Esempio n. 1
0
    void LightingParser_ResolveGBuffer(
        Metal::DeviceContext& context, LightingParserContext& parserContext,
        MainTargetsBox& mainTargets, LightingResolveTextureBox& lightingResTargets)
    {
        Metal::GPUProfiler::DebugAnnotation anno(context, L"ResolveGBuffer");

        const bool doSampleFrequencyOptimisation = Tweakable("SampleFrequencyOptimisation", true);

        LightingResolveContext lightingResolveContext(mainTargets);
        const unsigned samplingCount = lightingResolveContext.GetSamplingCount();
        const bool useMsaaSamplers = lightingResolveContext.UseMsaaSamplers();

        auto& resolveRes = Techniques::FindCachedBoxDep2<LightingResolveResources>(samplingCount);

            //
            //    Our inputs is the prepared gbuffer 
            //        -- we resolve the lighting and write out a "lighting resolve texture"
            //

        if (doSampleFrequencyOptimisation && samplingCount>1) {
            context.Bind(resolveRes._alwaysWriteToStencil, 0xff);

                // todo --  instead of clearing the stencil every time, how 
                //          about doing a progressive walk through all of the bits!
            context.ClearStencil(mainTargets._secondaryDepthBuffer, 0);
            context.Bind(ResourceList<Metal::RenderTargetView, 0>(), &mainTargets._secondaryDepthBuffer);
            context.BindPS(MakeResourceList(mainTargets._msaaDepthBufferSRV, mainTargets._gbufferRTVsSRV[1]));
            SetupVertexGeneratorShader(context);
            CATCH_ASSETS_BEGIN
                context.Bind(*resolveRes._perSampleMask);
                context.Draw(4);
            CATCH_ASSETS_END(parserContext)
        }
Esempio n. 2
0
 static void AmbientOcclusion_DrawDebugging(
     Metal::DeviceContext& context, AmbientOcclusionResources& resources)
 {
     SetupVertexGeneratorShader(context);
     context.BindPS(MakeResourceList(resources._aoSRV));
     context.Bind(::Assets::GetAssetDep<Metal::ShaderProgram>(
         "game/xleres/basic2D.vsh:fullscreen:vs_*", "game/xleres/postprocess/debugging.psh:AODebugging:ps_*"));
     context.Draw(4);
 }
Esempio n. 3
0
    unsigned LightingParser_BindLightResolveResources( 
        Metal::DeviceContext& context,
        LightingParserContext& parserContext)
    {
            // bind resources and constants that are required for lighting resolve operations
            // these are needed in both deferred and forward shading modes... But they are
            // bound at different times in different modes

        CATCH_ASSETS_BEGIN
            unsigned skyTextureProjection = SkyTextureParts(parserContext.GetSceneParser()->GetGlobalLightingDesc()).BindPS(context, 11);

            context.BindPS(MakeResourceList(10, ::Assets::GetAssetDep<RenderCore::Assets::DeferredShaderResource>("game/xleres/DefaultResources/balanced_noise.dds:LT").GetShaderResource()));
            context.BindPS(MakeResourceList(16, ::Assets::GetAssetDep<RenderCore::Assets::DeferredShaderResource>("game/xleres/DefaultResources/GGXTable.dds:LT").GetShaderResource()));

            context.BindPS(MakeResourceList(9, Metal::ConstantBuffer(&GlobalMaterialOverride, sizeof(GlobalMaterialOverride))));

            return skyTextureProjection;
        CATCH_ASSETS_END(parserContext)

        return 0;
    }