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 DeferredRenderer::Render() { Direct3DManager *direct3DManager = mGraphicsManager->GetDirect3DManager(); GraphicsContext *graphicsContext = direct3DManager->GetContextManager()->GetGraphicsContext(); graphicsContext->SetViewport(direct3DManager->GetScreenViewport()); BackBufferTarget *backBuffer = direct3DManager->GetBackBufferTarget(); graphicsContext->TransitionResource((*backBuffer), D3D12_RESOURCE_STATE_RENDER_TARGET, true); static float blueSub = 0.0f; if (blueSub < 0.9f) { blueSub += 0.0001f; } // Record drawing commands. float color[4] = {0.392156899f, 0.584313750f, 0.929411829f - blueSub, 1.000000000f}; graphicsContext->ClearRenderTarget(direct3DManager->GetRenderTargetView(), color); graphicsContext->TransitionResource((*backBuffer), D3D12_RESOURCE_STATE_PRESENT, true); graphicsContext->Flush(direct3DManager->GetContextManager()->GetQueueManager(), 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(); }