public void ExecutePass(DeviceContext context, RenderTargetSet target, RenderTargetSet linearDepth, RenderTargetSet motionVectors) { RenderTargetSet ssaoCurrent = TemporalSurfaceManager.GetRenderTargetCurrent("SSAO"); RenderTargetSet ssaoHistory = TemporalSurfaceManager.GetRenderTargetHistory("SSAO"); RenderTargetSet tempBlurBuffer = RenderTargetManager.RequestRenderTargetFromPool(m_RTDescriptor); Random rand = new Random(); dynamic scb = m_SSAOBuffer; scb.g_SSAOPhase = (float)rand.NextDouble() * 3.1415f; m_SSAOBuffer.CompileAndBind(context); using (new GpuProfilePoint(context, "SSAO")) { using (new GpuProfilePoint(context, "SSAOCalculate")) { linearDepth.BindSRV(context, 0); ssaoHistory.BindSRV(context, 1); motionVectors.BindSRV(context, 2); ssaoCurrent.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "SSAOCalculate"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); } SurfaceDebugManager.RegisterDebug(context, "SSAOMain", ssaoCurrent); using (new GpuProfilePoint(context, "SSAOBlur")) { ssaoCurrent.BindSRV(context, 1); tempBlurBuffer.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "SSAOBlurHorizontal"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); SurfaceDebugManager.RegisterDebug(context, "SSAOBlurH", tempBlurBuffer); tempBlurBuffer.BindSRV(context, 1); target.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "SSAOBlurVertical"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); SurfaceDebugManager.RegisterDebug(context, "SSAOBlurV", target); } } RenderTargetManager.ReleaseRenderTargetToPool(tempBlurBuffer); }
public void ExecutePass(DeviceContext context, RenderTargetSet linearDepth, RenderTargetSet motionVectors, RenderTargetSet surfaceNormals, RenderTargetSet sourceColor, Camera sceneCam, DepthOperationsPass depthOps) { RenderTargetSet ssrCurrent = TemporalSurfaceManager.GetRenderTargetCurrent("SSReflections"); RenderTargetSet ssrHistory = TemporalSurfaceManager.GetRenderTargetHistory("SSReflections"); RenderTargetSet traceRT = RenderTargetManager.RequestRenderTargetFromPool(m_ResultsRTDescriptor); if (DebugManager.IsFeatureOn("SSReflections")) { using (new GpuProfilePoint(context, "SSReflections")) { using (new GpuProfilePoint(context, "SSReflectionsRaytrace")) { context.PixelShader.SetShaderResource(PostEffectHelper.m_RandomNumbersBuffer.m_ShaderResourceView, 39); linearDepth.BindSRV(context, 0); surfaceNormals.BindSRV(context, 1); sourceColor.BindSRV(context, 2); motionVectors.BindSRV(context, 3); traceRT.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "SSReflectionsRaytrace"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); } using (new GpuProfilePoint(context, "SSReflectionsBlur")) { linearDepth.BindSRV(context, 0); surfaceNormals.BindSRV(context, 1); traceRT.BindSRV(context, 2); motionVectors.BindSRV(context, 3); ssrHistory.BindSRV(context, 4); ssrCurrent.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "SSReflectionsBlur"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); } } } else { traceRT.Clear(context, new Color4(0.0f, 0.0f, 0.0f, 0.0f)); ssrCurrent.Clear(context, new Color4(0.0f, 0.0f, 0.0f, 0.0f)); } DebugManager.RegisterDebug(context, "SSRRaytrace", traceRT); DebugManager.RegisterDebug(context, "SSRBlur", ssrCurrent); RenderTargetManager.ReleaseRenderTargetToPool(traceRT); }
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); }
public void ExecutePass(DeviceContext context, RenderTargetSet target, RenderTargetSet linearDepth, RenderTargetSet motionVectors, RenderTargetSet surfaceNormals, DepthOperationsPass depthOps) { RenderTargetSet ssaoCurrent = TemporalSurfaceManager.GetRenderTargetCurrent("SSAO"); RenderTargetSet ssaoHistory = TemporalSurfaceManager.GetRenderTargetHistory("SSAO"); if (DebugManager.IsFeatureOn("SSAO")) { RenderTargetSet tempBlurBuffer = RenderTargetManager.RequestRenderTargetFromPool(m_RTDescriptor); Random rand = new Random(); dynamic scb = m_SSAOBuffer; scb.g_SSAOPhase = (float)rand.NextDouble() * 3.1415f; m_SSAOBuffer.CompileAndBind(context); using (new GpuProfilePoint(context, "SSAO")) { using (new GpuProfilePoint(context, "SSAOCalculate")) { linearDepth.BindSRV(context, 0); ssaoHistory.BindSRV(context, 1); motionVectors.BindSRV(context, 2); surfaceNormals.BindSRV(context, 3); ssaoCurrent.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "SSAOCalculate"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); } DebugManager.RegisterDebug(context, "SSAOMain", ssaoCurrent); using (new GpuProfilePoint(context, "SSAOBlur")) { ssaoCurrent.BindSRV(context, 1); tempBlurBuffer.