internal static void CreateScreenResources() { var width = m_resolution.X; var height = m_resolution.Y; var samples = RenderSettings.AntialiasingMode.SamplesCount(); if (MyGBuffer.Main == null) { MyGBuffer.Main = new MyGBuffer(); } MyGBuffer.Main.Resize(width, height, samples, 0); MyScreenDependants.Resize(width, height, samples, 0); RemoveScreenResources(); m_resolvedLight = new MyRenderTarget(width, height, Format.R11G11B10_Float, 1, 0); m_reduce0 = new MyUnorderedAccessTexture(width, height, Format.R32G32_Float); m_reduce0.SetDebugName("reduce0"); m_reduce1 = new MyUnorderedAccessTexture(width, height, Format.R32G32_Float); m_reduce1.SetDebugName("reduce1"); m_uav3 = new MyUnorderedAccessTexture(width, height, Format.R11G11B10_Float); m_localLum = new MyUnorderedAccessTexture( (width + MyLuminanceAverage.NumThreads - 1) / MyLuminanceAverage.NumThreads, (height + MyLuminanceAverage.NumThreads - 1) / MyLuminanceAverage.NumThreads, Format.R32_Float); m_div2 = new MyUnorderedAccessTexture(width / 2, height / 2, Format.R11G11B10_Float); m_div4 = new MyUnorderedAccessTexture(width / 4, height / 4, Format.R11G11B10_Float); m_div8 = new MyUnorderedAccessTexture(width / 8, height / 8, Format.R11G11B10_Float); m_div8_1 = new MyUnorderedAccessTexture(width / 8, height / 8, Format.R11G11B10_Float); m_rgba8_linear = new MyUnorderedAccessTexture(width, height, Format.R8G8B8A8_UNorm); m_rgba8_0 = new MyCustomTexture(width, height, BindFlags.RenderTarget | BindFlags.ShaderResource, Format.R8G8B8A8_Typeless); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm, View = MyViewEnum.RtvView }); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.RtvView }); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView }); m_rgba8_1 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0); m_rgba8_2 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0); if (samples > 1) { m_rgba8_ms = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, samples, 0); } m_prevLum = new MyUnorderedAccessTexture(1, 1, Format.R32G32_Float); Debug.Assert(m_shadowsHelper == RwTexId.NULL); m_shadowsHelper = MyRwTextures.CreateUav2D(width, height, Format.R8_UNorm, "cascade shadows gather"); m_shadowsHelper1 = MyRwTextures.CreateUav2D(width, height, Format.R8_UNorm, "cascade shadows gather 2"); m_gbuffer1Copy = MyRwTextures.CreateScratch2D(width, height, Format.R8G8B8A8_UNorm, samples, 0, "gbuffer 1 copy"); }
internal static void CreateScreenResources() { var width = m_resolution.X; var height = m_resolution.Y; var samples = RenderSettings.AntialiasingMode.SamplesCount(); MyUtils.Init(ref MyGBuffer.Main); MyGBuffer.Main.Resize(width, height, samples, 0); MyScreenDependants.Resize(width, height, samples, 0); RemoveScreenResources(); m_reduce0 = new MyUnorderedAccessTexture(width, height, Format.R32G32_Float); m_reduce0.SetDebugName("reduce0"); m_reduce1 = new MyUnorderedAccessTexture(width, height, Format.R32G32_Float); m_reduce1.SetDebugName("reduce1"); m_uav3 = new MyUnorderedAccessTexture(width, height, MyGBuffer.LBufferFormat); m_transparencyAccum = new MyUnorderedAccessTexture(width, height, Format.R16G16B16A16_Float); m_transparencyCoverage = new MyUnorderedAccessTexture(width, height, Format.R8_UNorm); HalfScreenUavHDR = new MyUnorderedAccessTexture(width / 2, height / 2, MyGBuffer.LBufferFormat); QuarterScreenUavHDR = new MyUnorderedAccessTexture(width / 4, height / 4, MyGBuffer.LBufferFormat); EighthScreenUavHDR = new MyUnorderedAccessTexture(width / 8, height / 8, MyGBuffer.LBufferFormat); EighthScreenUavHDRHelper = new MyUnorderedAccessTexture(width / 8, height / 8, MyGBuffer.LBufferFormat); m_rgba8_linear = new MyUnorderedAccessTexture(width, height, Format.R8G8B8A8_UNorm); m_rgba8_0 = new MyCustomTexture(width, height, BindFlags.RenderTarget | BindFlags.ShaderResource, Format.R8G8B8A8_Typeless); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm, View = MyViewEnum.RtvView }); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.RtvView }); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView }); m_rgba8_1 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0); m_rgba8_2 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0); if (samples > 1) { m_rgba8_ms = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, samples, 0); } m_prevLum = new MyUnorderedAccessTexture(1, 1, Format.R32G32_Float); Debug.Assert(PostProcessedShadows == RwTexId.NULL); Debug.Assert(CascadesHelper == RwTexId.NULL); PostProcessedShadows = MyRwTextures.CreateUavRenderTarget(width, height, Format.R8_UNorm); CascadesHelper = MyRwTextures.CreateRenderTarget(width, height, Format.R8_UNorm); m_gbuffer1Copy = MyRwTextures.CreateScratch2D(width, height, Format.R8G8B8A8_UNorm, samples, 0, "gbuffer 1 copy"); }
