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(); }
void SDSMShadowManager::GenerateMipsForShadowMap(uint32 partitionIndex, RenderPassContext *renderPassContext) { Direct3DManager *direct3DManager = mGraphicsManager->GetDirect3DManager(); GraphicsContext *graphicsContext = direct3DManager->GetContextManager()->GetGraphicsContext(); graphicsContext->TransitionResourceExplicit(mShadowEVSMTextures[partitionIndex], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, 0, false, true); graphicsContext->SetPipelineState(mGenerateMipShader); graphicsContext->SetRootSignature(NULL, mGenerateMipShader->GetRootSignature()); DescriptorHeapHandle evsmTargetHandle = renderPassContext->GetCBVSRVHeap()->GetHeapHandleBlock(1); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, evsmTargetHandle.GetCPUHandle(), mShadowEVSMTextures[partitionIndex]->GetShaderResourceViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); Sampler *mipSampler = mGraphicsManager->GetSamplerManager()->GetSampler(SAMPLER_DEFAULT_LINEAR_CLAMP); DescriptorHeapHandle samplerHandle = renderPassContext->GetSamplerHeap()->GetHeapHandleBlock(1); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, samplerHandle.GetCPUHandle(), mipSampler->GetSamplerHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); graphicsContext->SetComputeDescriptorTable(2, samplerHandle.GetGPUHandle()); graphicsContext->SetComputeDescriptorTable(3, evsmTargetHandle.GetGPUHandle()); uint32 mipTextureSize = mShadowPreferences.ShadowTextureSize; for (uint32 i = 1; i < mShadowPreferences.ShadowTextureMipLevels; i++) { graphicsContext->TransitionResourceExplicit(mShadowEVSMTextures[partitionIndex], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, i, false, true); DescriptorHeapHandle mipTargetHandle = renderPassContext->GetCBVSRVHeap()->GetHeapHandleBlock(1); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, mipTargetHandle.GetCPUHandle(), mShadowEVSMTextures[partitionIndex]->GetUnorderedAccessViewHandle(i).GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); mipTextureSize = mipTextureSize >> 1; float mipTexelSize = 1.0f / (float)mipTextureSize; Vector3 mipConstants = Vector3(mipTexelSize, mipTexelSize, (float)(i - 1)); graphicsContext->SetComputeDescriptorTable(0, mipTargetHandle.GetGPUHandle()); graphicsContext->SetComputeConstants(1, 3, &mipConstants); graphicsContext->Dispatch2D(mipTextureSize, mipTextureSize, 8, 8); graphicsContext->InsertUAVBarrier(mShadowEVSMTextures[partitionIndex], false); graphicsContext->TransitionResourceExplicit(mShadowEVSMTextures[partitionIndex], D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, i, false, true); } for (uint32 i = 1; i < mShadowPreferences.ShadowTextureMipLevels; i++) { graphicsContext->TransitionResourceExplicit(mShadowEVSMTextures[partitionIndex], D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, i, false, false); } graphicsContext->TransitionResourceExplicit(mShadowEVSMTextures[partitionIndex], D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, 0, true, true); }
void SDSMShadowManager::RenderShadowMapPartitions(const D3DXMATRIX &lightViewProjMatrix, DynamicArray<SceneEntity*> &shadowEntities, DepthStencilTarget *gbufferDepth, RenderTarget *gbufferNormals) { Direct3DManager *direct3DManager = mGraphicsManager->GetDirect3DManager(); GraphicsContext *graphicsContext = direct3DManager->GetContextManager()->GetGraphicsContext(); Direct3DHeapManager *heapManager = direct3DManager->GetContextManager()->GetHeapManager(); Direct3DQueueManager *queueManager = direct3DManager->GetContextManager()->GetQueueManager(); //TDA: * mShadowPreferences.PartitionCount <--- is only for testing. Can just fill those cbv descs on the first