Beispiel #1
0
        private static void CheckAndUpdateDebugUI(DeviceContext context, CSharpRendererMainForm form)
        {
            ComboBox cb  = form.GetDebugSurface();
            ComboBox cbM = form.GetDebugMode();

            if (SurfaceDebugManager.m_IsUIRebuildRequired)
            {
                cb.Items.Clear();
                cb.Items.AddRange(SurfaceDebugManager.m_AvailableModes.ToArray());

                SurfaceDebugManager.m_IsUIRebuildRequired = false;
                cbM.SelectedIndex = 0;
                cb.SelectedIndex  = 0;
            }

            if (cb.SelectedIndex >= 0 && form.GetDebugModeOn())
            {
                SurfaceDebugManager.m_CurrentDebugSurface = (string)cb.Items[cb.SelectedIndex];
                SurfaceDebugManager.m_CurrentDebugMode    = cbM.SelectedIndex > 0 ? (string)cbM.Items[cbM.SelectedIndex] : "RGB";
            }
            else
            {
                SurfaceDebugManager.m_CurrentDebugSurface = "None";
            }

            if (SurfaceDebugManager.m_GPUDebugOn)
            {
                form.GetGPUDebuggingTB().Text = SurfaceDebugManager.GetDebugString(context);
            }

            SurfaceDebugManager.SetGPUDebugMode(form.GetGPUDebugModeOn());
        }
Beispiel #2
0
        public void ExecutePass(DeviceContext context, RenderTargetSet target, RenderTargetSet linearDepth, RenderTargetSet motionVectors)
        {
            RenderTargetSet ssaoCurrent = TemporalSurfaceManager.GetRenderTargetCurrent("SSAO");
            RenderTargetSet ssaoHistory = TemporalSurfaceManager.GetRenderTargetHistory("SSAO");

            RenderTargetSet tempBlurBuffer = RenderTargetManager.RequestRenderTargetFromPool(m_RTDescriptor);

            Random rand = new Random();

            dynamic scb = m_SSAOBuffer;

            scb.g_SSAOPhase = (float)rand.NextDouble() * 3.1415f;
            m_SSAOBuffer.CompileAndBind(context);

            using (new GpuProfilePoint(context, "SSAO"))
            {
                using (new GpuProfilePoint(context, "SSAOCalculate"))
                {
                    linearDepth.BindSRV(context, 0);
                    ssaoHistory.BindSRV(context, 1);
                    motionVectors.BindSRV(context, 2);
                    ssaoCurrent.BindAsRenderTarget(context);
                    PostEffectHelper.RenderFullscreenTriangle(context, "SSAOCalculate");
                    RenderTargetSet.BindNull(context);
                    ContextHelper.ClearSRVs(context);
                }

                SurfaceDebugManager.RegisterDebug(context, "SSAOMain", ssaoCurrent);

                using (new GpuProfilePoint(context, "SSAOBlur"))
                {
                    ssaoCurrent.BindSRV(context, 1);
                    tempBlurBuffer.BindAsRenderTarget(context);
                    PostEffectHelper.RenderFullscreenTriangle(context, "SSAOBlurHorizontal");
                    RenderTargetSet.BindNull(context);
                    ContextHelper.ClearSRVs(context);

                    SurfaceDebugManager.RegisterDebug(context, "SSAOBlurH", tempBlurBuffer);

                    tempBlurBuffer.BindSRV(context, 1);
                    target.BindAsRenderTarget(context);
                    PostEffectHelper.RenderFullscreenTriangle(context, "SSAOBlurVertical");
                    RenderTargetSet.BindNull(context);
                    ContextHelper.ClearSRVs(context);

                    SurfaceDebugManager.RegisterDebug(context, "SSAOBlurV", target);
                }
            }

