	{
		debugf(NAME_Warning, TEXT("Preprocess failed for shader %s: %s"), strFilename, ANSI_TO_TCHAR(ErrorText->GetBufferPointer()));
	}
	else
	{
		TCHAR Tmp[MAX_SPRINTF];
		appSprintf(Tmp, TEXT("%s%s.pre"), strShaderPath, strFilename);
		appSaveStringToFile(ANSI_TO_TCHAR(ShaderCode->GetBufferPointer()), Tmp);
	}
}
开发者ID:xukunn1226,项目名称:VRI3,代码行数:33,代码来源:D3D9ShaderCompiler.cpp


示例2: RenderVisualizeTexturePool

void FDeferredShadingSceneRenderer::RenderVisualizeTexturePool()
{
	TRefCountPtr<IPooledRenderTarget> VisualizeTexturePool;

	/** Resolution for the texture pool visualizer texture. */
	enum
	{
		TexturePoolVisualizerSizeX = 280,
		TexturePoolVisualizerSizeY = 140,
	};

	FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(TexturePoolVisualizerSizeX, TexturePoolVisualizerSizeY), PF_B8G8R8A8, TexCreate_None, TexCreate_None, false));
	GRenderTargetPool.FindFreeElement(Desc, VisualizeTexturePool, TEXT("VisualizeTexturePool"));
	
	uint32 Pitch;
	FColor* TextureData = (FColor*)RHILockTexture2D((FTexture2DRHIRef&)VisualizeTexturePool->GetRenderTargetItem().ShaderResourceTexture, 0, RLM_WriteOnly, Pitch, false );
	if(TextureData)
	{
		// clear with grey to get reliable background color
		FMemory::Memset(TextureData, 0x88, TexturePoolVisualizerSizeX * TexturePoolVisualizerSizeY * 4);
		RHIGetTextureMemoryVisualizeData(TextureData, TexturePoolVisualizerSizeX, TexturePoolVisualizerSizeY, Pitch, 4096);
	}

	RHIUnlockTexture2D((FTexture2DRHIRef&)VisualizeTexturePool->GetRenderTargetItem().ShaderResourceTexture, 0, false);

	FIntPoint RTExtent = GSceneRenderTargets.GetBufferSizeXY();

	FVector2D Tex00 = FVector2D(0, 0);
	FVector2D Tex11 = FVector2D(1, 1);

//todo	VisualizeTexture(*VisualizeTexturePool, ViewFamily.RenderTarget, FIntRect(0, 0, RTExtent.X, RTExtent.Y), RTExtent, 1.0f, 0.0f, 0.0f, Tex00, Tex11, 1.0f, false);
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:32,代码来源:DeferredShadingRenderer.cpp


示例3:

FDynamicRHI* FD3D12DynamicRHIModule::CreateRHI()
{
	TRefCountPtr<IDXGIFactory4> DXGIFactory;
	SafeCreateDXGIFactory(DXGIFactory.GetInitReference());
	check(DXGIFactory);
    return new FD3D12DynamicRHI(DXGIFactory, ChosenAdapter);
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:7,代码来源:WindowsD3D12Device.cpp


示例4: SCOPED_DRAW_EVENT

void FRCPassPostProcessVisualizeLPV::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, VisualizeLPV);

	const FSceneView& View = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);
	
//	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
	const TRefCountPtr<IPooledRenderTarget> RenderTarget = GetInput(ePId_Input0)->GetOutput()->PooledRenderTarget;
	const FSceneRenderTargetItem& DestRenderTarget = RenderTarget->GetRenderTargetItem();

	// Set the view family's render target/viewport.
	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());

	{
		FRenderTargetTemp TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);
		FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, View.GetFeatureLevel());

		float X = 30;
		float Y = 28;
		const float YStep = 14;
		const float ColumnWidth = 250;

		Canvas.DrawShadowedString( X, Y += YStep, TEXT("VisualizeLightPropagationVolume"), GetStatsFont(), FLinearColor(0.2f, 0.2f, 1));

		Y += YStep;

		const FLightPropagationVolumeSettings& Dest = View.FinalPostProcessSettings.BlendableManager.GetSingleFinalDataConst<FLightPropagationVolumeSettings>();

#define ENTRY(name)\
		Canvas.DrawShadowedString( X, Y += YStep, TEXT(#name) TEXT(":"), GetStatsFont(), FLinearColor(1, 1, 1));\
		Canvas.DrawShadowedString( X + ColumnWidth, Y, *FString::Printf(TEXT("%g"), Dest.name), GetStatsFont(), FLinearColor(1, 1, 1));