partition and then reuse them uint32 numCBVSRVDescsShadowMap = shadowEntities.CurrentSize() * mShadowPreferences.PartitionCount + mShadowPreferences.PartitionCount + 1; //1 cbv per entity + X partition cbvs + 1 partition srv uint32 numCBVSRVDescsEVSM = 1; uint32 numCBVSRVDescsMips = 1 + mShadowPreferences.ShadowTextureMipLevels; RenderPassDescriptorHeap *shadowSRVDescHeap = heapManager->GetRenderPassDescriptorHeapFor(RenderPassDescriptorHeapType_ShadowRender, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, direct3DManager->GetFrameIndex(), numCBVSRVDescsShadowMap + numCBVSRVDescsEVSM + numCBVSRVDescsMips); RenderPassDescriptorHeap *shadowSamplerDescHeap = heapManager->GetRenderPassDescriptorHeapFor(RenderPassDescriptorHeapType_ShadowRender, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, direct3DManager->GetFrameIndex(), 1); graphicsContext->InsertPixBeginEvent(0xFF00FF00, "Shadow Render"); graphicsContext->TransitionResource(mShadowPartitionBuffer, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, true); graphicsContext->SetDescriptorHeap(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, shadowSRVDescHeap->GetHeap()); graphicsContext->SetDescriptorHeap(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, shadowSamplerDescHeap->GetHeap()); graphicsContext->SetViewport(mShadowMapViewport); graphicsContext->SetScissorRect(0, 0, mShadowPreferences.ShadowTextureSize, mShadowPreferences.ShadowTextureSize); DescriptorHeapHandle shadowParitionReadBuffer = shadowSRVDescHeap->GetHeapHandleBlock(1); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowParitionReadBuffer.GetCPUHandle(), mShadowPartitionBuffer->GetShaderResourceViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); DescriptorHeapHandle shadowMapDepthHandle = shadowSRVDescHeap->GetHeapHandleBlock(1); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowMapDepthHandle.GetCPUHandle(), mShadowDepthTarget->GetShaderResourceViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); DynamicArray<MaterialTextureType> noTexturesForThisPass; RenderPassContext shadowPassContext(graphicsContext, shadowSRVDescHeap, shadowSamplerDescHeap, noTexturesForThisPass, direct3DManager->GetFrameIndex()); for (uint32 i = 0; i < SDSM_SHADOW_PARTITION_COUNT; i++) { DescriptorHeapHandle perPassParitionBuffer = shadowSRVDescHeap->GetHeapHandleBlock(1); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, perPassParitionBuffer.GetCPUHandle(), mPartitionIndexBuffers[i]->GetConstantBufferViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); graphicsContext->SetPipelineState(mShadowMapShader); graphicsContext->SetRootSignature(mShadowMapShader->GetRootSignature(), NULL); graphicsContext->SetGraphicsDescriptorTable(1, perPassParitionBuffer.GetGPUHandle()); graphicsContext->SetGraphicsDescriptorTable(2, shadowParitionReadBuffer.GetGPUHandle()); RenderShadowDepth(i, &shadowPassContext, lightViewProjMatrix, shadowEntities); graphicsContext->SetPipelineState(mShadowMapEVSMShader); graphicsContext->SetRootSignature(mShadowMapEVSMShader->GetRootSignature(), NULL); graphicsContext->SetGraphicsDescriptorTable(0, perPassParitionBuffer.GetGPUHandle()); graphicsContext->SetGraphicsDescriptorTable(1, shadowMapDepthHandle.GetGPUHandle()); graphicsContext->SetGraphicsDescriptorTable(2, shadowParitionReadBuffer.GetGPUHandle()); ConvertToEVSM(i); if (mShadowPreferences.UseSoftShadows) { ApplyBlur(); } GenerateMipsForShadowMap(i, &shadowPassContext); graphicsContext->TransitionResource(mShadowEVSMTextures[i], D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, true); } RenderAccumulatedShadowMap(&shadowPassContext, gbufferDepth, gbufferNormals); graphicsContext->InsertPixEndEvent(); }
