public IBorrowedUavTexture Evaluate() { MyRenderProxy.Assert(m_mainCsm.SlicesCount == m_settings.NewData.CascadesCount, "Cascades count incostistency"); if (m_settings.NewData.DrawVolumes) { ShadowCore.DrawVolumes(); } ShadowCore.MarkAllCascades(MyGBuffer.Main.DepthStencil, MyRender11.Environment.Matrices.ViewProjectionAt0, m_mainCsm); if (m_settings.NewData.DisplayCascadeCoverage) { IBorrowedRtvTexture target = MyManagers.RwTexturesPool.BorrowRtv("MyShadows.Evaluate.CascadeCoverage", Format.R8G8B8A8_SNorm); ShadowCore.DrawCoverage(target, MyGBuffer.Main.DepthStencil); MyDebugTextureDisplay.Select(target); target.Release(); } if (m_settings.NewData.DisplayHardShadows) { IBorrowedUavTexture hardShadowed = MyManagers.RwTexturesPool.BorrowUav("MyShadows.Evaluate.HardShadowed", Format.R8_UNorm); ShadowCore.ApplyPostprocess(MyPostprocessShadows.Type.HARD, hardShadowed, MyGBuffer.Main.DepthStencil, m_mainCsm, ref m_settings); MyDebugTextureDisplay.Select(hardShadowed); hardShadowed.Release(); } if (m_settings.NewData.DisplaySimpleShadows) { IBorrowedUavTexture simpleShadowed = MyManagers.RwTexturesPool.BorrowUav("MyShadows.Evaluate.SimpleShadowed", Format.R8_UNorm); ShadowCore.ApplyPostprocess(MyPostprocessShadows.Type.SIMPLE, simpleShadowed, MyGBuffer.Main.DepthStencil, m_mainCsm, ref m_settings); MyDebugTextureDisplay.Select(simpleShadowed); simpleShadowed.Release(); } IBorrowedUavTexture shadowed = MyManagers.RwTexturesPool.BorrowUav("MyShadows.Evaluate.Shadowed", Format.R8_UNorm); ShadowCore.ApplyPostprocess(MyPostprocessShadows.Type.SIMPLE, shadowed, MyGBuffer.Main.DepthStencil, m_mainCsm, ref m_settings); if (m_settings.NewData.EnableFXAAOnShadows) { IBorrowedUavTexture inputForFXAA = MyManagers.RwTexturesPool.BorrowUav("MyShadows.Evaluate.InputForFXAA", Format.R8G8B8A8_UNorm); ShadowCore.CopyRedToAll(inputForFXAA, shadowed); IBorrowedUavTexture shadowedWithFXAA = MyManagers.RwTexturesPool.BorrowUav("MyShadows.Evaluate.ShadowedWithFXAA", Format.R8G8B8A8_UNorm); MyFXAA.Run(shadowedWithFXAA, inputForFXAA); shadowed.Release(); inputForFXAA.Release(); shadowed = shadowedWithFXAA; } return(shadowed); }
public static void DisplayHdrIntensity(ISrvBindable srv) { RC.PixelShader.Set(m_psDisplayHdrIntensity); RC.PixelShader.SetSrv(5, srv); RC.SetBlendState(null); IBorrowedRtvTexture outTex = MyManagers.RwTexturesPool.BorrowRtv("MyHdrDebugTools.DisplayHdrIntensity.OutTex", srv.Size.X, srv.Size.Y, Format.B8G8R8X8_UNorm); MyScreenPass.RunFullscreenPixelFreq(outTex); MyDebugTextureDisplay.Select(outTex); RC.PixelShader.SetSrv(5, null); RC.SetRtvs(MyGBuffer.Main, MyDepthStencilAccess.ReadOnly); outTex.Release(); }
static void DisplayOverlappingHeatMap(IUavTexture accumTarget, IUavTexture coverageTarget, bool useGrayscale) { IBorrowedRtvTexture heatMap = MyManagers.RwTexturesPool.BorrowRtv("MyTransparentRendering.HeatMap", Format.R8G8B8A8_UNorm); RC.ClearRtv(heatMap, default(RawColor4)); RC.SetRtv(heatMap); RC.PixelShader.SetSrv(0, accumTarget); RC.PixelShader.Set(useGrayscale ? m_psOverlappingHeatMapInGrayscale : m_psOverlappingHeatMap); RC.SetBlendState(MyBlendStateManager.BlendAdditive); RC.SetDepthStencilState(MyDepthStencilStateManager.IgnoreDepthStencil); MyScreenPass.DrawFullscreenQuad(); RC.PixelShader.Set(null); RC.PixelShader.SetSrv(0, null); RC.SetRtv(null); SetupOIT(accumTarget, coverageTarget, false); MyDebugTextureDisplay.Select(heatMap); heatMap.Release(); }