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "SSAOBlurHorizontal"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); DebugManager.RegisterDebug(context, "SSAOBlurH", tempBlurBuffer); tempBlurBuffer.BindSRV(context, 1); target.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "SSAOBlurVertical"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); DebugManager.RegisterDebug(context, "SSAOBlurV", target); } } RenderTargetManager.ReleaseRenderTargetToPool(tempBlurBuffer); } else { target.Clear(context, new SlimDX.Color4(1.0f, 1.0f, 1.0f, 1.0f)); } if (DebugManager.IsDebugging("UpsampledSSAO")) { RenderTargetSet tempFullResBuffer = RenderTargetManager.RequestRenderTargetFromPool(m_UpsampleDebugRTDescriptor); target.BindSRV(context, 0); depthOps.m_BilateralUpsampleOffsets.BindSRV(context, 10); tempFullResBuffer.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "BilateralUpsample"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); DebugManager.RegisterDebug(context, "UpsampledSSAO", tempFullResBuffer); RenderTargetManager.ReleaseRenderTargetToPool(tempFullResBuffer); } }
public void RenderFrame(DeviceContext context, double timeElapsed, RenderTargetSet targetRT) { ShaderManager.BindSamplerStates(context); PerlinNoiseRenderHelper.BindTextures(context); RenderTargetSet currentFrameMainBuffer = TemporalSurfaceManager.GetRenderTargetCurrent("SceneMainRender"); RenderTargetSet ssaoRT = RenderTargetManager.RequestRenderTargetFromPool(m_SSAODescriptor); bool useTemporal = !DebugManager.m_DisabledTemporal; if (!m_ShadowsInitialized) { InitializeShadowmapAndCubemaps(context, timeElapsed); } CalculateAndUpdateConstantBuffer(context, timeElapsed); 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, true); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthWriteCompare); // render triangles m_SimpleSceneWrapper.Render(context); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.NoDepth); RenderTargetSet.BindNull(context); DebugManager.RegisterDebug(context, "NormalsPrepass", currentFrameMainBuffer); } RenderTargetSet motionVectorsSurface = TemporalSurfaceManager.GetRenderTargetCurrent("MotionVectors"); RenderTargetSet motionVectorsSurfacePrevious = TemporalSurfaceManager.GetRenderTargetHistory("MotionVectors"); m_ResolveMotionVectorsPass.ExecutePass(context, motionVectorsSurface, currentFrameMainBuffer); DebugManager.RegisterDebug(context, "MotionVectors", motionVectorsSurface); m_DepthOperationsPass.ExecutePass(context, currentFrameMainBuffer); RenderTargetSet linearDepth = m_DepthOperationsPass.m_LinearDepth; m_SSAOPass.ExecutePass(context, ssaoRT, m_DepthOperationsPass.m_HalfLinearDepth, motionVectorsSurface, m_DepthOperationsPass.m_HalfNormals, m_DepthOperationsPass); m_SSReflectionsPass.ExecutePass(context, m_DepthOperationsPass.m_HalfLinearDepth, motionVectorsSurface, m_DepthOperationsPass.m_HalfNormals, TemporalSurfaceManager.GetRenderTargetHistory("SceneMainRender"), m_ViewportCamera, m_DepthOperationsPass); 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); TemporalSurfaceManager.GetRenderTargetCurrent("SSReflections").BindSRV(context, 2); m_DepthOperationsPass.m_BilateralUpsampleOffsets.BindSRV(context, 10); 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); context.PixelShader.SetShaderResource(m_CubeObjectFiltered.m_ShaderResourceView, 11); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthCompare); LightingLUTHelper.BindTextures(context); // render triangles m_SimpleSceneWrapper.Render(context); // render sky PostEffectHelper.RenderFullscreenTriangle(context, "Sky", true); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.NoDepth); RenderTargetSet.BindNull(context); } RenderTargetManager.ReleaseRenderTargetToPool(ssaoRT); 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); DebugManager.RegisterDebug(context, "ResolvedNoTemporal", resolvedCurrent); RenderTargetSet resolvedTemporal = RenderTargetManager.RequestRenderTargetFromPool(m_ResolvedColorDescriptor); RenderTargetSet finalResolvedTarget = resolvedCurrent; if (useTemporal) { m_ResolveTemporalPass.ExecutePass(context, resolvedTemporal, resolvedCurrent, resolvedHistory, motionVectorsSurface, motionVectorsSurfacePrevious, true); finalResolvedTarget = resolvedTemporal; } DebugManager.RegisterDebug(context, "ResolvedNoFXAA", finalResolvedTarget); m_FxaaPass.ExecutePass(context, targetRT, finalResolvedTarget); RenderTargetManager.ReleaseRenderTargetToPool(resolvedTemporal); RenderTargetManager.ReleaseRenderTargetToPool(postEffectSurfacePong); } }