internal static void CreateScreenResources() { var width = m_resolution.X; var height = m_resolution.Y; var samples = RenderSettings.AntialiasingMode.SamplesCount(); MyUtils.Init(ref MyGBuffer.Main); MyGBuffer.Main.Resize(width, height, samples, 0); MyScreenDependants.Resize(width, height, samples, 0); RemoveScreenResources(); m_reduce0 = new MyUnorderedAccessTexture(width, height, Format.R32G32_Float); m_reduce0.SetDebugName("reduce0"); m_reduce1 = new MyUnorderedAccessTexture(width, height, Format.R32G32_Float); m_reduce1.SetDebugName("reduce1"); m_uav3 = new MyUnorderedAccessTexture(width, height, MyGBuffer.LBufferFormat); HalfScreenUavHDR = new MyUnorderedAccessTexture(width / 2, height / 2, MyGBuffer.LBufferFormat); QuarterScreenUavHDR = new MyUnorderedAccessTexture(width / 4, height / 4, MyGBuffer.LBufferFormat); EighthScreenUavHDR = new MyUnorderedAccessTexture(width / 8, height / 8, MyGBuffer.LBufferFormat); EighthScreenUavHDRHelper = new MyUnorderedAccessTexture(width / 8, height / 8, MyGBuffer.LBufferFormat); m_rgba8_linear = new MyUnorderedAccessTexture(width, height, Format.R8G8B8A8_UNorm); m_rgba8_0 = new MyCustomTexture(width, height, BindFlags.RenderTarget | BindFlags.ShaderResource, Format.R8G8B8A8_Typeless); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm, View = MyViewEnum.RtvView }); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.RtvView }); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView }); m_rgba8_1 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0); m_rgba8_2 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0); if (samples > 1) { m_rgba8_ms = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, samples, 0); } m_prevLum = new MyUnorderedAccessTexture(1, 1, Format.R32G32_Float); Debug.Assert(PostProcessedShadows == RwTexId.NULL); Debug.Assert(CascadesHelper == RwTexId.NULL); PostProcessedShadows = MyRwTextures.CreateUavRenderTarget(width, height, Format.R8_UNorm); CascadesHelper = MyRwTextures.CreateRenderTarget(width, height, Format.R8_UNorm); m_gbuffer1Copy = MyRwTextures.CreateScratch2D(width, height, Format.R8G8B8A8_UNorm, samples, 0, "gbuffer 1 copy"); }
internal static void CreateScreenResources() { var width = m_resolution.X; var height = m_resolution.Y; var samples = RenderSettings.AntialiasingMode.SamplesCount(); if(MyGBuffer.Main == null) { MyGBuffer.Main = new MyGBuffer(); } MyGBuffer.Main.Resize(width, height, samples, 0); MyScreenDependants.Resize(width, height, samples, 0); RemoveScreenResources(); m_resolvedLight = new MyRenderTarget(width, height, Format.R11G11B10_Float, 1, 0); m_reduce0 = new MyUnorderedAccessTexture(width, height, Format.R32_Float); m_reduce0.SetDebugName("reduce0"); m_reduce1 = new MyUnorderedAccessTexture(width, height, Format.R32_Float); m_reduce1.SetDebugName("reduce1"); m_uav3 = new MyUnorderedAccessTexture(width, height, Format.R11G11B10_Float); m_localLum = new MyUnorderedAccessTexture( (width + MyLuminanceAverage.NumThreads - 1) / MyLuminanceAverage.NumThreads, (height + MyLuminanceAverage.NumThreads - 1) / MyLuminanceAverage.NumThreads, Format.R32_Float); m_div2 = new MyUnorderedAccessTexture(width / 2, height / 2, Format.R11G11B10_Float); m_div4 = new MyUnorderedAccessTexture(width / 4, height / 4, Format.R11G11B10_Float); m_div8 = new MyUnorderedAccessTexture(width / 8, height / 8, Format.R11G11B10_Float); m_div8_1 = new MyUnorderedAccessTexture(width / 8, height / 8, Format.R11G11B10_Float); m_rgba8_linear = new MyUnorderedAccessTexture(width, height, Format.R8G8B8A8_UNorm); m_rgba8_0 = new MyCustomTexture(width, height, BindFlags.RenderTarget | BindFlags.ShaderResource, Format.R8G8B8A8_Typeless); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm, View = MyViewEnum.RtvView }); m_rgba8_0.AddView(new MyViewKey { Fmt = Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView }); m_rgba8_1 = new MyRenderTarget(width, height, Format.R8G8B8A8_UNorm_SRgb, 1, 0); m_prevLum = new MyUnorderedAccessTexture(1, 1, Format.R32_Float); Debug.Assert(m_shadowsHelper == RwTexId.NULL); m_shadowsHelper = MyRwTextures.CreateUav2D(width, height, Format.R8_UNorm, "cascade shadows gather"); m_shadowsHelper1 = MyRwTextures.CreateUav2D(width, height, Format.R8_UNorm, "cascade shadows gather 2"); }
public void Init(MyCustomTexture owner, Format format) { m_owner = owner; m_format = format; }
private unsafe static byte[] GetScreenData(Vector2I resolution, byte[] screenData = null) { const uint headerPadding = 256; // Need to allocate some space for the bitmap headers const uint bytesPerPixel = 4; uint imageSizeInBytes = (uint)(resolution.Size() * bytesPerPixel); uint dataSizeInBytes = imageSizeInBytes + headerPadding; byte[] returnData = null; if (screenData == null) { screenData = new byte[imageSizeInBytes]; } else if (screenData.Length != imageSizeInBytes) { Debug.Fail("Preallocated buffer for GetScreenData incorrect size: " + imageSizeInBytes.ToString() + " expected, " + screenData.Length + " received"); return(returnData); } MyBindableResource imageSource = Backbuffer; MyBindableResource imageSourceResourceView = null; if (imageSource != null && (resolution.X != imageSource.GetSize().X || resolution.Y != imageSource.GetSize().Y)) { MyViewKey viewKey = new MyViewKey { View = MyViewEnum.SrvView, Fmt = MyRender11Constants.DX11_BACKBUFFER_FORMAT }; if (m_backbufferCopyResource == null) { m_backbufferCopyResource = new MyCustomTexture(m_resolution.X, m_resolution.Y, BindFlags.ShaderResource, MyRender11Constants.DX11_BACKBUFFER_FORMAT); m_backbufferCopyResource.AddView(viewKey); } MyRenderContext.Immediate.DeviceContext.CopyResource(imageSource.m_resource, m_backbufferCopyResource.m_resource); imageSource = m_backbufferCopyResource; imageSourceResourceView = m_backbufferCopyResource.GetView(viewKey); } if (imageSource == null) { return(returnData); } if (imageSizeInBytes > int.MaxValue) { Debug.Fail("Image size too large to read!"); return(returnData); } MyBindableResource imageResource = imageSource; bool shouldResize = imageSourceResourceView != null; if (shouldResize) { imageResource = m_lastScreenDataResource; if (imageResource == null || (imageResource.GetSize().X != resolution.X || imageResource.GetSize().Y != resolution.Y)) { if (m_lastScreenDataResource != null && (m_lastScreenDataResource != m_backbufferCopyResource && m_lastScreenDataResource != Backbuffer)) { m_lastScreenDataResource.Release(); } m_lastScreenDataResource = null; imageResource = new MyRenderTarget(resolution.X, resolution.Y, MyRender11Constants.DX11_BACKBUFFER_FORMAT, 1, 0); } var RC = MyRenderContext.Immediate; var deviceContext = RC.DeviceContext; deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; deviceContext.Rasterizer.SetViewport(0, 0, resolution.X, resolution.Y); deviceContext.PixelShader.Set(MyDebugRenderer.BlitTextureShader); deviceContext.PixelShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants); RC.BindDepthRT(null, DepthStencilAccess.ReadWrite, imageResource); RC.BindSRV(0, imageSourceResourceView); MyDebugRenderer.DrawQuad(0, 0, resolution.X, resolution.Y, MyScreenPass.QuadVS); //MyCopyToRT.Run(imageResource, imageSourceResourceView, new MyViewport(resolution)); } m_lastScreenDataResource = imageResource; Stream dataStream = m_lastDataStream; if (m_lastDataStream == null || m_lastDataStream.Length != dataSizeInBytes) { if (m_lastDataStream != null) { m_lastDataStream.Dispose(); m_lastDataStream = null; } dataStream = new DataStream((int)dataSizeInBytes, true, true); dataStream.Seek(0, SeekOrigin.Begin); } m_lastDataStream = dataStream; Resource.ToStream(MyRenderContext.Immediate.DeviceContext, imageResource.m_resource, ImageFileFormat.Bmp, dataStream); if (!(dataStream.CanRead && dataStream.CanSeek)) { Debug.Fail("Screen data stream does not support the necessary operations to get the data"); return(returnData); } fixed(byte *dataPointer = screenData) { GetBmpDataFromStream(dataStream, dataPointer, imageSizeInBytes); } returnData = screenData; if (m_lastDataStream != null) { m_lastDataStream.Seek(0, SeekOrigin.Begin); } return(returnData); }
