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类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);
}
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();
}