public unsafe void CalculateLossy(IDeviceContext context, ITexture2D target, ITexture2D previous, ITexture2D temporalDiff, int mostDetailedMip) { var mipInfo = new MipInfo { MipLevel = mostDetailedMip, CoordDivisor = 1 << mostDetailedMip }; var map = context.Map(mipInfoBuffer, 0, MapType.WriteDiscard, MapFlags.None); *(MipInfo*)map.Data = mipInfo; context.Unmap(mipInfoBuffer, 0); // todo: try doing everything using MostDetailedMip of SRV context.ShaderForDispatching = computeShader; context.ComputeStage.UniformBuffers[0] = mipInfoBuffer; context.ComputeStage.ShaderResources[0] = previous.ViewAsShaderResource(formatId, 0, previous.MipLevels); context.ComputeStage.ShaderResources[1] = temporalDiff.ViewAsShaderResource(formatId, 0, temporalDiff.MipLevels); context.ComputeStage.UnorderedAccessResources[0] = target.ViewAsUnorderedAccessResource(formatId, 0); context.Dispatch(RavcMath.DivideAndCeil(target.Width, 16), RavcMath.DivideAndCeil(target.Height, 16), 1); }
public unsafe void CalculateDiff(IDeviceContext context, ITexture2D target, ITexture2D current, ITexture2D parentTexture, int colorDiffThreshold) { context.ShaderForDispatching = computeShader; var map = context.Map(frameInfoBuffer, 0, MapType.WriteDiscard, MapFlags.None); *(Vector4*)map.Data = new Vector4(colorDiffThreshold, 0, 0, 0); context.Unmap(frameInfoBuffer, 0); context.ComputeStage.UniformBuffers[0] = frameInfoBuffer; for (int i = 0; i < EncodingConstants.MipLevels; i++) { var uav = target.ViewAsUnorderedAccessResource(formatId, i); var currentSrv = current.ViewAsShaderResource(formatId, i, 1); var parentSrv = parentTexture.ViewAsShaderResource(formatId, i, 1); context.ComputeStage.UnorderedAccessResources[0] = uav; context.ComputeStage.ShaderResources[0] = currentSrv; context.ComputeStage.ShaderResources[1] = parentSrv; context.Dispatch(RavcMath.DivideAndCeil(target.Width >> i, 16), RavcMath.DivideAndCeil(target.Height >> i, 16), 1); } }