internal unsafe void RecordCommands(MyRenderableProxy proxy, VertexBufferId stream, int voxelMatId)
        {
            //var worldMat = proxy.WorldMatrix;
            //worldMat.Translation -= MyEnvironment.CameraPosition;
            //proxy.ObjectData.LocalMatrix = worldMat;

            //var worldMatrix = Matrix.CreateTranslation(-MyEnvironment.CameraPosition);
            MyObjectData objectData = proxy.ObjectData;
            //objectData.LocalMatrix = worldMat;

            MyMapping mapping;

            mapping = MyMapping.MapDiscard(RC.Context, proxy.objectBuffer);
            void *ptr = &objectData;

            mapping.stream.Write(new IntPtr(ptr), 0, sizeof(MyObjectData));
            mapping.Unmap();

            RC.SetCB(MyCommon.OBJECT_SLOT, proxy.objectBuffer);

            RC.BindRawSRV(0, MyTextures.GetView(MyTextures.GetTexture(MyVoxelMaterials1.Table[voxelMatId].FoliageArray_Texture, MyTextureEnum.COLOR_METAL, true)));

            RC.SetVB(0, stream.Buffer, stream.Stride);
            Context.DrawAuto();
            RC.Stats.DrawAuto++;
        }
        internal static void Render()
        {
            MyGpuProfiler.IC_BeginBlock("Map lights to tiles");
            MyLightRendering.PreparePointLights();
            MyGpuProfiler.IC_EndBlock();

            RC.Context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            RC.SetCB(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);

            RC.BindGBufferForRead(0, MyGBuffer.Main);
            RC.BindRawSRV(MyCommon.MATERIAL_BUFFER_SLOT, MySceneMaterials.m_buffer.Srv);
            RC.SetBS(MyRender11.BlendAdditive);

            MyGpuProfiler.IC_BeginBlock("Apply point lights");
            RenderPointlightsTiled();
            MyGpuProfiler.IC_EndBlock();


            MyGpuProfiler.IC_BeginBlock("Apply spotlights");
            RenderSpotlights();
            MyGpuProfiler.IC_EndBlock();

            DrawGlares();

            MyGpuProfiler.IC_BeginBlock("Apply directional light");
            RenderDirectionalEnvironmentLight();
            MyGpuProfiler.IC_EndBlock();
        }
        internal unsafe void RecordCommands(MyRenderableProxy proxy, VertexBufferId stream, int voxelMatId)
        {
            if (stream == VertexBufferId.NULL)
            {
                return;
            }

            var foliageType = MyVoxelMaterials1.Table[voxelMatId].FoliageType;

            MyMapping mapping = MyMapping.MapDiscard(RC.DeviceContext, proxy.ObjectBuffer);

            mapping.WriteAndPosition(ref proxy.NonVoxelObjectData);
            mapping.WriteAndPosition(ref proxy.CommonObjectData);
            mapping.Unmap();

            RC.SetCB(MyCommon.OBJECT_SLOT, proxy.ObjectBuffer);

            RC.SetGS(m_GS[foliageType]);
            RC.SetPS(m_PS[foliageType]);

            if (MyVoxelMaterials1.Table[voxelMatId].FoliageColorTextureArray != null)
            {
                RC.BindRawSRV(0, MyVoxelMaterials1.Table[voxelMatId].FoliageColorTextureArray.ShaderView);
                RC.BindRawSRV(1, MyVoxelMaterials1.Table[voxelMatId].FoliageNormalTextureArray.ShaderView);
            }
            else
            {
                RC.BindRawSRV(0, MyTextures.GetView(MyTextures.GetTexture(MyVoxelMaterials1.Table[voxelMatId].FoliageArray_Texture, MyTextureEnum.COLOR_METAL, true)));
                RC.BindRawSRV(1, MyTextures.GetView(MyTextures.GetTexture(MyVoxelMaterials1.Table[voxelMatId].FoliageArray_NormalTexture, MyTextureEnum.NORMALMAP_GLOSS, true)));
            }

