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C++ GraphicsContext::Dispatch2D方法代码示例

本文整理汇总了C++中GraphicsContext::Dispatch2D方法的典型用法代码示例。如果您正苦于以下问题:C++ GraphicsContext::Dispatch2D方法的具体用法?C++ GraphicsContext::Dispatch2D怎么用?C++ GraphicsContext::Dispatch2D使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GraphicsContext的用法示例。


在下文中一共展示了GraphicsContext::Dispatch2D方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: GenerateMipsForShadowMap

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);
}
开发者ID:Edenspuzzle,项目名称:EdensEngine,代码行数:49,代码来源:SDSMShadowManager.cpp

示例2: ComputeShadowPartitions


//.........这里部分代码省略.........
    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();
}
开发者ID:Edenspuzzle,项目名称:EdensEngine,代码行数:101,代码来源:SDSMShadowManager.cpp


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