internal static void CreateScreenResources() { var width = m_resolution.X; var height = m_resolution.Y; var samples = RenderSettings.AntialiasingMode.SamplesCount(); if (MyGBuffer.Main == null) { MyGBuffer.Main = new MyGBuffer(); } MyGBuffer.Main.Resize(width, height, samples, 0); MyScreenDependants.Resize(width, height, samples, 0); RemoveScreenResources(); m_resolvedLight = new MyRenderTarget(width, height, Format.R11G11B10_Float, 1, 0); m_reduce0 = new MyUnorderedAccessTexture(width, height, Format.R32G32_Float); m_reduce0.SetDebugName("reduce0"); m_reduce1 = new MyUnorderedAccessTexture(width, height, Format.R32G32_Float); m_reduce1.SetDebugName("reduce1"); m_uav3 = new MyUnorderedAccessTexture(width, height, Format.R11G11B10_Float); m_localLum = new MyUnorderedAccessTexture( (width + MyLuminanceAverage.NumThreads - 1) / MyLuminanceAverage.NumThreads, (height + MyLuminanceAverage.NumThreads - 1) / MyLuminanceAverage.NumThreads, Format.R32_Float); m_div2 = new MyUnorderedAccessTexture(width / 2, height / 2, Format.R11G11B10_Float); m_div4 = new MyUnorderedAccessTexture(width / 4, height / 4, Format.R11G11B10_Float); m_div8 = new MyUnorderedAccessTexture(width / 8, height / 8, Format.R11G11B10_Float); m_div8_1 = new MyUnorderedAccessTexture(width / 8, height / 8, Format.R11G11B10_Float); m_rgba8_linear = new MyUnorderedAccessTexture(width, height, Format.R8G8B8A8_UNorm); m_rgba8_0 = new MyCustomTexture(width, height, BindFlags.RenderTarget | BindFlags.ShaderResource, Format.R8G8B8A8_Typeless); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm, View = MyViewEnum.RtvView }); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.RtvView }); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView }); m_rgba8_1 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0); m_rgba8_2 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0); if (samples > 1) { m_rgba8_ms = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, samples, 0); } m_prevLum = new MyUnorderedAccessTexture(1, 1, Format.R32G32_Float); Debug.Assert(m_shadowsHelper == RwTexId.NULL); m_shadowsHelper = MyRwTextures.CreateUav2D(width, height, Format.R8_UNorm, "cascade shadows gather"); m_shadowsHelper1 = MyRwTextures.CreateUav2D(width, height, Format.R8_UNorm, "cascade shadows gather 2"); m_gbuffer1Copy = MyRwTextures.CreateScratch2D(width, height, Format.R8G8B8A8_UNorm, samples, 0, "gbuffer 1 copy"); }
internal static void CreateScreenResources() { var width = m_resolution.X; var height = m_resolution.Y; var samples = RenderSettings.AntialiasingMode.SamplesCount(); MyUtils.Init(ref MyGBuffer.Main); MyGBuffer.Main.Resize(width, height, samples, 0); MyScreenDependants.Resize(width, height, samples, 0); RemoveScreenResources(); m_reduce0 = new MyUnorderedAccessTexture(width, height, Format.R32G32_Float); m_reduce0.SetDebugName("reduce0"); m_reduce1 = new MyUnorderedAccessTexture(width, height, Format.R32G32_Float); m_reduce1.SetDebugName("reduce1"); m_uav3 = new MyUnorderedAccessTexture(width, height, MyGBuffer.LBufferFormat); m_transparencyAccum = new MyUnorderedAccessTexture(width, height, Format.R16G16B16A16_Float); m_transparencyCoverage = new MyUnorderedAccessTexture(width, height, Format.R8_UNorm); HalfScreenUavHDR = new MyUnorderedAccessTexture(width / 2, height / 2, MyGBuffer.LBufferFormat); QuarterScreenUavHDR = new MyUnorderedAccessTexture(width / 4, height / 4, MyGBuffer.LBufferFormat); EighthScreenUavHDR = new MyUnorderedAccessTexture(width / 8, height / 8, MyGBuffer.LBufferFormat); EighthScreenUavHDRHelper = new MyUnorderedAccessTexture(width / 8, height / 8, MyGBuffer.LBufferFormat); m_rgba8_linear = new MyUnorderedAccessTexture(width, height, Format.R8G8B8A8_UNorm); m_rgba8_0 = new MyCustomTexture(width, height, BindFlags.RenderTarget | BindFlags.ShaderResource, Format.R8G8B8A8_Typeless); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm, View = MyViewEnum.RtvView }); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.RtvView }); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView }); m_rgba8_1 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0); m_rgba8_2 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0); if (samples > 1) { m_rgba8_ms = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, samples, 0); } m_prevLum = new MyUnorderedAccessTexture(1, 1, Format.R32G32_Float); Debug.Assert(PostProcessedShadows == RwTexId.NULL); Debug.Assert(CascadesHelper == RwTexId.NULL); PostProcessedShadows = MyRwTextures.CreateUavRenderTarget(width, height, Format.R8_UNorm); CascadesHelper = MyRwTextures.CreateRenderTarget(width, height, Format.R8_UNorm); m_gbuffer1Copy = MyRwTextures.CreateScratch2D(width, height, Format.R8G8B8A8_UNorm, samples, 0, "gbuffer 1 copy"); }