void SDSMShadowManager::ComputeShadowPartitions(Camera *camera, D3DXMATRIX &lightViewMatrix, D3DXMATRIX &lightProjectionMatrix, DepthStencilTarget *depthStencil) { Direct3DManager *direct3DManager = mGraphicsManager->GetDirect3DManager(); Camera::CameraScreenSettings cameraSettings = camera->GetScreenSettings(); const float maxFloat = FLT_MAX; Vector3 maxPartitionScale(maxFloat, maxFloat, maxFloat); mBlurSizeInLightSpace = Vector2(0.0f, 0.0f); if (mShadowPreferences.UseSoftShadows) { mBlurSizeInLightSpace.X = mShadowPreferences.SofteningAmount * 0.5f * lightProjectionMatrix._11; mBlurSizeInLightSpace.Y = mShadowPreferences.SofteningAmount * 0.5f * lightProjectionMatrix._22; float maxBlurLightSpace = mShadowPreferences.MaxSofteningFilter / ((float)mShadowPreferences.ShadowTextureSize); maxPartitionScale.X = maxBlurLightSpace / mBlurSizeInLightSpace.X; maxPartitionScale.Y = maxBlurLightSpace / mBlurSizeInLightSpace.Y; } Vector3 partitionBorderLightSpace(mBlurSizeInLightSpace.X, mBlurSizeInLightSpace.Y, 1.0f); partitionBorderLightSpace.Z *= lightProjectionMatrix._33; D3DXMATRIX cameraViewInvMatrix; D3DXMATRIX cameraViewMatrix = camera->GetViewMatrix(); D3DXMatrixInverse(&cameraViewInvMatrix, NULL, &cameraViewMatrix); D3DXMATRIX lightViewProjMatrix = lightViewMatrix * lightProjectionMatrix; mCurrentSDSMBuffer.cameraProjMatrix = camera->GetReverseProjectionMatrix(); mCurrentSDSMBuffer.cameraViewToLightProjMatrix = cameraViewInvMatrix * lightViewProjMatrix; mCurrentSDSMBuffer.lightSpaceBorder = Vector4(partitionBorderLightSpace.X, partitionBorderLightSpace.Y, partitionBorderLightSpace.Z, 0.0f); mCurrentSDSMBuffer.maxScale = Vector4(maxPartitionScale.X, maxPartitionScale.Y, maxPartitionScale.Z, 0.0f); mCurrentSDSMBuffer.bufferDimensions = direct3DManager->GetScreenSize(); mCurrentSDSMBuffer.cameraNearFar = Vector2(cameraSettings.Near, cameraSettings.Far); mCurrentSDSMBuffer.dilationFactor = 0.01f; mCurrentSDSMBuffer.reduceTileDim = 64; D3DXMatrixTranspose(&mCurrentSDSMBuffer.cameraProjMatrix, &mCurrentSDSMBuffer.cameraProjMatrix); D3DXMatrixTranspose(&mCurrentSDSMBuffer.cameraViewToLightProjMatrix, &mCurrentSDSMBuffer.cameraViewToLightProjMatrix); mCurrentAccumulationBuffer.projectionMatrix = mCurrentSDSMBuffer.cameraProjMatrix; mCurrentAccumulationBuffer.viewToLightProjMatrix = mCurrentSDSMBuffer.cameraViewToLightProjMatrix; mCurrentAccumulationBuffer.bufferDimensions = direct3DManager->GetScreenSize(); mSDSMBuffers[direct3DManager->GetFrameIndex()]->SetConstantBufferData(&mCurrentSDSMBuffer, sizeof(SDSMBuffer)); mSDSMAccumulationBuffers[direct3DManager->GetFrameIndex()]->SetConstantBufferData(&mCurrentAccumulationBuffer, sizeof(SDSMAccumulationBuffer)); uint32 shadowNumSRVDescs = 1; Direct3DHeapManager *heapManager = direct3DManager->GetContextManager()->GetHeapManager(); RenderPassDescriptorHeap *shadowSRVDescHeap = heapManager->GetRenderPassDescriptorHeapFor(RenderPassDescriptorHeapType_ShadowCompute, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, direct3DManager->GetFrameIndex(), shadowNumSRVDescs); GraphicsContext *graphicsContext = direct3DManager->GetContextManager()->GetGraphicsContext(); graphicsContext->InsertPixBeginEvent(0xFF00FF00, "Shadow Compute"); graphicsContext->SetDescriptorHeap(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, shadowSRVDescHeap->GetHeap()); ////// Clear partitions graphicsContext->TransitionResource(mShadowPartitionBuffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, false); graphicsContext->TransitionResource(mShadowPartitionBoundsBuffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, true); DescriptorHeapHandle shadowPartitionUAVHandle = shadowSRVDescHeap->GetHeapHandleBlock(1); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowPartitionUAVHandle.GetCPUHandle(), mShadowPartitionBuffer->GetUnorderedAccessViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); graphicsContext->SetPipelineState(mClearShadowPartitionsShader); graphicsContext->SetRootSignature(NULL, mClearShadowPartitionsShader->GetRootSignature()); graphicsContext->SetComputeDescriptorTable(0, shadowPartitionUAVHandle.GetGPUHandle()); graphicsContext->Dispatch(1, 1, 1); ////// Clear Partition Bounds DescriptorHeapHandle shadowPartitionBoundsUAVHandle = shadowSRVDescHeap->GetHeapHandleBlock(1); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowPartitionBoundsUAVHandle.GetCPUHandle(), mShadowPartitionBoundsBuffer->GetUnorderedAccessViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); graphicsContext->SetPipelineState(mClearShadowPartitionBoundsShader); graphicsContext->SetRootSignature(NULL, mClearShadowPartitionBoundsShader->GetRootSignature()); graphicsContext->SetComputeDescriptorTable(0, shadowPartitionBoundsUAVHandle.GetGPUHandle()); graphicsContext->Dispatch(1, 1, 1); graphicsContext->TransitionResource(mShadowPartitionBuffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, false); //force UAV barrier graphicsContext->TransitionResource(mShadowPartitionBoundsBuffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, true); /////// Calculate depth buffer bounds shadowPartitionUAVHandle = shadowSRVDescHeap->GetHeapHandleBlock(1); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowPartitionUAVHandle.GetCPUHandle(), mShadowPartitionBuffer->GetUnorderedAccessViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); DescriptorHeapHandle shadowPartitionSRVHandle = shadowSRVDescHeap->GetHeapHandleBlock(1); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowPartitionSRVHandle.GetCPUHandle(), depthStencil->GetShaderResourceViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); DescriptorHeapHandle shadowPartitionCBVHandle = shadowSRVDescHeap->GetHeapHandleBlock(1); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowPartitionCBVHandle.GetCPUHandle(), mSDSMBuffers[direct3DManager->GetFrameIndex()]->GetConstantBufferViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); graphicsContext->SetPipelineState(mCalculateDepthBufferBoundsShader); graphicsContext->SetRootSignature(NULL, mCalculateDepthBufferBoundsShader->GetRootSignature()); graphicsContext->SetComputeDescriptorTable(0, shadowPartitionUAVHandle.GetGPUHandle()); graphicsContext->SetComputeDescriptorTable(1, shadowPartitionSRVHandle.GetGPUHandle()); graphicsContext->SetComputeDescriptorTable(2, shadowPartitionCBVHandle.GetGPUHandle()); graphicsContext->Dispatch2D((uint32)direct3DManager->GetScreenSize().X, (uint32)direct3DManager->GetScreenSize().Y, mCurrentSDSMBuffer.reduceTileDim, mCurrentSDSMBuffer.reduceTileDim); ////// Get Partitions From Depth Bounds graphicsContext->TransitionResource(mShadowPartitionBuffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, true); shadowPartitionUAVHandle = shadowSRVDescHeap->GetHeapHandleBlock(1); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowPartitionUAVHandle.GetCPUHandle(), mShadowPartitionBuffer->GetUnorderedAccessViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); shadowPartitionCBVHandle = shadowSRVDescHeap->GetHeapHandleBlock(1); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowPartitionCBVHandle.GetCPUHandle(), mSDSMBuffers[direct3DManager->GetFrameIndex()]->GetConstantBufferViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); graphicsContext->SetPipelineState(mCalculateLogPartitionsFromDepthBoundsShader); graphicsContext->SetRootSignature(NULL, mCalculateLogPartitionsFromDepthBoundsShader->GetRootSignature()); graphicsContext->SetComputeDescriptorTable(0, shadowPartitionUAVHandle.GetGPUHandle()); graphicsContext->SetComputeDescriptorTable(1, shadowPartitionCBVHandle.GetGPUHandle()); graphicsContext->Dispatch(1, 