		ENTRY(LPVIntensity)
		ENTRY(LPVVplInjectionBias)
		ENTRY(LPVSize)
		ENTRY(LPVSecondaryOcclusionIntensity)
		ENTRY(LPVSecondaryBounceIntensity)
		ENTRY(LPVGeometryVolumeBias)
		ENTRY(LPVEmissiveInjectionIntensity)
		ENTRY(LPVDirectionalOcclusionIntensity)
		ENTRY(LPVDirectionalOcclusionRadius)
		ENTRY(LPVDiffuseOcclusionExponent)
		ENTRY(LPVSpecularOcclusionExponent)
		ENTRY(LPVDiffuseOcclusionIntensity)
		ENTRY(LPVSpecularOcclusionIntensity)
#undef ENTRY

		Canvas.Flush_RenderThread(Context.RHICmdList);
	}

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
	
	// to satify following passws
	FRenderingCompositeOutput* Output = GetOutput(ePId_Output0);
	
	Output->PooledRenderTarget = RenderTarget;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:58,代码来源:PostProcessLpvIndirect.cpp


示例5: D3DRHI

FD3D11Viewport::FD3D11Viewport(FD3D11DynamicRHI* InD3DRHI,HWND InWindowHandle,uint32 InSizeX,uint32 InSizeY,bool bInIsFullscreen, EPixelFormat InPreferredPixelFormat):
	D3DRHI(InD3DRHI),
	LastFlipTime(0),
	LastFrameComplete(0),
	LastCompleteTime(0),
	SyncCounter(0),
	bSyncedLastFrame(false),
	WindowHandle(InWindowHandle),
	MaximumFrameLatency(3),
	SizeX(InSizeX),
	SizeY(InSizeY),
	bIsFullscreen(bInIsFullscreen),
	PixelFormat(InPreferredPixelFormat),
	bIsValid(true),
	FrameSyncEvent(InD3DRHI)
{
	check(IsInGameThread());
	D3DRHI->Viewports.Add(this);

	// Ensure that the D3D device has been created.
	D3DRHI->InitD3DDevice();

	// Create a backbuffer/swapchain for each viewport
	TRefCountPtr<IDXGIDevice> DXGIDevice;
	VERIFYD3D11RESULT(D3DRHI->GetDevice()->QueryInterface( IID_IDXGIDevice, (void**)DXGIDevice.GetInitReference() ));

	// Create the swapchain.
	DXGI_SWAP_CHAIN_DESC SwapChainDesc;
	FMemory::Memzero( &SwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC) );

	SwapChainDesc.BufferDesc = SetupDXGI_MODE_DESC();
	// MSAA Sample count
	SwapChainDesc.SampleDesc.Count = 1;
	SwapChainDesc.SampleDesc.Quality = 0;
	SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT;
	// 1:single buffering, 2:double buffering, 3:triple buffering
	SwapChainDesc.BufferCount = 1;
	SwapChainDesc.OutputWindow = WindowHandle;
	SwapChainDesc.Windowed = !bIsFullscreen;
	// DXGI_SWAP_EFFECT_DISCARD / DXGI_SWAP_EFFECT_SEQUENTIAL
	SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
	SwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
	VERIFYD3D11RESULT(D3DRHI->GetFactory()->CreateSwapChain(DXGIDevice,&SwapChainDesc,SwapChain.GetInitReference()));

	// Set the DXGI message hook to not change the window behind our back.
	D3DRHI->GetFactory()->MakeWindowAssociation(WindowHandle,DXGI_MWA_NO_WINDOW_CHANGES);

	// Create a RHI surface to represent the viewport's back buffer.
	BackBuffer = GetSwapChainSurface(D3DRHI, PixelFormat, SwapChain);

	// Tell the window to redraw when they can.
	// @todo: For Slate viewports, it doesn't make sense to post WM_PAINT messages (we swallow those.)
	::PostMessage( WindowHandle, WM_PAINT, 0, 0 );

	BeginInitResource(&FrameSyncEvent);
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:56,代码来源:WindowsD3D11Viewport.cpp