// Returns the final image and copies it to renderTarget if non-null private static IRtvTexture DrawGameScene(IRtvBindable renderTarget) { MyGpuProfiler.IC_BeginBlockAlways("ClearAndGeometryRender"); PrepareGameScene(); // todo: shouldn't be necessary if (true) { ProfilerShort.Begin("Clear"); MyRender11.RC.ClearState(); ProfilerShort.End(); } if (MyStereoRender.Enable && MyStereoRender.EnableUsingStencilMask) { ProfilerShort.Begin("MyStereoStencilMask.Draw"); MyGpuProfiler.IC_BeginBlock("MyStereoStencilMask.Draw"); MyStereoStencilMask.Draw(); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); } MyGpuProfiler.IC_BeginBlock("MyGeometryRenderer.Render"); Debug.Assert(m_commandLists.Count == 0, "Not all command lists executed last frame!"); ProfilerShort.Begin("DynamicGeometryRenderer"); DynamicGeometryRenderer.Render(m_commandLists, true); ProfilerShort.End(); // End function block if (MyScene.SeparateGeometry) { ProfilerShort.Begin("StaticGeometryRenderer"); StaticGeometryRenderer.Render(m_commandLists, false); ProfilerShort.End(); // End function block } SendGlobalOutputMessages(); ExecuteCommandLists(m_commandLists); MyGpuProfiler.IC_EndBlock(); #if !UNSHARPER_TMP MyManagers.EnvironmentProbe.FinalizeEnvProbes(); #endif // cleanup context atfer deferred lists if (true) { ProfilerShort.Begin("Clear3"); MyRender11.RC.ClearState(); ProfilerShort.End(); } MyGpuProfiler.IC_EndBlockAlways(); ProfilerShort.Begin("Render decals - Opaque"); MyGpuProfiler.IC_BeginBlock("Render decals - Opaque"); MyImmediateRC.RC.CopyResource(MyGBuffer.Main.GBuffer1.Resource, MyGlobalResources.Gbuffer1Copy.Resource); // copy gbuffer1 MyScreenDecals.Draw(false); MyGpuProfiler.IC_EndBlock(); ProfilerShort.BeginNextBlock("Render foliage"); MyGpuProfiler.IC_BeginBlockAlways("RenderFoliage"); m_foliageRenderer.Render(); MyGpuProfiler.IC_EndBlockAlways(); MyGpuProfiler.IC_BeginBlock("GBuffer Resolve"); ProfilerShort.BeginNextBlock("MySceneMaterials.MoveToGPU"); MySceneMaterials.MoveToGPU(); MyRender11.RC.ResetTargets(); int nPasses = MyStereoRender.Enable ? 2 : 1; for (int i = 0; i < nPasses; i++) { if (MyStereoRender.Enable) { MyStereoRender.RenderRegion = i == 0 ? MyStereoRegion.LEFT : MyStereoRegion.RIGHT; } if (MultisamplingEnabled) { MyRender11.RC.ClearDsv(MyScreenDependants.m_resolvedDepth, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1, 0); MyGpuProfiler.IC_BeginBlock("MarkAAEdges"); MyAAEdgeMarking.Run(); MyGpuProfiler.IC_EndBlock(); MyDepthResolve.Run(MyScreenDependants.m_resolvedDepth, MyGBuffer.Main.DepthStencil); } ProfilerShort.BeginNextBlock("Shadows"); MyGpuProfiler.IC_BeginBlockAlways("Shadows"); IBorrowedUavTexture postProcessedShadows; if (MyScene.SeparateGeometry) { MyShadowCascadesPostProcess.Combine(MyShadowCascades.CombineShadowmapArray, DynamicShadows.ShadowCascades, StaticShadows.ShadowCascades); postProcessedShadows = DynamicShadows.ShadowCascades.PostProcess(MyShadowCascades.CombineShadowmapArray); //MyShadowCascadesPostProcess.Combine(MyShadowCascades.CombineShadowmapArray, // DynamicShadows.ShadowCascades, StaticShadows.ShadowCascades); //postProcessedShadows = // DynamicShadows.ShadowCascades.PostProcess(MyShadowCascades.CombineShadowmapArray); } else { postProcessedShadows = DynamicShadows.ShadowCascades.PostProcess(DynamicShadows.ShadowCascades.CascadeShadowmapArray); //postProcessedShadows = MyManagers.Shadow.Evaluate(); } MyGpuProfiler.IC_EndBlockAlways(); if (MySSAO.Params.Enabled && m_debugOverrides.Postprocessing && m_debugOverrides.SSAO) { ProfilerShort.BeginNextBlock("SSAO"); MyGpuProfiler.IC_BeginBlockAlways("SSAO"); MySSAO.Run(MyScreenDependants.m_ambientOcclusion, MyGBuffer.Main, MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth.SrvDepth : MyGBuffer.Main.DepthStencil.SrvDepth); if (MySSAO.Params.UseBlur) { MyBlur.Run(MyScreenDependants.m_ambientOcclusion, MyScreenDependants.m_ambientOcclusionHelper, MyScreenDependants.m_ambientOcclusion, clearColor: Color4.White); } MyGpuProfiler.IC_EndBlockAlways(); } else if (MyHBAO.Params.Enabled && m_debugOverrides.Postprocessing && m_debugOverrides.SSAO) { ProfilerShort.BeginNextBlock("HBAO"); MyGpuProfiler.IC_BeginBlock("HBAO"); MyHBAO.Run(MyScreenDependants.m_ambientOcclusion, MyGBuffer.Main, MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth.SrvDepth : MyGBuffer.Main.DepthStencil.SrvDepth); MyGpuProfiler.IC_EndBlock(); } else { MyRender11.RC.ClearRtv(MyScreenDependants.m_ambientOcclusion, Color4.White); } ProfilerShort.BeginNextBlock("Lights"); MyGpuProfiler.IC_BeginBlockAlways("Lights"); if (m_debugOverrides.Lighting) { MyLightRendering.Render(postProcessedShadows); } MyGpuProfiler.IC_EndBlockAlways(); postProcessedShadows.Release(); if (MyRender11.DebugOverrides.Flares) { MyLightRendering.DrawFlares(); } } MyStereoRender.RenderRegion = MyStereoRegion.FULLSCREEN; MyGpuProfiler.IC_EndBlock(); // Rendering for VR is solved inside of Transparent rendering ProfilerShort.BeginNextBlock("Transparent Pass"); MyGpuProfiler.IC_BeginBlockAlways("TransparentPass"); if (m_debugOverrides.Transparent) { MyTransparentRendering.Render(); } MyGpuProfiler.IC_EndBlockAlways(); ProfilerShort.BeginNextBlock("PostProcess"); MyGpuProfiler.IC_BeginBlockAlways("PostProcess"); MyGpuProfiler.IC_BeginBlock("Luminance reduction"); IBorrowedUavTexture avgLum = null; if (MyRender11.Postprocess.EnableEyeAdaptation) { if (m_resetEyeAdaptation) { MyLuminanceAverage.Reset(); m_resetEyeAdaptation = false; } avgLum = MyLuminanceAverage.Run(MyGBuffer.Main.LBuffer); } else { avgLum = MyLuminanceAverage.Skip(); } MyGpuProfiler.IC_EndBlock(); IBorrowedUavTexture histogram = null; if (MyRender11.Settings.DisplayHistogram) { histogram = MyHdrDebugTools.CreateHistogram(MyGBuffer.Main.LBuffer, MyGBuffer.Main.SamplesCount); } if (MyRender11.Settings.DisplayHdrIntensity) { MyHdrDebugTools.DisplayHdrIntensity(MyGBuffer.Main.LBuffer); } MyGpuProfiler.IC_BeginBlock("Bloom"); IBorrowedUavTexture bloom; if (m_debugOverrides.Postprocessing && m_debugOverrides.Bloom) { bloom = MyBloom.Run(MyGBuffer.Main.LBuffer, MyGBuffer.Main.GBuffer2, MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth.SrvDepth : MyGBuffer.Main.DepthStencil.SrvDepth); } else { bloom = MyManagers.RwTexturesPool.BorrowUav("bloom_EightScreenUavHDR", MyRender11.ResolutionI.X / 8, MyRender11.ResolutionI.Y / 8, MyGBuffer.LBufferFormat); MyRender11.RC.ClearRtv(bloom, Color4.Black); } MyGpuProfiler.IC_EndBlock(); MyGpuProfiler.IC_BeginBlock("Tone mapping"); IBorrowedUavTexture tonemapped = MyToneMapping.Run(MyGBuffer.Main.LBuffer, avgLum, bloom, Postprocess.EnableTonemapping && m_debugOverrides.Postprocessing && m_debugOverrides.Tonemapping); bloom.Release(); MyGpuProfiler.IC_EndBlock(); IRtvTexture renderedImage; IBorrowedCustomTexture rgba8_0 = null; bool fxaa = MyRender11.FxaaEnabled; if (fxaa) { rgba8_0 = MyManagers.RwTexturesPool.BorrowCustom("MyRender11.Rgb8_0"); MyGpuProfiler.IC_BeginBlock("FXAA"); MyFXAA.Run(rgba8_0.Linear, tonemapped); MyGpuProfiler.IC_EndBlock(); renderedImage = rgba8_0.SRgb; } else { renderedImage = tonemapped; } ProfilerShort.Begin("Outline"); if (MyOutline.AnyOutline()) { IBorrowedRtvTexture outlined = MyOutline.Run(); MyGpuProfiler.IC_BeginBlock("Outline Blending"); ProfilerShort.Begin("Outline Blending"); if (fxaa) { MyBlendTargets.RunWithStencil( rgba8_0.SRgb, outlined, MyBlendStateManager.BlendAdditive, MyDepthStencilStateManager.TestOutlineMeshStencil, 0x40); MyBlendTargets.RunWithStencil( rgba8_0.SRgb, outlined, MyBlendStateManager.BlendTransparent, MyDepthStencilStateManager.TestHighlightMeshStencil, 0x40); } else { if (MyRender11.MultisamplingEnabled) { MyBlendTargets.RunWithPixelStencilTest(tonemapped, outlined, MyBlendStateManager.BlendAdditive); MyBlendTargets.RunWithPixelStencilTest(tonemapped, outlined, MyBlendStateManager.BlendTransparent, true); } else { MyBlendTargets.RunWithStencil(tonemapped, outlined, MyBlendStateManager.BlendAdditive, MyDepthStencilStateManager.TestOutlineMeshStencil, 0x40); MyBlendTargets.RunWithStencil(tonemapped, outlined, MyBlendStateManager.BlendTransparent, MyDepthStencilStateManager.TestHighlightMeshStencil, 0x40); } } ProfilerShort.End(); MyGpuProfiler.IC_EndBlock(); outlined.Release(); } ProfilerShort.End(); if (renderTarget != null) { MyCopyToRT.Run(renderTarget, renderedImage); } if (MyRender11.Settings.DisplayHistogram) { if (renderTarget != null && avgLum != null) { MyHdrDebugTools.DisplayHistogram(renderTarget, avgLum, histogram); } } MyGpuProfiler.IC_EndBlockAlways(); ProfilerShort.End(); if (rgba8_0 != null) { rgba8_0.Release(); } if (histogram != null) { histogram.Release(); } avgLum.Release(); tonemapped.Release(); // HOTFIX: MyDebugTextureDisplay uses borrowed textures. If we place MyDebugTextureDisplay to the different location, we will have problem with borrowed textures (comment by Michal) ProfilerShort.Begin("MyDebugTextureDisplay.Draw"); MyGpuProfiler.IC_BeginBlock("MyDebugTextureDisplay.Draw"); MyDebugTextureDisplay.Draw(MyRender11.Backbuffer); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); return(renderedImage); }
