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[Nodes] Add new raw textur version, and advanced stream out renderer
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mrvux committed Jun 21, 2017
1 parent f391e56 commit 53aa5d8
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using VVVV.PluginInterfaces.V2;
using VVVV.PluginInterfaces.V1;
using SlimDX;

using SlimDX.Direct3D11;
using System.ComponentModel.Composition;

using FeralTic.DX11.Queries;
using FeralTic.DX11.Resources;
using FeralTic.DX11;
using FeralTic.DX11.Utils;
using FeralTic.DX11.Resources.Misc;

namespace VVVV.DX11.Nodes
{
[PluginInfo(Name = "Renderer", Category = "DX11", Version = "StreamOut.Advanced", Author = "vux", AutoEvaluate = false,
Help ="Advanced version of stream out renderer, allows to set up to 4 buffers")]
public class DX11AdvancedStreamOutRendererNode : IPluginEvaluate, IDX11RendererHost, IDisposable, IDX11Queryable
{
protected IPluginHost FHost;

[Input("Layer", Order = 1)]
protected Pin<DX11Resource<DX11Layer>> FInLayer;

[Input("Buffer Count", Order = 7, DefaultValue = 1, MinValue = 1, MaxValue = 4)]
protected IDiffSpread<int> FInBufferCount;

[Input("Vertex Size", Order = 8, DefaultValue = 12)]
protected IDiffSpread<int> FInVSize;

[Input("Element Count", Order = 8, DefaultValue = 512)]
protected IDiffSpread<int> FInElemCount;


[Input("Output Layout", Order = 10005)]
protected IDiffSpread<InputElement> FInLayouts;

[Input("Output Layout Element Count", Order = 10006, DefaultValue = -1)]
protected IDiffSpread<int> FInLayoutsElementCount;

[Input("Enabled", DefaultValue = 1, Order = 15)]
protected ISpread<bool> FInEnabled;

[Input("Keep In Memory", Order = 18, Visibility = PinVisibility.OnlyInspector, IsSingle=true)]
protected ISpread<bool> FInKeepInMemory;

[Output("Geometry Out")]
protected ISpread<DX11Resource<IDX11Geometry>> FOutGeom;

[Output("Buffer Out")]
protected ISpread<DX11Resource<DX11RawBuffer>> FOutBuffer;

[Output("Query", Order = 200, IsSingle = true)]
protected ISpread<IDX11Queryable> FOutQueryable;



protected List<DX11RenderContext> updateddevices = new List<DX11RenderContext>();
protected List<DX11RenderContext> rendereddevices = new List<DX11RenderContext>();



public event DX11QueryableDelegate BeginQuery;
public event DX11QueryableDelegate EndQuery;


private DX11RenderSettings settings = new DX11RenderSettings();

private StreamOutputBufferWithRawSupport[] outputBuffer = new StreamOutputBufferWithRawSupport[4];
private int currentBufferCount = 0;
private bool invalidate = false;


[ImportingConstructor()]
public DX11AdvancedStreamOutRendererNode(IPluginHost FHost)
{

}

public void Evaluate(int SpreadMax)
{
if (this.FOutQueryable[0] == null) { this.FOutQueryable[0] = this; }

this.rendereddevices.Clear();
this.updateddevices.Clear();

invalidate = this.FInVSize.IsChanged || this.FInElemCount.IsChanged || this.FInLayouts.IsChanged || this.FInLayoutsElementCount.IsChanged;

int bufferCount = SpreadMax == 0 ? 0 : this.FInBufferCount[0];
if (bufferCount > 4)
bufferCount = 4;

if (bufferCount < 0)
bufferCount = 0;

if (bufferCount != this.currentBufferCount)
{
for (int i = 0; i < 4; i++)
{
if (this.outputBuffer[i] != null)
{
this.outputBuffer[i].Dispose();
this.outputBuffer[i] = null;
}
}
invalidate = true;
}
this.currentBufferCount = bufferCount;

this.FOutGeom.SliceCount = this.currentBufferCount;
this.FOutBuffer.SliceCount = this.currentBufferCount;

for (int i = 0; i < this.currentBufferCount; i++)
{
if (this.FOutBuffer[i] == null)
{
this.FOutBuffer[i] = new DX11Resource<DX11RawBuffer>();
this.FOutGeom[i] = new DX11Resource<IDX11Geometry>();
}
}
}

public bool IsEnabled
{
get { return this.FInEnabled[0]; }
}

public void Render(DX11RenderContext context)
{
if (this.currentBufferCount == 0)
return;

