public void ExecutePass(DeviceContext context, RenderTargetSet sourceSet) { PostEffectHelper.LinearizeDepth(context, m_LinearDepth, sourceSet); DebugManager.RegisterDebug(context, "LinearDepth", m_LinearDepth); using (new GpuProfilePoint(context, "DownsampleDepthNormals")) { m_LinearDepth.BindSRV(context, 0); sourceSet.BindSRV(context, 1); m_HalfLinearDepth.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "DownsampleDepthNormals"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); } DebugManager.RegisterDebug(context, "HalfLinearDepth", m_HalfLinearDepth); DebugManager.RegisterDebug(context, "HalfNormals", m_HalfLinearDepth, 1); using (new GpuProfilePoint(context, "OutputBilateralOffsets")) { m_LinearDepth.BindSRV(context, 0); m_HalfLinearDepth.BindSRV(context, 2); m_BilateralUpsampleOffsets.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "OutputBilateralOffsets"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); } DebugManager.RegisterDebug(context, "BilateralOffsets", m_BilateralUpsampleOffsets); }
public void RenderFrame(DeviceContext context, double timeElapsed, RenderTargetSet targetRT) { ShaderManager.BindSamplerStates(context); PerlinNoiseRenderHelper.BindTextures(context); RenderTargetSet currentFrameMainBuffer = RenderTargetManager.RequestRenderTargetFromPool(m_FullResAndDepthDescriptor); RenderTargetSet linearDepth = RenderTargetManager.RequestRenderTargetFromPool(m_LinearDepthDescriptor); RenderTargetSet ssaoRT = RenderTargetManager.RequestRenderTargetFromPool(m_SSAODescriptor); if (!m_ShadowsInitialized) { m_ShadowCamera.m_CameraForward = new Vector3(-0.15f, -1.0f, 0.15f); m_ShadowCamera.m_CameraForward.Normalize(); Vector3 min, max; m_SimpleSceneWrapper.GetSceneBounds(out min, out max); Vector3 sceneTop = (min + max) * 0.5f; sceneTop.Y = max.Y; m_ShadowCamera.m_OrthoZoomX = (max.X - min.X) * 0.7f; // some overlap m_ShadowCamera.m_OrthoZoomY = (max.Z - min.Z) * 0.7f; m_ShadowCamera.m_CameraPosition = sceneTop - m_ShadowCamera.m_CameraForward * 50.0f; m_ShadowCamera.m_CameraUp = new Vector3(0, 0, 1); } CalculateAndUpdateConstantBuffer(context, timeElapsed); if (!m_ShadowsInitialized) { m_ResolvedShadow = m_ShadowEVSMGenerator.RenderShadows(context, m_SimpleSceneWrapper); m_ShadowsInitialized = true; } if (false) { m_GIRenderer.PartialGIUpdate(context, m_SimpleSceneWrapper, m_ResolvedShadow); } m_CurrentViewportBuffer.Bind(context); using (new GpuProfilePoint(context, "DepthPrepass")) { // set the shaders context.VertexShader.Set(ShaderManager.GetVertexShader("VertexScene")); context.PixelShader.Set(ShaderManager.GetPixelShader("DepthNormalPrepass")); currentFrameMainBuffer.Clear(context, new Color4(1.0f, 1.0f, 1.0f, 1.5f), true); currentFrameMainBuffer.BindAsRenderTarget(context, true, false); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthWriteCompare); // render triangles m_SimpleSceneWrapper.Render(context); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.NoDepth); RenderTargetSet.BindNull(context); } RenderTargetSet motionVectorsSurface = TemporalSurfaceManager.GetRenderTargetCurrent("MotionVectors"); RenderTargetSet motionVectorsSurfacePrevious = TemporalSurfaceManager.GetRenderTargetHistory("MotionVectors"); m_ResolveMotionVectorsPass.ExecutePass(context, motionVectorsSurface, currentFrameMainBuffer); PostEffectHelper.LinearizeDepth(context, linearDepth, currentFrameMainBuffer); SurfaceDebugManager.RegisterDebug(context, "LinearDepth", linearDepth); m_SSAOPass.ExecutePass(context, ssaoRT, linearDepth, motionVectorsSurface); m_VolumetricFog.RenderVolumetricFog(context, m_ResolvedShadow.m_RenderTargets[0], m_GIRenderer); using (new GpuProfilePoint(context, "MainForwardRender")) { // set the shaders context.VertexShader.Set(ShaderManager.GetVertexShader("VertexScene")); context.PixelShader.Set(ShaderManager.GetPixelShader("PixelScene")); currentFrameMainBuffer.BindAsRenderTarget(context, true); m_ResolvedShadow.BindSRV(context, 0); ssaoRT.BindSRV(context, 1); context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeR.m_ShaderResourceView, 5); context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeG.m_ShaderResourceView, 6); context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeB.m_ShaderResourceView, 7); context.PixelShader.SetShaderResource(m_VolumetricFog.m_ScatteringTexture.m_ShaderResourceView, 8); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthCompare); // render triangles m_SimpleSceneWrapper.Render(context); // render sky PostEffectHelper.RenderFullscreenTriangle(context, "Sky", true); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.NoDepth); RenderTargetSet.BindNull(context); } using (new GpuProfilePoint(context, "PostEffects")) { RenderTargetSet postEffectSurfacePong = RenderTargetManager.RequestRenderTargetFromPool(m_FullResDescriptor); RenderTargetSet source, dest; source = currentFrameMainBuffer; dest = postEffectSurfacePong; dynamic ppcb = m_PostEffectsConstantBuffer; if (ppcb.g_DofCoCScale > 0.0f) { m_ScatterDOFPass.ExecutePass(context, dest, currentFrameMainBuffer, currentFrameMainBuffer); PostEffectHelper.Swap(ref source, ref dest); } RenderTargetSet luminanceTexture = m_LuminanceCalculations.ExecutePass(context, source); RenderTargetSet resolvedCurrent = TemporalSurfaceManager.GetRenderTargetCurrent("ResolvedColor"); RenderTargetSet resolvedHistory = TemporalSurfaceManager.GetRenderTargetHistory("ResolvedColor"); m_ResolveHDRPass.ExecutePass(context, resolvedCurrent, source, luminanceTexture); RenderTargetSet resolvedTemporal = RenderTargetManager.RequestRenderTargetFromPool(m_ResolvedColorDescriptor); m_ResolveTemporalPass.ExecutePass(context, resolvedTemporal, resolvedCurrent, resolvedHistory, motionVectorsSurface, motionVectorsSurfacePrevious, true); SurfaceDebugManager.RegisterDebug(context, "ResolvedNoFXAA", resolvedTemporal); m_FxaaPass.ExecutePass(context, targetRT, resolvedTemporal); RenderTargetManager.ReleaseRenderTargetToPool(resolvedTemporal); RenderTargetManager.ReleaseRenderTargetToPool(postEffectSurfacePong); } RenderTargetManager.ReleaseRenderTargetToPool(ssaoRT); RenderTargetManager.ReleaseRenderTargetToPool(linearDepth); RenderTargetManager.ReleaseRenderTargetToPool(currentFrameMainBuffer); }