            RC.SetVB(0, stream.Buffer, stream.Stride);
            Context.DrawAuto();
            RC.Stats.DrawAuto++;
        }
        internal unsafe void RecordCommands(MyRenderableProxy proxy, VertexBufferId stream, int voxelMatId)
        {
            MyObjectData objectData = proxy.ObjectData;

            var foliageType = MyVoxelMaterials1.Table[voxelMatId].FoliageType;

            MyMapping mapping;

            mapping = MyMapping.MapDiscard(RC.Context, proxy.ObjectBuffer);
            void *ptr = &objectData;

            mapping.stream.Write(new IntPtr(ptr), 0, sizeof(MyObjectData));
            mapping.Unmap();

            RC.SetCB(MyCommon.OBJECT_SLOT, proxy.ObjectBuffer);

            RC.SetGS(m_GS[foliageType]);
            RC.SetPS(m_PS[foliageType]);

            if (MyVoxelMaterials1.Table[voxelMatId].FoliageColorTextureArray != null)
            {
                RC.BindRawSRV(0, MyVoxelMaterials1.Table[voxelMatId].FoliageColorTextureArray.ShaderView);
                RC.BindRawSRV(1, MyVoxelMaterials1.Table[voxelMatId].FoliageNormalTextureArray.ShaderView);
            }
            else
            {
                RC.BindRawSRV(0, MyTextures.GetView(MyTextures.GetTexture(MyVoxelMaterials1.Table[voxelMatId].FoliageArray_Texture, MyTextureEnum.COLOR_METAL, true)));
                RC.BindRawSRV(1, MyTextures.GetView(MyTextures.GetTexture(MyVoxelMaterials1.Table[voxelMatId].FoliageArray_NormalTexture, MyTextureEnum.NORMALMAP_GLOSS, true)));
            }

            RC.SetVB(0, stream.Buffer, stream.Stride);
            Context.DrawAuto();
            RC.Stats.DrawAuto++;
        }
        static void BindResourcesCommon()
        {
            RC.SetRS(MyRender11.m_nocullRasterizerState);
            RC.BindRawSRV(104, m_SB);
            RC.SetCB(2, m_cbCustomProjections);
            if (MyStereoRender.Enable && MyStereoRender.EnableUsingStencilMask)
            {
                RC.SetDS(MyDepthStencilState.StereoDefaultDepthState);
            }
            else
            {
                RC.SetDS(MyDepthStencilState.DefaultDepthState);
            }

            RC.SetCB(4, MyRender11.DynamicShadows.ShadowCascades.CascadeConstantBuffer);
            RC.DeviceContext.VertexShader.SetSampler(MyCommon.SHADOW_SAMPLER_SLOT, SamplerStates.m_shadowmap);
            RC.DeviceContext.VertexShader.SetShaderResource(MyCommon.CASCADES_SM_SLOT, MyRender11.DynamicShadows.ShadowCascades.CascadeShadowmapArray.SRV);
            RC.DeviceContext.VertexShader.SetSamplers(0, SamplerStates.StandardSamplers);

            RC.DeviceContext.VertexShader.SetShaderResource(MyCommon.SKYBOX_IBL_SLOT,
                                                            MyRender11.IsIntelBrokenCubemapsWorkaround ? MyTextures.GetView(MyTextures.IntelFallbackCubeTexId) : MyEnvironmentProbe.Instance.cubemapPrefiltered.SRV);
            RC.DeviceContext.VertexShader.SetShaderResource(MyCommon.SKYBOX2_IBL_SLOT,
                                                            MyTextures.GetView(MyTextures.GetTexture(MyRender11.Environment.NightSkyboxPrefiltered, MyTextureEnum.CUBEMAP, true)));

            RC.SetVB(0, m_VB.Buffer, m_VB.Stride);
            RC.SetIB(m_IB.Buffer, m_IB.Format);
            RC.SetIL(m_inputLayout);
        }
Example #6
0
        static void RenderPointlightsTiled()
        {
            RC.BindSRV(MyCommon.TILE_LIGHT_INDICES_SLOT, MyScreenDependants.m_tileIndices);
            RC.BindRawSRV(MyCommon.POINTLIGHT_SLOT, m_pointlightCullHwBuffer.Srv);
            RC.BindSRV(MyCommon.AO_SLOT, MyScreenDependants.m_ambientOcclusion);

