private void ScreenQuadPass(StandardFrameData frameData, DepthStencilView depthStencilView, RenderTargetView renderTargetView)
        {
            GetContext.OutputMerger.SetRenderTargets(null, downSamplingTargetView);
            SetDepthStencilState(DepthStencilStates.Greater);
            SetBlendState(BlendStates.Opaque);
            GetContext.Rasterizer.SetViewport(new Viewport(
                                                  0, 0,
                                                  RenderBackend.DisplayRef.Width / 4,
                                                  RenderBackend.DisplayRef.Height / 4,
                                                  0.0f, 1.0f
                                                  ));

            SetVertexShader("ScreenQuadVS");
            //GetContext.VertexShader.SetConstantBuffer(0, null);
            //GetContext.VertexShader.SetConstantBuffer(1, null);
            GetContext.InputAssembler.InputLayout = QuadLayoyt;
            //GetContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.PointList;

            SetPixelShader("DownSamplingPS");
            GetContext.PixelShader.SetConstantBuffer(0, ScreenParameters);
            ScreenParametersBuffer.CurrentFPS = (int)(1.0f / RenderBackend.EngineRef.Time.DeltaTime);
            GetContext.UpdateSubresource(ref ScreenParametersBuffer, ScreenParameters);
            GetContext.PixelShader.SetShaderResource(0, hdrSRV);
            GetContext.PixelShader.SetShaderResource(1, null);
            GetContext.PixelShader.SetShaderResource(2, null);
            GetContext.PixelShader.SetSampler(0, RenderBackend.SharedRenderItems.GetSamplerState(SamplerType.BilinearClamp));
            RenderBackend.DrawWrapper(4, 0);

            GetContext.Rasterizer.SetViewport(new Viewport(
                                                  0, 0,
                                                  RenderBackend.DisplayRef.Width,
                                                  RenderBackend.DisplayRef.Height,
                                                  0.0f, 1.0f
                                                  ));
            GetContext.OutputMerger.SetRenderTargets(null, renderTargetView);

            SetPixelShader("ScreenQuadPS");
            GetContext.PixelShader.SetConstantBuffer(0, ScreenParameters);
            ScreenParametersBuffer.CurrentFPS = (int)(1.0f / RenderBackend.EngineRef.Time.DeltaTime);
            GetContext.UpdateSubresource(ref ScreenParametersBuffer, ScreenParameters);
            GetContext.PixelShader.SetShaderResource(0, hdrSRV);
            GetContext.PixelShader.SetShaderResource(1, velocitySRV);
            GetContext.PixelShader.SetShaderResource(2, RenderBackend.DisplayRef.DepthStencilSRVRef);
            GetContext.PixelShader.SetSampler(0, RenderBackend.SharedRenderItems.GetSamplerState(SamplerType.BilinearClamp));
            RenderBackend.DrawWrapper(4, 0);

            GetContext.PixelShader.SetConstantBuffer(0, PerObjConstantBuffer);
        }
Example #2
0
 /// <summary>
 /// Draw non-indexed, non-instanced primitives. Wrapper for collect drawcalls statistics.
 /// </summary>
 /// <param name="vertexCount"></param>
 /// <param name="startVertexLocation"></param>
 protected void DX_Draw(int vertexCount, int startVertexLocation)
 {
     RenderBackend.DrawWrapper(vertexCount, startVertexLocation);
 }