private unsafe static byte[] GetScreenData(Vector2I resolution, byte[] screenData = null) { const uint headerPadding = 256; // Need to allocate some space for the bitmap headers const uint bytesPerPixel = 4; uint imageSizeInBytes = (uint)(resolution.Size() * bytesPerPixel); uint dataSizeInBytes = imageSizeInBytes + headerPadding; byte[] returnData = null; if(screenData == null) screenData = new byte[imageSizeInBytes]; else if(screenData.Length != imageSizeInBytes) { Debug.Fail("Preallocated buffer for GetScreenData incorrect size: " + imageSizeInBytes.ToString() + " expected, " + screenData.Length + " received"); return returnData; } MyBindableResource imageSource = Backbuffer; MyBindableResource imageSourceResourceView = null; if (imageSource != null && (resolution.X != imageSource.GetSize().X || resolution.Y != imageSource.GetSize().Y)) { MyViewKey viewKey = new MyViewKey { View = MyViewEnum.SrvView, Fmt = MyRender11Constants.DX11_BACKBUFFER_FORMAT }; if(m_backbufferCopyResource == null) { m_backbufferCopyResource = new MyCustomTexture(m_resolution.X, m_resolution.Y, BindFlags.ShaderResource, MyRender11Constants.DX11_BACKBUFFER_FORMAT); m_backbufferCopyResource.AddView(viewKey); } MyRenderContext.Immediate.DeviceContext.CopyResource(imageSource.m_resource, m_backbufferCopyResource.m_resource); imageSource = m_backbufferCopyResource; imageSourceResourceView = m_backbufferCopyResource.GetView(viewKey); } if (imageSource == null) return returnData; if(imageSizeInBytes > int.MaxValue) { Debug.Fail("Image size too large to read!"); return returnData; } MyBindableResource imageResource = imageSource; bool shouldResize = imageSourceResourceView != null; if (shouldResize) { imageResource = m_lastScreenDataResource; if (imageResource == null || (imageResource.GetSize().X != resolution.X || imageResource.GetSize().Y != resolution.Y)) { if (m_lastScreenDataResource != null && (m_lastScreenDataResource != m_backbufferCopyResource && m_lastScreenDataResource != Backbuffer)) { m_lastScreenDataResource.Release(); } m_lastScreenDataResource = null; imageResource = new MyRenderTarget(resolution.X, resolution.Y, MyRender11Constants.DX11_BACKBUFFER_FORMAT, 1, 0); } var RC = MyRenderContext.Immediate; var deviceContext = RC.DeviceContext; deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; deviceContext.Rasterizer.SetViewport(0, 0, resolution.X, resolution.Y); deviceContext.PixelShader.Set(MyDebugRenderer.BlitTextureShader); deviceContext.PixelShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants); RC.BindDepthRT(null, DepthStencilAccess.ReadWrite, imageResource); RC.BindSRV(0, imageSourceResourceView); MyDebugRenderer.DrawQuad(0, 0, resolution.X, resolution.Y, MyScreenPass.QuadVS); //MyCopyToRT.Run(imageResource, imageSourceResourceView, new MyViewport(resolution)); } m_lastScreenDataResource = imageResource; Stream dataStream = m_lastDataStream; if (m_lastDataStream == null || m_lastDataStream.Length != dataSizeInBytes) { if (m_lastDataStream != null) { m_lastDataStream.Dispose(); m_lastDataStream = null; } dataStream = new DataStream((int)dataSizeInBytes, true, true); dataStream.Seek(0, SeekOrigin.Begin); } m_lastDataStream = dataStream; Resource.ToStream(MyRenderContext.Immediate.DeviceContext, imageResource.m_resource, ImageFileFormat.Bmp, dataStream); if (!(dataStream.CanRead && dataStream.CanSeek)) { Debug.Fail("Screen data stream does not support the necessary operations to get the data"); return returnData; } fixed (byte* dataPointer = screenData) { GetBmpDataFromStream(dataStream, dataPointer, imageSizeInBytes); } returnData = screenData; if (m_lastDataStream != null) m_lastDataStream.Seek(0, SeekOrigin.Begin); return returnData; }