            RC.SetPS(PointlightsTiled_Pixel);
            MyScreenPass.RunFullscreenPixelFreq(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer));
            if (MyRender11.MultisamplingEnabled)
            {
                RC.SetPS(PointlightsTiled_Sample);
                MyScreenPass.RunFullscreenSampleFreq(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer));
            }
        }
Example #7
0
        internal static void Render()
        {
            MyGpuProfiler.IC_BeginBlock("Map lights to tiles");
            if (MyRender11.DebugOverrides.PointLights)
            {
                PreparePointLights();
            }
            MyGpuProfiler.IC_EndBlock();

            RC.DeviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            RC.SetCB(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);

            RC.BindGBufferForRead(0, MyGBuffer.Main);
            RC.BindRawSRV(MyCommon.MATERIAL_BUFFER_SLOT, MySceneMaterials.m_buffer.Srv);
            RC.SetBS(MyRender11.BlendAdditive);
            RC.SetDS(MyDepthStencilState.IgnoreDepthStencil);
            RC.DeviceContext.PixelShader.SetSamplers(0, MyRender11.StandardSamplers);

            MyGpuProfiler.IC_BeginBlock("Apply point lights");
            if (MyRender11.DebugOverrides.PointLights)
            {
                RenderPointlightsTiled();
            }
            MyGpuProfiler.IC_EndBlock();

            MyGpuProfiler.IC_BeginBlock("Apply spotlights");
            if (MyRender11.DebugOverrides.SpotLights)
            {
                RenderSpotlights();
            }
            MyGpuProfiler.IC_EndBlock();

            DrawGlares();

            MyGpuProfiler.IC_BeginBlock("Apply directional light");
            RenderDirectionalEnvironmentLight();
            MyGpuProfiler.IC_EndBlock();
        }
Example #8
0
        // viewport, render target
        internal unsafe static void Draw(RenderTargetView rtv, MyViewport viewport)
        {
            if (StackTop().m_internalBatch.Texture != null && StackTop().m_internalBatch.Count > 0)
            {
                StackTop().m_internalBatch.Commit();
            }
            StackTop().m_internalBatch = new MySpritesBatch();

            RC.DeviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip;

            RC.SetIL(m_inputLayout);
            //RC.SetupScreenViewport();
            RC.DeviceContext.Rasterizer.SetViewport(viewport.OffsetX, viewport.OffsetY, viewport.Width, viewport.Height);

            RC.SetVS(m_vs);
            RC.SetCB(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
            RC.SetCB(MyCommon.PROJECTION_SLOT, MyCommon.GetObjectCB(64));
            RC.SetPS(m_ps);
            RC.DeviceContext.PixelShader.SetSamplers(0, MyRender11.StandardSamplers);

            //RC.BindDepthRT(null, DepthStencilAccess.DepthReadOnly, MyRender11.Backbuffer);
            // to reset state
            RC.BindDepthRT(null, DepthStencilAccess.DepthReadOnly, null);
            RC.DeviceContext.OutputMerger.SetRenderTargets(rtv);

            RC.SetBS(MyRender11.BlendGui);

            CheckBufferSize(StackTop().m_instances.Count);
            RC.SetVB(0, m_VB.Buffer, m_VB.Stride);

            var mapping = MyMapping.MapDiscard(m_VB.Buffer);

            for (int i = 0; i < StackTop().m_instances.Count; i++)
            {
                var helper = StackTop().m_instances[i];
                mapping.WriteAndPosition(ref helper);
            }
            mapping.Unmap();

            mapping = MyMapping.MapDiscard(MyCommon.GetObjectCB(64));
            var viewportSize = new Vector2(viewport.Width, viewport.Height);

            mapping.WriteAndPosition(ref viewportSize);
            mapping.Unmap();

            foreach (var batch in StackTop().m_batches)
            {
                if (batch.ScissorRectangle.HasValue)
                {
                    RC.SetRS(MyRender11.m_scissorTestRasterizerState);

                    var scissor = batch.ScissorRectangle.Value;
                    RC.DeviceContext.Rasterizer.SetScissorRectangle((int)scissor.X, (int)scissor.Y, (int)(scissor.X + scissor.Width), (int)(scissor.Y + scissor.Height));
                }
                else
                {
                    RC.SetRS(MyRender11.m_nocullRasterizerState);
                }

