void BrightLumPass::Setup(SetupContext& context) { Texture2D inputTex = this->GetInput<0>().Get(); gxapi::SrvTexture2DArray srvDesc; srvDesc.activeArraySize = 1; srvDesc.firstArrayElement = 0; srvDesc.mipLevelClamping = 0; srvDesc.mostDetailedMip = 0; srvDesc.numMipLevels = 1; srvDesc.planeIndex = 0; m_inputTexSrv = context.CreateSrv(inputTex, inputTex.GetFormat(), srvDesc); if (!m_binder.has_value()) { BindParameterDesc uniformsBindParamDesc; m_uniformsBindParam = BindParameter(eBindParameterType::CONSTANT, 0); uniformsBindParamDesc.parameter = m_uniformsBindParam; uniformsBindParamDesc.constantSize = sizeof(Uniforms); uniformsBindParamDesc.relativeAccessFrequency = 0; uniformsBindParamDesc.relativeChangeFrequency = 0; uniformsBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; BindParameterDesc sampBindParamDesc; sampBindParamDesc.parameter = BindParameter(eBindParameterType::SAMPLER, 0); sampBindParamDesc.constantSize = 0; sampBindParamDesc.relativeAccessFrequency = 0; sampBindParamDesc.relativeChangeFrequency = 0; sampBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; BindParameterDesc inputBindParamDesc; m_inputTexBindParam = BindParameter(eBindParameterType::TEXTURE, 0); inputBindParamDesc.parameter = m_inputTexBindParam; inputBindParamDesc.constantSize = 0; inputBindParamDesc.relativeAccessFrequency = 0; inputBindParamDesc.relativeChangeFrequency = 0; inputBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; gxapi::StaticSamplerDesc samplerDesc; samplerDesc.shaderRegister = 0; samplerDesc.filter = gxapi::eTextureFilterMode::MIN_MAG_MIP_POINT; samplerDesc.addressU = gxapi::eTextureAddressMode::CLAMP; samplerDesc.addressV = gxapi::eTextureAddressMode::CLAMP; samplerDesc.addressW = gxapi::eTextureAddressMode::CLAMP; samplerDesc.mipLevelBias = 0.f; samplerDesc.registerSpace = 0; samplerDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; m_binder = context.CreateBinder({ uniformsBindParamDesc, sampBindParamDesc, inputBindParamDesc },{ samplerDesc }); } if (!m_PSO) { InitRenderTarget(context); ShaderParts shaderParts; shaderParts.vs = true; shaderParts.ps = true; m_shader = context.CreateShader("BrightLumPass", shaderParts, ""); std::vector<gxapi::InputElementDesc> inputElementDesc = { gxapi::InputElementDesc("POSITION", 0, gxapi::eFormat::R32G32B32_FLOAT, 0, 0), gxapi::InputElementDesc("TEX_COORD", 0, gxapi::eFormat::R32G32_FLOAT, 0, 12) }; gxapi::GraphicsPipelineStateDesc psoDesc; psoDesc.inputLayout.elements = inputElementDesc.data(); psoDesc.inputLayout.numElements = (unsigned)inputElementDesc.size(); psoDesc.rootSignature = m_binder->GetRootSignature(); psoDesc.vs = m_shader.vs; psoDesc.ps = m_shader.ps; psoDesc.rasterization = gxapi::RasterizerState(gxapi::eFillMode::SOLID, gxapi::eCullMode::DRAW_ALL); psoDesc.primitiveTopologyType = gxapi::ePrimitiveTopologyType::TRIANGLE; psoDesc.depthStencilState.enableDepthTest = false; psoDesc.depthStencilState.enableDepthStencilWrite = false; psoDesc.depthStencilState.enableStencilTest = false; psoDesc.depthStencilState.cwFace = psoDesc.depthStencilState.ccwFace; psoDesc.numRenderTargets = 2; psoDesc.renderTargetFormats[0] = m_bright_pass_rtv.GetResource().GetFormat(); psoDesc.renderTargetFormats[1] = m_luminance_rtv.GetResource().GetFormat(); m_PSO.reset(context.CreatePSO(psoDesc)); } this->GetOutput<0>().Set(m_bright_pass_rtv.GetResource()); this->GetOutput<1>().Set(m_luminance_rtv.GetResource()); }
