示例#1
0
        static void DrawDeinterleavedDepth(MyViewport viewport)
        {
            var qViewport = GetQuarterViewport(viewport);

            RC.PixelShader.Set(m_deinterleaveDepthPS);
            RC.PixelShader.SetSrv(0, m_fullResViewDepthTarget);

            var rtvs = new IRtvBindable[MAX_NUM_MRTS];

            for (int sliceIndex = 0; sliceIndex < NUM_SLICES; sliceIndex += MAX_NUM_MRTS)
            {
                for (int i = 0; i < MAX_NUM_MRTS; i++)
                {
                    rtvs[i] = m_quarterResViewDepthTextureArray.SubresourceRtv(sliceIndex + i);
                }
                RC.SetRtvs(rtvs);
                RC.PixelShader.SetConstantBuffer(1, m_perPassCBs[sliceIndex]);

                MyScreenPass.DrawFullscreenQuad(qViewport);
            }
        }
示例#2
0
        static void DrawCoarseAO(MyGBuffer gbuffer, MyViewport viewport)
        {
            var qViewport = GetQuarterViewport(viewport);

            RC.PixelShader.Set(m_coarseAOPS);
            RC.PixelShader.SetSamplers(0, Params.DepthClampToEdge ? MySamplerStateManager.PointHBAOClamp : MySamplerStateManager.PointHBAOBorder);
            RC.PixelShader.SetSamplers(1, MySamplerStateManager.PointHBAOClamp);
            RC.PixelShader.SetSrv(1, gbuffer.GBuffer1);

            for (int sliceIndex = 0; sliceIndex < NUM_SLICES; ++sliceIndex)
            {
                RC.PixelShader.SetSrv(0, m_quarterResViewDepthTextureArray.SubresourceSrv(sliceIndex));

                RC.PixelShader.SetConstantBuffer(1, m_perPassCBs[sliceIndex]);
                RC.GeometryShader.SetConstantBuffer(1, m_perPassCBs[sliceIndex]);

                RC.SetRtv(m_quarterResAOTextureArray.SubresourceRtv(sliceIndex));
                MyScreenPass.DrawFullscreenQuad(qViewport);
            }

            RC.GeometryShader.Set(null);
        }