示例#1
0
 public void ReCreateCBuffer(CRenderContext rc, CGfxEffect effect, bool FlushVars)
 {
     if (effect.CacheData.PerInstanceId != UInt32.MaxValue)
     {
         bool recreateCB = false;
         if (mCBuffer != null)
         {
             var desc = new CConstantBufferDesc();
             effect.ShaderProgram.GetCBufferDesc(effect.CacheData.PerInstanceId, ref desc);
             if (mCBuffer.Size != desc.Size)
             {
                 recreateCB = true;
             }
             else
             {
                 recreateCB = !mCBuffer.IsSameVars(effect.ShaderProgram, effect.CacheData.PerInstanceId);
             }
         }
         else
         {
             recreateCB = true;
         }
         if (recreateCB)
         {
             mCBuffer = rc.CreateConstantBuffer(effect.ShaderProgram, effect.CacheData.PerInstanceId);
             MtlInst.SetCBufferVars(CBuffer);
         }
         else if (FlushVars)
         {
             MtlInst.SetCBufferVars(CBuffer);
         }
     }
 }
示例#2
0
        public bool Init(CRenderContext rc, bool autoFlush)
        {
            mSceneRenderLayer = new CGfxRenderLayer[(int)ERenderLayer.RL_Num];
            for (int i = 0; i < mSceneRenderLayer.Length; i++)
            {
                mSceneRenderLayer[i] = new CGfxRenderLayer();
            }

            var shaderProgram = CEngine.Instance.EffectManager.DefaultEffect.ShaderProgram;

            CEngine.Instance.EffectManager.DefaultEffect.PreUse((succsessed) =>
            {
                var cbIndex = CEngine.Instance.EffectManager.DefaultEffect.CacheData.CBID_Camera;
                mCBuffer    = rc.CreateConstantBuffer(shaderProgram, cbIndex);
                if (mCBuffer == null)
                {
#if DEBUG
                    System.Diagnostics.Debug.Assert(false);
#endif
                }

                //mCBuffer.AutoFlush = autoFlush;
                SDK_GfxCamera_BindConstBuffer(CoreObject, mCBuffer.CoreObject);
            });
            return(true);
        }
示例#3
0
        public async System.Threading.Tasks.Task <bool> Init(CRenderContext RHICtx, CSwapChain SwapChain,
                                                             CGfxScreenViewDesc ViewInfo, CGfxShadingEnv ShadingEnv, CGfxMaterialInstance MtlInst, CGfxMesh ViewportMesh)
        {
            if (ShadingEnv == null)
            {
                return(false);
            }
            if (ViewportMesh == null)
            {
                var ScreenAlignedTriangle = CEngine.Instance.MeshPrimitivesManager.GetMeshPrimitives(RHICtx, CEngineDesc.ScreenAlignedTriangleName, true);
                ViewportMesh = CEngine.Instance.MeshManager.CreateMesh(RHICtx, ScreenAlignedTriangle);
                ViewportMesh.SetMaterialInstance(RHICtx, 0, await CEngine.Instance.MaterialInstanceManager.GetMaterialInstanceAsync(RHICtx,
                                                                                                                                    RName.GetRName("Material/defaultmaterial.instmtl")),
                                                 CEngine.Instance.PrebuildPassData.DefaultShadingEnvs);
                //await ViewportMesh.AwaitEffects();
            }
            mViewInfo = ViewInfo;

            mViewport          = new CViewport();
            mViewport.Width    = ViewInfo.Width;
            mViewport.Height   = ViewInfo.Height;
            mViewport.TopLeftX = 0.0f;
            mViewport.TopLeftY = 0.0f;
            mViewport.MinDepth = 0.0f;
            mViewport.MaxDepth = 1.0f;

            var ShaderProgram = CEngine.Instance.EffectManager.DefaultEffect.ShaderProgram;

            mScreenViewCB = RHICtx.CreateConstantBuffer(ShaderProgram, CEngine.Instance.EffectManager.DefaultEffect.CacheData.CBID_View);
            if (mScreenViewCB == null)
            {
                return(false);
            }

            mIDViewportSizeAndRcp       = mScreenViewCB.FindVar("gViewportSizeAndRcp");
            mID_SunPosNDC               = mScreenViewCB.FindVar("gSunPosNDC");
            mID_DirLightColor_Intensity = mScreenViewCB.FindVar("gDirLightColor_Intensity");
            mID_AoParam = mScreenViewCB.FindVar("gAoParam");

            CRasterizerStateDesc RSDesc = new CRasterizerStateDesc();

