本文整理汇总了C++中GraphicsContext::SetComputeDescriptorTable方法的典型用法代码示例。如果您正苦于以下问题:C++ GraphicsContext::SetComputeDescriptorTable方法的具体用法?C++ GraphicsContext::SetComputeDescriptorTable怎么用?C++ GraphicsContext::SetComputeDescriptorTable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::SetComputeDescriptorTable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
void SDSMShadowManager::ComputeShadowPartitions(Camera *camera, D3DXMATRIX &lightViewMatrix, D3DXMATRIX &lightProjectionMatrix, DepthStencilTarget *depthStencil)
{
Direct3DManager *direct3DManager = mGraphicsManager->GetDirect3DManager();
Camera::CameraScreenSettings cameraSettings = camera->GetScreenSettings();
const float maxFloat = FLT_MAX;
Vector3 maxPartitionScale(maxFloat, maxFloat, maxFloat);
mBlurSizeInLightSpace = Vector2(0.0f, 0.0f);
if (mShadowPreferences.UseSoftShadows)
{
mBlurSizeInLightSpace.X = mShadowPreferences.SofteningAmount * 0.5f * lightProjectionMatrix._11;
mBlurSizeInLightSpace.Y = mShadowPreferences.SofteningAmount * 0.5f * lightProjectionMatrix._22;
float maxBlurLightSpace = mShadowPreferences.MaxSofteningFilter / ((float)mShadowPreferences.ShadowTextureSize);
maxPartitionScale.X = maxBlurLightSpace / mBlurSizeInLightSpace.X;
maxPartitionScale.Y = maxBlurLightSpace / mBlurSizeInLightSpace.Y;
}
Vector3 partitionBorderLightSpace(mBlurSizeInLightSpace.X, mBlurSizeInLightSpace.Y, 1.0f);
partitionBorderLightSpace.Z *= lightProjectionMatrix._33;
D3DXMATRIX cameraViewInvMatrix;
D3DXMATRIX cameraViewMatrix = camera->GetViewMatrix();
D3DXMatrixInverse(&cameraViewInvMatrix, NULL, &cameraViewMatrix);
D3DXMATRIX lightViewProjMatrix = lightViewMatrix * lightProjectionMatrix;
mCurrentSDSMBuffer.cameraProjMatrix = camera->GetReverseProjectionMatrix();
mCurrentSDSMBuffer.cameraViewToLightProjMatrix = cameraViewInvMatrix * lightViewProjMatrix;
mCurrentSDSMBuffer.lightSpaceBorder = Vector4(partitionBorderLightSpace.X, partitionBorderLightSpace.Y, partitionBorderLightSpace.Z, 0.0f);
mCurrentSDSMBuffer.maxScale = Vector4(maxPartitionScale.X, maxPartitionScale.Y, maxPartitionScale.Z, 0.0f);
mCurrentSDSMBuffer.bufferDimensions = direct3DManager->GetScreenSize();
mCurrentSDSMBuffer.cameraNearFar = Vector2(cameraSettings.Near, cameraSettings.Far);
mCurrentSDSMBuffer.dilationFactor = 0.01f;
mCurrentSDSMBuffer.reduceTileDim = 64;
D3DXMatrixTranspose(&mCurrentSDSMBuffer.cameraProjMatrix, &mCurrentSDSMBuffer.cameraProjMatrix);
D3DXMatrixTranspose(&mCurrentSDSMBuffer.cameraViewToLightProjMatrix, &mCurrentSDSMBuffer.cameraViewToLightProjMatrix);
mCurrentAccumulationBuffer.projectionMatrix = mCurrentSDSMBuffer.cameraProjMatrix;
mCurrentAccumulationBuffer.viewToLightProjMatrix = mCurrentSDSMBuffer.cameraViewToLightProjMatrix;
mCurrentAccumulationBuffer.bufferDimensions = direct3DManager->GetScreenSize();
mSDSMBuffers[direct3DManager->GetFrameIndex()]->SetConstantBufferData(&mCurrentSDSMBuffer, sizeof(SDSMBuffer));
mSDSMAccumulationBuffers[direct3DManager->GetFrameIndex()]->SetConstantBufferData(&mCurrentAccumulationBuffer, sizeof(SDSMAccumulationBuffer));
uint32 shadowNumSRVDescs = 1;
Direct3DHeapManager *heapManager = direct3DManager->GetContextManager()->GetHeapManager();
RenderPassDescriptorHeap *shadowSRVDescHeap = heapManager->GetRenderPassDescriptorHeapFor(RenderPassDescriptorHeapType_ShadowCompute, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, direct3DManager->GetFrameIndex(), shadowNumSRVDescs);
GraphicsContext *graphicsContext = direct3DManager->GetContextManager()->GetGraphicsContext();
graphicsContext->InsertPixBeginEvent(0xFF00FF00, "Shadow Compute");
graphicsContext->SetDescriptorHeap(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, shadowSRVDescHeap->GetHeap());
////// Clear partitions
graphicsContext->TransitionResource(mShadowPartitionBuffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, false);
graphicsContext->TransitionResource(mShadowPartitionBoundsBuffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, true);
DescriptorHeapHandle shadowPartitionUAVHandle = shadowSRVDescHeap->GetHeapHandleBlock(1);
direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowPartitionUAVHandle.GetCPUHandle(), mShadowPartitionBuffer->GetUnorderedAccessViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
graphicsContext->SetPipelineState(mClearShadowPartitionsShader);
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());
//.........这里部分代码省略.........