コード例 #1
0
        public async System.Threading.Tasks.Task InitPass(CRenderContext rc, Graphics.CGfxMaterialInstance MtlInst = null, bool isSM3 = false)
        {
            if (rc == null)
            {
                rc = CEngine.Instance.RenderContext;
            }

            if (CRenderContext.ShaderModel >= 4)
            {
                UseComputeShader = true;
                Profiler.Log.WriteLine(Profiler.ELogTag.Info, "Graphics", $"GpuDriven: SM = {CRenderContext.ShaderModel},Use ComputeShader");
            }
            else
            {
                UseComputeShader = false;
                Profiler.Log.WriteLine(Profiler.ELogTag.Info, "Graphics", $"GpuDriven: SM = {CRenderContext.ShaderModel},CPU Culling");
            }

            if (rc.ContextCaps.MaxVertexShaderStorageBlocks == 0)
            {
                UseVTF = true;
                Profiler.Log.WriteLine(Profiler.ELogTag.Info, "Graphics", $"GpuDriven: No SSBO in VertexShader,Use VTF");
            }
            else
            {
                UseVTF = false;
                Profiler.Log.WriteLine(Profiler.ELogTag.Info, "Graphics", $"GpuDriven: Use SSBO in VertexShader");
            }
            if (mMergeInstanceSE == null)
            {
                mMergeInstanceSE = mMergeInstanceSE = EngineNS.CEngine.Instance.ShadingEnvManager.GetGfxShadingEnv <CGfxMergeInstanceSE>();
                if (UseVTF)
                {
                    mMergeInstanceSE.SetMacroDefineValue("ENV_USEVTF", "1");
                }
                else
                {
                    mMergeInstanceSE.SetMacroDefineValue("ENV_USEVTF", "0");
                }
            }
            if (MtlInst == null)
            {
                MtlInst = await CEngine.Instance.MaterialInstanceManager.GetMaterialInstanceAsync(rc, RName.GetRName("Material/defaultmaterial.instmtl"));
            }
            if (mPass == null)
            {
                var pass = rc.CreatePass();

                var meshpri = CEngine.Instance.MeshPrimitivesManager.CreateMeshPrimitives(rc, 1);
                EngineNS.Graphics.Mesh.CGfxMeshCooker.MakeRect3D(rc, meshpri);
                //var meshpri = CEngine.Instance.MeshPrimitivesManager.GetMeshPrimitives(rc, CEngineDesc.ScreenAlignedTriangleName, true);
                var ViewportMesh = CEngine.Instance.MeshManager.CreateMesh(rc, meshpri);
                ViewportMesh.SetMaterialInstance(rc, 0, MtlInst,
                                                 CEngine.Instance.PrebuildPassData.DefaultShadingEnvs);

                var affectLights = new List <GamePlay.SceneGraph.GSceneGraph.AffectLight>();
                ViewportMesh.mMeshVars.SetPointLights(affectLights);

                await pass.InitPassForViewportView(rc, mMergeInstanceSE, MtlInst, ViewportMesh);

                mPass = pass;

                var vsDesc = mPass.Effect.ShaderProgram.VertexShader.Desc;

                var tbInfo = new CTextureBindInfo();
                if (vsDesc.GetSRVDesc(vsDesc.FindSRVDesc("AllVertexArray"), ref tbInfo))
                {
                }
                if (vsDesc.GetSRVDesc(vsDesc.FindSRVDesc("MeshInstanceArray"), ref tbInfo))
                {
                }
            }

            //const string CSVersion = "cs_5_0";
            var macros     = new CShaderDefinitions();
            var shaderFile = RName.GetRName("Shaders/Compute/GpuDriven/Cluster.compute", RName.enRNameType.Engine);

            mCS_MeshBatchDesc = rc.CreateShaderDesc(shaderFile, "CSMain_MeshBatch", EShaderType.EST_ComputeShader, macros, CIPlatform.Instance.PlatformType);
            mCS_MeshBatch     = rc.CreateComputeShader(mCS_MeshBatchDesc);

            mCS_ClearBatchArgsDesc = rc.CreateShaderDesc(shaderFile, "CSMain_ClearBatchArgs", EShaderType.EST_ComputeShader, macros, CIPlatform.Instance.PlatformType);
            mCS_ClearBatchArgs     = rc.CreateComputeShader(mCS_ClearBatchArgsDesc);

            var cbIndex = mCS_MeshBatchDesc.FindCBufferDesc("cbMeshBatch");

            if (cbIndex != uint.MaxValue)
            {
                mCBMeshBatch = rc.CreateConstantBuffer(mCS_MeshBatchDesc, cbIndex);
            }
        }