// IMPORTANT: The returned object needs to be returned to MyManagers.RwTexturePool after the usage internal static IBorrowedUavTexture Run(ISrvBindable src, ISrvBindable srcGBuffer2, ISrvBindable srcDepth) { RC.ComputeShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants); RC.ComputeShader.SetSampler(0, MySamplerStateManager.Default); int screenX = MyRender11.ResolutionI.X; int screenY = MyRender11.ResolutionI.Y; Format formatLBuffer = MyGBuffer.LBufferFormat; MyBorrowedRwTextureManager rwTexturePool = MyManagers.RwTexturesPool; IBorrowedUavTexture uavHalfScreen = rwTexturePool.BorrowUav("MyBloom.UavHalfScreen", screenX / 2, screenY / 2, formatLBuffer); IBorrowedUavTexture uavBlurScreen = rwTexturePool.BorrowUav("MyBloom.UavBlurScreen", screenX / BLOOM_TARGET_SIZE_DIVIDER, screenY / BLOOM_TARGET_SIZE_DIVIDER, formatLBuffer); IBorrowedUavTexture uavBlurScreenHelper = rwTexturePool.BorrowUav("MyBloom.UavBlurScreenHelper", screenX / BLOOM_TARGET_SIZE_DIVIDER, screenY / BLOOM_TARGET_SIZE_DIVIDER, formatLBuffer); RC.ComputeShader.SetUav(0, uavHalfScreen); RC.ComputeShader.SetSrv(0, src); RC.ComputeShader.SetSrv(1, srcGBuffer2); RC.ComputeShader.SetSrv(2, srcDepth); RC.ComputeShader.Set(m_bloomShader); var size = uavHalfScreen.Size; VRageMath.Vector2I threadGroups = new VRageMath.Vector2I((size.X + m_numthreads - 1) / m_numthreads, (size.Y + m_numthreads - 1) / m_numthreads); RC.Dispatch(threadGroups.X, threadGroups.Y, 1); bool skipDownScale = false; switch (BLOOM_TARGET_SIZE_DIVIDER) { case 2: skipDownScale = true; break; case 4: RC.ComputeShader.Set(m_downscale2Shader); break; case 8: RC.ComputeShader.Set(m_downscale4Shader); break; default: MyRenderProxy.Assert(false, "Invalid bloom target size divider"); break; } size = uavBlurScreen.Size; threadGroups = new VRageMath.Vector2I((size.X + m_numthreads - 1) / m_numthreads, (size.Y + m_numthreads - 1) / m_numthreads); if (!skipDownScale) { RC.ComputeShader.SetConstantBuffer(1, GetCBSize(uavHalfScreen.Size.X, uavHalfScreen.Size.Y)); RC.ComputeShader.SetUav(0, uavBlurScreen); RC.ComputeShader.SetSrv(0, uavHalfScreen); RC.Dispatch(threadGroups.X, threadGroups.Y, 1); } RC.ComputeShader.SetConstantBuffer(1, GetCB_blur(MyStereoRegion.FULLSCREEN, size)); RC.ComputeShader.Set(m_blurV[MyRender11.Postprocess.BloomSize]); RC.ComputeShader.SetUav(0, uavBlurScreenHelper); RC.ComputeShader.SetSrv(0, uavBlurScreen); RC.Dispatch(threadGroups.X, threadGroups.Y, 1); RC.ComputeShader.SetSrv(0, null); RC.ComputeShader.SetUav(0, null); RC.ComputeShader.Set(m_blurH[MyRender11.Postprocess.BloomSize]); RC.ComputeShader.SetUav(0, uavBlurScreen); RC.ComputeShader.SetSrv(0, uavBlurScreenHelper); int nPasses = 1; if (MyStereoRender.Enable) { threadGroups.X /= 2; nPasses = 2; } for (int nPass = 0; nPass < nPasses; nPass++) { MyStereoRegion region = MyStereoRegion.FULLSCREEN; if (MyStereoRender.Enable) { region = nPass == 0 ? MyStereoRegion.LEFT : MyStereoRegion.RIGHT; } RC.ComputeShader.SetConstantBuffer(1, GetCB_blur(region, size)); RC.Dispatch(threadGroups.X, threadGroups.Y, 1); } if (MyRender11.Settings.DisplayBloomFilter) { MyDebugTextureDisplay.Select(uavHalfScreen); } else if (MyRender11.Settings.DisplayBloomMin) { MyDebugTextureDisplay.Select(uavBlurScreen); } RC.ComputeShader.SetUav(0, null); RC.ComputeShader.SetSrv(0, null); uavHalfScreen.Release(); uavBlurScreenHelper.Release(); return(uavBlurScreen); }
