Exemple #1
0
        public void ExecutePass(DeviceContext context, RenderTargetSet target, RenderTargetSet source, RenderTargetSet depthSource)
        {
            using (new GpuProfilePoint(context, "Bokeh DoF"))
            {
                RenderTargetSet halfResColorCoC = RenderTargetManager.RequestRenderTargetFromPool(m_HalfResDescriptor);
                RenderTargetSet bokehAccumulate = RenderTargetManager.RequestRenderTargetFromPool(m_HalfHeightDescriptor);

                using (new GpuProfilePoint(context, "Downsample"))
                {
                    source.BindSRV(context, 0);
                    depthSource.BindDepthAsSRV(context, 1);
                    halfResColorCoC.BindAsRenderTarget(context);
                    PostEffectHelper.RenderFullscreenTriangle(context, "DownsampleColorCoC");
                    ContextHelper.ClearSRVs(context);
                }

                using (new GpuProfilePoint(context, "Sprites"))
                {
                    bokehAccumulate.Clear(context, new Color4(0.0f, 0.0f, 0.0f, 0.0f));
                    bokehAccumulate.BindAsRenderTarget(context, false);
                    halfResColorCoC.BindSRV(context, 0);
                    context.PixelShader.SetShaderResource(m_BokehSpriteTextureSRV, 4);

                    context.VertexShader.Set(ShaderManager.GetVertexShader("VertexFullScreenDofGrid"));
                    context.PixelShader.Set(ShaderManager.GetPixelShader("BokehSprite"));

                    ContextHelper.SetBlendState(context, ContextHelper.BlendType.Additive);
                    PostEffectHelper.RenderFullscreenGrid(context, m_NumQuads);
                    ContextHelper.SetBlendState(context, ContextHelper.BlendType.None);
                    ContextHelper.ClearSRVs(context);
                }

                using (new GpuProfilePoint(context, "ResolveBokeh"))
                {
                    target.BindAsRenderTarget(context);
                    source.BindSRV(context, 0);
                    bokehAccumulate.BindSRV(context, 2);
                    halfResColorCoC.BindSRV(context, 3);
                    PostEffectHelper.RenderFullscreenTriangle(context, m_DebugBokeh ? "ResolveBokehDebug" : "ResolveBokeh");
                    ContextHelper.ClearSRVs(context);
                }

                RenderTargetManager.ReleaseRenderTargetToPool(halfResColorCoC);
                RenderTargetManager.ReleaseRenderTargetToPool(bokehAccumulate);

                RenderTargetSet.BindNull(context);
            }
        }