示例6: ApplyRadialBlurPasses

/** Applies screen space radial blur passes. */
void ApplyRadialBlurPasses(
	FRHICommandListImmediate& RHICmdList,
	const FViewInfo& View, 
	const FLightSceneInfo* const LightSceneInfo, 
	/** First pass source - this will not be overwritten. */
	TRefCountPtr<IPooledRenderTarget>& FirstPassSource, 
	/** Subsequent pass source, will also contain the final result. */
	TRefCountPtr<IPooledRenderTarget>& LightShaftsSource, 
	/** First pass dest. */
	TRefCountPtr<IPooledRenderTarget>& LightShaftsDest)
{
	TShaderMapRef<FScreenVS> ScreenVertexShader(View.ShaderMap);

	const FIntPoint BufferSize = FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY();
	const uint32 DownsampleFactor	= GetLightShaftDownsampleFactor();
	const FIntPoint FilterBufferSize = BufferSize / DownsampleFactor;
	const FIntPoint DownSampledXY = View.ViewRect.Min / DownsampleFactor;
	const uint32 DownsampledSizeX = View.ViewRect.Width() / DownsampleFactor;
	const uint32 DownsampledSizeY = View.ViewRect.Height() / DownsampleFactor;
	const uint32 NumPasses = FMath::Max(GLightShaftBlurPasses, 0);

	for (uint32 PassIndex = 0; PassIndex < NumPasses; PassIndex++)
	{
		SetRenderTarget(RHICmdList, LightShaftsDest->GetRenderTargetItem().TargetableTexture, FTextureRHIRef());
		RHICmdList.SetViewport(0, 0, 0.0f, FilterBufferSize.X, FilterBufferSize.Y, 1.0f);

		RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
		RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
		RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());

		TShaderMapRef<FBlurLightShaftsPixelShader> BlurLightShaftsPixelShader(View.ShaderMap);
		SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), BlurLightShaftsBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *ScreenVertexShader, *BlurLightShaftsPixelShader);

		TRefCountPtr<IPooledRenderTarget>& EffectiveSource = PassIndex == 0 ? FirstPassSource : LightShaftsSource;
		/// ?
		BlurLightShaftsPixelShader->SetParameters(RHICmdList, LightSceneInfo, View, PassIndex, EffectiveSource);

		{
			// Apply a radial blur to the bloom and occlusion mask
			DrawRectangle( 
				RHICmdList,
				DownSampledXY.X, DownSampledXY.Y, 
				DownsampledSizeX, DownsampledSizeY,
				DownSampledXY.X, DownSampledXY.Y, 
				DownsampledSizeX, DownsampledSizeY,
				FilterBufferSize, FilterBufferSize,
				*ScreenVertexShader,
				EDRF_UseTriangleOptimization);
		}

		RHICmdList.CopyToResolveTarget(LightShaftsDest->GetRenderTargetItem().TargetableTexture, LightShaftsDest->GetRenderTargetItem().ShaderResourceTexture, false, FResolveParams());

		// Swap input and output for the next pass
		Swap(LightShaftsSource, LightShaftsDest);
	}
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:57,代码来源:LightShaftRendering.cpp


示例7: GetSwapChainSurface

/**
 * Creates a FD3D11Surface to represent a swap chain's back buffer.
 */
FD3D11Texture2D* GetSwapChainSurface(FD3D11DynamicRHI* D3DRHI,IDXGISwapChain* SwapChain)
{
	// Grab the back buffer
	TRefCountPtr<ID3D11Texture2D> BackBufferResource;
	VERIFYD3D11RESULT_EX(SwapChain->GetBuffer(0,IID_ID3D11Texture2D,(void**)BackBufferResource.GetInitReference()), D3DRHI->GetDevice());

	// create the render target view
	TRefCountPtr<ID3D11RenderTargetView> BackBufferRenderTargetView;
	D3D11_RENDER_TARGET_VIEW_DESC RTVDesc;
	RTVDesc.Format = DXGI_FORMAT_UNKNOWN;
	RTVDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
	RTVDesc.Texture2D.MipSlice = 0;
	VERIFYD3D11RESULT(D3DRHI->GetDevice()->CreateRenderTargetView(BackBufferResource,&RTVDesc,BackBufferRenderTargetView.GetInitReference()));

	D3D11_TEXTURE2D_DESC TextureDesc;
	BackBufferResource->GetDesc(&TextureDesc);

	TArray<TRefCountPtr<ID3D11RenderTargetView> > RenderTargetViews;
	RenderTargetViews.Add(BackBufferRenderTargetView);
	
	// create a shader resource view to allow using the backbuffer as a texture
	TRefCountPtr<ID3D11ShaderResourceView> BackBufferShaderResourceView;
	D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc;
	SRVDesc.Format = DXGI_FORMAT_UNKNOWN;
	SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
	SRVDesc.Texture2D.MostDetailedMip = 0;
	SRVDesc.Texture2D.MipLevels = 1;
	VERIFYD3D11RESULT(D3DRHI->GetDevice()->CreateShaderResourceView(BackBufferResource,&SRVDesc,BackBufferShaderResourceView.GetInitReference()));

