void SDSMShadowManager::ConvertToEVSM(uint32 partitionIndex)
{
    GraphicsContext *graphicsContext = mGraphicsManager->GetDirect3DManager()->GetContextManager()->GetGraphicsContext();

    graphicsContext->TransitionResource(mShadowDepthTarget, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, false);
    graphicsContext->TransitionResource(mShadowEVSMTextures[partitionIndex], D3D12_RESOURCE_STATE_RENDER_TARGET, true);
    graphicsContext->SetRenderTarget(mShadowEVSMTextures[partitionIndex]->GetRenderTargetViewHandle().GetCPUHandle());

    graphicsContext->DrawFullScreenTriangle();
}
void SDSMShadowManager::RenderAccumulatedShadowMap(RenderPassContext *renderPassContext, DepthStencilTarget *gbufferDepth, RenderTarget *gbufferNormals)
{
    Direct3DManager *direct3DManager = mGraphicsManager->GetDirect3DManager();
    GraphicsContext *graphicsContext = direct3DManager->GetContextManager()->GetGraphicsContext();
    Direct3DHeapManager *heapManager = direct3DManager->GetContextManager()->GetHeapManager();
    Vector2 screenSize = direct3DManager->GetScreenSize();

    graphicsContext->TransitionResource(gbufferNormals, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, false);
    graphicsContext->TransitionResource(gbufferNormals, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, false);
    graphicsContext->TransitionResource(mShadowAccumulationTexture, D3D12_RESOURCE_STATE_RENDER_TARGET, true);

    graphicsContext->SetViewport(direct3DManager->GetScreenViewport());
    graphicsContext->SetScissorRect(0, 0, (uint32)screenSize.X, (uint32)screenSize.Y);

    DescriptorHeapHandle shadowSRVHandle = renderPassContext->GetCBVSRVHeap()->GetHeapHandleBlock(7);
    DescriptorHeapHandle shadowSamplersHandle = renderPassContext->GetSamplerHeap()->GetHeapHandleBlock(1);
    DescriptorHeapHandle shadowCBVHandle = renderPassContext->GetCBVSRVHeap()->GetHeapHandleBlock(1);

    D3D12_CPU_DESCRIPTOR_HANDLE shadowSRVHandleOffset = shadowSRVHandle.GetCPUHandle();
    uint32 srvHandleOffsetIncrement = renderPassContext->GetCBVSRVHeap()->GetDescriptorSize();

    direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowSRVHandleOffset, gbufferNormals->GetShaderResourceViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
    shadowSRVHandleOffset.ptr += srvHandleOffsetIncrement;
    direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowSRVHandleOffset, gbufferDepth->GetShaderResourceViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
    shadowSRVHandleOffset.ptr += srvHandleOffsetIncrement;
    
    for (uint32 i = 0; i < SDSM_SHADOW_PARTITION_COUNT; i++)
    {
        direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowSRVHandleOffset, mShadowEVSMTextures[i]->GetShaderResourceViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
        shadowSRVHandleOffset.ptr += srvHandleOffsetIncrement;
    }

    direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowSRVHandleOffset, mShadowPartitionBuffer->GetShaderResourceViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
    
    Sampler *shadowSampler = mGraphicsManager->GetSamplerManager()->GetSampler(SAMPLER_DEFAULT_ANISO_16_CLAMP);
    direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowSamplersHandle.GetCPUHandle(), shadowSampler->GetSamplerHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);

    direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowCBVHandle.GetCPUHandle(), mSDSMAccumulationBuffers[direct3DManager->GetFrameIndex()]->GetConstantBufferViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);

    graphicsContext->SetRenderTarget(mShadowAccumulationTexture->GetRenderTargetViewHandle().GetCPUHandle());

    graphicsContext->SetPipelineState(mSDSMAccumulationShader);
    graphicsContext->SetRootSignature(mSDSMAccumulationShader->GetRootSignature(), NULL);

    graphicsContext->SetGraphicsDescriptorTable(0, shadowSRVHandle.GetGPUHandle());
    graphicsContext->SetGraphicsDescriptorTable(1, shadowSamplersHandle.GetGPUHandle());
    graphicsContext->SetGraphicsDescriptorTable(2, shadowCBVHandle.GetGPUHandle());

    graphicsContext->DrawFullScreenTriangle();
}