本文整理汇总了C++中GraphicsContext::SetGraphicsDescriptorTable方法的典型用法代码示例。如果您正苦于以下问题:C++ GraphicsContext::SetGraphicsDescriptorTable方法的具体用法?C++ GraphicsContext::SetGraphicsDescriptorTable怎么用?C++ GraphicsContext::SetGraphicsDescriptorTable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::SetGraphicsDescriptorTable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: RenderAccumulatedShadowMap
void SDSMShadowManager::RenderAccumulatedShadowMap(RenderPassContext *renderPassContext, DepthStencilTarget *gbufferDepth, RenderTarget *gbufferNormals)
{
Direct3DManager *direct3DManager = mGraphicsManager->GetDirect3DManager();
GraphicsContext *graphicsContext = direct3DManager->GetContextManager()->GetGraphicsContext();
Direct3DHeapManager *heapManager = direct3DManager->GetContextManager()->GetHeapManager();
Vector2 screenSize = direct3DManager->GetScreenSize();
graphicsContext->TransitionResource(gbufferNormals, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, false);
graphicsContext->TransitionResource(gbufferNormals, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, false);
graphicsContext->TransitionResource(mShadowAccumulationTexture, D3D12_RESOURCE_STATE_RENDER_TARGET, true);
graphicsContext->SetViewport(direct3DManager->GetScreenViewport());
graphicsContext->SetScissorRect(0, 0, (uint32)screenSize.X, (uint32)screenSize.Y);
DescriptorHeapHandle shadowSRVHandle = renderPassContext->GetCBVSRVHeap()->GetHeapHandleBlock(7);
DescriptorHeapHandle shadowSamplersHandle = renderPassContext->GetSamplerHeap()->GetHeapHandleBlock(1);
DescriptorHeapHandle shadowCBVHandle = renderPassContext->GetCBVSRVHeap()->GetHeapHandleBlock(1);
D3D12_CPU_DESCRIPTOR_HANDLE shadowSRVHandleOffset = shadowSRVHandle.GetCPUHandle();
uint32 srvHandleOffsetIncrement = renderPassContext->GetCBVSRVHeap()->GetDescriptorSize();
direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowSRVHandleOffset, gbufferNormals->GetShaderResourceViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
shadowSRVHandleOffset.ptr += srvHandleOffsetIncrement;
direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowSRVHandleOffset, gbufferDepth->GetShaderResourceViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
shadowSRVHandleOffset.ptr += srvHandleOffsetIncrement;
for (uint32 i = 0; i < SDSM_SHADOW_PARTITION_COUNT; i++)
{
direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowSRVHandleOffset, mShadowEVSMTextures[i]->GetShaderResourceViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
shadowSRVHandleOffset.ptr += srvHandleOffsetIncrement;
}
direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowSRVHandleOffset, mShadowPartitionBuffer->GetShaderResourceViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
Sampler *shadowSampler = mGraphicsManager->GetSamplerManager()->GetSampler(SAMPLER_DEFAULT_ANISO_16_CLAMP);
direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowSamplersHandle.GetCPUHandle(), shadowSampler->GetSamplerHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowCBVHandle.GetCPUHandle(), mSDSMAccumulationBuffers[direct3DManager->GetFrameIndex()]->GetConstantBufferViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
graphicsContext->SetRenderTarget(mShadowAccumulationTexture->GetRenderTargetViewHandle().GetCPUHandle());
graphicsContext->SetPipelineState(mSDSMAccumulationShader);
graphicsContext->SetRootSignature(mSDSMAccumulationShader->GetRootSignature(), NULL);
graphicsContext->SetGraphicsDescriptorTable(0, shadowSRVHandle.GetGPUHandle());
graphicsContext->SetGraphicsDescriptorTable(1, shadowSamplersHandle.GetGPUHandle());
graphicsContext->SetGraphicsDescriptorTable(2, shadowCBVHandle.GetGPUHandle());
graphicsContext->DrawFullScreenTriangle();
}
示例2: 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();
}