internal void GatherArray(RwTexId postprocessTarget, RwTexId cascadeArray, MyProjectionInfo[] cascadeInfo, ConstantsBufferId cascadeConstantBuffer) { if (!MyRenderProxy.Settings.EnableShadows) { return; } MarkCascadesInStencil(cascadeInfo); MyGpuProfiler.IC_BeginBlock("Cascades postprocess"); MyRenderContext renderContext = MyRenderContext.Immediate; DeviceContext deviceContext = renderContext.DeviceContext; renderContext.SetCS(m_gatherCS); ComputeShaderId.TmpUav[0] = postprocessTarget.Uav; deviceContext.ComputeShader.SetUnorderedAccessViews(0, ComputeShaderId.TmpUav, ComputeShaderId.TmpCount); deviceContext.ComputeShader.SetShaderResource(0, MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth.m_SRV_depth : MyGBuffer.Main.DepthStencil.m_SRV_depth); deviceContext.ComputeShader.SetShaderResource(1, MyGBuffer.Main.DepthStencil.m_SRV_stencil); deviceContext.ComputeShader.SetSampler(MyCommon.SHADOW_SAMPLER_SLOT, MyRender11.m_shadowmapSamplerState); deviceContext.ComputeShader.SetConstantBuffer(0, MyCommon.FrameConstants); deviceContext.ComputeShader.SetConstantBuffer(4, cascadeConstantBuffer); deviceContext.ComputeShader.SetShaderResource(MyCommon.CASCADES_SM_SLOT, cascadeArray.ShaderView); deviceContext.Dispatch(m_threadGroupCountX, m_threadGroupCountY, 1); ComputeShaderId.TmpUav[0] = null; renderContext.DeviceContext.ComputeShader.SetUnorderedAccessViews(0, ComputeShaderId.TmpUav, ComputeShaderId.TmpCount); deviceContext.ComputeShader.SetShaderResource(0, null); if (MyRender11.Settings.EnableShadowBlur) { MyBlur.Run(postprocessTarget.Rtv, MyRender11.CascadesHelper.Rtv, MyRender11.CascadesHelper.ShaderView, postprocessTarget.ShaderView, depthDiscardThreshold: 0.2f); } MyGpuProfiler.IC_EndBlock(); }
internal void GatherArray(RwTexId postprocessTarget, RwTexId cascadeArray, MyProjectionInfo[] cascadeInfo, ConstantsBufferId cascadeConstantBuffer) { if (!MyRenderProxy.Settings.EnableShadows || !MyRender11.DebugOverrides.Shadows) { return; } MarkCascadesInStencil(cascadeInfo); MyGpuProfiler.IC_BeginBlock("Cascades postprocess"); MyRenderContext renderContext = MyRenderContext.Immediate; DeviceContext deviceContext = renderContext.DeviceContext; MyShadowsQuality shadowsQuality = MyRender11.RenderSettings.ShadowQuality.GetShadowsQuality(); if (shadowsQuality == MyShadowsQuality.LOW) { renderContext.SetCS(m_gatherCS_LD); } else if (shadowsQuality == MyShadowsQuality.MEDIUM) { renderContext.SetCS(m_gatherCS_MD); } else if (shadowsQuality == MyShadowsQuality.HIGH) { renderContext.SetCS(m_gatherCS_HD); } ComputeShaderId.TmpUav[0] = postprocessTarget.Uav; deviceContext.ComputeShader.SetUnorderedAccessViews(0, ComputeShaderId.TmpUav, ComputeShaderId.TmpCount); deviceContext.ComputeShader.SetShaderResource(0, MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth.m_SRV_depth : MyGBuffer.Main.DepthStencil.m_SRV_depth); deviceContext.ComputeShader.SetShaderResource(1, MyGBuffer.Main.DepthStencil.m_SRV_stencil); deviceContext.ComputeShader.SetSampler(MyCommon.SHADOW_SAMPLER_SLOT, SamplerStates.m_shadowmap); if (!MyStereoRender.Enable) { deviceContext.ComputeShader.SetConstantBuffer(0, MyCommon.FrameConstants); } else { MyStereoRender.CSBindRawCB_FrameConstants(renderContext); } deviceContext.ComputeShader.SetConstantBuffer(4, cascadeConstantBuffer); deviceContext.ComputeShader.SetShaderResource(MyCommon.CASCADES_SM_SLOT, cascadeArray.SRV); Vector2I threadGroups = GetThreadGroupCount(); deviceContext.Dispatch(threadGroups.X, threadGroups.Y, 1); ComputeShaderId.TmpUav[0] = null; renderContext.DeviceContext.ComputeShader.SetUnorderedAccessViews(0, ComputeShaderId.TmpUav, ComputeShaderId.TmpCount); deviceContext.ComputeShader.SetShaderResource(0, null); deviceContext.ComputeShader.SetShaderResource(1, null); if (shadowsQuality == MyShadowsQuality.HIGH && MyRender11.Settings.EnableShadowBlur) { MyBlur.Run(postprocessTarget.Rtv, MyRender11.CascadesHelper.Rtv, MyRender11.CascadesHelper.SRV, postprocessTarget.SRV, depthDiscardThreshold: 0.2f); } MyGpuProfiler.IC_EndBlock(); }