// Returns the final image and copies it to renderTarget if non-null private static IRtvTexture DrawGameScene(IRtvBindable renderTarget, out IBorrowedRtvTexture debugAmbientOcclusion) { MyGpuProfiler.IC_BeginBlockAlways("ClearAndGeometryRender"); PrepareGameScene(); // todo: shouldn't be necessary if (true) { ProfilerShort.Begin("Clear"); MyRender11.RC.ClearState(); ProfilerShort.End(); } if (MyStereoRender.Enable && MyStereoRender.EnableUsingStencilMask) { ProfilerShort.Begin("MyStereoStencilMask.Draw"); MyGpuProfiler.IC_BeginBlock("MyStereoStencilMask.Draw"); MyStereoStencilMask.Draw(); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); } ProfilerShort.Begin("MyLights.Update"); MyLights.Update(); ProfilerShort.End(); ProfilerShort.Begin("DynamicGeometryRenderer"); MyCullQuery cullQuery = m_dynamicGeometryRenderer.PrepareCullQuery(true); // it is used to share rendering settings between the old and the new pipeline ProfilerShort.End(); MyGpuProfiler.IC_BeginBlock("NewGeometryRenderer"); ProfilerShort.Begin("NewGeometryRenderer"); IGeometrySrvStrategy geometrySrvStrategy = MyManagers.GeometrySrvResolver.GetGeometrySrvStrategy(); if (MyDebugGeometryStage2.EnableNewGeometryPipeline) { MyManagers.GeometryRenderer.Render(cullQuery, geometrySrvStrategy); } ProfilerShort.End(); MyGpuProfiler.IC_EndBlock(); MyGpuProfiler.IC_BeginBlock("MyGeometryRenderer.Render"); Debug.Assert(m_commandLists.Count == 0, "Not all command lists executed last frame!"); ProfilerShort.Begin("DynamicGeometryRenderer"); m_dynamicGeometryRenderer.Render(m_commandLists); ProfilerShort.End(); // End function block if (MyScene.SeparateGeometry) { ProfilerShort.Begin("StaticGeometryRenderer"); m_staticGeometryRenderer.Render(m_commandLists); // , false); ProfilerShort.End(); // End function block } SendGlobalOutputMessages(); ExecuteCommandLists(m_commandLists); MyGpuProfiler.IC_EndBlock(); #if !UNSHARPER_TMP MyManagers.EnvironmentProbe.FinalizeEnvProbes(); #endif // cleanup context atfer deferred lists if (true) { ProfilerShort.Begin("Clear3"); MyRender11.RC.ClearState(); ProfilerShort.End(); } MyGpuProfiler.IC_EndBlockAlways(); IBorrowedRtvTexture gbuffer1Copy = MyGBuffer.Main.GetGbuffer1CopyRtv(); ProfilerShort.Begin("Render decals - Opaque"); MyGpuProfiler.IC_BeginBlock("Render decals - Opaque"); MyScreenDecals.Draw(gbuffer1Copy, false); MyGpuProfiler.IC_EndBlock(); IBorrowedDepthStencilTexture depthStencilCopy = null; // Highlights need the depth state before foliage if (MyHighlight.HasHighlights) { depthStencilCopy = MyGBuffer.Main.GetDepthStencilCopyRtv(); } ProfilerShort.BeginNextBlock("Render foliage"); MyGpuProfiler.IC_BeginBlockAlways("RenderFoliage"); m_foliageRenderer.Render(); MyGpuProfiler.IC_EndBlockAlways(); MyGpuProfiler.IC_BeginBlock("GBuffer Resolve"); ProfilerShort.BeginNextBlock("MySceneMaterials.MoveToGPU"); MySceneMaterials.MoveToGPU(); MyRender11.RC.ResetTargets(); IBorrowedRtvTexture ambientOcclusionRtv = MyManagers.RwTexturesPool.BorrowRtv("MyScreenDependants.AmbientOcclusion", ResolutionI.X, ResolutionI.Y, SharpDX.DXGI.Format.R8_UNorm); debugAmbientOcclusion = ambientOcclusionRtv; // Pass the texture to the outside int nPasses = MyStereoRender.Enable ? 