            RenderTargetManager.ReleaseRenderTargetToPool(tempBlurBuffer);
        }
Beispiel #3
0
        public void RenderFrame(DeviceContext context, double timeElapsed, RenderTargetSet targetRT)
        {
            ShaderManager.BindSamplerStates(context);
            PerlinNoiseRenderHelper.BindTextures(context);
            RenderTargetSet currentFrameMainBuffer = RenderTargetManager.RequestRenderTargetFromPool(m_FullResAndDepthDescriptor);
            RenderTargetSet linearDepth            = RenderTargetManager.RequestRenderTargetFromPool(m_LinearDepthDescriptor);
            RenderTargetSet ssaoRT = RenderTargetManager.RequestRenderTargetFromPool(m_SSAODescriptor);

            if (!m_ShadowsInitialized)
            {
                m_ShadowCamera.m_CameraForward = new Vector3(-0.15f, -1.0f, 0.15f);
                m_ShadowCamera.m_CameraForward.Normalize();

                Vector3 min, max;
                m_SimpleSceneWrapper.GetSceneBounds(out min, out max);

                Vector3 sceneTop = (min + max) * 0.5f;
                sceneTop.Y = max.Y;

                m_ShadowCamera.m_OrthoZoomX = (max.X - min.X) * 0.7f; // some overlap
                m_ShadowCamera.m_OrthoZoomY = (max.Z - min.Z) * 0.7f;

                m_ShadowCamera.m_CameraPosition = sceneTop - m_ShadowCamera.m_CameraForward * 50.0f;
                m_ShadowCamera.m_CameraUp       = new Vector3(0, 0, 1);
            }

            CalculateAndUpdateConstantBuffer(context, timeElapsed);

            if (!m_ShadowsInitialized)
            {
                m_ResolvedShadow     = m_ShadowEVSMGenerator.RenderShadows(context, m_SimpleSceneWrapper);
                m_ShadowsInitialized = true;
            }

            if (false)
            {
                m_GIRenderer.PartialGIUpdate(context, m_SimpleSceneWrapper, m_ResolvedShadow);
            }

            m_CurrentViewportBuffer.Bind(context);

            using (new GpuProfilePoint(context, "DepthPrepass"))
            {
                // set the shaders
                context.VertexShader.Set(ShaderManager.GetVertexShader("VertexScene"));
                context.PixelShader.Set(ShaderManager.GetPixelShader("DepthNormalPrepass"));

                currentFrameMainBuffer.Clear(context, new Color4(1.0f, 1.0f, 1.0f, 1.5f), true);
                currentFrameMainBuffer.BindAsRenderTarget(context, true, false);
                ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthWriteCompare);

                // render triangles
                m_SimpleSceneWrapper.Render(context);

                ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.NoDepth);

                RenderTargetSet.BindNull(context);
            }

            RenderTargetSet motionVectorsSurface         = TemporalSurfaceManager.GetRenderTargetCurrent("MotionVectors");
            RenderTargetSet motionVectorsSurfacePrevious = TemporalSurfaceManager.GetRenderTargetHistory("MotionVectors");

            m_ResolveMotionVectorsPass.ExecutePass(context, motionVectorsSurface, currentFrameMainBuffer);

            PostEffectHelper.LinearizeDepth(context, linearDepth, currentFrameMainBuffer);
            SurfaceDebugManager.RegisterDebug(context, "LinearDepth", linearDepth);
            m_SSAOPass.ExecutePass(context, ssaoRT, linearDepth, motionVectorsSurface);

            m_VolumetricFog.RenderVolumetricFog(context, m_ResolvedShadow.m_RenderTargets[0], m_GIRenderer);

            using (new GpuProfilePoint(context, "MainForwardRender"))
            {
                // set the shaders
                context.VertexShader.Set(ShaderManager.GetVertexShader("VertexScene"));
                context.PixelShader.Set(ShaderManager.GetPixelShader("PixelScene"));

                currentFrameMainBuffer.BindAsRenderTarget(context, true);

                m_ResolvedShadow.BindSRV(context, 0);
                ssaoRT.BindSRV(context, 1);

                context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeR.m_ShaderResourceView, 5);
                context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeG.m_ShaderResourceView, 6);
                context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeB.m_ShaderResourceView, 7);

                context.PixelShader.SetShaderResource(m_VolumetricFog.m_ScatteringTexture.m_ShaderResourceView, 8);

                ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthCompare);

                // render triangles
                m_SimpleSceneWrapper.Render(context);

                // render sky
                PostEffectHelper.RenderFullscreenTriangle(context, "Sky", true);

                ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.NoDepth);

                RenderTargetSet.BindNull(context);
            }

            using (new GpuProfilePoint(context, "PostEffects"))
            {
                RenderTargetSet postEffectSurfacePong = RenderTargetManager.RequestRenderTargetFromPool(m_FullResDescriptor);

                RenderTargetSet source, dest;
                source = currentFrameMainBuffer;
                dest   = postEffectSurfacePong;

                dynamic ppcb = m_PostEffectsConstantBuffer;
                if (ppcb.g_DofCoCScale > 0.0f)
                {
                    m_ScatterDOFPass.ExecutePass(context, dest, currentFrameMainBuffer, currentFrameMainBuffer);

                    PostEffectHelper.Swap(ref source, ref dest);
                }

                RenderTargetSet luminanceTexture = m_LuminanceCalculations.ExecutePass(context, source);

                RenderTargetSet resolvedCurrent = TemporalSurfaceManager.GetRenderTargetCurrent("ResolvedColor");
                RenderTargetSet resolvedHistory = TemporalSurfaceManager.GetRenderTargetHistory("ResolvedColor");

                m_ResolveHDRPass.ExecutePass(context, resolvedCurrent, source, luminanceTexture);

                RenderTargetSet resolvedTemporal = RenderTargetManager.RequestRenderTargetFromPool(m_ResolvedColorDescriptor);
                m_ResolveTemporalPass.ExecutePass(context, resolvedTemporal, resolvedCurrent, resolvedHistory, motionVectorsSurface, motionVectorsSurfacePrevious, true);
                SurfaceDebugManager.RegisterDebug(context, "ResolvedNoFXAA", resolvedTemporal);
                m_FxaaPass.ExecutePass(context, targetRT, resolvedTemporal);

                RenderTargetManager.ReleaseRenderTargetToPool(resolvedTemporal);
                RenderTargetManager.ReleaseRenderTargetToPool(postEffectSurfacePong);
            }

            RenderTargetManager.ReleaseRenderTargetToPool(ssaoRT);
            RenderTargetManager.ReleaseRenderTargetToPool(linearDepth);
            RenderTargetManager.ReleaseRenderTargetToPool(currentFrameMainBuffer);
        }
Beispiel #4
0
        static void Main()
        {
            m_FrameNumber = 0;
            m_Time        = 0.0f;

            Device    device;
            SwapChain swapChain;

            //var form = new RenderForm("CSharpRenderer");
            var form  = new CSharpRendererMainForm();
            var panel = form.GetRenderingPanel();

            form.ClientSize = new System.Drawing.Size(ResolutionX, ResolutionY);

            var description = new SwapChainDescription()
            {
                BufferCount       = 2,
                Usage             = Usage.RenderTargetOutput,
                OutputHandle      = panel.Handle,
                IsWindowed        = true,
                ModeDescription   = new ModeDescription(ResolutionX, ResolutionY, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                SampleDescription = new SampleDescription(1, 0),
                Flags             = SwapChainFlags.AllowModeSwitch,
                SwapEffect        = SwapEffect.Discard
            };

            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, description, out device, out swapChain);
            var swapChainResource = Resource.FromSwapChain <Texture2D>(swapChain, 0);

