在XNA中使用HLSL
本文关键字:HLSL XNA | 更新日期: 2023-09-27 18:22:33
我想写一个perona-malik各向异性滤波器,出于性能原因,我似乎需要使用gpu。长话短说,我想知道如何使用HLSL在xna到GPGPU的任务。
我正在寻找一些代码片段,将一些数据移动到GPU上,逐帧处理,然后返回,这样我就可以用它做其他事情。
从我读到的内容来看,我需要使用"乒乓"
编辑
这就是我目前拥有的
C#
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
using Microsoft.Xna.Framework.Content.Pipeline.Processors;
namespace HotplateTest
{
public class XNAClass : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
RenderTarget2D Target;
RenderTarget2D Output;
Effect physicsEffect;
Vector4[] positions;
public XNAClass()
{
graphics = new GraphicsDeviceManager(this);
}
protected override void Initialize()
{
Target = new RenderTarget2D(graphics.GraphicsDevice, 10, 10, false, SurfaceFormat.Vector4, DepthFormat.None);
Output = new RenderTarget2D(graphics.GraphicsDevice, 10, 10, false, SurfaceFormat.Vector4, DepthFormat.None);
positions = new Vector4[100];
for (int i = 0; i < positions.Length; i++)
{
positions[i] = new Vector4(i);
}
Target.SetData<Vector4>(positions);
base.Initialize();
}
protected override void LoadContent()
{
base.LoadContent();
physicsEffect = Content.Load<Effect>("shader");
}
protected override void Update(GameTime gameTime)
{
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.SetRenderTarget(Target);
GraphicsDevice.Clear(Color.Black);
physicsEffect.Techniques[0].Passes[0].Apply();
physicsEffect.Parameters["oldPositionTexture"].SetValue(Output);
physicsEffect.CurrentTechnique.Passes[0].Apply();
GraphicsDevice.SetRenderTarget(null);
Target.GetData<Vector4>(positions);
base.Draw(gameTime);
}
}
}
HLSL
texture oldPositionTexture;
sampler oldPositionSampler = sampler_state
{
Texture = < oldPositionTexture >;
MipFilter = POINT;
MinFilter = POINT;
MagFilter = POINT;
ADDRESSU = CLAMP;
ADDRESSV = CLAMP;
};
struct VertexShaderInput
{
float4 Position : POSITION;
float2 Tex : TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : POSITION;
float2 Tex : TEXCOORD0;
};
// input texture dimensions
static const float w = 10;
static const float h = 10;
static const float2 pixel = float2(1.0 / w, 1.0 / h);
static const float2 halfPixel = float2(pixel.x / 2, pixel.y / 2);
VertexShaderOutput VS(VertexShaderInput input)
{
VertexShaderOutput output = (VertexShaderOutput)0;
output.Tex = input.Tex;
return output;
}
float4 PS1(VertexShaderOutput input) : COLOR0
{
float2 myV = input.Tex;
float myPosAndMass = tex2D(oldPositionSampler, myV);
return float4(myPosAndMass, myPosAndMass, myPosAndMass, myPosAndMass);
}
technique Technique1
{
pass Pass0
{
VertexShader = compile vs_2_0 VS();
PixelShader = compile ps_2_0 PS1();
}
}
我收到错误信息
中发生类型为"System.ArgumentException"的未处理异常Microsoft.Xna.Framework.Graphics.dll
附加信息:此方法中用于T的类型为此资源的大小无效。
有趣的是,当我在C#代码中使用Single而不是Vector4时,不会出现错误消息。当然,这意味着在位置变量中计算的结果现在是无用的,因为当它们真的是向量4时,它们被解释为单个。
C#
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Emgu.Util;
using Emgu.CV;
using Emgu.CV.Structure;
namespace HLSLTest
{
public delegate void Disp();
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
Capture cap = new Capture("output.avi");
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
RenderTarget2D renOutput;
Vector4[] gpuStore = new Vector4[1920 * 1080];
Effect effect;
QuadRender quad;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
quad = new QuadRender(GraphicsDevice);
renOutput = new RenderTarget2D(GraphicsDevice, 1920, 1080, false, SurfaceFormat.Vector4, DepthFormat.Depth24);
effect = Content.Load<Effect>("Shader");
base.LoadContent();
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
Image<Bgr, Byte> video = cap.QueryFrame();
using (Image<Bgra, float> vid2 = video.Convert<Bgra, float>())
{
Texture2D t = new Texture2D(GraphicsDevice, video.Width, video.Height, false, SurfaceFormat.Vector4);
t.SetData<byte>(vid2.Bytes);
GraphicsDevice.SetRenderTarget(renOutput);
effect.Parameters["Input0"].SetValue(t);
quad.RenderFullScreenQuad(effect);
for (int i = 0; i < effect.Techniques.Count; i++)
{
for (int j = 0; j < effect.Techniques[i].Passes.Count; j++)
{
effect.Techniques[i].Passes[j].Apply();
}
}
GraphicsDevice.SetRenderTarget(null);
renOutput.GetData<Vector4>(gpuStore);
}
base.Draw(gameTime);
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace HLSLTest
{
internal sealed class QuadRender
{
private VertexPositionTexture[] verts;
private GraphicsDevice myDevice;
private short[] ib = null;
///
/// Loads the quad.
