Пример #1
0
        internal void Resize(int width, int height, int samplesNum, int samplesQuality)
        {
            Release();

            m_samplesCount   = samplesNum;
            m_samplesQuality = samplesQuality;

            MyDepthStencilManager dsManager = MyManagers.DepthStencils;

            m_depthStencil = dsManager.CreateDepthStencil("MyGBuffer.DepthStencil", width, height, samplesCount: samplesNum, samplesQuality: samplesQuality);
            if (MyRender11.MultisamplingEnabled)
            {
                m_resolvedDepthStencil = dsManager.CreateDepthStencil("MyGBuffer.ResolvedDepth", width, height);
            }

            MyRwTextureManager rwManager = MyManagers.RwTextures;

            m_gbuffer0 = rwManager.CreateRtv("MyGBuffer.GBuffer0", width, height, Format.R8G8B8A8_UNorm_SRgb,
                                             samplesNum, samplesQuality);
            m_gbuffer1 = rwManager.CreateRtv("MyGBuffer.GBuffer1", width, height, Format.R10G10B10A2_UNorm,
                                             samplesNum, samplesQuality);
            m_gbuffer2 = rwManager.CreateRtv("MyGBuffer.GBuffer2", width, height, Format.R8G8B8A8_UNorm,
                                             samplesNum, samplesQuality);
            m_lbuffer = rwManager.CreateRtv("MyGBuffer.LBuffer", width, height, LBufferFormat,
                                            samplesNum, samplesQuality);
        }
Пример #2
0
        internal void Release()
        {
            MyDepthStencilManager dsManager = MyManagers.DepthStencils;
            MyRwTextureManager    rwManager = MyManagers.RwTextures;

            dsManager.DisposeTex(ref m_depthStencil);
            rwManager.DisposeTex(ref m_gbuffer0);
            rwManager.DisposeTex(ref m_gbuffer1);
            rwManager.DisposeTex(ref m_gbuffer2);
            rwManager.DisposeTex(ref m_lbuffer);
        }
Пример #3
0
        internal static void Resize(int width, int height, int samplesNum, int samplesQuality)
        {
            MyDepthStencilManager dsManager = MyManagers.DepthStencils;

            dsManager.DisposeTex(ref m_resolvedDepth);
            m_resolvedDepth = dsManager.CreateDepthStencil("MyScreenDependants.ResolvedDepth", width, height);

            MyRwTextureManager texManager = MyManagers.RwTextures;

            texManager.DisposeTex(ref m_ambientOcclusionHelper);
            m_ambientOcclusionHelper = texManager.CreateRtv("MyScreenDependants.AmbientOcclusionHelper", width, height, Format.R8_UNorm, 1, 0);
            texManager.DisposeTex(ref m_ambientOcclusion);
            m_ambientOcclusion = texManager.CreateRtv("MyScreenDependants.AmbientOcclusion", width, height, Format.R8_UNorm, 1, 0);

            TilesX   = (width + MyLightRendering.TILE_SIZE - 1) / MyLightRendering.TILE_SIZE;
            TilesY   = ((height + MyLightRendering.TILE_SIZE - 1) / MyLightRendering.TILE_SIZE);
            TilesNum = TilesX * TilesY;
            if (m_tileIndices != null)
            {
                m_tileIndices.Release();
            }
            m_tileIndices = new MyRWStructuredBuffer(TilesNum + TilesNum * MyRender11Constants.MAX_POINT_LIGHTS, sizeof(uint), MyRWStructuredBuffer.UavType.Default, true, "MyScreenDependants::tileIndices");
        }