void Blend::Setup(SetupContext& context) { auto& target = this->GetInput<0>().Get(); gxapi::RtvTexture2DArray rtvDesc; rtvDesc.activeArraySize = 1; rtvDesc.firstArrayElement = 0; rtvDesc.firstMipLevel = 0; rtvDesc.planeIndex = 0; m_blendDest = context.CreateRtv(target, target.GetFormat(), rtvDesc); auto blendSrc = this->GetInput<1>().Get(); gxapi::SrvTexture2DArray srvDesc; srvDesc.activeArraySize = 1; srvDesc.firstArrayElement = 0; srvDesc.mipLevelClamping = 0; srvDesc.mostDetailedMip = 0; srvDesc.numMipLevels = 1; srvDesc.planeIndex = 0; m_blendSrc = context.CreateSrv(blendSrc, blendSrc.GetFormat(), srvDesc); gxapi::RenderTargetBlendState currBlendMode = this->GetInput<2>().Get(); this->GetOutput<0>().Set(target); if (!m_binder) { BindParameterDesc tex0ParamDesc; m_tex0Param = BindParameter(eBindParameterType::TEXTURE, 0); tex0ParamDesc.parameter = m_tex0Param; tex0ParamDesc.constantSize = 0; tex0ParamDesc.relativeAccessFrequency = 0; tex0ParamDesc.relativeChangeFrequency = 0; tex0ParamDesc.shaderVisibility = gxapi::eShaderVisiblity::PIXEL; BindParameterDesc sampBindParamDesc; sampBindParamDesc.parameter = BindParameter(eBindParameterType::SAMPLER, 0); sampBindParamDesc.constantSize = 0; sampBindParamDesc.relativeAccessFrequency = 0; sampBindParamDesc.relativeChangeFrequency = 0; sampBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::PIXEL; gxapi::StaticSamplerDesc samplerDesc; samplerDesc.shaderRegister = 0; samplerDesc.filter = gxapi::eTextureFilterMode::MIN_MAG_LINEAR_MIP_POINT; samplerDesc.addressU = gxapi::eTextureAddressMode::CLAMP; samplerDesc.addressV = gxapi::eTextureAddressMode::CLAMP; samplerDesc.addressW = gxapi::eTextureAddressMode::CLAMP; samplerDesc.mipLevelBias = 0.f; samplerDesc.registerSpace = 0; samplerDesc.shaderVisibility = gxapi::eShaderVisiblity::PIXEL; m_binder = context.CreateBinder({ tex0ParamDesc, sampBindParamDesc }, { samplerDesc }); } if (!m_shader.vs || m_shader.ps) { ShaderParts shaderParts; shaderParts.vs = true; shaderParts.ps = true; m_shader = context.CreateShader("Blend", shaderParts, ""); } if (m_renderTargetFormat != target.GetFormat() || m_blendMode != currBlendMode) { m_renderTargetFormat = target.GetFormat(); m_blendMode = currBlendMode; std::vector<gxapi::InputElementDesc> inputElementDesc = { gxapi::InputElementDesc("POSITION", 0, gxapi::eFormat::R32G32_FLOAT, 0, 0) }; gxapi::GraphicsPipelineStateDesc psoDesc; psoDesc.inputLayout.elements = inputElementDesc.data(); psoDesc.inputLayout.numElements = (unsigned)inputElementDesc.size(); psoDesc.rootSignature = m_binder.GetRootSignature(); psoDesc.vs = m_shader.vs; psoDesc.ps = m_shader.ps; psoDesc.rasterization = gxapi::RasterizerState(gxapi::eFillMode::SOLID, gxapi::eCullMode::DRAW_ALL); psoDesc.primitiveTopologyType = gxapi::ePrimitiveTopologyType::TRIANGLE; psoDesc.blending.alphaToCoverage = false; psoDesc.blending.independentBlending = false; psoDesc.blending.singleTarget = m_blendMode; psoDesc.numRenderTargets = 1; psoDesc.renderTargetFormats[0] = m_renderTargetFormat; m_PSO.reset(context.CreatePSO(psoDesc)); } }