	FD3D11Texture2D* NewTexture = new FD3D11Texture2D(
		D3DRHI,
		BackBufferResource,
		BackBufferShaderResourceView,
		false,
		1,
		RenderTargetViews,
		NULL,
		TextureDesc.Width,
		TextureDesc.Height,
		1,
		1,
		1,
		PF_A2B10G10R10,
		false,
		false,
		false
		);

	D3D11TextureAllocated2D(*NewTexture);

	NewTexture->DoNoDeferDelete();

	return NewTexture;
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:57,代码来源:D3D11Viewport.cpp


示例8: check

FIndexBufferRHIRef FD3D11DynamicRHI::RHICreateIndexBuffer(uint32 Stride,uint32 Size,uint32 InUsage, FRHIResourceCreateInfo& CreateInfo)
{
	// Explicitly check that the size is nonzero before allowing CreateIndexBuffer to opaquely fail.
	check(Size > 0);

	// Describe the index buffer.
	D3D11_BUFFER_DESC Desc;
	ZeroMemory( &Desc, sizeof( D3D11_BUFFER_DESC ) );
	Desc.ByteWidth = Size;
	Desc.Usage = (InUsage & BUF_AnyDynamic) ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT;
	Desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
	Desc.CPUAccessFlags = (InUsage & BUF_AnyDynamic) ? D3D11_CPU_ACCESS_WRITE : 0;
	Desc.MiscFlags = 0;

	if (InUsage & BUF_UnorderedAccess)
	{
		Desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
	}

	if(InUsage & BUF_DrawIndirect)
	{
		Desc.MiscFlags |= D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS;
	}

	if (InUsage & BUF_ShaderResource)
	{
		Desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
	}

	// If a resource array was provided for the resource, create the resource pre-populated
	D3D11_SUBRESOURCE_DATA InitData;
	D3D11_SUBRESOURCE_DATA* pInitData = NULL;
	if(CreateInfo.ResourceArray)
	{
		check(Size == CreateInfo.ResourceArray->GetResourceDataSize());
		InitData.pSysMem = CreateInfo.ResourceArray->GetResourceData();
		InitData.SysMemPitch = Size;
		InitData.SysMemSlicePitch = 0;
		pInitData = &InitData;
	}

	TRefCountPtr<ID3D11Buffer> IndexBufferResource;
	VERIFYD3D11RESULT(Direct3DDevice->CreateBuffer(&Desc,pInitData,IndexBufferResource.GetInitReference()));

	UpdateBufferStats(IndexBufferResource, true);

	if(CreateInfo.ResourceArray)
	{
		// Discard the resource array's contents.
		CreateInfo.ResourceArray->Discard();
	}

	return new FD3D11IndexBuffer(IndexBufferResource, Stride, Size, InUsage);
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:54,代码来源:D3D11IndexBuffer.cpp


示例9: SUCCEEDED

void FSlateD3DRenderer::CreateBackBufferResources( TRefCountPtr<IDXGISwapChain>& InSwapChain, TRefCountPtr<ID3D11Texture2D>& OutBackBuffer, TRefCountPtr<ID3D11RenderTargetView>& OutRTV )
{
	InSwapChain->GetBuffer( 0, __uuidof(ID3D11Texture2D), (void**)OutBackBuffer.GetInitReference() );

	D3D11_RENDER_TARGET_VIEW_DESC RTVDesc;
	RTVDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
	RTVDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
	RTVDesc.Texture2D.MipSlice = 0;
	HRESULT Hr = GD3DDevice->CreateRenderTargetView( OutBackBuffer, &RTVDesc, OutRTV.GetInitReference() );
	check( SUCCEEDED(Hr) );
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:11,代码来源:SlateD3DRenderer.cpp


示例10: PrefilterPlanarReflection

void PrefilterPlanarReflection(FRHICommandListImmediate& RHICmdList, FViewInfo& View, const FPlanarReflectionSceneProxy* ReflectionSceneProxy, const FRenderTarget* Target)
{
	FTextureRHIParamRef SceneColorInput = FSceneRenderTargets::Get(RHICmdList).GetSceneColorTexture();

	if(View.FeatureLevel >= ERHIFeatureLevel::SM4)
	{
		// Note: null velocity buffer, so dynamic object temporal AA will not be correct
		TRefCountPtr<IPooledRenderTarget> VelocityRT;
		TRefCountPtr<IPooledRenderTarget> FilteredSceneColor;
		GPostProcessing.ProcessPlanarReflection(RHICmdList, View, VelocityRT, FilteredSceneColor);

		if (FilteredSceneColor)
		{
			SceneColorInput = FilteredSceneColor->GetRenderTargetItem().ShaderResourceTexture;
		}
	}