Device device = context.Device;
DeviceContext ctx = context.CurrentDeviceContext;

//Just in case
if (!this.updateddevices.Contains(context))
{
this.Update(context);
}

if (!this.FInLayer.IsConnected) { return; }

if (this.rendereddevices.Contains(context)) { return; }

if (this.FInEnabled[0])
{
if (this.BeginQuery != null)
{
this.BeginQuery(context);
}


context.CurrentDeviceContext.OutputMerger.SetTargets(new RenderTargetView[0]);

StreamOutputBufferBinding[] binding = new StreamOutputBufferBinding[this.currentBufferCount];
for (int i = 0; i < this.currentBufferCount; i++)
{
binding[i].Buffer = this.outputBuffer[i].D3DBuffer;
binding[i].Offset = 0;
}
ctx.StreamOutput.SetTargets(binding);

settings.ViewportIndex = 0;
settings.ViewportCount = 1;
settings.View = Matrix.Identity;
settings.Projection = Matrix.Identity;
settings.ViewProjection = Matrix.Identity;
settings.RenderWidth = 1;
settings.RenderHeight =1;
settings.RenderDepth =1;
settings.BackBuffer = null;

this.FInLayer.RenderAll(context, settings);

ctx.StreamOutput.SetTargets(null);

if (this.EndQuery != null)
{
this.EndQuery(context);
}

}
}



public void Update(DX11RenderContext context)
{
if (this.currentBufferCount == 0)
return;

if (this.updateddevices.Contains(context)) { return; }
if (this.invalidate || this.outputBuffer[0] == null)
{
this.DisposeBuffers(context);

bool all = this.FInLayoutsElementCount[0] == -1;
int currentOffset = 0;
if (all)
{
for (int index = 0; index < this.currentBufferCount; index++)
{
this.outputBuffer[index] = new StreamOutputBufferWithRawSupport(context, this.FInVSize[index], this.FInElemCount[index], this.FInLayouts.ToArray());
this.FOutGeom[index][context] = this.outputBuffer[index].VertexGeometry;
this.FOutBuffer[index][context] = this.outputBuffer[index].RawBuffer;
}
}
else
{
for (int index = 0; index < this.currentBufferCount; index++)
{

int elemCount = this.FInLayoutsElementCount[index];
elemCount = elemCount < 0 ? this.FInLayouts.SliceCount : elemCount;

InputElement[] elems = new InputElement[elemCount];
for (int j = 0; j < elems.Length; j++)
{
elems[j] = this.FInLayouts[currentOffset++];
}

this.outputBuffer[index] = new StreamOutputBufferWithRawSupport(context, this.FInVSize[index], this.FInElemCount[index], elems);
this.FOutGeom[index][context] = this.outputBuffer[index].VertexGeometry;
this.FOutBuffer[index][context] = this.outputBuffer[index].RawBuffer;
}
}


}

this.updateddevices.Add(context);
}

public void Destroy(DX11RenderContext context, bool force)
{
if (force || this.FInKeepInMemory[0] == false)
{
this.DisposeBuffers(context);
}
}

#region Dispose Buffers
private void DisposeBuffers(DX11RenderContext context)
{
for (int i = 0; i < 4; i++)
{
if (this.outputBuffer[i] != null)
{
this.outputBuffer[i].Dispose();
this.outputBuffer[i] = null;
}
}
}
#endregion

public void Dispose()
{
for (int i = 0; i < 4; i++)
{
if (this.outputBuffer[i] != null)
{
this.outputBuffer[i].Dispose();
this.outputBuffer[i] = null;
}
}
}
}


}

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