public async Task ReloadDefalutResources(ProcessingList processingList, MiscProcessContext miscProcessContext) { for (int i = 0; i < CameraDataBuffers.Length; i++) { CameraDataBuffers[i].Reload(deviceResources, c_presentDataSize); } for (int i = 0; i < LightCameraDataBuffers.Length; i++) { LightCameraDataBuffers[i].Reload(deviceResources, c_presentDataSize); } HighResolutionShadowNow = true; ChangeShadowMapsQuality(processingList, false); Uploader upTexLoading = new Uploader(); Uploader upTexError = new Uploader(); upTexLoading.Texture2DPure(1, 1, new Vector4(0, 1, 1, 1)); upTexError.Texture2DPure(1, 1, new Vector4(1, 0, 1, 1));; processingList.AddObject(new Texture2DUploadPack(TextureLoading, upTexLoading)); processingList.AddObject(new Texture2DUploadPack(TextureError, upTexError)); Uploader upTexPostprocessBackground = new Uploader(); upTexPostprocessBackground.Texture2DPure(64, 64, new Vector4(1, 1, 1, 0)); processingList.AddObject(new Texture2DUploadPack(postProcessBackground, upTexPostprocessBackground)); Uploader upTexEnvCube = new Uploader(); upTexEnvCube.TextureCubePure(32, 32, new Vector4[] { new Vector4(0.2f, 0.16f, 0.16f, 1), new Vector4(0.16f, 0.2f, 0.16f, 1), new Vector4(0.2f, 0.2f, 0.2f, 1), new Vector4(0.16f, 0.2f, 0.2f, 1), new Vector4(0.2f, 0.2f, 0.16f, 1), new Vector4(0.16f, 0.16f, 0.2f, 1) }); IrradianceMap.ReloadAsRTVUAV(32, 32, 1, DxgiFormat.DXGI_FORMAT_R32G32B32A32_FLOAT); EnvironmentMap.ReloadAsRTVUAV(1024, 1024, 7, DxgiFormat.DXGI_FORMAT_R16G16B16A16_FLOAT); miscProcessContext.Add(new P_Env_Data() { source = SkyBox, IrradianceMap = IrradianceMap, EnvMap = EnvironmentMap, Level = 16 }); processingList.AddObject(new TextureCubeUploadPack(SkyBox, upTexEnvCube)); processingList.AddObject(IrradianceMap); processingList.AddObject(EnvironmentMap); ndcQuadMesh.ReloadNDCQuad(); ndcQuadMeshIndexCount = ndcQuadMesh.m_indexCount; processingList.AddObject(ndcQuadMesh); cubeMesh.ReloadCube(); cubeMeshIndexCount = cubeMesh.m_indexCount; processingList.AddObject(cubeMesh); cubeWireMesh.ReloadCubeWire(); cubeWireMeshIndexCount = cubeWireMesh.m_indexCount; processingList.AddObject(cubeWireMesh); await ReloadTexture2DNoMip(BRDFLut, processingList, "ms-appx:///Assets/Textures/brdflut.png"); await ReloadTexture2DNoMip(UI1Texture, processingList, "ms-appx:///Assets/Textures/UI_1.png"); Initilized = true; }