                RC.BindRawSRV(0, batch.Texture);
                RC.DeviceContext.DrawInstanced(4, batch.Count, 0, batch.Start);
            }

            RC.SetBS(null);
            RC.SetRS(null);

            StackTop().m_instances.Clear();
            StackTop().m_batches.Clear();
        }
        internal unsafe static void Render(MyBindableResource dst, MyBindableResource depth, MyBindableResource depthRead)
        {
            MyRender11.GetRenderProfiler().StartProfilingBlock("Gather");
            Gather();
            MyRender11.GetRenderProfiler().EndProfilingBlock();


            MyRender11.GetRenderProfiler().StartProfilingBlock("Draw");
            TransferData();

            RC.SetupScreenViewport();
            RC.BindDepthRT(depth, DepthStencilAccess.ReadOnly, dst);
            RC.SetBS(MyRender11.BlendAlphaPremult);
            RC.SetRS(MyRender11.m_nocullRasterizerState);
            RC.BindRawSRV(104, m_SB.Srv);
            RC.BindSRV(1, depthRead);
            RC.SetCB(2, MyCommon.GetObjectCB(sizeof(Matrix) * MaxCustomProjections));
            RC.SetDS(MyDepthStencilState.DefaultDepthState);

            RC.SetCB(4, MyShadows.m_csmConstants);
            RC.Context.VertexShader.SetSampler(MyCommon.SHADOW_SAMPLER_SLOT, MyRender11.m_shadowmapSamplerState);
            RC.Context.VertexShader.SetShaderResource(MyCommon.CASCADES_SM_SLOT, MyShadows.m_cascadeShadowmapArray.ShaderView);
            RC.Context.VertexShader.SetSamplers(0, MyRender11.StandardSamplers);


            RC.Context.VertexShader.SetShaderResource(MyCommon.SKYBOX_IBL_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.DaySkyboxPrefiltered, MyTextureEnum.CUBEMAP, true)));
            RC.Context.PixelShader.SetShaderResource(MyCommon.SKYBOX2_IBL_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.NightSkyboxPrefiltered, MyTextureEnum.CUBEMAP, true)));

            RC.SetVB(0, m_VB.Buffer, m_VB.Stride);
            RC.SetIB(m_IB.Buffer, m_IB.Format);

            RC.SetIL(m_inputLayout);

            for (int i = 0; i < m_batches.Count; i++)
            {
                // first part of batches contain sorted billboards and they read depth
                // second part of batches contain unsorted billboards and they ignore depth
                // switch here:
                if (m_batches[i].Offset == m_sortedBillboardsNum)
                {
                    //RC.BindDepthRT(null, DepthStencilAccess.ReadOnly, dst);
                }

                if (m_batches[i].Lit)
                {
                    RC.SetVS(m_vsLit);
                    RC.SetPS(m_psLit);
                }
                else
                {
                    RC.SetVS(m_vs);
                    RC.SetPS(m_ps);
                }

                RC.BindRawSRV(0, m_batches[i].Texture);
                RC.Context.DrawIndexed(m_batches[i].Num * 6, m_batches[i].Offset * 6, 0);
            }

            RC.SetRS(null);
            m_batches.Clear();
            MyRender11.GetRenderProfiler().EndProfilingBlock();
        }
        internal unsafe static void Render(MyBindableResource dst, MyBindableResource depth, MyBindableResource depthRead)
        {
            if (!MyRender11.DebugOverrides.BillboardsDynamic)
            {
                OnFrameStart();
            }

            m_stats.Clear();
            MyRender11.GetRenderProfiler().StartProfilingBlock("Gather");
            Gather();
            MyRender11.GetRenderProfiler().EndProfilingBlock();

            MyRender11.GetRenderProfiler().StartProfilingBlock("Draw");
            TransferData();