            RSDesc.InitForCustom();
            mRasterState = CEngine.Instance.RasterizerStateManager.GetRasterizerState(RHICtx, RSDesc);

            CDepthStencilStateDesc DSSDesc = new CDepthStencilStateDesc();

            DSSDesc.InitForCustomLayers();
            mDepthStencilState = CEngine.Instance.DepthStencilStateManager.GetDepthStencilState(RHICtx, DSSDesc);

            CBlendStateDesc BlendDesc = new CBlendStateDesc();

            BlendDesc.InitForCustomLayers();
            mBlendState = CEngine.Instance.BlendStateManager.GetBlendState(RHICtx, BlendDesc);

            mPass = RHICtx.CreatePass();
            if (false == await mPass.InitPassForViewportView(RHICtx, ShadingEnv, MtlInst, ViewportMesh))
            {
                return(false);
            }

            return(OnResize(RHICtx, SwapChain, ViewInfo.Width, ViewInfo.Height));
        }
示例#4
0
        public async System.Threading.Tasks.Task <bool> InitForMultiPassMode(CRenderContext RHICtx, CGfxScreenViewDesc ViewInfo, List <CGfxShadingEnv> ShadingEnvArray,
                                                                             CGfxMaterialInstance MtlInst, CGfxMesh ViewportMesh)
        {
            if (ShadingEnvArray == null)
            {
                return(false);
            }

            if (ViewportMesh == null)
            {
                var RectMesh = CEngine.Instance.MeshPrimitivesManager.GetMeshPrimitives(RHICtx, CEngineDesc.FullScreenRectName, true);
                ViewportMesh = CEngine.Instance.MeshManager.CreateMesh(RHICtx, RectMesh);
                ViewportMesh.SetMaterialInstance(RHICtx, 0, await CEngine.Instance.MaterialInstanceManager.GetMaterialInstanceAsync(RHICtx,
                                                                                                                                    RName.GetRName("Material/defaultmaterial.instmtl")),
                                                 CEngine.Instance.PrebuildPassData.DefaultShadingEnvs);
                //await ViewportMesh.AwaitEffects();
            }
            mViewInfo = ViewInfo;

            mViewport          = new CViewport();
            mViewport.Width    = ViewInfo.Width;
            mViewport.Height   = ViewInfo.Height;
            mViewport.TopLeftX = 0.0f;
            mViewport.TopLeftY = 0.0f;
            mViewport.MinDepth = 0.0f;
            mViewport.MaxDepth = 1.0f;

            var ShaderProgram = CEngine.Instance.EffectManager.DefaultEffect.ShaderProgram;

            mScreenViewCB = RHICtx.CreateConstantBuffer(ShaderProgram, CEngine.Instance.EffectManager.DefaultEffect.CacheData.CBID_View);
            if (mScreenViewCB == null)
            {
                return(false);
            }
            mIDViewportSizeAndRcp = mScreenViewCB.FindVar("gViewportSizeAndRcp");
            mID_SunPosNDC         = mScreenViewCB.FindVar("gSunPosNDC");
            mID_AoParam           = mScreenViewCB.FindVar("gAoParam");

            CRasterizerStateDesc RSDesc = new CRasterizerStateDesc();

            RSDesc.InitForCustom();
            mRasterState = CEngine.Instance.RasterizerStateManager.GetRasterizerState(RHICtx, RSDesc);

            CDepthStencilStateDesc DSSDesc = new CDepthStencilStateDesc();

            DSSDesc.InitForCustomLayers();
            mDepthStencilState = CEngine.Instance.DepthStencilStateManager.GetDepthStencilState(RHICtx, DSSDesc);

            CBlendStateDesc BlendDesc = new CBlendStateDesc();

            BlendDesc.InitForCustomLayers();
            mBlendState = CEngine.Instance.BlendStateManager.GetBlendState(RHICtx, BlendDesc);

            for (UInt32 idx = 0; idx < ShadingEnvArray.Count; idx++)
            {
                var refPass = RHICtx.CreatePass();
                if (false == await refPass.InitPassForViewportView(RHICtx, ShadingEnvArray[(int)idx], MtlInst, ViewportMesh))
                {
                    return(false);
                }
                mPassArray.Add(refPass);
            }

            return(OnResize(RHICtx, null, ViewInfo.Width, ViewInfo.Height));
        }
示例#5
0
        public async System.Threading.Tasks.Task InitPass(CRenderContext rc, Graphics.CGfxMaterialInstance MtlInst = null, bool isSM3 = false)
        {
            if (rc == null)
            {
                rc = CEngine.Instance.RenderContext;
            }

