private static int GetShaderKey(MyBlurDensityFunctionType densityFunctionType, int maxOffset, bool copyOnStencilFail, bool useDepthDiscard) { return (copyOnStencilFail ? 1 : 0) << 31 | (useDepthDiscard ? 1 : 0) << 30 | (((int)densityFunctionType + 1) << 15) | (maxOffset); }
private static int GetShaderKey(MyBlurDensityFunctionType densityFunctionType, int maxOffset, bool copyOnStencilFail, bool useDepthDiscard) { return((copyOnStencilFail ? 1 : 0) << 31 | (useDepthDiscard ? 1 : 0) << 30 | (((int)densityFunctionType + 1) << 15) | (maxOffset)); }
internal static void Run(RenderTargetView renderTarget, RenderTargetView intermediateRenderTarget, ShaderResourceView intermediateResourceView, ShaderResourceView initialResourceView, int maxOffset = 5, MyBlurDensityFunctionType densityFunctionType = MyBlurDensityFunctionType.Gaussian, float WeightParameter = 1.5f, DepthStencilState depthStencilState = null, int stencilRef = 0x0, bool copyOnStencilFail = false, float depthDiscardThreshold = 0.0f, MyViewport?viewport = null) { ProfilerShort.Begin("MyBlur.Run"); MyGpuProfiler.IC_BeginBlock("MyBlur.Run"); Debug.Assert(initialResourceView != null); Debug.Assert(intermediateResourceView != null); Debug.Assert(intermediateRenderTarget != null); Debug.Assert(renderTarget != null); int shaderKey = InitShaders(densityFunctionType, maxOffset, copyOnStencilFail, depthDiscardThreshold); RC.DeviceContext.PixelShader.SetConstantBuffer(5, m_blurConstantBuffer); BlurConstants constants = new BlurConstants { DistributionWeight = WeightParameter, StencilRef = stencilRef, }; var mapping = MyMapping.MapDiscard(m_blurConstantBuffer); mapping.WriteAndPosition(ref constants); mapping.Unmap(); // Horizontal pass MyRender11.DeviceContext.ClearRenderTargetView(intermediateRenderTarget, Color4.White); RC.DeviceContext.OutputMerger.SetTargets(intermediateRenderTarget); RC.SetDS(depthStencilState, stencilRef); RC.DeviceContext.PixelShader.SetShaderResource(0, MyGBuffer.Main.DepthStencil.m_SRV_depth); RC.DeviceContext.PixelShader.SetShaderResource(4, MyGBuffer.Main.DepthStencil.m_SRV_stencil); RC.DeviceContext.PixelShader.SetShaderResource(5, initialResourceView); RC.SetPS(m_blurShaders[shaderKey].Item1); MyScreenPass.DrawFullscreenQuad(viewport); RC.DeviceContext.PixelShader.SetShaderResource(5, null); // Vertical pass MyRender11.DeviceContext.ClearRenderTargetView(renderTarget, Color4.White); RC.DeviceContext.OutputMerger.SetTargets(renderTarget); RC.SetDS(depthStencilState, stencilRef); RC.DeviceContext.PixelShader.SetShaderResource(0, MyGBuffer.Main.DepthStencil.m_SRV_depth); RC.DeviceContext.PixelShader.SetShaderResource(4, MyGBuffer.Main.DepthStencil.m_SRV_stencil); RC.DeviceContext.PixelShader.SetShaderResource(5, intermediateResourceView); RC.SetPS(m_blurShaders[shaderKey].Item2); MyScreenPass.DrawFullscreenQuad(viewport); RC.DeviceContext.PixelShader.SetShaderResource(0, null); RC.DeviceContext.PixelShader.SetShaderResource(4, null); RC.DeviceContext.PixelShader.SetShaderResource(5, null); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); }
internal static void Run(RenderTargetView renderTarget, RenderTargetView intermediateRenderTarget, ShaderResourceView intermediateResourceView, ShaderResourceView initialResourceView, int maxOffset = 5, MyBlurDensityFunctionType densityFunctionType = MyBlurDensityFunctionType.Gaussian, float WeightParameter = 1.5f, DepthStencilState depthStencilState = null, int stencilRef = 0x0, bool copyOnStencilFail = false, float depthDiscardThreshold = 0.0f, MyViewport? viewport = null) { ProfilerShort.Begin("MyBlur.Run"); MyGpuProfiler.IC_BeginBlock("MyBlur.Run"); Debug.Assert(initialResourceView != null); Debug.Assert(intermediateResourceView != null); Debug.Assert(intermediateRenderTarget != null); Debug.Assert(renderTarget != null); int shaderKey = InitShaders(densityFunctionType, maxOffset, copyOnStencilFail, depthDiscardThreshold); RC.DeviceContext.PixelShader.SetConstantBuffer(5, m_blurConstantBuffer); BlurConstants constants = new BlurConstants { DistributionWeight = WeightParameter, StencilRef = stencilRef, }; var mapping = MyMapping.MapDiscard(m_blurConstantBuffer); mapping.WriteAndPosition(ref constants); mapping.Unmap(); // Horizontal pass MyRender11.DeviceContext.ClearRenderTargetView(intermediateRenderTarget, Color4.White); RC.DeviceContext.OutputMerger.SetTargets(intermediateRenderTarget); RC.SetDS(depthStencilState, stencilRef); RC.DeviceContext.PixelShader.SetShaderResource(0, MyGBuffer.Main.DepthStencil.m_SRV_depth); RC.DeviceContext.PixelShader.SetShaderResource(4, MyGBuffer.Main.DepthStencil.m_SRV_stencil); RC.DeviceContext.PixelShader.SetShaderResource(5, initialResourceView); RC.SetPS(m_blurShaders[shaderKey].Item1); MyScreenPass.DrawFullscreenQuad(viewport); RC.DeviceContext.PixelShader.SetShaderResource(5, null); // Vertical pass MyRender11.DeviceContext.ClearRenderTargetView(renderTarget, Color4.White); RC.DeviceContext.OutputMerger.SetTargets(renderTarget); RC.SetDS(depthStencilState, stencilRef); RC.DeviceContext.PixelShader.SetShaderResource(0, MyGBuffer.Main.DepthStencil.m_SRV_depth); RC.DeviceContext.PixelShader.SetShaderResource(4, MyGBuffer.Main.DepthStencil.m_SRV_stencil); RC.DeviceContext.PixelShader.SetShaderResource(5, intermediateResourceView); RC.SetPS(m_blurShaders[shaderKey].Item2); MyScreenPass.DrawFullscreenQuad(viewport); RC.DeviceContext.PixelShader.SetShaderResource(0, null); RC.DeviceContext.PixelShader.SetShaderResource(4, null); RC.DeviceContext.PixelShader.SetShaderResource(5, null); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); }
private static int InitShaders(MyBlurDensityFunctionType densityFunctionType, int maxOffset, float depthDiscardThreshold) { bool useDepthDiscard = depthDiscardThreshold > 0; int shaderKey = GetShaderKey(densityFunctionType, maxOffset, useDepthDiscard); if(!m_blurShaders.ContainsKey(shaderKey)) { ShaderMacro depthMacro = new ShaderMacro(useDepthDiscard ? "DEPTH_DISCARD_THRESHOLD" : "", useDepthDiscard ? depthDiscardThreshold : 1); var macrosHorizontal = new[] { new ShaderMacro("HORIZONTAL_PASS", null), new ShaderMacro("MAX_OFFSET", maxOffset), new ShaderMacro("DENSITY_FUNCTION", (int)densityFunctionType), depthMacro }; var macrosVertical = new[] { new ShaderMacro("VERTICAL_PASS", null), new ShaderMacro("MAX_OFFSET", maxOffset), new ShaderMacro("DENSITY_FUNCTION", (int)densityFunctionType), depthMacro }; var shaderPair = MyTuple.Create(MyShaders.CreatePs("Postprocess/Blur.hlsl", macrosHorizontal), MyShaders.CreatePs("Postprocess/Blur.hlsl", macrosVertical)); m_blurShaders.Add(shaderKey, shaderPair); } return shaderKey; }
private static int InitShaders(MyBlurDensityFunctionType densityFunctionType, int maxOffset, float depthDiscardThreshold) { bool useDepthDiscard = depthDiscardThreshold > 0; int shaderKey = GetShaderKey(densityFunctionType, maxOffset, useDepthDiscard); if (!m_blurShaders.ContainsKey(shaderKey)) { ShaderMacro depthMacro = new ShaderMacro(useDepthDiscard ? "DEPTH_DISCARD_THRESHOLD" : "", useDepthDiscard ? depthDiscardThreshold : 1); var macrosHorizontal = new[] { new ShaderMacro("HORIZONTAL_PASS", null), new ShaderMacro("MAX_OFFSET", maxOffset), new ShaderMacro("DENSITY_FUNCTION", (int)densityFunctionType), depthMacro }; var macrosVertical = new[] { new ShaderMacro("VERTICAL_PASS", null), new ShaderMacro("MAX_OFFSET", maxOffset), new ShaderMacro("DENSITY_FUNCTION", (int)densityFunctionType), depthMacro }; var shaderPair = MyTuple.Create(MyShaders.CreatePs("Postprocess/Blur.hlsl", macrosHorizontal), MyShaders.CreatePs("Postprocess/Blur.hlsl", macrosVertical)); m_blurShaders.Add(shaderKey, shaderPair); } return(shaderKey); }