	{
		SCOPED_DRAW_EVENT(RHICmdList, PrefilterPlanarReflection);

		FRHIRenderTargetView ColorView(Target->GetRenderTargetTexture(), 0, -1, ERenderTargetLoadAction::ENoAction, ERenderTargetStoreAction::EStore);
		FRHISetRenderTargetsInfo Info(1, &ColorView, FRHIDepthRenderTargetView());
		RHICmdList.SetRenderTargetsAndClear(Info);

		RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);

		RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
		RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
		RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());

		TShaderMapRef<TDeferredLightVS<false> > VertexShader(View.ShaderMap);
		TShaderMapRef<FPrefilterPlanarReflectionPS<bEnablePlanarReflectionPrefilter> > PixelShader(View.ShaderMap);

		static FGlobalBoundShaderState BoundShaderState;
		SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

		PixelShader->SetParameters(RHICmdList, View, ReflectionSceneProxy, SceneColorInput);
		VertexShader->SetSimpleLightParameters(RHICmdList, View, FSphere(0));

		DrawRectangle(
			RHICmdList,
			0, 0,
			View.ViewRect.Width(), View.ViewRect.Height(),
			View.ViewRect.Min.X, View.ViewRect.Min.Y,
			View.ViewRect.Width(), View.ViewRect.Height(),
			View.ViewRect.Size(),
			FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY(),
			*VertexShader,
			EDRF_UseTriangleOptimization);
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:51,代码来源:PlanarReflectionRendering.cpp


示例11: check

FUnorderedAccessViewRHIRef FD3D12DynamicRHI::RHICreateUnorderedAccessView(FStructuredBufferRHIParamRef StructuredBufferRHI, bool bUseUAVCounter, bool bAppendBuffer)
{
	FD3D12StructuredBuffer*  StructuredBuffer = FD3D12DynamicRHI::ResourceCast(StructuredBufferRHI);

	const D3D12_RESOURCE_DESC& BufferDesc = StructuredBuffer->Resource->GetDesc();

	const uint32 BufferUsage = StructuredBuffer->GetUsage();
	const bool bByteAccessBuffer = (BufferUsage & BUF_ByteAddressBuffer) != 0;
	const bool bStructuredBuffer = !bByteAccessBuffer;
	check(bByteAccessBuffer != bStructuredBuffer); // You can't have a structured buffer that allows raw views

	D3D12_UNORDERED_ACCESS_VIEW_DESC UAVDesc ={};
	UAVDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
	UAVDesc.Format = DXGI_FORMAT_UNKNOWN;

	uint32 EffectiveStride = StructuredBuffer->GetStride();

	if (bByteAccessBuffer)
	{
		UAVDesc.Format  = DXGI_FORMAT_R32_TYPELESS;
		EffectiveStride = 4;
	}

	else if (BufferUsage & BUF_DrawIndirect)
	{
		UAVDesc.Format  = DXGI_FORMAT_R32_UINT;
		EffectiveStride = 4;
	}
	UAVDesc.Buffer.FirstElement = StructuredBuffer->ResourceLocation->GetOffset() / EffectiveStride;
	UAVDesc.Buffer.NumElements  = StructuredBuffer->ResourceLocation->GetEffectiveBufferSize() / EffectiveStride;
	UAVDesc.Buffer.StructureByteStride = bStructuredBuffer ? EffectiveStride : 0;
	UAVDesc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;

	UAVDesc.Buffer.CounterOffsetInBytes = 0;

	const bool bNeedsCounterResource = bAppendBuffer | bUseUAVCounter;

	TRefCountPtr<FD3D12Resource> CounterResource;

	if (bNeedsCounterResource)
	{
		GetRHIDevice()->GetResourceHelper().CreateBuffer(D3D12_HEAP_TYPE_DEFAULT, 4, CounterResource.GetInitReference(), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);
	}

	if (bByteAccessBuffer)
	{
		UAVDesc.Buffer.Flags |= D3D12_BUFFER_UAV_FLAG_RAW;
	}

	return new FD3D12UnorderedAccessView(GetRHIDevice(), &UAVDesc, StructuredBuffer->ResourceLocation, CounterResource);
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:51,代码来源:D3D12UAV.cpp