void DepthPrepass::Setup(SetupContext & context) { Texture2D& depthStencil = this->GetInput<0>().Get(); depthStencil.SetName("Depth prepass DS");// Debug const gxapi::eFormat currDepthStencilFormat = FormatAnyToDepthStencil(depthStencil.GetFormat()); gxapi::DsvTexture2DArray desc; desc.activeArraySize = 1; desc.firstArrayElement = 0; desc.firstMipLevel = 0; m_targetDsv = context.CreateDsv(depthStencil, currDepthStencilFormat, desc); m_entities = this->GetInput<1>().Get(); m_camera = this->GetInput<2>().Get(); this->GetOutput<0>().Set(depthStencil); if (!m_binder.has_value()) { BindParameterDesc transformBindParamDesc; m_transformBindParam = BindParameter(eBindParameterType::CONSTANT, 0); transformBindParamDesc.parameter = m_transformBindParam; transformBindParamDesc.constantSize = sizeof(float) * 4 * 4; transformBindParamDesc.relativeAccessFrequency = 0; transformBindParamDesc.relativeChangeFrequency = 0; transformBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::VERTEX; BindParameterDesc sampBindParamDesc; sampBindParamDesc.parameter = BindParameter(eBindParameterType::SAMPLER, 0); sampBindParamDesc.constantSize = 0; sampBindParamDesc.relativeAccessFrequency = 0; sampBindParamDesc.relativeChangeFrequency = 0; sampBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::PIXEL; gxapi::StaticSamplerDesc samplerDesc; samplerDesc.shaderRegister = 0; samplerDesc.filter = gxapi::eTextureFilterMode::MIN_MAG_MIP_LINEAR; samplerDesc.addressU = gxapi::eTextureAddressMode::WRAP; samplerDesc.addressV = gxapi::eTextureAddressMode::WRAP; samplerDesc.addressW = gxapi::eTextureAddressMode::WRAP; samplerDesc.mipLevelBias = 0.f; samplerDesc.registerSpace = 0; samplerDesc.shaderVisibility = gxapi::eShaderVisiblity::PIXEL; m_binder = context.CreateBinder({ transformBindParamDesc, sampBindParamDesc },{ samplerDesc }); } if (!m_shader.vs || !m_shader.ps) { ShaderParts shaderParts; shaderParts.vs = true; shaderParts.ps = true; m_shader = context.CreateShader("DepthPrepass", shaderParts, ""); } if (m_PSO == nullptr || m_depthStencilFormat != currDepthStencilFormat) { m_depthStencilFormat = currDepthStencilFormat; std::vector<gxapi::InputElementDesc> inputElementDesc = { gxapi::InputElementDesc("POSITION", 0, gxapi::eFormat::R32G32B32_FLOAT, 0, 0), gxapi::InputElementDesc("NORMAL", 0, gxapi::eFormat::R32G32B32_FLOAT, 0, 12), gxapi::InputElementDesc("TEX_COORD", 0, gxapi::eFormat::R32G32_FLOAT, 0, 24), }; gxapi::GraphicsPipelineStateDesc psoDesc; psoDesc.inputLayout.elements = inputElementDesc.data(); psoDesc.inputLayout.numElements = (unsigned)inputElementDesc.size(); psoDesc.rootSignature = m_binder->GetRootSignature(); psoDesc.vs = m_shader.vs; psoDesc.ps = m_shader.ps; psoDesc.rasterization = gxapi::RasterizerState(gxapi::eFillMode::SOLID, gxapi::eCullMode::DRAW_CCW); psoDesc.primitiveTopologyType = gxapi::ePrimitiveTopologyType::TRIANGLE; psoDesc.depthStencilState = gxapi::DepthStencilState(true, true); psoDesc.depthStencilFormat = m_depthStencilFormat; psoDesc.numRenderTargets = 0; m_PSO.reset(context.CreatePSO(psoDesc)); } }
void DepthReduction::Setup(SetupContext& context) { auto& inputDepth = this->GetInput<0>().Get(); gxapi::SrvTexture2DArray srvDesc; srvDesc.activeArraySize = 1; srvDesc.firstArrayElement = 0; srvDesc.mipLevelClamping = 0; srvDesc.mostDetailedMip = 0; srvDesc.numMipLevels = 1; srvDesc.planeIndex = 0; m_depthView = context.CreateSrv(inputDepth, FormatDepthToColor(inputDepth.GetFormat()), srvDesc); if (inputDepth.GetWidth() != m_width || inputDepth.GetHeight() != m_height) { m_width = inputDepth.GetWidth(); m_height = inputDepth.GetHeight(); InitRenderTarget(context); } this->GetOutput<0>().Set(m_srv.GetResource()); if (!m_binder.has_value()) { BindParameterDesc sampBindParamDesc; sampBindParamDesc.parameter = BindParameter(eBindParameterType::SAMPLER, 0); sampBindParamDesc.constantSize = 0; sampBindParamDesc.relativeAccessFrequency = 0; sampBindParamDesc.relativeChangeFrequency = 0; sampBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; BindParameterDesc depthBindParamDesc; m_depthBindParam = BindParameter(eBindParameterType::TEXTURE, 0); depthBindParamDesc.parameter = m_depthBindParam; depthBindParamDesc.constantSize = 0; depthBindParamDesc.relativeAccessFrequency = 0; depthBindParamDesc.relativeChangeFrequency = 0; depthBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; BindParameterDesc outputBindParamDesc; m_outputBindParam = BindParameter(eBindParameterType::UNORDERED, 0); outputBindParamDesc.parameter = m_outputBindParam; outputBindParamDesc.constantSize = 0; outputBindParamDesc.relativeAccessFrequency = 0; outputBindParamDesc.relativeChangeFrequency = 0; outputBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; gxapi::StaticSamplerDesc samplerDesc; samplerDesc.shaderRegister = 0; samplerDesc.filter = gxapi::eTextureFilterMode::MIN_MAG_MIP_POINT; samplerDesc.addressU = gxapi::eTextureAddressMode::CLAMP; samplerDesc.addressV = gxapi::eTextureAddressMode::CLAMP; samplerDesc.addressW = gxapi::eTextureAddressMode::CLAMP; samplerDesc.mipLevelBias = 0.f; samplerDesc.registerSpace = 0; samplerDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; m_binder = context.CreateBinder({ sampBindParamDesc, depthBindParamDesc, outputBindParamDesc }, { samplerDesc }); } if (m_CSO == nullptr) { ShaderParts shaderParts; shaderParts.cs = true; m_shader = context.CreateShader("DepthReduction", shaderParts, ""); gxapi::ComputePipelineStateDesc csoDesc; csoDesc.rootSignature = m_binder->GetRootSignature(); csoDesc.cs = m_shader.cs; m_CSO.reset(context.CreatePSO(csoDesc)); } }
void VolumetricLighting::Setup(SetupContext& context) { gxapi::SrvTexture2DArray srvDesc; srvDesc.activeArraySize = 1; srvDesc.firstArrayElement = 0; srvDesc.mipLevelClamping = 0; srvDesc.mostDetailedMip = 0; srvDesc.numMipLevels = 1; srvDesc.planeIndex = 0; Texture2D depthTex = this->GetInput<0>().Get(); m_depthTexSrv = context.CreateSrv(depthTex, FormatDepthToColor(depthTex.GetFormat()), srvDesc); gxapi::UavTexture2DArray uavDesc; uavDesc.activeArraySize = 1; uavDesc.firstArrayElement = 0; uavDesc.mipLevel = 0; uavDesc.planeIndex = 0; Texture2D colorTex = this->GetInput<1>().Get(); m_colorTexSRV = context.CreateSrv(colorTex, colorTex.GetFormat(), srvDesc); Texture2D lightCullTex = this->GetInput<2>().Get(); m_lightCullDataSRV = context.CreateSrv(lightCullTex, lightCullTex.GetFormat(), srvDesc); m_camera = this->GetInput<3>().Get(); srvDesc.activeArraySize = 4; Texture2D csmTex = this->GetInput<4>().Get(); m_csmTexSRV = context.CreateSrv(csmTex, FormatDepthToColor(csmTex.GetFormat()), srvDesc); srvDesc.activeArraySize = 1; Texture2D shadowMXTex = this->GetInput<5>().Get(); m_shadowMXTexSRV = context.CreateSrv(shadowMXTex, shadowMXTex.GetFormat(), srvDesc); Texture2D csmSplitsTex = this->GetInput<6>().Get(); m_csmSplitsTexSRV = context.CreateSrv(csmSplitsTex, csmSplitsTex.GetFormat(), srvDesc); if (!m_binder) { BindParameterDesc uniformsBindParamDesc; m_uniformsBindParam = BindParameter(eBindParameterType::CONSTANT, 0); uniformsBindParamDesc.parameter = m_uniformsBindParam; uniformsBindParamDesc.constantSize = sizeof(Uniforms); uniformsBindParamDesc.relativeAccessFrequency = 0; uniformsBindParamDesc.relativeChangeFrequency = 0; uniformsBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; BindParameterDesc sampBindParamDesc; sampBindParamDesc.parameter = BindParameter(eBindParameterType::SAMPLER, 0); sampBindParamDesc.constantSize = 0; sampBindParamDesc.relativeAccessFrequency = 0; sampBindParamDesc.relativeChangeFrequency = 0; sampBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; BindParameterDesc depthTexBindParamDesc; m_depthBindParam = BindParameter(eBindParameterType::TEXTURE, 0); depthTexBindParamDesc.parameter = m_depthBindParam; depthTexBindParamDesc.constantSize = 0; depthTexBindParamDesc.relativeAccessFrequency = 0; depthTexBindParamDesc.relativeChangeFrequency = 0; depthTexBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; BindParameterDesc colorBindParamDesc; m_inputColorBindParam = BindParameter(eBindParameterType::TEXTURE, 1); colorBindParamDesc.parameter = m_inputColorBindParam; colorBindParamDesc.constantSize = 0; colorBindParamDesc.relativeAccessFrequency = 0; colorBindParamDesc.relativeChangeFrequency = 0; colorBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; BindParameterDesc cullRoBindParamDesc; m_cullRoBindParam = BindParameter(eBindParameterType::TEXTURE, 2); cullRoBindParamDesc.parameter = m_cullRoBindParam; cullRoBindParamDesc.constantSize = 0; cullRoBindParamDesc.relativeAccessFrequency = 0; cullRoBindParamDesc.relativeChangeFrequency = 0; cullRoBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; BindParameterDesc lightCullBindParamDesc; m_lightCullBindParam = BindParameter(eBindParameterType::TEXTURE, 3); lightCullBindParamDesc.parameter = m_lightCullBindParam; lightCullBindParamDesc.constantSize = 0; lightCullBindParamDesc.relativeAccessFrequency = 0; lightCullBindParamDesc.relativeChangeFrequency = 0; lightCullBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; BindParameterDesc csmTexBindParamDesc; m_csmTexBindParam = BindParameter(eBindParameterType::TEXTURE, 500); csmTexBindParamDesc.parameter = m_csmTexBindParam; csmTexBindParamDesc.constantSize = 0; csmTexBindParamDesc.relativeAccessFrequency = 0; csmTexBindParamDesc.relativeChangeFrequency = 0; csmTexBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; BindParameterDesc shadowMXTexBindParamDesc; m_shadowMxTexBindParam = BindParameter(eBindParameterType::TEXTURE, 501); shadowMXTexBindParamDesc.parameter = m_shadowMxTexBindParam; shadowMXTexBindParamDesc.constantSize = 0; shadowMXTexBindParamDesc.relativeAccessFrequency = 0; shadowMXTexBindParamDesc.relativeChangeFrequency = 0; shadowMXTexBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; BindParameterDesc csmSplitsTexBindParamDesc; m_csmSplitsTexBindParam = BindParameter(eBindParameterType::TEXTURE, 502); csmSplitsTexBindParamDesc.parameter = m_csmSplitsTexBindParam; csmSplitsTexBindParamDesc.constantSize = 0; csmSplitsTexBindParamDesc.relativeAccessFrequency = 0; csmSplitsTexBindParamDesc.relativeChangeFrequency = 0; csmSplitsTexBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; BindParameterDesc lightMvpTexBindParamDesc; m_lightMvpTexBindParam = BindParameter(eBindParameterType::TEXTURE, 503); lightMvpTexBindParamDesc.parameter = m_lightMvpTexBindParam; lightMvpTexBindParamDesc.constantSize = 0; lightMvpTexBindParamDesc.relativeAccessFrequency = 0; lightMvpTexBindParamDesc.relativeChangeFrequency = 0; lightMvpTexBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; BindParameterDesc shadowSampBindParamDesc; shadowSampBindParamDesc.parameter = BindParameter(eBindParameterType::SAMPLER, 500); shadowSampBindParamDesc.constantSize = 0; shadowSampBindParamDesc.relativeAccessFrequency = 0; shadowSampBindParamDesc.relativeChangeFrequency = 0; shadowSampBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; gxapi::StaticSamplerDesc theSamplerParam; theSamplerParam.shaderRegister = 500; theSamplerParam.filter = gxapi::eTextureFilterMode::MIN_MAG_MIP_POINT; theSamplerParam.addressU = gxapi::eTextureAddressMode::CLAMP; theSamplerParam.addressV = gxapi::eTextureAddressMode::CLAMP; theSamplerParam.addressW = gxapi::eTextureAddressMode::CLAMP; theSamplerParam.mipLevelBias = 0.f; theSamplerParam.registerSpace = 0; theSamplerParam.shaderVisibility = gxapi::eShaderVisiblity::ALL; BindParameterDesc volDst0BindParamDesc; m_volDst0BindParam = BindParameter(eBindParameterType::UNORDERED, 0); volDst0BindParamDesc.parameter = m_volDst0BindParam; volDst0BindParamDesc.constantSize = 0; volDst0BindParamDesc.relativeAccessFrequency = 0; volDst0BindParamDesc.relativeChangeFrequency = 0; volDst0BindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; BindParameterDesc volDst1BindParamDesc; m_volDst1BindParam = BindParameter(eBindParameterType::UNORDERED, 1); volDst1BindParamDesc.parameter = m_volDst1BindParam; volDst1BindParamDesc.constantSize = 0; volDst1BindParamDesc.relativeAccessFrequency = 0; volDst1BindParamDesc.relativeChangeFrequency = 0; volDst1BindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; BindParameterDesc dstBindParamDesc; m_dstBindParam = BindParameter(eBindParameterType::UNORDERED, 2); dstBindParamDesc.parameter = m_dstBindParam; dstBindParamDesc.constantSize = 0; dstBindParamDesc.relativeAccessFrequency = 0; dstBindParamDesc.relativeChangeFrequency = 0; dstBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; BindParameterDesc cullBindParamDesc; m_cullBindParam = BindParameter(eBindParameterType::UNORDERED, 3); cullBindParamDesc.parameter = m_cullBindParam; cullBindParamDesc.constantSize = 0; cullBindParamDesc.relativeAccessFrequency = 0; cullBindParamDesc.relativeChangeFrequency = 0; cullBindParamDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; gxapi::StaticSamplerDesc samplerDesc; samplerDesc.shaderRegister = 0; samplerDesc.filter = gxapi::eTextureFilterMode::MIN_MAG_MIP_POINT; samplerDesc.addressU = gxapi::eTextureAddressMode::CLAMP; samplerDesc.addressV = gxapi::eTextureAddressMode::CLAMP; samplerDesc.addressW = gxapi::eTextureAddressMode::CLAMP; samplerDesc.mipLevelBias = 0.f; samplerDesc.registerSpace = 0; samplerDesc.shaderVisibility = gxapi::eShaderVisiblity::ALL; m_binder = context.CreateBinder({ uniformsBindParamDesc, sampBindParamDesc, depthTexBindParamDesc, colorBindParamDesc, cullBindParamDesc, volDst0BindParamDesc, dstBindParamDesc, volDst1BindParamDesc, cullRoBindParamDesc, lightCullBindParamDesc, csmTexBindParamDesc, shadowMXTexBindParamDesc, csmSplitsTexBindParamDesc, lightMvpTexBindParamDesc, shadowSampBindParamDesc }, { samplerDesc, theSamplerParam }); } if (!m_sdfCullingCSO) { InitRenderTarget(context); ShaderParts shaderParts; shaderParts.cs = true; { m_sdfCullingShader = context.CreateShader("SDFCulling", shaderParts, ""); gxapi::ComputePipelineStateDesc csoDesc; csoDesc.rootSignature = m_binder.GetRootSignature(); csoDesc.cs = m_sdfCullingShader.cs; m_sdfCullingCSO.reset(context.CreatePSO(csoDesc)); } { m_volumetricLightingShader = context.CreateShader("VolumetricLighting", shaderParts, ""); gxapi::ComputePipelineStateDesc csoDesc; csoDesc.rootSignature = m_binder.GetRootSignature(); csoDesc.cs = m_volumetricLightingShader.cs; m_volumetricLightingCSO.reset(context.CreatePSO(csoDesc)); } } this->GetOutput<0>().Set(m_dstTexUAV.GetResource()); }