2 : 1; for (int i = 0; i < nPasses; i++) { if (MyStereoRender.Enable) { MyStereoRender.RenderRegion = i == 0 ? MyStereoRegion.LEFT : MyStereoRegion.RIGHT; } MyGBuffer.Main.ResolveMultisample(); ProfilerShort.BeginNextBlock("Shadows"); MyGpuProfiler.IC_BeginBlockAlways("Shadows"); IBorrowedUavTexture postProcessedShadows; if (MyScene.SeparateGeometry) { MyShadowCascadesPostProcess.Combine(MyShadowCascades.CombineShadowmapArray, DynamicShadows.ShadowCascades, StaticShadows.ShadowCascades); postProcessedShadows = DynamicShadows.ShadowCascades.PostProcess(MyShadowCascades.CombineShadowmapArray); //MyShadowCascadesPostProcess.Combine(MyShadowCascades.CombineShadowmapArray, // DynamicShadows.ShadowCascades, StaticShadows.ShadowCascades); //postProcessedShadows = // DynamicShadows.ShadowCascades.PostProcess(MyShadowCascades.CombineShadowmapArray); } else { postProcessedShadows = DynamicShadows.ShadowCascades.PostProcess(DynamicShadows.ShadowCascades.CascadeShadowmapArray); //postProcessedShadows = MyManagers.Shadow.Evaluate(); } MyGpuProfiler.IC_EndBlockAlways(); if (MySSAO.Params.Enabled && Settings.User.AmbientOcclusionEnabled && m_debugOverrides.Postprocessing && m_debugOverrides.SSAO) { ProfilerShort.BeginNextBlock("SSAO"); MyGpuProfiler.IC_BeginBlockAlways("SSAO"); MySSAO.Run(ambientOcclusionRtv, MyGBuffer.Main); if (MySSAO.Params.UseBlur) { IBorrowedRtvTexture ambientOcclusionHelper = MyManagers.RwTexturesPool.BorrowRtv("MyScreenDependants.AmbientOcclusionHelper", ResolutionI.X, ResolutionI.Y, SharpDX.DXGI.Format.R8_UNorm); MyBlur.Run(ambientOcclusionRtv, ambientOcclusionHelper, ambientOcclusionRtv, clearColor: Color4.White); ambientOcclusionHelper.Release(); } MyGpuProfiler.IC_EndBlockAlways(); } else if (MyHBAO.Params.Enabled && Settings.User.AmbientOcclusionEnabled && m_debugOverrides.Postprocessing && m_debugOverrides.SSAO) { ProfilerShort.BeginNextBlock("HBAO"); MyGpuProfiler.IC_BeginBlock("HBAO"); MyHBAO.Run(ambientOcclusionRtv, MyGBuffer.Main); MyGpuProfiler.IC_EndBlock(); } else { MyRender11.RC.ClearRtv(ambientOcclusionRtv, Color4.White); } ProfilerShort.BeginNextBlock("Lights"); MyGpuProfiler.IC_BeginBlockAlways("Lights"); if (m_debugOverrides.Lighting) { MyLightsRendering.Render(postProcessedShadows, ambientOcclusionRtv); } MyGpuProfiler.IC_EndBlockAlways(); postProcessedShadows.Release(); if (MyRender11.DebugOverrides.Flares) { MyLightsRendering.DrawFlares(); } } MyStereoRender.RenderRegion = MyStereoRegion.FULLSCREEN; MyGpuProfiler.IC_EndBlock(); ProfilerShort.BeginNextBlock("Occlusion Queries"); MyGpuProfiler.IC_BeginBlock("Occlusion Queries"); MyOcclusionQueryRenderer.Render(RC, MyGBuffer.Main.ResolvedDepthStencil, MyGBuffer.Main.LBuffer); MyGpuProfiler.IC_EndBlock(); // Rendering for VR is solved inside of Transparent rendering ProfilerShort.BeginNextBlock("Transparent