示例12: check

int32 FD3DGPUProfiler::RecordEventTimestamp(ID3D11Device* Direct3DDevice, ID3D11DeviceContext* Direct3DDeviceIMContext)
{
	check(CurrentGPUProfile);

	D3D11_QUERY_DESC TimestampQueryDesc;
	TimestampQueryDesc.Query = D3D11_QUERY_TIMESTAMP;
	TimestampQueryDesc.MiscFlags = 0;

	TRefCountPtr<ID3D11Query> TimestampQuery;
	VERIFYD3D11RESULT(Direct3DDevice->CreateQuery(&TimestampQueryDesc,TimestampQuery.GetInitReference()));

	Direct3DDeviceIMContext->End(TimestampQuery);

	return CurrentGPUProfile->EventTimestampQueries.Add(TimestampQuery);
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:15,代码来源:D3D11RHI.cpp


示例13: DYNAMIC_CAST_D3D11RESOURCE

FShaderResourceViewRHIRef FD3D11DynamicRHI::RHICreateShaderResourceView(FStructuredBufferRHIParamRef StructuredBufferRHI)
{
	DYNAMIC_CAST_D3D11RESOURCE(StructuredBuffer,StructuredBuffer);

	D3D11_BUFFER_DESC BufferDesc;
	StructuredBuffer->Resource->GetDesc(&BufferDesc);

	const bool bByteAccessBuffer = (BufferDesc.MiscFlags & D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS) != 0;

	// Create a Shader Resource View
	D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc;

	if ( bByteAccessBuffer )
	{
		SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
		SRVDesc.BufferEx.NumElements = BufferDesc.ByteWidth / 4;
		SRVDesc.BufferEx.FirstElement = 0;
		SRVDesc.BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW;
		SRVDesc.Format = DXGI_FORMAT_R32_TYPELESS;
	}
	else
	{
		SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
		SRVDesc.Buffer.FirstElement = 0;
	    SRVDesc.Buffer.NumElements = BufferDesc.ByteWidth / BufferDesc.StructureByteStride;
		SRVDesc.Format = DXGI_FORMAT_UNKNOWN;
	}

	TRefCountPtr<ID3D11ShaderResourceView> ShaderResourceView;
	VERIFYD3D11RESULT(Direct3DDevice->CreateShaderResourceView(StructuredBuffer->Resource, &SRVDesc, (ID3D11ShaderResourceView**)ShaderResourceView.GetInitReference()));

	return new FD3D11ShaderResourceView(ShaderResourceView,StructuredBuffer);
}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:33,代码来源:D3D11UAV.cpp


示例14: GetD3D11TextureFromRHITexture

FUnorderedAccessViewRHIRef FD3D11DynamicRHI::RHICreateUnorderedAccessView(FTextureRHIParamRef TextureRHI)
{
	FD3D11TextureBase* Texture = GetD3D11TextureFromRHITexture(TextureRHI);
	
	D3D11_UNORDERED_ACCESS_VIEW_DESC UAVDesc;

	if (TextureRHI->GetTexture3D() != NULL)
	{
		FD3D11Texture3D* Texture3D = (FD3D11Texture3D*)Texture;
		UAVDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
		UAVDesc.Texture3D.MipSlice = 0;
		UAVDesc.Texture3D.FirstWSlice = 0;
		UAVDesc.Texture3D.WSize = Texture3D->GetSizeZ();
	}
	else
	{
		UAVDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
		UAVDesc.Texture2D.MipSlice = 0;
	}
	
	UAVDesc.Format = FindShaderResourceDXGIFormat((DXGI_FORMAT)GPixelFormats[TextureRHI->GetFormat()].PlatformFormat, false);

	TRefCountPtr<ID3D11UnorderedAccessView> UnorderedAccessView;
	VERIFYD3D11RESULT(Direct3DDevice->CreateUnorderedAccessView(Texture->GetResource(),&UAVDesc,(ID3D11UnorderedAccessView**)UnorderedAccessView.GetInitReference()));

	return new FD3D11UnorderedAccessView(UnorderedAccessView,Texture);
}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:27,代码来源:D3D11UAV.cpp


示例15: VERIFY_GL_SCOPE

FIndexBufferRHIRef FOpenGLDynamicRHI::RHICreateIndexBuffer(uint32 Stride,uint32 Size, uint32 InUsage, FRHIResourceCreateInfo& CreateInfo)
{
	VERIFY_GL_SCOPE();

	const void *Data = NULL;