/// <param name="clearColor">Color used to clear render targets. Defaults to black</param> internal static void Run(IRtvBindable renderTarget, IRtvTexture intermediate, ISrvBindable initialResourceView, int maxOffset = 5, MyBlurDensityFunctionType densityFunctionType = MyBlurDensityFunctionType.Gaussian, float WeightParameter = 1.5f, IDepthStencilState depthStencilState = null, int stencilRef = 0x0, Color4 clearColor = default(Color4), float depthDiscardThreshold = 0.0f, MyViewport? viewport = null) { ProfilerShort.Begin("MyBlur.Run"); MyGpuProfiler.IC_BeginBlock("MyBlur.Run"); Debug.Assert(initialResourceView != null); Debug.Assert(intermediate != null); Debug.Assert(renderTarget != null); int shaderKey = InitShaders(densityFunctionType, maxOffset, depthDiscardThreshold); RC.PixelShader.SetConstantBuffer(5, m_blurConstantBuffer); BlurConstants constants = new BlurConstants { DistributionWeight = WeightParameter, StencilRef = stencilRef, }; var mapping = MyMapping.MapDiscard(m_blurConstantBuffer); mapping.WriteAndPosition(ref constants); mapping.Unmap(); // Horizontal pass // NOTE: DepthStencilState is not used here because the resulted target // would not be usable to perform vertical pass. DepthStencil is stil // bindinded as SRV since it is sampled in the shader RC.ClearRtv(intermediate, clearColor); RC.SetRtv(intermediate); RC.PixelShader.SetSrv(0, MyGBuffer.Main.DepthStencil.SrvDepth); RC.PixelShader.SetSrv(4, MyGBuffer.Main.DepthStencil.SrvStencil); RC.SetDepthStencilState(MyDepthStencilStateManager.IgnoreDepthStencil); RC.PixelShader.SetSrv(5, initialResourceView); RC.PixelShader.Set(m_blurShaders[shaderKey].Item1); MyScreenPass.DrawFullscreenQuad(viewport); RC.PixelShader.SetSrv(5, null); // Vertical pass RC.ClearRtv(renderTarget, clearColor); if (depthStencilState == null) { RC.SetRtv(renderTarget); } else { RC.SetDepthStencilState(depthStencilState, stencilRef); RC.SetRtv(MyGBuffer.Main.DepthStencil, MyDepthStencilAccess.ReadOnly, renderTarget); } RC.PixelShader.SetSrv(5, intermediate); RC.PixelShader.Set(m_blurShaders[shaderKey].Item2); MyScreenPass.DrawFullscreenQuad(viewport); RC.PixelShader.SetSrv(0, null); RC.PixelShader.SetSrv(4, null); RC.PixelShader.SetSrv(5, null); RC.SetRtv(null); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); }
/// <param name="clearColor">Color used to clear render targets. Defaults to black</param> internal static void Run(IRtvBindable renderTarget, IRtvTexture intermediate, ISrvBindable initialResourceView, int maxOffset = 5, MyBlurDensityFunctionType densityFunctionType = MyBlurDensityFunctionType.Gaussian, float WeightParameter = 1.5f, IDepthStencilState depthStencilState = null, int stencilRef = 0x0, Color4 clearColor = default(Color4), float depthDiscardThreshold = 0.0f, MyViewport?viewport = null) { ProfilerShort.Begin("MyBlur.Run"); MyGpuProfiler.IC_BeginBlock("MyBlur.Run"); Debug.Assert(initialResourceView != null); Debug.Assert(intermediate != null); Debug.Assert(renderTarget != null); int shaderKey = InitShaders(densityFunctionType, maxOffset, depthDiscardThreshold); RC.PixelShader.SetConstantBuffer(5, m_blurConstantBuffer); BlurConstants constants = new BlurConstants { DistributionWeight = WeightParameter, StencilRef = stencilRef, }; var mapping = MyMapping.MapDiscard(m_blurConstantBuffer); mapping.WriteAndPosition(ref constants); mapping.Unmap(); // Horizontal pass // NOTE: DepthStencilState is not used here because the resulted target // would not be usable to perform vertical pass. DepthStencil is stil // bindinded as SRV since it is sampled in the shader RC.ClearRtv(intermediate, clearColor); RC.SetRtv(intermediate); RC.PixelShader.SetSrv(0, MyGBuffer.Main.DepthStencil.SrvDepth); RC.PixelShader.SetSrv(4, MyGBuffer.Main.DepthStencil.SrvStencil); RC.SetDepthStencilState(MyDepthStencilStateManager.IgnoreDepthStencil); RC.PixelShader.SetSrv(5, initialResourceView); RC.PixelShader.Set(m_blurShaders[shaderKey].Item1); MyScreenPass.DrawFullscreenQuad(viewport); RC.PixelShader.SetSrv(5, null); // Vertical pass RC.ClearRtv(renderTarget, clearColor); if (depthStencilState == null) { RC.SetRtv(renderTarget); } else { RC.SetDepthStencilState(depthStencilState, stencilRef); RC.SetRtv(MyGBuffer.Main.DepthStencil, MyDepthStencilAccess.ReadOnly, renderTarget); } RC.PixelShader.SetSrv(5, intermediate); RC.PixelShader.Set(m_blurShaders[shaderKey].Item2); MyScreenPass.DrawFullscreenQuad(viewport); RC.PixelShader.SetSrv(0, null); RC.PixelShader.SetSrv(4, null); RC.PixelShader.SetSrv(5, null); RC.SetRtv(null); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); }