Pass"); MyGpuProfiler.IC_BeginBlockAlways("TransparentPass"); if (m_debugOverrides.Transparent) { MyTransparentRendering.Render(gbuffer1Copy); } MyGpuProfiler.IC_EndBlockAlways(); gbuffer1Copy.Release(); ProfilerShort.BeginNextBlock("PostProcess"); MyGpuProfiler.IC_BeginBlockAlways("PostProcess"); MyGpuProfiler.IC_BeginBlock("Luminance reduction"); IBorrowedUavTexture avgLum = null; if (MyRender11.Postprocess.EnableEyeAdaptation) { if (m_resetEyeAdaptation) { MyLuminanceAverage.Reset(); m_resetEyeAdaptation = false; } avgLum = MyLuminanceAverage.Run(MyGBuffer.Main.LBuffer); } else { avgLum = MyLuminanceAverage.Skip(); } MyGpuProfiler.IC_EndBlock(); IBorrowedUavTexture histogram = null; if (MyRender11.Settings.DisplayHistogram) { histogram = MyHdrDebugTools.CreateHistogram(MyGBuffer.Main.LBuffer, MyGBuffer.Main.SamplesCount); } if (MyRender11.Settings.DisplayHdrIntensity) { MyHdrDebugTools.DisplayHdrIntensity(MyGBuffer.Main.LBuffer); } MyGpuProfiler.IC_BeginBlock("Bloom"); IBorrowedUavTexture bloom; if (m_debugOverrides.Postprocessing && m_debugOverrides.Bloom) { bloom = MyBloom.Run(MyGBuffer.Main.LBuffer, MyGBuffer.Main.GBuffer2, MyGBuffer.Main.ResolvedDepthStencil.SrvDepth); } else { bloom = MyManagers.RwTexturesPool.BorrowUav("bloom_EightScreenUavHDR", MyRender11.ResolutionI.X / 8, MyRender11.ResolutionI.Y / 8, MyGBuffer.LBufferFormat); MyRender11.RC.ClearRtv(bloom, Color4.Black); } MyGpuProfiler.IC_EndBlock(); MyGpuProfiler.IC_BeginBlock("Tone mapping"); IBorrowedUavTexture tonemapped = MyToneMapping.Run(MyGBuffer.Main.LBuffer, avgLum, bloom, Postprocess.EnableTonemapping && m_debugOverrides.Postprocessing && m_debugOverrides.Tonemapping); bloom.Release(); MyGpuProfiler.IC_EndBlock(); IRtvTexture renderedImage; IBorrowedCustomTexture fxaaTarget = null; bool fxaa = MyRender11.FxaaEnabled; if (fxaa) { fxaaTarget = MyManagers.RwTexturesPool.BorrowCustom("MyRender11.FXAA.Rgb8"); MyGpuProfiler.IC_BeginBlock("FXAA"); MyFXAA.Run(fxaaTarget.Linear, tonemapped); MyGpuProfiler.IC_EndBlock(); renderedImage = fxaaTarget.SRgb; } else { renderedImage = tonemapped; } ProfilerShort.Begin("MyHighlight.Run"); MyHighlight.Run(renderedImage, fxaaTarget, depthStencilCopy); ProfilerShort.End(); if (depthStencilCopy != null) { depthStencilCopy.Release(); } if (renderTarget != null) { MyCopyToRT.Run(renderTarget, renderedImage); } if (MyRender11.Settings.DisplayHistogram) { if (renderTarget != null && avgLum != null) { MyHdrDebugTools.DisplayHistogram(renderTarget, avgLum, histogram); } } MyGpuProfiler.IC_EndBlockAlways(); ProfilerShort.End(); if (fxaaTarget != null) { fxaaTarget.Release(); } if (histogram != null) { histogram.Release(); } avgLum.Release(); tonemapped.Release(); // HOTFIX: MyDebugTextureDisplay uses borrowed textures. If we place MyDebugTextureDisplay to the different location, we will have problem with borrowed textures (comment by Michal) ProfilerShort.Begin("MyDebugTextureDisplay.Draw"); MyGpuProfiler.IC_BeginBlock("MyDebugTextureDisplay.Draw"); MyDebugTextureDisplay.Draw(MyRender11.Backbuffer); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); return(renderedImage); }