void BackBuffer::CreateReductionTargets(ID3D11Device* device) { // Create the staging textures for reading back the reduced depth buffer for (uint32 i = 0; i < MaxReadbackLatency; ++i) m_ReductionStagingTextures[i].Initialize(device, 1, 1, DXGI_FORMAT_R16G16_UNORM); m_DepthReductionTargets.clear(); uint32 w = m_SurfaceDesc.Width; uint32 h = m_SurfaceDesc.Height; auto DispatchSize = [](uint32 tgSize, uint32 numElements) { uint32 dispatchSize = numElements / tgSize; dispatchSize += numElements % tgSize > 0 ? 1 : 0; return dispatchSize; }; while (w > 1 || h > 1) { w = DispatchSize(ReductionTGSize, w); h = DispatchSize(ReductionTGSize, h); RenderTarget2D rt; rt.Initialize(device, w, h, DXGI_FORMAT_R16G16_UNORM, 1, 1, 0, FALSE, TRUE); m_DepthReductionTargets.push_back(rt); } }
void MeshRenderer::OnResize(uint32 width, uint32 height) { depthReductionTargets.clear(); uint32 w = width; uint32 h = height; while(w > 1 || h > 1) { w = DispatchSize(ReductionTGSize, w); h = DispatchSize(ReductionTGSize, h); RenderTarget2D rt; rt.Initialize(device, w, h, DXGI_FORMAT_R16G16_UNORM, 1, 1, 0, false, true); depthReductionTargets.push_back(rt); } }