            RC.SetupScreenViewport();
            RC.BindDepthRT(depth, DepthStencilAccess.ReadOnly, dst);
            RC.SetBS(MyRender11.BlendAlphaPremult);
            RC.SetRS(MyRender11.m_nocullRasterizerState);
            RC.BindRawSRV(104, m_SB);
            RC.BindSRV(1, depthRead);
            RC.SetCB(2, MyCommon.GetObjectCB(sizeof(Matrix) * MaxCustomProjections));
            RC.SetDS(MyDepthStencilState.DefaultDepthState);

            RC.SetCB(4, MyRender11.DynamicShadows.ShadowCascades.CascadeConstantBuffer);
            RC.DeviceContext.VertexShader.SetSampler(MyCommon.SHADOW_SAMPLER_SLOT, SamplerStates.m_shadowmap);
            RC.DeviceContext.VertexShader.SetShaderResource(MyCommon.CASCADES_SM_SLOT, MyRender11.DynamicShadows.ShadowCascades.CascadeShadowmapArray.SRV);
            RC.DeviceContext.VertexShader.SetSamplers(0, SamplerStates.StandardSamplers);

            RC.DeviceContext.VertexShader.SetShaderResource(MyCommon.SKYBOX_IBL_SLOT,
                                                            MyRender11.IsIntelBrokenCubemapsWorkaround ? MyTextures.GetView(MyTextures.IntelFallbackCubeTexId) : MyEnvironmentProbe.Instance.cubemapPrefiltered.SRV);
            RC.DeviceContext.VertexShader.SetShaderResource(MyCommon.SKYBOX2_IBL_SLOT,
                                                            MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.NightSkyboxPrefiltered, MyTextureEnum.CUBEMAP, true)));

            RC.SetVB(0, m_VB.Buffer, m_VB.Stride);
            RC.SetIB(m_IB.Buffer, m_IB.Format);

            RC.SetIL(m_inputLayout);

            for (int i = 0; i < m_batches.Count; i++)
            {
                // first part of batches contain sorted billboards and they read depth
                // second part of batches contain unsorted billboards and they ignore depth
                // switch here:
                if (m_batches[i].Offset == m_sortedBillboardsNum)
                {
                    //RC.BindDepthRT(null, DepthStencilAccess.ReadOnly, dst);
                }

                if (m_batches[i].Lit)
                {
                    RC.SetVS(m_vsLit);

                    if (m_batches[i].AlphaCutout)
                    {
                        RC.SetPS(m_psAlphaCutoutAndLit);
                    }
                    else
                    {
                        RC.SetPS(m_psLit);
                    }
                }
                else
                if (m_batches[i].AlphaCutout)
                {
                    RC.SetVS(m_vs);
                    RC.SetPS(m_psAlphaCutout);
                }
                else
                {
                    RC.SetVS(m_vs);
                    RC.SetPS(m_ps);
                }

                RC.BindRawSRV(0, m_batches[i].Texture);
                RC.DeviceContext.DrawIndexed(m_batches[i].Num * 6, m_batches[i].Offset * 6, 0);
                ++RC.Stats.BillboardDrawIndexed;
            }
            m_stats.Billboards += m_sorted + m_unsorted;

            RC.SetRS(null);
            RC.SetBS(null);
            m_batches.Clear();
            MyRender11.GatherStats(m_stats);
            MyRender11.GetRenderProfiler().EndProfilingBlock();
        }
        internal unsafe static void Render(MyBindableResource depthRead)
        {
            if (!MyRender11.DebugOverrides.BillboardsDynamic && !MyRender11.DebugOverrides.BillboardsStatic)
            {
                return;
            }

            m_stats.Clear();

            MyRender11.GetRenderProfiler().StartProfilingBlock("Gather");
            Gather();
            MyRender11.GetRenderProfiler().EndProfilingBlock();

            if (m_batches.Count == 0)
            {
                return;
            }

            MyRender11.GetRenderProfiler().StartProfilingBlock("Draw");
            TransferDataCustomProjections();
            TransferDataBillboards(BillboardCountSafe, ref m_arrayDataBillboards);

