internal static unsafe void InitSubsystems() { InitializeBlendStates(); InitializeRasterizerStates(); InitilizeSamplerStates(); MyCommon.Init(); MyPipelineStates.Init(); MyTextures.Init(); MyVertexLayouts.Init(); MyShaders.Init(); MyRwTextures.Init(); MyHwBuffers.Init(); MyMeshes.Init(); MyMeshTableSRV.Init(); MyMergeInstancing.Init(); MyGeometryRenderer.Init(); MyLightRendering.Init(); MyShadows.Init(); MyLinesRenderer.Init(); MySpritesRenderer.Init(); MyPrimitivesRenderer.Init(); MyFoliageRenderer.Init(); MyOutline.Init(); MyComponents.Init(); MyBillboardRenderer.Init(); // hardcoded limits MyDebugRenderer.Init(); MyGPUFoliageGenerating.Init(); MyScreenDecals.Init(); MyEnvProbeProcessing.Init(); MyShadowsResolve.Init(); MyAtmosphereRenderer.Init(); MyAAEdgeMarking.Init(); MyScreenPass.Init(); MyCopyToRT.Init(); MyBlendTargets.Init(); MyFXAA.Init(); MyDepthResolve.Init(); MyBloom.Init(); MyLuminanceAverage.Init(); MyToneMapping.Init(); MySSAO.Init(); MyHdrDebugTools.Init(); MySceneMaterials.Init(); MyMaterials1.Init(); MyVoxelMaterials1.Init(); MyMeshMaterials1.Init(); //MyShaderFactory.RunCompilation(); // rebuild }
internal static unsafe void InitSubsystems() { MyRwTextures.Init(); MyHwBuffers.Init(); MyPipelineStates.Init(); ResetShadows(MyRenderProxy.Settings.ShadowCascadeCount, RenderSettings.ShadowQuality.ShadowCascadeResolution()); MyRender11.Init(); MyCommon.Init(); SamplerStates.Init(); MyDepthStencilState.Init(); MyTextures.Init(); MyVertexLayouts.Init(); MyShaders.Init(); MyMeshes.Init(); MyMeshTableSRV.Init(); MyLightRendering.Init(); MyLinesRenderer.Init(); MySpritesRenderer.Init(); MyPrimitivesRenderer.Init(); MyOutline.Init(); MyBlur.Init(); MyTransparentRendering.Init(); MyFoliageComponents.Init(); MyBillboardRenderer.Init(); // hardcoded limits MyDebugRenderer.Init(); MyScreenDecals.Init(); MyEnvProbeProcessing.Init(); MyAtmosphereRenderer.Init(); MyCloudRenderer.Init(); MyAAEdgeMarking.Init(); MyScreenPass.Init(); MyCopyToRT.Init(); MyBlendTargets.Init(); MyFXAA.Init(); MyDepthResolve.Init(); MyBloom.Init(); MyLuminanceAverage.Init(); MyToneMapping.Init(); MySSAO.Init(); MyPlanetBlur.Init(); MyHdrDebugTools.Init(); MySceneMaterials.Init(); MyMaterials1.Init(); MyVoxelMaterials1.Init(); MyMeshMaterials1.Init(); }
internal static unsafe void RunForwardPostprocess(IRtvBindable rt, IDsvBindable depthDsv, ISrvBindable depthSrv, ref Matrix viewMatrix, ref Matrix projMatrix) { MyGpuProfiler.IC_BeginBlock("Postprocess"); var viewMatrixT = Matrix.Transpose(viewMatrix); var projMatrixT = Matrix.Transpose(projMatrix); var mapping = MyMapping.MapDiscard(RC, TransformConstants); mapping.WriteAndPosition(ref viewMatrixT); mapping.WriteAndPosition(ref projMatrixT); mapping.WriteAndPosition(ref MyRender11.Environment.Data.EnvironmentLight.SunLightDirection); mapping.Unmap(); RC.AllShaderStages.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants); RC.AllShaderStages.SetConstantBuffer(MyCommon.OBJECT_SLOT, TransformConstants); RC.SetDepthStencilState(MyDepthStencilStateManager.IgnoreDepthStencil); RC.SetRtv(rt); RC.PixelShader.SetSrv(0, depthSrv); MyFileTextureManager texManager = MyManagers.FileTextures; RC.PixelShader.SetSrv(MyCommon.SKYBOX_SLOT, texManager.GetTexture(MyRender11.Environment.Data.Skybox, MyFileTextureEnum.CUBEMAP, true)); RC.PixelShader.SetSamplers(0, MySamplerStateManager.StandardSamplers); RC.PixelShader.Set(m_ps); MyScreenPass.DrawFullscreenQuad(new MyViewport(m_viewportSize, m_viewportSize)); MyGpuProfiler.IC_EndBlock(); var nearestAtmosphereId = MyAtmosphereRenderer.GetNearestAtmosphereId(); if (nearestAtmosphereId != null) { MyGpuProfiler.IC_BeginBlock("Atmosphere"); RC.PixelShader.SetSrv(0, depthSrv); var viewProj = viewMatrix * projMatrix; MyAtmosphereRenderer.RenderEnvProbe(MyRender11.Environment.Matrices.CameraPosition, ref viewProj, nearestAtmosphereId.Value); MyGpuProfiler.IC_EndBlock(); } RC.SetRtv(null); }
