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); }