            RC.BindSRV(1, depthRead);
            BindResourcesCommon();

            for (int i = 0; i < m_batches.Count; i++)
            {
                // first part of batches contain sorted billboards and they read depth
                // second part of batches contain unsorted billboards and they ignore depth
                // switch here:
                if (m_batches[i].Offset == m_sortedCount)
                {
                    //RC.BindDepthRT(null, DepthStencilAccess.ReadOnly, dst);
                }

                if (m_batches[i].Lit)
                {
                    RC.SetVS(m_vsLit);

                    if (m_batches[i].AlphaCutout)
                    {
                        RC.SetPS(MyRender11.DebugOverrides.OIT ? m_psAlphaCutoutAndLitOIT : m_psAlphaCutoutAndLit);
                    }
                    else
                    {
                        RC.SetPS(MyRender11.DebugOverrides.OIT ? m_psLitOIT : m_psLit);
                    }
                }
                else if (m_batches[i].AlphaCutout)
                {
                    RC.SetVS(m_vs);
                    RC.SetPS(MyRender11.DebugOverrides.OIT ? m_psAlphaCutoutOIT : m_psAlphaCutout);
                }
                else
                {
                    RC.SetVS(m_vs);
                    RC.SetPS(MyRender11.DebugOverrides.OIT ? m_psOIT : m_ps);
                }

                RC.BindRawSRV(0, m_batches[i].Texture);
                if (!MyStereoRender.Enable)
                {
                    RC.DeviceContext.DrawIndexed(m_batches[i].Num * 6, m_batches[i].Offset * 6, 0);
                }
                else
                {
                    MyStereoRender.DrawIndexedBillboards(RC, m_batches[i].Num * 6, m_batches[i].Offset * 6, 0);
                }
                ++RC.Stats.BillboardDrawIndexed;
            }

            m_stats.Billboards += BillboardCountSafe;

            RC.SetRS(null);
            MyRender11.GatherStats(m_stats);
            MyRender11.GetRenderProfiler().EndProfilingBlock();
        }
Example #12
0
        internal static void Render()
        {
            MyLights.Update();

            MyGpuProfiler.IC_BeginBlock("Map lights to tiles");
            if (MyRender11.DebugOverrides.PointLights)
            {
                PreparePointLights();
            }
            MyGpuProfiler.IC_EndBlock();

            RC.DeviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            if (!MyStereoRender.Enable)
            {
                RC.CSSetCB(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
            }
            else
            {
                MyStereoRender.CSBindRawCB_FrameConstants(RC);
            }

            RC.BindGBufferForRead(0, MyGBuffer.Main);
            RC.BindRawSRV(MyCommon.MATERIAL_BUFFER_SLOT, MySceneMaterials.m_buffer);
            RC.SetBS(MyRender11.BlendAdditive);
            if (!MyStereoRender.Enable)
            {
                RC.SetDS(MyDepthStencilState.IgnoreDepthStencil);
            }
            else
            {
                RC.SetDS(MyDepthStencilState.StereoIgnoreDepthStencil);
            }
            RC.DeviceContext.PixelShader.SetSamplers(0, SamplerStates.StandardSamplers);

            MyGpuProfiler.IC_BeginBlock("Apply point lights");
            if (MyRender11.DebugOverrides.PointLights)
            {
                RenderPointlightsTiled();
            }
            MyGpuProfiler.IC_EndBlock();

            MyGpuProfiler.IC_BeginBlock("Apply spotlights");
            if (MyRender11.DebugOverrides.SpotLights)
            {
                RenderSpotlights();
            }
            MyGpuProfiler.IC_EndBlock();

            MyGpuProfiler.IC_BeginBlock("Apply directional light");
            if (MyRender11.DebugOverrides.EnvLight)
            {
                RenderDirectionalEnvironmentLight();
            }
            MyGpuProfiler.IC_EndBlock();

            // Because of BindGBufferForRead:
            RC.BindRawSRV(0, null);
            RC.BindRawSRV(1, null);
            RC.BindRawSRV(2, null);
            RC.BindRawSRV(3, null);
            RC.BindRawSRV(4, null);
            RC.CSBindRawSRV(0, null);
            RC.CSBindRawSRV(1, null);
            RC.CSBindRawSRV(2, null);
            RC.CSBindRawSRV(3, null);
            RC.CSBindRawSRV(4, null);
            RC.SetBS(null);
        }