            SamplerStates.Initialize(device);
            ShaderManager.Initialize(device);
            GPUProfiler.Initialize(device);
            ContextHelper.Initialize(device);
            RenderTargetManager.Initialize(device);
            PostEffectHelper.Initialize(device, ResolutionX, ResolutionY);
            CubemapRenderHelper.Initialize(device);
            PerlinNoiseRenderHelper.Initialize(device, device.ImmediateContext);
            SurfaceDebugManager.Initialize(device, ResolutionX, ResolutionY);

            InitializeControls(form);

            Scene scene = new Scene();

            scene.Initialize(device, form, panel, ResolutionX, ResolutionY);

            var resolvedRenderTarget = RenderTargetSet.CreateRenderTargetSet(device, ResolutionX, ResolutionY, Format.R8G8B8A8_UNorm, 1, false);

            RenderTargetSet.BindNull(device.ImmediateContext);

            // setting a viewport is required if you want to actually see anything
            var context = device.ImmediateContext;

            // prevent DXGI handling of alt+enter, which doesn't work properly with Winforms
            using (var factory = swapChain.GetParent <Factory>())
                factory.SetWindowAssociation(panel.Handle, WindowAssociationFlags.IgnoreAltEnter);

            int counter = 0;

            Dictionary <string, double> profilers;

            profilers = new Dictionary <String, double>();

            DateTime now = DateTime.Now;

            CustomConstantBufferInstance globalFrameConstantBuffer = ShaderManager.CreateConstantBufferInstance("GlobalFrameBuffer", device);

            MessagePump.Run(form, () =>
            {
                TemporalSurfaceManager.UpdateTemporalSurfaces();
                if (ShaderManager.UpdateShaderManager(device))
                {
                    InitializeControls(form);
                }

                GPUProfiler.BeginFrameProfiling(context);

                double timeDelta = (DateTime.Now - now).TotalMilliseconds;

                if (!form.GetFreezeTime())
                {
                    m_Time += timeDelta / 1000.0;
                    m_FrameNumber++;
                }

                UpdateGlobalConstantBuffer(context, globalFrameConstantBuffer, form);

                scene.RenderFrame(context, timeDelta, resolvedRenderTarget);
                now = DateTime.Now;
                SurfaceDebugManager.PresentDebug(context, resolvedRenderTarget);
                context.CopyResource(resolvedRenderTarget.m_RenderTargets[0].m_TextureObject2D, swapChainResource);
                GPUProfiler.EndFrameProfiling(context);
                swapChain.Present(0, PresentFlags.None);
                context.PixelShader.SetShaderResource(null, 0);

                if (GPUProfiler.m_CurrentFrameProfilerTree != null)
                {
                    Action <GPUProfiler.ProfilerTreeMember, String> processLevel = null;

                    processLevel = (GPUProfiler.ProfilerTreeMember treeMember, String level) =>
                    {
                        string finalName = level + treeMember.m_Name;

                        if (profilers.ContainsKey(finalName))
                        {
                            profilers[finalName] += treeMember.m_Time;
                        }
                        else
                        {
                            profilers.Add(finalName, treeMember.m_Time);
                        }

                        foreach (var v in treeMember.m_ChildMembers)
                        {
                            processLevel(v, level + "_");
                        }
                    };

                    processLevel(GPUProfiler.m_CurrentFrameProfilerTree, "");
                }

                CheckAndUpdateDebugUI(context, form);

                if (++counter == 10)
                {
                    UpdateControls();
                    DataGridView dataGridView = form.GetDataGridView();
                    dataGridView.Rows.Clear();

                    foreach (var profilerEntry in profilers)
                    {
                        DataGridViewRow row = new DataGridViewRow();
                        row.CreateCells(dataGridView);
                        row.Cells[0].Value = profilerEntry.Key;
                        row.Cells[1].Value = String.Format("{0}", Math.Round(profilerEntry.Value * 100.0 / 10.0) / 100.0);
                        dataGridView.Rows.Add(row);
                    }

                    profilers.Clear();

                    counter = 0;
                }
                else
                {
                    // avoid 2ms frame times...
                    System.Threading.Thread.Sleep(10);
                }
            });
        }