public void ExecutePass(DeviceContext context, RenderTargetSet target, RenderTargetSet source) { using (new GpuProfilePoint(context, "ResolveMotionVectors")) { source.BindDepthAsSRV(context, 0); target.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "ResolveMotionVectors"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); } }
public static void LinearizeDepth(DeviceContext context, RenderTargetSet target, RenderTargetSet source) { using (new GpuProfilePoint(context, "LinearizeDepth")) { source.BindDepthAsSRV(context, 0); target.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "LinearizeDepth"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); } }
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); } }
public RenderTargetSet RenderShadows(DeviceContext context, SimpleSceneWrapper simpleSceneWrapper) { RenderTargetSet.RenderTargetDescriptor evsmDescriptor = new RenderTargetSet.RenderTargetDescriptor() { m_Format = Format.R32G32B32A32_Float, m_HasDepth = false, m_NumSurfaces = 1, m_Height = 1024, m_Width = 1024 }; RenderTargetSet EVSMTexture = m_EVSMTexture == null?RenderTargetManager.RequestRenderTargetFromPool(evsmDescriptor) : m_EVSMTexture; { RenderTargetSet.RenderTargetDescriptor shadowMapDescriptor = new RenderTargetSet.RenderTargetDescriptor() { m_Format = Format.Unknown, m_HasDepth = true, m_NumSurfaces = 0, m_Height = 2048, m_Width = 2048 }; RenderTargetSet shadowBuffer = RenderTargetManager.RequestRenderTargetFromPool(shadowMapDescriptor); using (new GpuProfilePoint(context, "Shadowmap")) { // set the shaders context.VertexShader.Set(ShaderManager.GetVertexShader("VertexShadow")); context.PixelShader.Set(null); shadowBuffer.Clear(context, new Color4(), true); shadowBuffer.BindAsRenderTarget(context, true); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthWriteCompare); // render triangles simpleSceneWrapper.RenderNoMaterials(context); RenderTargetSet.BindNull(context); } using (new GpuProfilePoint(context, "EVSM Resolve")) { shadowBuffer.BindDepthAsSRV(context, 0); EVSMTexture.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "ReconstructEVSM"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); } RenderTargetSet EVSMTextureTemp = RenderTargetManager.RequestRenderTargetFromPool(evsmDescriptor); using (new GpuProfilePoint(context, "EVSM Blur")) { EVSMTexture.BindSRV(context, 1); EVSMTextureTemp.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "BlurEVSMHorizontal"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); EVSMTextureTemp.BindSRV(context, 1); EVSMTexture.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "BlurEVSMVertical"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); } RenderTargetManager.ReleaseRenderTargetToPool(shadowBuffer); RenderTargetManager.ReleaseRenderTargetToPool(EVSMTextureTemp); } m_EVSMTexture = EVSMTexture; return(EVSMTexture); }