internal static unsafe void InitSubsystems() { MyManagers.OnDeviceInit(); //MyRwTextures.Init(); MyHwBuffers.Init(); ResetShadows(MyShadowCascades.Settings.NewData.CascadesCount, RenderSettings.ShadowQuality.ShadowCascadeResolution()); MyRender11.Init(); MyCommon.Init(); MyVertexLayouts.Init(); MyShaders.Init(); MyMeshes.Init(); MyMeshTableSrv.Init(); MyLightRendering.Init(); MyLinesRenderer.Init(); MySpritesRenderer.Init(); MyPrimitivesRenderer.Init(); MyOutline.Init(); MyBlur.Init(); MyTransparentRendering.Init(); MyFoliageComponents.Init(); MyBillboardRenderer.Init(); // hardcoded limits MyDebugRenderer.Init(); MyScreenDecals.Init(); MyEnvProbeProcessing.Init(); MyAtmosphereRenderer.Init(); MyCloudRenderer.Init(); MyAAEdgeMarking.Init(); MyScreenPass.Init(); MyCopyToRT.Init(); MyBlendTargets.Init(); MyFXAA.Init(); MyDepthResolve.Init(); MyBloom.Init(); MyLuminanceAverage.Init(); MyToneMapping.Init(); MySSAO.Init(); MyHdrDebugTools.Init(); MySceneMaterials.Init(); MyMaterials1.Init(); MyVoxelMaterials1.Init(); MyMeshMaterials1.Init(); MyHBAO.Init(); try { if (m_settings.UseStereoRendering) { var openVR = new MyOpenVR(); MyStereoStencilMask.InitUsingOpenVR(); } } catch (System.Exception e) { if (!VRage.MyCompilationSymbols.DX11ForceStereo) { throw; } MyStereoStencilMask.InitUsingUndefinedMask(); } }
private static void DrawGameScene(bool blitToBackbuffer) { ResetStats(); MyCommon.UpdateFrameConstants(); // todo: shouldn't be necessary if (true) { MyImmediateRC.RC.Clear(); MyImmediateRC.RC.Context.ClearState(); } MyRender11.GetRenderProfiler().StartProfilingBlock("MyGeometryRenderer.Render"); MyGpuProfiler.IC_BeginBlock("MyGeometryRenderer.Render"); MyGeometryRenderer.Render(); MyGpuProfiler.IC_EndBlock(); MyRender11.GetRenderProfiler().EndProfilingBlock(); // cleanup context atfer deferred lists if (MyRender11.DeferredContextsEnabled) { MyImmediateRC.RC.Clear(); } // todo: shouldn't be necessary if (true) { MyImmediateRC.RC.Clear(); MyImmediateRC.RC.Context.ClearState(); } MyRender11.GetRenderProfiler().StartProfilingBlock("Render decals"); MyGpuProfiler.IC_BeginBlock("Render decals"); MyRender11.CopyGbufferToScratch(); MyScreenDecals.Draw(); MyGpuProfiler.IC_EndBlock(); MyRender11.GetRenderProfiler().EndProfilingBlock(); MyRender11.GetRenderProfiler().StartProfilingBlock("Render foliage"); MyGpuProfiler.IC_BeginBlock("Render foliage"); MyFoliageRenderer.Render(); MyGpuProfiler.IC_EndBlock(); MyRender11.GetRenderProfiler().EndProfilingBlock(); MySceneMaterials.MoveToGPU(); MyRender11.GetRenderProfiler().StartProfilingBlock("Postprocessing"); MyGpuProfiler.IC_BeginBlock("Postprocessing"); if (MultisamplingEnabled) { MyRender11.Context.ClearDepthStencilView(MyScreenDependants.m_resolvedDepth.m_DSV, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1, 0); MyGpuProfiler.IC_BeginBlock("MarkAAEdges"); MyAAEdgeMarking.Run(); MyGpuProfiler.IC_EndBlock(); MyDepthResolve.Run(MyScreenDependants.m_resolvedDepth, MyGBuffer.Main.DepthStencil.Depth); } MyGpuProfiler.IC_BeginBlock("MarkCascades"); MyShadows.MarkCascadesInStencil(); MyGpuProfiler.IC_EndBlock(); MyGpuProfiler.IC_BeginBlock("Shadows resolve"); MyShadowsResolve.Run(); MyGpuProfiler.IC_EndBlock(); MyGpuProfiler.IC_BeginBlock("SSAO"); if (Postprocess.EnableSsao) { MySSAO.Run(MyScreenDependants.m_ambientOcclusion, MyGBuffer.Main, MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth.Depth : MyGBuffer.Main.DepthStencil.Depth); } else { MyRender11.Context.ClearRenderTargetView(MyScreenDependants.m_ambientOcclusion.m_RTV, Color4.White); } MyGpuProfiler.IC_EndBlock(); MyGpuProfiler.IC_BeginBlock("Lights"); MyLightRendering.Render(); MyGpuProfiler.IC_EndBlock(); MyRender11.GetRenderProfiler().StartProfilingBlock("Billboards"); MyGpuProfiler.IC_BeginBlock("Billboards"); MyRender11.Context.ClearRenderTargetView((MyScreenDependants.m_particlesRT as IRenderTargetBindable).RTV, new Color4(0, 0, 0, 0)); if (MyRender11.MultisamplingEnabled) { MyBillboardRenderer.Render(MyScreenDependants.m_particlesRT, MyScreenDependants.m_resolvedDepth, MyScreenDependants.m_resolvedDepth.Depth); } else { MyBillboardRenderer.Render(MyScreenDependants.m_particlesRT, MyGBuffer.Main.DepthStencil, MyGBuffer.Main.DepthStencil.Depth); } MyBlendTargets.Run(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), MyScreenDependants.m_particlesRT, MyRender11.BlendAlphaPremult); MyGpuProfiler.IC_EndBlock(); MyRender11.GetRenderProfiler().EndProfilingBlock(); MyAtmosphereRenderer.Render(); MyGpuProfiler.IC_BeginBlock("Luminance reduction"); MyBindableResource avgLum = null; if (MyRender11.MultisamplingEnabled) { //MyLBufferResolve.Run(MyGBuffer.Main.Get(MyGbufferSlot.LBufferResolved), MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), MyGBuffer.Main.DepthStencil.Stencil); MyImmediateRC.RC.Context.ResolveSubresource(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer).m_resource, 0, MyGBuffer.Main.Get(MyGbufferSlot.LBufferResolved).m_resource, 0, SharpDX.DXGI.Format.R11G11B10_Float); } if (m_resetEyeAdaptation) { MyImmediateRC.RC.Context.ClearUnorderedAccessView(m_prevLum.m_UAV, Int4.Zero); m_resetEyeAdaptation = false; } avgLum = MyLuminanceAverage.Run(m_reduce0, m_reduce1, MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), m_prevLum, m_localLum); MyGpuProfiler.IC_EndBlock(); if (MyRender11.Settings.DispalyHdrDebug) { var src = MyGBuffer.Main.Get(MyGbufferSlot.LBuffer) as MyRenderTarget; MyHdrDebugTools.CreateHistogram(src.m_SRV, src.m_resolution, src.m_samples.X); } MyGpuProfiler.IC_BeginBlock("Bloom"); var bloom = MyBloom.Run(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), avgLum); MyGpuProfiler.IC_EndBlock(); MyBindableResource tonemapped; if (MyRender11.FxaaEnabled) { tonemapped = m_rgba8_linear; } else { tonemapped = m_uav3; } MyGpuProfiler.IC_BeginBlock("Tone mapping"); MyToneMapping.Run(tonemapped, MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), avgLum, bloom, MyRender11.Settings.EnableTonemapping && Postprocess.EnableTonemapping && MyRender11.RenderSettings.TonemappingEnabled); MyGpuProfiler.IC_EndBlock(); MyBindableResource renderedImage; if (MyRender11.FxaaEnabled) { MyGpuProfiler.IC_BeginBlock("FXAA"); MyFXAA.Run(m_rgba8_0.GetView(new MyViewKey { Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm, View = MyViewEnum.RtvView }), tonemapped); MyGpuProfiler.IC_EndBlock(); renderedImage = m_rgba8_0.GetView(new MyViewKey { Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView }); } else { //renderedImage = (tonemapped as MyCustomTexture).GetView(new MyViewKey { Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView }); renderedImage = tonemapped; } if (MyOutline.AnyOutline()) { MyOutline.Run(); if (MyRender11.FxaaEnabled) { MyBlendTargets.RunWithStencil(m_rgba8_0.GetView(new MyViewKey { Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.RtvView }), MyRender11.m_rgba8_1, MyRender11.BlendAdditive); } else { if (MyRender11.MultisamplingEnabled) { MyBlendTargets.RunWithPixelStencilTest(tonemapped, MyRender11.m_rgba8_1, MyRender11.BlendAdditive); } else { MyBlendTargets.RunWithStencil(tonemapped, MyRender11.m_rgba8_1, MyRender11.BlendAdditive); } } } m_finalImage = renderedImage; if (blitToBackbuffer) { MyCopyToRT.Run(Backbuffer, renderedImage); } if (MyRender11.Settings.DispalyHdrDebug) { MyHdrDebugTools.DisplayHistogram(Backbuffer.m_RTV, (avgLum as IShaderResourceBindable).SRV); } MyGpuProfiler.IC_EndBlock(); MyRender11.GetRenderProfiler().EndProfilingBlock(); }
private static void OnSessionStart() { MyAtmosphereRenderer.OnSessionStart(); }
internal unsafe static void RunForwardPostprocess(RenderTargetView rt, ShaderResourceView depth, ref Matrix viewMatrix, uint?atmosphereId) { var transpose = Matrix.Transpose(viewMatrix); var mapping = MyMapping.MapDiscard(RC.DeviceContext, MyCommon.ProjectionConstants); mapping.WriteAndPosition(ref transpose); mapping.Unmap(); RC.SetCB(MyCommon.FRAME_SLOT, MyCommon.FrameConstants); RC.SetCB(MyCommon.PROJECTION_SLOT, MyCommon.ProjectionConstants); RC.DeviceContext.OutputMerger.SetTargets(rt); RC.DeviceContext.PixelShader.SetShaderResource(0, depth); RC.DeviceContext.PixelShader.SetShaderResource(MyCommon.SKYBOX_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.DaySkybox, MyTextureEnum.CUBEMAP, true))); RC.DeviceContext.PixelShader.SetShaderResource(MyCommon.SKYBOX2_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.NightSkybox, MyTextureEnum.CUBEMAP, true))); RC.DeviceContext.PixelShader.SetSamplers(0, MyRender11.StandardSamplers); RC.DeviceContext.PixelShader.Set(m_ps); MyScreenPass.DrawFullscreenQuad(new MyViewport(256, 256)); if (atmosphereId != null) { var atmosphere = MyAtmosphereRenderer.GetAtmosphere(atmosphereId.Value); var constants = new AtmosphereConstants(); //TODO(AF) These values are computed in MyAtmosphere as well. Find a way to remove the duplication var worldMatrix = atmosphere.WorldMatrix; worldMatrix.Translation -= MyEnvironment.CameraPosition; double distance = worldMatrix.Translation.Length(); double atmosphereTop = atmosphere.AtmosphereRadius * atmosphere.Settings.AtmosphereTopModifier * atmosphere.PlanetScaleFactor * atmosphere.Settings.RayleighTransitionModifier; float rayleighHeight = atmosphere.Settings.RayleighHeight; float t = 0.0f; if (distance > atmosphereTop) { if (distance > atmosphereTop * 2.0f) { t = 1.0f; } else { t = (float)((distance - atmosphereTop) / atmosphereTop); } } rayleighHeight = MathHelper.Lerp(atmosphere.Settings.RayleighHeight, atmosphere.Settings.RayleighHeightSpace, t); constants.PlanetCentre = (Vector3)worldMatrix.Translation; constants.AtmosphereRadius = atmosphere.AtmosphereRadius * atmosphere.Settings.AtmosphereTopModifier; constants.GroundRadius = atmosphere.PlanetRadius * 1.01f * atmosphere.Settings.SeaLevelModifier; constants.BetaRayleighScattering = atmosphere.BetaRayleighScattering / atmosphere.Settings.RayleighScattering; constants.BetaMieScattering = atmosphere.BetaMieScattering / atmosphere.Settings.MieColorScattering; constants.HeightScaleRayleighMie = atmosphere.HeightScaleRayleighMie * new Vector2(rayleighHeight, atmosphere.Settings.MieHeight); constants.MieG = atmosphere.Settings.MieG; constants.PlanetScaleFactor = atmosphere.PlanetScaleFactor; constants.AtmosphereScaleFactor = atmosphere.AtmosphereScaleFactor; constants.Intensity = atmosphere.Settings.Intensity; constants.FogIntensity = atmosphere.Settings.FogIntensity; var cb = MyCommon.GetObjectCB(sizeof(AtmosphereConstants)); mapping = MyMapping.MapDiscard(RC.DeviceContext, cb); mapping.WriteAndPosition(ref constants); mapping.Unmap(); RC.SetBS(MyRender11.BlendAdditive); RC.SetCB(2, cb); RC.DeviceContext.PixelShader.SetShaderResource(2, MyAtmosphereRenderer.GetAtmosphereLuts(atmosphereId.Value).TransmittanceLut.ShaderView); RC.DeviceContext.PixelShader.Set(m_atmosphere); MyScreenPass.DrawFullscreenQuad(new MyViewport(MyEnvironmentProbe.CubeMapResolution, MyEnvironmentProbe.CubeMapResolution)); } RC.DeviceContext.OutputMerger.SetTargets(null as RenderTargetView); }
internal static void Render() { IBorrowedUavTexture accumTarget = MyManagers.RwTexturesPool.BorrowUav("MyTransparentRendering.AccumTarget", Format.R16G16B16A16_Float); IBorrowedUavTexture coverageTarget = MyManagers.RwTexturesPool.BorrowUav("MyTransparentRendering.CoverageTarget", Format.R16_UNorm); ProfilerShort.Begin("Atmosphere"); MyGpuProfiler.IC_BeginBlock("Atmosphere"); if (MyRender11.DebugOverrides.Atmosphere) { MyAtmosphereRenderer.Render(); } ProfilerShort.BeginNextBlock("Clouds"); MyGpuProfiler.IC_BeginNextBlock("Clouds"); if (MyRender11.DebugOverrides.Clouds) { MyCloudRenderer.Render(); } MyGpuProfiler.IC_EndBlock(); // setup weighted blended OIT targets + blend states SetupTargets(accumTarget, coverageTarget, true); IDepthStencil depthResource; if (MyRender11.MultisamplingEnabled) { depthResource = MyScreenDependants.m_resolvedDepth; } else { depthResource = MyGBuffer.Main.DepthStencil; } m_windowsWithDecals.Clear(); ProfilerShort.BeginNextBlock("Billboards"); MyGpuProfiler.IC_BeginBlock("Billboards"); bool resetBindings = MyBillboardRenderer.Gather(HandleWindow); if (resetBindings) { SetupTargets(accumTarget, coverageTarget, false); } MyBillboardRenderer.Render(depthResource.SrvDepth); ProfilerShort.BeginNextBlock("GPU Particles"); MyGpuProfiler.IC_BeginNextBlock("GPU Particles"); if (MyRender11.DebugOverrides.GPUParticles) { MyGPUParticleRenderer.Run(depthResource.SrvDepth); } MyGpuProfiler.IC_EndBlock(); // Render decals on transparent surfaces in 2 steps: first far, second proximity float intervalMax = MyScreenDecals.VISIBLE_DECALS_SQ_TH; for (int it = 0; it < m_distances.Length; it++) { float intervalMin = m_distances[it]; ProfilerShort.BeginNextBlock("Billboards - Depth Only"); MyGpuProfiler.IC_BeginBlock("Billboards - Depth Only"); bool windowsFound = MyBillboardRenderer.RenderWindowsDepthOnly(depthResource, MyGlobalResources.Gbuffer1Copy, intervalMin, intervalMax); MyGpuProfiler.IC_EndBlock(); if (windowsFound) { SetupTargets(accumTarget, coverageTarget, false); ProfilerShort.BeginNextBlock("Render decals - Transparent"); MyGpuProfiler.IC_BeginBlock("Render decals - Transparent"); MyScreenDecals.Draw(true, m_windowsWithDecals); MyGpuProfiler.IC_EndBlock(); } intervalMax = intervalMin; } if (IsUsedOverlappingHeatMap()) { DisplayOverlappingHeatMap(accumTarget, coverageTarget, MyRender11.Settings.DisplayTransparencyHeatMapInGrayscale); } MyGpuProfiler.IC_BeginBlock("OIT Resolve"); // resolve weighted blended OIT in accum / coverage to LBuffer if (MyRender11.DebugOverrides.OIT) { ResolveOIT(accumTarget, coverageTarget); } else { RC.SetRtv(null); } MyGpuProfiler.IC_EndBlock(); coverageTarget.Release(); accumTarget.Release(); ProfilerShort.End(); }
internal void StepUpdateFiltering() { if (6 <= state && state < 12) { int faceId = state - 6; var matrix = CubeFaceViewMatrix(Vector3.Zero, faceId); MyEnvProbeProcessing.RunForwardPostprocess(workCubemap.SubresourceRtv(faceId), m_cubemapDepth.SubresourceSrv(faceId), ref matrix, MyAtmosphereRenderer.GetCurrentAtmosphereId()); MyEnvProbeProcessing.BuildMipmaps(workCubemap); MyEnvProbeProcessing.Prefilter(workCubemap, workCubemapPrefiltered); ++state; if (state == 12) { blendT0 = MyRender11.CurrentDrawTime; } return; } }