internal static void CreateScreenResources() { var width = m_resolution.X; var height = m_resolution.Y; var samples = RenderSettings.AntialiasingMode.SamplesCount(); MyUtils.Init(ref MyGBuffer.Main); MyGBuffer.Main.Resize(width, height, samples, 0); MyScreenDependants.Resize(width, height, samples, 0); RemoveScreenResources(); m_reduce0 = new MyUnorderedAccessTexture(width, height, Format.R32G32_Float); m_reduce0.SetDebugName("reduce0"); m_reduce1 = new MyUnorderedAccessTexture(width, height, Format.R32G32_Float); m_reduce1.SetDebugName("reduce1"); m_uav3 = new MyUnorderedAccessTexture(width, height, MyGBuffer.LBufferFormat); m_transparencyAccum = new MyUnorderedAccessTexture(width, height, Format.R16G16B16A16_Float); m_transparencyCoverage = new MyUnorderedAccessTexture(width, height, Format.R8_UNorm); HalfScreenUavHDR = new MyUnorderedAccessTexture(width / 2, height / 2, MyGBuffer.LBufferFormat); QuarterScreenUavHDR = new MyUnorderedAccessTexture(width / 4, height / 4, MyGBuffer.LBufferFormat); EighthScreenUavHDR = new MyUnorderedAccessTexture(width / 8, height / 8, MyGBuffer.LBufferFormat); EighthScreenUavHDRHelper = new MyUnorderedAccessTexture(width / 8, height / 8, MyGBuffer.LBufferFormat); m_rgba8_linear = new MyUnorderedAccessTexture(width, height, Format.R8G8B8A8_UNorm); m_rgba8_0 = new MyCustomTexture(width, height, BindFlags.RenderTarget | BindFlags.ShaderResource, Format.R8G8B8A8_Typeless); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm, View = MyViewEnum.RtvView }); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.RtvView }); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView }); m_rgba8_1 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0); m_rgba8_2 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0); if (samples > 1) { m_rgba8_ms = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, samples, 0); } m_prevLum = new MyUnorderedAccessTexture(1, 1, Format.R32G32_Float); Debug.Assert(PostProcessedShadows == RwTexId.NULL); Debug.Assert(CascadesHelper == RwTexId.NULL); PostProcessedShadows = MyRwTextures.CreateUavRenderTarget(width, height, Format.R8_UNorm); CascadesHelper = MyRwTextures.CreateRenderTarget(width, height, Format.R8_UNorm); Gbuffer1Copy = new MyUnorderedAccessTexture(width, height, Format.R10G10B10A2_UNorm, samples, 0, "Gbuffer1Copy"); }
internal static void CreateScreenResources() { var width = m_resolution.X; var height = m_resolution.Y; var samples = RenderSettings.AntialiasingMode.SamplesCount(); if(MyGBuffer.Main == null) { MyGBuffer.Main = new MyGBuffer(); } MyGBuffer.Main.Resize(width, height, samples, 0); MyScreenDependants.Resize(width, height, samples, 0); RemoveScreenResources(); m_resolvedLight = new MyRenderTarget(width, height, Format.R11G11B10_Float, 1, 0); m_reduce0 = new MyUnorderedAccessTexture(width, height, Format.R32_Float); m_reduce0.SetDebugName("reduce0"); m_reduce1 = new MyUnorderedAccessTexture(width, height, Format.R32_Float); m_reduce1.SetDebugName("reduce1"); m_uav3 = new MyUnorderedAccessTexture(width, height, Format.R11G11B10_Float); m_localLum = new MyUnorderedAccessTexture( (width + MyLuminanceAverage.NumThreads - 1) / MyLuminanceAverage.NumThreads, (height + MyLuminanceAverage.NumThreads - 1) / MyLuminanceAverage.NumThreads, Format.R32_Float); m_div2 = new MyUnorderedAccessTexture(width / 2, height / 2, Format.R11G11B10_Float); m_div4 = new MyUnorderedAccessTexture(width / 4, height / 4, Format.R11G11B10_Float); m_div8 = new MyUnorderedAccessTexture(width / 8, height / 8, Format.R11G11B10_Float); m_div8_1 = new MyUnorderedAccessTexture(width / 8, height / 8, Format.R11G11B10_Float); m_rgba8_linear = new MyUnorderedAccessTexture(width, height, Format.R8G8B8A8_UNorm); m_rgba8_0 = new MyCustomTexture(width, height, BindFlags.RenderTarget | BindFlags.ShaderResource, Format.R8G8B8A8_Typeless); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm, View = MyViewEnum.RtvView }); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView }); m_rgba8_1 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0); m_prevLum = new MyUnorderedAccessTexture(1, 1, Format.R32_Float); Debug.Assert(m_shadowsHelper == RwTexId.NULL); m_shadowsHelper = MyRwTextures.CreateUav2D(width, height, Format.R8_UNorm, "cascade shadows gather"); m_shadowsHelper1 = MyRwTextures.CreateUav2D(width, height, Format.R8_UNorm, "cascade shadows gather 2"); }