	// If a resource array was provided for the resource, create the resource pre-populated
	if(CreateInfo.ResourceArray)
	{
		check(Size == CreateInfo.ResourceArray->GetResourceDataSize());
		Data = CreateInfo.ResourceArray->GetResourceData();
	}

	TRefCountPtr<FOpenGLIndexBuffer> IndexBuffer = new FOpenGLIndexBuffer(Stride, Size, InUsage, Data);
	return IndexBuffer.GetReference();
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:16,代码来源:OpenGLIndexBuffer.cpp


示例16: CountAdapterOutputs

static uint32 CountAdapterOutputs(TRefCountPtr<IDXGIAdapter>& Adapter)
{
	uint32 OutputCount = 0;
	for(;;)
	{
		TRefCountPtr<IDXGIOutput> Output;
		HRESULT hr = Adapter->EnumOutputs(OutputCount, Output.GetInitReference());
		if(FAILED(hr))
		{
			break;
		}
		++OutputCount;
	}

	return OutputCount;
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:16,代码来源:WindowsD3D11Device.cpp


示例17: BeginVelocityRendering

static void BeginVelocityRendering(FRHICommandList& RHICmdList, TRefCountPtr<IPooledRenderTarget>& VelocityRT, bool bPerformClear)
{
	FTextureRHIRef VelocityTexture = VelocityRT->GetRenderTargetItem().TargetableTexture;
	FTexture2DRHIRef DepthTexture = GSceneRenderTargets.GetSceneDepthTexture();
	FLinearColor VelocityClearColor = FLinearColor::Black;
	if (bPerformClear)
	{
		// now make the FRHISetRenderTargetsInfo that encapsulates all of the info
		FRHIRenderTargetView ColorView(VelocityTexture, 0, -1, ERenderTargetLoadAction::EClear, ERenderTargetStoreAction::EStore);
		FRHIDepthRenderTargetView DepthView(DepthTexture, ERenderTargetLoadAction::ELoad, ERenderTargetStoreAction::ENoAction, true);

		FRHISetRenderTargetsInfo Info(1, &ColorView, DepthView);
		Info.ClearColors[0] = VelocityClearColor;

		// Clear the velocity buffer (0.0f means "use static background velocity").
		RHICmdList.SetRenderTargetsAndClear(Info);		
	}
	else
	{
		SetRenderTarget(RHICmdList, VelocityTexture, DepthTexture, ESimpleRenderTargetMode::EExistingColorAndReadOnlyDepth);

		// some platforms need the clear color when rendertargets transition to SRVs.  We propagate here to allow parallel rendering to always
		// have the proper mapping when the RT is transitioned.
		RHICmdList.BindClearMRTValues(true, 1, &VelocityClearColor, false, 1.0f, false, 0);
	}
}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:26,代码来源:VelocityRendering.cpp


示例18: ConvertD3DXMeshToRawMesh

/**
 * Creates a FStaticMeshRenderData from a D3DXMesh
 * @param DestMesh Destination mesh to extract to
 * @param NumUVs Number of UVs
 * @param Elements Elements array
 * @return Boolean representing success or failure
 */
bool ConvertD3DXMeshToRawMesh(
	TRefCountPtr<ID3DXMesh>& D3DMesh, 									  
	FRawMesh& DestMesh, 				  
	int32 NumUVs
	)
{
	// Extract simplified data to LOD
	FUtilVertex* D3DVertices;
	uint16*		 D3DIndices;
	::DWORD *		 D3DAttributes;
	D3DMesh->LockVertexBuffer(D3DLOCK_READONLY,(LPVOID*)&D3DVertices);
	D3DMesh->LockIndexBuffer(D3DLOCK_READONLY,(LPVOID*)&D3DIndices);
	D3DMesh->LockAttributeBuffer(D3DLOCK_READONLY,&D3DAttributes);

	int32 NumFaces = D3DMesh->GetNumFaces();
	int32 NumWedges = NumFaces * 3;

