本文整理汇总了C++中GraphicsContext::InsertPixEndEvent方法的典型用法代码示例。如果您正苦于以下问题:C++ GraphicsContext::InsertPixEndEvent方法的具体用法?C++ GraphicsContext::InsertPixEndEvent怎么用?C++ GraphicsContext::InsertPixEndEvent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::InsertPixEndEvent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: RenderShadowMapPartitions
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();
}
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();
}