internal static void Render(MyUnorderedAccessTexture accumTarget, MyUnorderedAccessTexture coverageTarget) { ProfilerShort.Begin("Atmosphere"); MyGpuProfiler.IC_BeginBlock("Atmosphere"); if (MyRender11.DebugOverrides.Atmosphere) { MyAtmosphereRenderer.Render(); } MyGpuProfiler.IC_EndBlock(); ProfilerShort.BeginNextBlock("Clouds"); MyGpuProfiler.IC_BeginBlock("Clouds"); if (MyRender11.DebugOverrides.Clouds) { MyCloudRenderer.Render(); } MyGpuProfiler.IC_EndBlock(); // setup weighted blended OIT targets + blend states if (MyRender11.DebugOverrides.OIT) { SetupOIT(accumTarget, coverageTarget, true); } else { SetupStandard(); } MyDepthStencil depthResource; if (MyRender11.MultisamplingEnabled) { depthResource = MyScreenDependants.m_resolvedDepth; } else { depthResource = MyGBuffer.Main.DepthStencil; } ProfilerShort.BeginNextBlock("Billboards"); MyGpuProfiler.IC_BeginBlock("Billboards"); MyBillboardRenderer.Render(depthResource.Depth); MyGpuProfiler.IC_EndBlock(); ProfilerShort.BeginNextBlock("GPU Particles"); MyGpuProfiler.IC_BeginBlock("GPU Particles"); if (MyRender11.DebugOverrides.GPUParticles) { MyGPUParticleRenderer.Run(depthResource.Depth); } MyGpuProfiler.IC_EndBlock(); ProfilerShort.BeginNextBlock("Billboards - Depth Only"); MyGpuProfiler.IC_BeginBlock("Billboards - Depth Only"); bool windowsFound = MyBillboardRenderer.RenderWindowsDepthOnly(depthResource, MyRender11.Gbuffer1Copy); MyGpuProfiler.IC_EndBlock(); if (MyRender11.DebugOverrides.OIT && windowsFound) { SetupOIT(accumTarget, coverageTarget, false); } ProfilerShort.BeginNextBlock("Render decals - Transparent"); MyGpuProfiler.IC_BeginBlock("Render decals - Transparent"); MyScreenDecals.Draw(true); MyGpuProfiler.IC_EndBlock(); MyGpuProfiler.IC_BeginBlock("OIT Resolve"); // resolve weighted blended OIT in accum / coverage to LBuffer if (MyRender11.DebugOverrides.OIT) { ResolveOIT(accumTarget, coverageTarget); } MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); }
internal unsafe static void RunForwardPostprocess(IRtvBindable rt, ISrvBindable depth, ref Matrix viewMatrix, uint?atmosphereId) { MyGpuProfiler.IC_BeginBlock("Postprocess"); var transpose = Matrix.Transpose(viewMatrix); var mapping = MyMapping.MapDiscard(RC, MyCommon.ProjectionConstants); mapping.WriteAndPosition(ref transpose); mapping.Unmap(); RC.AllShaderStages.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants); RC.AllShaderStages.SetConstantBuffer(MyCommon.PROJECTION_SLOT, MyCommon.ProjectionConstants); RC.SetDepthStencilState(MyDepthStencilStateManager.IgnoreDepthStencil); RC.SetRtv(rt); RC.PixelShader.SetSrv(0, depth); MyFileTextureManager texManager = MyManagers.FileTextures; RC.PixelShader.SetSrv(MyCommon.SKYBOX_SLOT, texManager.GetTexture(MyRender11.Environment.Data.Skybox, MyFileTextureEnum.CUBEMAP, true)); RC.PixelShader.SetSamplers(0, MySamplerStateManager.StandardSamplers); RC.PixelShader.Set(m_ps); MyScreenPass.DrawFullscreenQuad(new MyViewport(m_viewportSize, m_viewportSize)); MyGpuProfiler.IC_EndBlock(); MyGpuProfiler.IC_BeginBlock("Atmosphere"); if (atmosphereId != null) { var atmosphere = MyAtmosphereRenderer.GetAtmosphere(atmosphereId.Value); var constants = new AtmosphereConstants(); //TODO(AF) These values are computed in MyAtmosphere as well. Find a way to remove the duplication var worldMatrix = atmosphere.WorldMatrix; worldMatrix.Translation -= MyRender11.Environment.Matrices.CameraPosition; double distance = worldMatrix.Translation.Length(); double atmosphereTop = atmosphere.AtmosphereRadius * atmosphere.Settings.AtmosphereTopModifier * atmosphere.PlanetScaleFactor * atmosphere.Settings.RayleighTransitionModifier; float rayleighHeight = atmosphere.Settings.RayleighHeight; float t = 0.0f; if (distance > atmosphereTop) { if (distance > atmosphereTop * 2.0f) { t = 1.0f; } else { t = (float)((distance - atmosphereTop) / atmosphereTop); } } rayleighHeight = MathHelper.Lerp(atmosphere.Settings.RayleighHeight, atmosphere.Settings.RayleighHeightSpace, t); constants.PlanetCentre = (Vector3)worldMatrix.Translation; constants.AtmosphereRadius = atmosphere.AtmosphereRadius * atmosphere.Settings.AtmosphereTopModifier; constants.GroundRadius = atmosphere.PlanetRadius * 1.01f * atmosphere.Settings.SeaLevelModifier; constants.BetaRayleighScattering = atmosphere.BetaRayleighScattering / atmosphere.Settings.RayleighScattering; constants.BetaMieScattering = atmosphere.BetaMieScattering / atmosphere.Settings.MieColorScattering; constants.HeightScaleRayleighMie = atmosphere.HeightScaleRayleighMie * new Vector2(rayleighHeight, atmosphere.Settings.MieHeight); constants.MieG = atmosphere.Settings.MieG; constants.PlanetScaleFactor = atmosphere.PlanetScaleFactor; constants.AtmosphereScaleFactor = atmosphere.AtmosphereScaleFactor; constants.Intensity = atmosphere.Settings.Intensity; constants.FogIntensity = atmosphere.Settings.FogIntensity; var cb = MyCommon.GetObjectCB(sizeof(AtmosphereConstants)); mapping = MyMapping.MapDiscard(RC, cb); mapping.WriteAndPosition(ref constants); mapping.Unmap(); RC.SetBlendState(MyBlendStateManager.BlendAdditive); RC.PixelShader.SetConstantBuffer(2, cb); RC.PixelShader.SetSrv(2, MyAtmosphereRenderer.GetAtmosphereLuts(atmosphereId.Value).TransmittanceLut); RC.PixelShader.Set(m_atmosphere); MyScreenPass.DrawFullscreenQuad(new MyViewport(MyEnvironmentProbe.CubeMapResolution, MyEnvironmentProbe.CubeMapResolution)); } MyGpuProfiler.IC_EndBlock(); RC.SetRtv(null); }
internal static void Render(IRtvTexture gbuffer1Copy) { IBorrowedUavTexture accumTarget = MyManagers.RwTexturesPool.BorrowUav("MyTransparentRendering.AccumTarget", Format.R16G16B16A16_Float); IBorrowedUavTexture coverageTarget = MyManagers.RwTexturesPool.BorrowUav("MyTransparentRendering.CoverageTarget", Format.R16_UNorm); ProfilerShort.Begin("Atmosphere"); MyGpuProfiler.IC_BeginBlock("Atmosphere"); if (MyRender11.DebugOverrides.Atmosphere) { MyAtmosphereRenderer.RenderGBuffer(); } ProfilerShort.BeginNextBlock("Clouds"); MyGpuProfiler.IC_BeginNextBlock("Clouds"); if (MyRender11.DebugOverrides.Clouds) { MyCloudRenderer.Render(); } var depthResource = MyGBuffer.Main.ResolvedDepthStencil; // setup weighted blended OIT targets + blend states if (MyRender11.Settings.DrawBillboards) { ProfilerShort.BeginNextBlock("Billboards"); MyGpuProfiler.IC_BeginNextBlock("Billboards"); MyBillboardRenderer.Gather(); MyBillboardRenderer.RenderAdditveBottom(depthResource.SrvDepth); SetupTargets(accumTarget, coverageTarget, true); MyBillboardRenderer.RenderStandard(depthResource.SrvDepth); } else { SetupTargets(accumTarget, coverageTarget, true); } ProfilerShort.BeginNextBlock("GPU Particles"); MyGpuProfiler.IC_BeginNextBlock("GPU Particles"); if (MyRender11.DebugOverrides.GPUParticles) { MyGPUParticleRenderer.Run(depthResource.SrvDepth, MyGBuffer.Main.GBuffer1); } // Render decals on transparent surfaces in 2 steps: first far, second proximity if (MyRender11.Settings.DrawGlass) { ProfilerShort.BeginNextBlock("Static glass"); MyGpuProfiler.IC_BeginNextBlock("Static glass"); m_glassWithDecals.Clear(); MyStaticGlassRenderer.Render(HandleGlass); float intervalMax = MyScreenDecals.VISIBLE_DECALS_SQ_TH; for (int it = 0; it < m_distances.Length; it++) { float intervalMin = m_distances[it]; ProfilerShort.BeginNextBlock("Glass - Depth Only"); MyGpuProfiler.IC_BeginNextBlock("Glass - Depth Only"); //TODO: This code should properly render glass decals, that they are visible when looking through window on another window // Anyway, it is italian code and it doesnt work. Solve after Beta bool glassFound = MyStaticGlassRenderer.RenderGlassDepthOnly(depthResource, gbuffer1Copy, intervalMin, intervalMax); // if (glassFound) { SetupTargets(accumTarget, coverageTarget, false); ProfilerShort.BeginNextBlock("Render decals - Transparent"); MyGpuProfiler.IC_BeginNextBlock("Render decals - Transparent"); MyScreenDecals.Draw(gbuffer1Copy, true /*, m_glassWithDecals*/); } intervalMax = intervalMin; } } if (IsUsedOverlappingHeatMap()) { DisplayOverlappingHeatMap(accumTarget, coverageTarget, MyRender11.Settings.DisplayTransparencyHeatMapInGrayscale); } MyGpuProfiler.IC_BeginNextBlock("OIT Resolve"); // resolve weighted blended OIT in accum / coverage to LBuffer if (MyRender11.DebugOverrides.OIT) { ResolveOIT(accumTarget, coverageTarget); } ProfilerShort.BeginNextBlock("Billboards"); MyGpuProfiler.IC_BeginNextBlock("Billboards"); if (MyRender11.Settings.DrawBillboards) { MyBillboardRenderer.RenderAdditveTop(depthResource.SrvDepth); } RC.SetRtv(null); MyGpuProfiler.IC_EndBlock(); coverageTarget.Release(); accumTarget.Release(); ProfilerShort.End(); }
void PostprocessProbe(int nProbe) { var matrix = CubeFaceViewMatrix(Vector3.Zero, nProbe); MyEnvProbeProcessing.RunForwardPostprocess(m_workCubemap.SubresourceRtv(nProbe), CubemapDepth.SubresourceSrv(nProbe), ref matrix, MyAtmosphereRenderer.GetCurrentAtmosphereId()); }