	DestMesh.FaceMaterialIndices.Init(NumFaces);
	DestMesh.FaceSmoothingMasks.Init(NumFaces);
	DestMesh.VertexPositions.Init(NumWedges);
	DestMesh.WedgeIndices.Init(NumWedges);
	DestMesh.WedgeColors.Init(NumWedges);
	DestMesh.WedgeTangentX.Init(NumWedges);
	DestMesh.WedgeTangentY.Init(NumWedges);
	DestMesh.WedgeTangentZ.Init(NumWedges);
	for (int32 UVIndex = 0; UVIndex < NumUVs; ++UVIndex)
	{
		DestMesh.WedgeTexCoords[UVIndex].Init(NumWedges);
	}

	for(int32 I=0;I<NumFaces;I++)
	{
		// Copy smoothing mask and index from any vertex into this triangle
		DestMesh.FaceSmoothingMasks[I] = D3DVertices[D3DIndices[I*3+0]].SmoothingMask;
		DestMesh.FaceMaterialIndices[I] = D3DAttributes[I];

		for(int UVs=0;UVs<NumUVs;UVs++)
		{
			DestMesh.WedgeTexCoords[UVs][I*3+0] = D3DVertices[D3DIndices[I*3+0]].UVs[UVs];
			DestMesh.WedgeTexCoords[UVs][I*3+1] = D3DVertices[D3DIndices[I*3+1]].UVs[UVs];
			DestMesh.WedgeTexCoords[UVs][I*3+2] = D3DVertices[D3DIndices[I*3+2]].UVs[UVs];
		}

		for(int32 K=0;K<3;K++)
		{
			DestMesh.WedgeIndices[I*3+K] = I*3+K;
			DestMesh.VertexPositions[I*3+K] = D3DVertices[D3DIndices[I*3+K]].Position;
			DestMesh.WedgeColors[I*3+K]   = D3DVertices[D3DIndices[I*3+K]].Color;
			DestMesh.WedgeTangentX[I*3+K] = D3DVertices[D3DIndices[I*3+K]].TangentX;
			DestMesh.WedgeTangentY[I*3+K] = D3DVertices[D3DIndices[I*3+K]].TangentY;
			DestMesh.WedgeTangentZ[I*3+K] = D3DVertices[D3DIndices[I*3+K]].TangentZ;
		}
	}

	D3DMesh->UnlockIndexBuffer();
	D3DMesh->UnlockVertexBuffer();
	D3DMesh->UnlockAttributeBuffer();
	return true;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:66,代码来源:D3D9MeshUtils.cpp


示例19: FReflectionCaptureEncodedHDRDerivedData

TRefCountPtr<FReflectionCaptureEncodedHDRDerivedData> FReflectionCaptureEncodedHDRDerivedData::GenerateEncodedHDRData(const FReflectionCaptureFullHDRDerivedData& FullHDRData, const FGuid& StateId, float Brightness)
{
	TRefCountPtr<FReflectionCaptureEncodedHDRDerivedData> EncodedHDRData = new FReflectionCaptureEncodedHDRDerivedData();
	const FString KeyString = GetDDCKeyString(StateId);

	if (!GetDerivedDataCacheRef().GetSynchronous(*KeyString, EncodedHDRData->CapturedData))
	{
		EncodedHDRData->GenerateFromDerivedDataSource(FullHDRData, Brightness);

		if (EncodedHDRData->CapturedData.Num() > 0)
		{
			GetDerivedDataCacheRef().Put(*KeyString, EncodedHDRData->CapturedData);
		}
	}

	check(EncodedHDRData->CapturedData.Num() > 0);
	INC_MEMORY_STAT_BY(STAT_ReflectionCaptureMemory,EncodedHDRData->CapturedData.GetAllocatedSize());
	return EncodedHDRData;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:19,代码来源:ReflectionCaptureComponent.cpp


示例20: CompileShader

static void CompileShader( const FString& Filename, const FString& EntryPoint, const FString& ShaderModel, TRefCountPtr<ID3DBlob>& OutBlob )
{
	uint32 ShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#if UE_BUILD_DEBUG
	ShaderFlags |= D3D10_SHADER_DEBUG;
#else
	ShaderFlags |= D3DCOMPILE_OPTIMIZATION_LEVEL3;
#endif

	TRefCountPtr<ID3DBlob> ErrorBlob;
	HRESULT Hr = D3DX11CompileFromFile( *Filename, NULL, NULL, TCHAR_TO_ANSI(*EntryPoint), TCHAR_TO_ANSI(*ShaderModel), ShaderFlags, 0, NULL, OutBlob.GetInitReference(), ErrorBlob.GetInitReference(), NULL );
	if( FAILED(Hr) )
	{
		if( ErrorBlob.GetReference() )
		{
			checkf(0, ANSI_TO_TCHAR(ErrorBlob->GetBufferPointer()));
		}
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:19,代码来源:SlateD3DShaders.cpp



注:本文中的TRefCountPtr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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