///
///
public QuadRender(GraphicsDevice device)
{
myDevice = device;
verts = new VertexPositionTexture[]
{
new VertexPositionTexture
(
new Vector3(0,0,0),
new Vector2(1,1)
),
new VertexPositionTexture
(
new Vector3(0,0,0),
new Vector2(0,1)
),
new VertexPositionTexture
(
new Vector3(0,0,0),
new Vector2(0,0)
),
new VertexPositionTexture
(
new Vector3(0,0,0),
new Vector2(1,0)
)
};
ib = new short[] { 0, 1, 2, 2, 3, 0 };
}
///
/// Draws the fullscreen quad.
///
///
public void RenderFullScreenQuad(Effect effect)
{
effect.CurrentTechnique.Passes[0].Apply();
RenderQuad(Vector2.One * -1, Vector2.One);
}
public void RenderQuad(Vector2 v1, Vector2 v2)
{
verts[0].Position.X = v2.X;
verts[0].Position.Y = v1.Y;
verts[1].Position.X = v1.X;
verts[1].Position.Y = v1.Y;
verts[2].Position.X = v1.X;
verts[2].Position.Y = v2.Y;
verts[3].Position.X = v2.X;
verts[3].Position.Y = v2.Y;
myDevice.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, verts, 0, 4, ib, 0, 2);
}
}
}
HLSL
texture2D Input0;
sampler2D Input0Sampler = sampler_state
{
Texture = <Input0>;
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
texture2D Input1;
sampler2D Input1Sampler = sampler_state
{
Texture = <Input1>;
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
texture2D Input2;
sampler2D Input2Sampler = sampler_state
{
Texture = <Input2>;
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
texture2D Input3;
sampler2D Input3Sampler = sampler_state
{
Texture = <Input3>;
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertexShaderInput
{
float4 Position : POSITION0;
float2 TextureCoordinate : TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float2 TextureCoordinate : TEXCOORD0;
};
struct PixelShaderOutput
{
// TODO: Optionally add/remove output indices to match GPUProcessor.numOutputs
float4 Index0 : COLOR0;
};
// input texture dimensions
static const float w = 1920;
static const float h = 1080;
static const float2 pixel = float2(1.0 / w, 1.0 / h);
static const float2 halfPixel = float2(pixel.x / 2, pixel.y / 2);
VertexShaderOutput VertexShaderFunction(VertexShaderInput vsInput)
{
//VertexShaderOutput output;
//output.Position = vsInput.Position;
//output.TextureCoordinate = vsInput.TextureCoordinate;
VertexShaderOutput output;
vsInput.Position.x = vsInput.Position.x - 2*halfPixel.x;
vsInput.Position.y = vsInput.Position.y + 2*halfPixel.y;
output.Position = vsInput.Position;
output.TextureCoordinate = vsInput.TextureCoordinate ;
return output;
//return output;
}
PixelShaderOutput PixelShaderFunction(VertexShaderOutput psInput)
{
PixelShaderOutput output;
// TODO: Optionally add/remove samples to match GPUProcessor.numInputs
float4 input0 = tex2D(Input0Sampler, psInput.TextureCoordinate);
//float4 input1 = tex2D(Input0Sampler, psInput.TextureCoordinate);
//float4 input2 = tex2D(Input0Sampler, psInput.TextureCoordinate);
//float4 input3 = tex2D(Input0Sampler, psInput.TextureCoordinate);
// your calculations go here
// TODO: Optionally add/remove outputs to match GPUProcessor.numOutputs
output.Index0 = input0;//float4(100,200,13,24);//input0;
return output;
}
technique Verlet
{
pass Go
{
VertexShader = compile vs_2_0 VertexShaderFunction();
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}