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(); }