Exemplo n.º 1
0
        protected internal unsafe override void Execute(ParallelizationProvider pp)
        {
            // See if we need to resize the depth buffer
            Vector2 viewportDimensions = output.SizePixels;

            if (viewportDimensions.X < 1f || viewportDimensions.Y < 1f)
            {
                return;
            }
            uint viewportX = (uint)viewportDimensions.X;
            uint viewportY = (uint)viewportDimensions.Y;

            if (shadowBuffer == null || shadowBufferDSV == null || shadowBufferDSV.ResourceOrViewDisposed ||
                shadowBufferSRV == null || shadowBufferSRV.ResourceOrViewDisposed ||
                shadowBuffer.Width != viewportX || shadowBuffer.Height != viewportY)
            {
                if (shadowBufferDSV != null && !shadowBufferDSV.IsDisposed)
                {
                    shadowBufferDSV.Dispose();
                }
                if (shadowBuffer != null && !shadowBuffer.IsDisposed)
                {
                    shadowBuffer.Dispose();
                }
                shadowBuffer    = shadowBufferBuilder.WithWidth(viewportX).WithHeight(viewportY);
                shadowBufferDSV = shadowBuffer.CreateDepthStencilView <TexelFormat.DepthStencil>(0U);
                shadowBufferSRV = shadowBuffer.CreateView <TexelFormat.R24UnormX8Typeless>(0U, 1U);
            }

            // Clear the depth buffer
            QueueRenderCommand(RenderCommand.ClearDepthStencil(shadowBufferDSV));

            List <GeometryCache> activeCaches = GeometryCache.ActiveCaches;

            foreach (GeometryCache c in activeCaches)
            {
                // Set view/proj matrix
                Matrix vpMat    = (*((Matrix *)lightCam.GetRecalculatedViewMatrix()) * *((Matrix *)Output.GetRecalculatedProjectionMatrix(lightCam))).Transpose;
                byte * vpMapPtr = (byte *)&vpMat;
                shadowVS.ViewProjMatBinding.SetValue(vpMapPtr);

                // Set state for current cache
                cpuInstanceBufferCurIndex = 0;
                List <SceneLayer> allEnabledLayers = Scene.EnabledLayers;
                uint maxLayer = 0U;
                for (int i = 0; i < allEnabledLayers.Count; ++i)
                {
                    if (allEnabledLayers[i].Index > maxLayer)
                    {
                        maxLayer = allEnabledLayers[i].Index;
                    }
                }
                if (allEnabledLayers.Count > 0 && currentSceneLayers.Length <= maxLayer)
                {
                    currentSceneLayers = new SceneLayer[maxLayer + 1U];
                }
                Array.Clear(currentSceneLayers, 0, currentSceneLayers.Length);
                foreach (SceneLayer layer in allEnabledLayers)
                {
                    currentSceneLayers[layer.Index] = layer;
                }
                currentCache = c;
                ++frameNum;
                Thread.MemoryBarrier();
                currentInstanceData = currentCache.GetModelInstanceData();

                // Set up each thread
                pp.InvokeOnAll(setUpCacheForLocalThreadAct, true);                 // membar here

                // Iterate all model instances (ordered by material)
                pp.Execute((int)currentInstanceData.Length, (int)(currentInstanceData.Length / (pp.NumThreads << 3)) + 1, renderCacheIterateMatAct);

                // Set instance buffer and write to it
                if (gpuInstanceBuffer == null || gpuInstanceBuffer.Length < cpuInstanceBuffer.Length)
                {
                    if (gpuInstanceBuffer != null)
                    {
                        gpuInstanceBuffer.Dispose();
                    }
                    gpuInstanceBuffer = gpuInstanceBufferBuilder.WithLength((uint)cpuInstanceBuffer.Length).Create();
                }
                gpuInstanceBuffer.DiscardWrite(cpuInstanceBuffer);                 // Happens immediately (required)

                // Set instance buffer and flush all commands, first on immediate context, then on each deferred
                SetInstanceBufferAndFlushCommands();
                pp.InvokeOnAll(setInstanceBufferAndFlushCommandsAct, false);
            }
        }