            if (CRenderContext.ShaderModel >= 4)
            {
                UseComputeShader = true;
                Profiler.Log.WriteLine(Profiler.ELogTag.Info, "Graphics", $"GpuDriven: SM = {CRenderContext.ShaderModel},Use ComputeShader");
            }
            else
            {
                UseComputeShader = false;
                Profiler.Log.WriteLine(Profiler.ELogTag.Info, "Graphics", $"GpuDriven: SM = {CRenderContext.ShaderModel},CPU Culling");
            }

            if (rc.ContextCaps.MaxVertexShaderStorageBlocks == 0)
            {
                UseVTF = true;
                Profiler.Log.WriteLine(Profiler.ELogTag.Info, "Graphics", $"GpuDriven: No SSBO in VertexShader,Use VTF");
            }
            else
            {
                UseVTF = false;
                Profiler.Log.WriteLine(Profiler.ELogTag.Info, "Graphics", $"GpuDriven: Use SSBO in VertexShader");
            }
            if (mMergeInstanceSE == null)
            {
                mMergeInstanceSE = mMergeInstanceSE = EngineNS.CEngine.Instance.ShadingEnvManager.GetGfxShadingEnv <CGfxMergeInstanceSE>();
                if (UseVTF)
                {
                    mMergeInstanceSE.SetMacroDefineValue("ENV_USEVTF", "1");
                }
                else
                {
                    mMergeInstanceSE.SetMacroDefineValue("ENV_USEVTF", "0");
                }
            }
            if (MtlInst == null)
            {
                MtlInst = await CEngine.Instance.MaterialInstanceManager.GetMaterialInstanceAsync(rc, RName.GetRName("Material/defaultmaterial.instmtl"));
            }
            if (mPass == null)
            {
                var pass = rc.CreatePass();

                var meshpri = CEngine.Instance.MeshPrimitivesManager.CreateMeshPrimitives(rc, 1);
                EngineNS.Graphics.Mesh.CGfxMeshCooker.MakeRect3D(rc, meshpri);
                //var meshpri = CEngine.Instance.MeshPrimitivesManager.GetMeshPrimitives(rc, CEngineDesc.ScreenAlignedTriangleName, true);
                var ViewportMesh = CEngine.Instance.MeshManager.CreateMesh(rc, meshpri);
                ViewportMesh.SetMaterialInstance(rc, 0, MtlInst,
                                                 CEngine.Instance.PrebuildPassData.DefaultShadingEnvs);

                var affectLights = new List <GamePlay.SceneGraph.GSceneGraph.AffectLight>();
                ViewportMesh.mMeshVars.SetPointLights(affectLights);

                await pass.InitPassForViewportView(rc, mMergeInstanceSE, MtlInst, ViewportMesh);

                mPass = pass;

                var vsDesc = mPass.Effect.ShaderProgram.VertexShader.Desc;

                var tbInfo = new CTextureBindInfo();
                if (vsDesc.GetSRVDesc(vsDesc.FindSRVDesc("AllVertexArray"), ref tbInfo))
                {
                }
                if (vsDesc.GetSRVDesc(vsDesc.FindSRVDesc("MeshInstanceArray"), ref tbInfo))
                {
                }
            }

            //const string CSVersion = "cs_5_0";
            var macros     = new CShaderDefinitions();
            var shaderFile = RName.GetRName("Shaders/Compute/GpuDriven/Cluster.compute", RName.enRNameType.Engine);

            mCS_MeshBatchDesc = rc.CreateShaderDesc(shaderFile, "CSMain_MeshBatch", EShaderType.EST_ComputeShader, macros, CIPlatform.Instance.PlatformType);
            mCS_MeshBatch     = rc.CreateComputeShader(mCS_MeshBatchDesc);

            mCS_ClearBatchArgsDesc = rc.CreateShaderDesc(shaderFile, "CSMain_ClearBatchArgs", EShaderType.EST_ComputeShader, macros, CIPlatform.Instance.PlatformType);
            mCS_ClearBatchArgs     = rc.CreateComputeShader(mCS_ClearBatchArgsDesc);

            var cbIndex = mCS_MeshBatchDesc.FindCBufferDesc("cbMeshBatch");

            if (cbIndex != uint.MaxValue)
            {
                mCBMeshBatch = rc.CreateConstantBuffer(mCS_MeshBatchDesc, cbIndex);
            }
        }