// Returns the final image and copies it to renderTarget if non-null private static MyBindableResource DrawGameScene(MyBindableResource renderTarget) { ProfilerShort.Begin("DrawGameScene"); PrepareGameScene(); // todo: shouldn't be necessary if (true) { ProfilerShort.Begin("Clear"); MyRenderContext.Immediate.Clear(); MyRenderContext.Immediate.DeviceContext.ClearState(); ProfilerShort.End(); } Debug.Assert(m_commandLists.Count == 0, "Not all command lists executed last frame!"); DynamicGeometryRenderer.Render(m_commandLists, true); if (MyScene.SeparateGeometry) { StaticGeometryRenderer.Render(m_commandLists, false); } SendGlobalOutputMessages(); ExecuteCommandLists(m_commandLists); MyEnvironmentProbe.FinalizeEnvProbes(); // cleanup context atfer deferred lists if (MyRender11.DeferredContextsEnabled) { ProfilerShort.Begin("Clear2"); MyRenderContext.Immediate.Clear(); ProfilerShort.End(); } // todo: shouldn't be necessary if (true) { ProfilerShort.Begin("Clear3"); MyRenderContext.Immediate.Clear(); MyRenderContext.Immediate.DeviceContext.ClearState(); ProfilerShort.End(); } ProfilerShort.Begin("Render decals"); MyGpuProfiler.IC_BeginBlock("Render decals"); MyRender11.CopyGbufferToScratch(); MyScreenDecals.Draw(); MyGpuProfiler.IC_EndBlock(); ProfilerShort.BeginNextBlock("Render foliage"); MyGpuProfiler.IC_BeginBlock("Render foliage"); m_foliageRenderer.Render(); MyGpuProfiler.IC_EndBlock(); ProfilerShort.BeginNextBlock("MySceneMaterials.MoveToGPU"); MySceneMaterials.MoveToGPU(); ProfilerShort.BeginNextBlock("Postprocessing"); MyGpuProfiler.IC_BeginBlock("Postprocessing"); if (MultisamplingEnabled) { MyRender11.DeviceContext.ClearDepthStencilView(MyScreenDependants.m_resolvedDepth.m_DSV, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1, 0); MyGpuProfiler.IC_BeginBlock("MarkAAEdges"); MyAAEdgeMarking.Run(); MyGpuProfiler.IC_EndBlock(); MyDepthResolve.Run(MyScreenDependants.m_resolvedDepth, MyGBuffer.Main.DepthStencil.Depth); } if (MyScene.SeparateGeometry) { MyShadowCascadesPostProcess.Combine(MyShadowCascades.CombineShadowmapArray, DynamicShadows.ShadowCascades, StaticShadows.ShadowCascades); DynamicShadows.ShadowCascades.PostProcess(MyRender11.PostProcessedShadows, MyShadowCascades.CombineShadowmapArray); } else { DynamicShadows.ShadowCascades.PostProcess(MyRender11.PostProcessedShadows, DynamicShadows.ShadowCascades.CascadeShadowmapArray); } MyGpuProfiler.IC_BeginBlock("SSAO"); if (Postprocess.EnableSsao) { MySSAO.Run(MyScreenDependants.m_ambientOcclusion, MyGBuffer.Main, MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth.Depth : MyGBuffer.Main.DepthStencil.Depth); if (MySSAO.UseBlur) { MyBlur.Run(MyScreenDependants.m_ambientOcclusion, MyScreenDependants.m_ambientOcclusionHelper, MyScreenDependants.m_ambientOcclusion); } } else { MyRender11.DeviceContext.ClearRenderTargetView(MyScreenDependants.m_ambientOcclusion.m_RTV, Color4.White); } MyGpuProfiler.IC_EndBlock(); MyGpuProfiler.IC_BeginBlock("Lights"); MyLightRendering.Render(); MyGpuProfiler.IC_EndBlock(); ProfilerShort.BeginNextBlock("Billboards"); MyGpuProfiler.IC_BeginBlock("Billboards"); if (MyRender11.MultisamplingEnabled) { MyBillboardRenderer.Render(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), MyScreenDependants.m_resolvedDepth, MyScreenDependants.m_resolvedDepth.Depth); } else { MyBillboardRenderer.Render(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), MyGBuffer.Main.DepthStencil, MyGBuffer.Main.DepthStencil.Depth); } MyGpuProfiler.IC_EndBlock(); ProfilerShort.BeginNextBlock("Atmosphere"); MyGpuProfiler.IC_BeginBlock("Atmosphere"); MyAtmosphereRenderer.Render(); MyGpuProfiler.IC_EndBlock(); ProfilerShort.BeginNextBlock("Clouds"); MyGpuProfiler.IC_BeginBlock("Clouds"); MyCloudRenderer.Render(); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); MyGpuProfiler.IC_BeginBlock("Luminance reduction"); MyBindableResource avgLum = null; if (MyRender11.MultisamplingEnabled) { MyRenderContext.Immediate.DeviceContext.ResolveSubresource(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer).m_resource, 0, MyGBuffer.Main.Get(MyGbufferSlot.LBufferResolved).m_resource, 0, SharpDX.DXGI.Format.R11G11B10_Float); } if (m_resetEyeAdaptation) { MyRenderContext.Immediate.DeviceContext.ClearUnorderedAccessView(m_prevLum.m_UAV, Int4.Zero); m_resetEyeAdaptation = false; } avgLum = MyLuminanceAverage.Run(m_reduce0, m_reduce1, MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), m_prevLum); MyGpuProfiler.IC_EndBlock(); if (MyRender11.Settings.DisplayHdrDebug) { var src = MyGBuffer.Main.Get(MyGbufferSlot.LBuffer) as MyRenderTarget; MyHdrDebugTools.CreateHistogram(src.m_SRV, src.m_resolution, src.m_samples.X); } MyGpuProfiler.IC_BeginBlock("Bloom"); var bloom = MyBloom.Run(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), avgLum); MyGpuProfiler.IC_EndBlock(); MyBindableResource tonemapped; if (MyRender11.FxaaEnabled) { tonemapped = m_rgba8_linear; } else { tonemapped = m_uav3; } MyGpuProfiler.IC_BeginBlock("Tone mapping"); MyToneMapping.Run(tonemapped, MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), avgLum, bloom, Postprocess.EnableTonemapping); MyGpuProfiler.IC_EndBlock(); MyBindableResource renderedImage; if (MyRender11.FxaaEnabled) { MyGpuProfiler.IC_BeginBlock("FXAA"); MyFXAA.Run(m_rgba8_0.GetView(new MyViewKey { Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm, View = MyViewEnum.RtvView }), tonemapped); MyGpuProfiler.IC_EndBlock(); renderedImage = m_rgba8_0.GetView(new MyViewKey { Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView }); } else { //renderedImage = (tonemapped as MyCustomTexture).GetView(new MyViewKey { Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView }); renderedImage = tonemapped; } ProfilerShort.Begin("Outline"); if (MyOutline.AnyOutline()) { MyOutline.Run(); MyGpuProfiler.IC_BeginBlock("Outline Blending"); ProfilerShort.Begin("Outline Blending"); if (MyRender11.FxaaEnabled) { MyBlendTargets.RunWithStencil( m_rgba8_0.GetView(new MyViewKey { Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.RtvView }), MyRender11.m_rgba8_1, MyRender11.BlendAdditive, MyDepthStencilState.TestOutlineMeshStencil, 0x40); MyBlendTargets.RunWithStencil( m_rgba8_0.GetView(new MyViewKey { Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.RtvView }), MyRender11.m_rgba8_1, MyRender11.BlendTransparent, MyDepthStencilState.TestHighlightMeshStencil, 0x40); } else { if (MyRender11.MultisamplingEnabled) { MyBlendTargets.RunWithPixelStencilTest(tonemapped, MyRender11.m_rgba8_ms, MyRender11.BlendAdditive); MyBlendTargets.RunWithPixelStencilTest(tonemapped, MyRender11.m_rgba8_ms, MyRender11.BlendTransparent, true); } else { MyBlendTargets.RunWithStencil(tonemapped, MyRender11.m_rgba8_1, MyRender11.BlendAdditive, MyDepthStencilState.TestOutlineMeshStencil, 0x40); MyBlendTargets.RunWithStencil(tonemapped, MyRender11.m_rgba8_1, MyRender11.BlendTransparent, MyDepthStencilState.TestHighlightMeshStencil, 0x40); } } ProfilerShort.End(); MyGpuProfiler.IC_EndBlock(); } ProfilerShort.End(); if (renderTarget != null) { MyCopyToRT.Run(renderTarget, renderedImage); } if (MyRender11.Settings.DisplayHdrDebug) { MyHdrDebugTools.DisplayHistogram((renderTarget as IRenderTargetBindable).RTV, (avgLum as IShaderResourceBindable).SRV); } MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); return(renderedImage); }
internal static void Render(MyUnorderedAccessTexture accumTarget, MyUnorderedAccessTexture coverageTarget) { ProfilerShort.Begin("Billboards"); MyGpuProfiler.IC_BeginBlock("Billboards"); if (MyRender11.MultisamplingEnabled) { MyBillboardRenderer.Render(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), MyScreenDependants.m_resolvedDepth, MyScreenDependants.m_resolvedDepth.Depth); } else { MyBillboardRenderer.Render(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), MyGBuffer.Main.DepthStencil, MyGBuffer.Main.DepthStencil.Depth); } MyGpuProfiler.IC_EndBlock(); // setup weighted blended OIT targets + blend states if (MyRender11.DebugOverrides.OIT) { SetupOIT(accumTarget, coverageTarget); } else { SetupStandard(); } ProfilerShort.BeginNextBlock("GPU Particles"); MyGpuProfiler.IC_BeginBlock("GPU Particles"); if (MyRender11.DebugOverrides.GPUParticles) { if (MyRender11.MultisamplingEnabled) { MyGPUParticleRenderer.Run(MyScreenDependants.m_resolvedDepth.Depth); } else { MyGPUParticleRenderer.Run(MyGBuffer.Main.DepthStencil.Depth); } } MyGpuProfiler.IC_EndBlock(); // resolve weighted blended OIT in accum / coverage to LBuffer if (MyRender11.DebugOverrides.OIT) { ResolveOIT(accumTarget, coverageTarget); } ProfilerShort.BeginNextBlock("Atmosphere"); MyGpuProfiler.IC_BeginBlock("Atmosphere"); if (MyRender11.DebugOverrides.Atmosphere) { MyAtmosphereRenderer.Render(); } MyGpuProfiler.IC_EndBlock(); ProfilerShort.BeginNextBlock("Clouds"); MyGpuProfiler.IC_BeginBlock("Clouds"); if (MyRender11.DebugOverrides.Clouds) { MyCloudRenderer.Render(); } MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); }