1, 1); ////// Get Partition Bounds Range From Partitions graphicsContext->TransitionResource(mShadowPartitionBuffer, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, true); shadowPartitionBoundsUAVHandle = shadowSRVDescHeap->GetHeapHandleBlock(1); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowPartitionBoundsUAVHandle.GetCPUHandle(), mShadowPartitionBoundsBuffer->GetUnorderedAccessViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); shadowPartitionSRVHandle = shadowSRVDescHeap->GetHeapHandleBlock(2); D3D12_CPU_DESCRIPTOR_HANDLE currentTextureHandle = shadowPartitionSRVHandle.GetCPUHandle(); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, currentTextureHandle, depthStencil->GetShaderResourceViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); currentTextureHandle.ptr += shadowSRVDescHeap->GetDescriptorSize(); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, currentTextureHandle, mShadowPartitionBuffer->GetShaderResourceViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); shadowPartitionCBVHandle = shadowSRVDescHeap->GetHeapHandleBlock(1); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowPartitionCBVHandle.GetCPUHandle(), mSDSMBuffers[direct3DManager->GetFrameIndex()]->GetConstantBufferViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); graphicsContext->SetPipelineState(mCalculatePartitionBoundsShader); graphicsContext->SetRootSignature(NULL, mCalculatePartitionBoundsShader->GetRootSignature()); graphicsContext->SetComputeDescriptorTable(0, shadowPartitionBoundsUAVHandle.GetGPUHandle()); graphicsContext->SetComputeDescriptorTable(1, shadowPartitionSRVHandle.GetGPUHandle()); graphicsContext->SetComputeDescriptorTable(2, shadowPartitionCBVHandle.GetGPUHandle()); graphicsContext->Dispatch2D((uint32)direct3DManager->GetScreenSize().X, (uint32)direct3DManager->GetScreenSize().Y, mCurrentSDSMBuffer.reduceTileDim, mCurrentSDSMBuffer.reduceTileDim); ////// Finalize Partition Bounds graphicsContext->TransitionResource(mShadowPartitionBuffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, false); graphicsContext->TransitionResource(mShadowPartitionBoundsBuffer, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, true); shadowPartitionUAVHandle = shadowSRVDescHeap->GetHeapHandleBlock(1); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowPartitionUAVHandle.GetCPUHandle(), mShadowPartitionBuffer->GetUnorderedAccessViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); shadowPartitionSRVHandle = shadowSRVDescHeap->GetHeapHandleBlock(1); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowPartitionSRVHandle.GetCPUHandle(), mShadowPartitionBoundsBuffer->GetShaderResourceViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); shadowPartitionCBVHandle = shadowSRVDescHeap->GetHeapHandleBlock(1); direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowPartitionCBVHandle.GetCPUHandle(), mSDSMBuffers[direct3DManager->GetFrameIndex()]->GetConstantBufferViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); graphicsContext->SetPipelineState(mFinalizePartitionsShader); graphicsContext->SetRootSignature(NULL, mFinalizePartitionsShader->GetRootSignature()); graphicsContext->SetComputeDescriptorTable(0, shadowPartitionUAVHandle.GetGPUHandle()); graphicsContext->SetComputeDescriptorTable(1, shadowPartitionSRVHandle.GetGPUHandle()); graphicsContext->SetComputeDescriptorTable(2, shadowPartitionCBVHandle.GetGPUHandle()); graphicsContext->Dispatch(1, 1, 1); graphicsContext->InsertPixEndEvent(); }