mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-24 16:02:54 +08:00
Hardware MSAA support for deferred render
This commit is contained in:
parent
152d439f89
commit
f333e64812
@ -392,6 +392,16 @@
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
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</FxCompile>
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<FxCompile Include="DirLightPS_MS.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.1</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.1</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.1</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.1</ShaderModel>
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</FxCompile>
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<FxCompile Include="DirLightVS.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
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@ -434,6 +444,16 @@
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
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</FxCompile>
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<FxCompile Include="LodLightsPS_MS.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.1</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.1</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.1</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.1</ShaderModel>
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</FxCompile>
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<FxCompile Include="LodLightsPS.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
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@ -262,6 +262,12 @@
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<FxCompile Include="LodLightsPS.hlsl">
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<Filter>Lights</Filter>
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</FxCompile>
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<FxCompile Include="DirLightPS_MS.hlsl">
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<Filter>Lights</Filter>
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</FxCompile>
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<FxCompile Include="LodLightsPS_MS.hlsl">
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<Filter>Lights</Filter>
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</FxCompile>
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</ItemGroup>
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<ItemGroup>
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<None Include="BasicPS.hlsli">
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66
CodeWalker.Shaders/DirLightPS_MS.hlsl
Normal file
66
CodeWalker.Shaders/DirLightPS_MS.hlsl
Normal file
@ -0,0 +1,66 @@
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#include "LightPS.hlsli"
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Texture2DMS<float> DepthTex : register(t0);
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Texture2DMS<float4> DiffuseTex : register(t2);
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Texture2DMS<float4> NormalTex : register(t3);
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Texture2DMS<float4> SpecularTex : register(t4);
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Texture2DMS<float4> IrradianceTex : register(t5);
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struct VS_Output
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{
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float4 Pos : SV_POSITION;
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float4 Screen : TEXCOORD0;
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};
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PS_OUTPUT main(VS_Output input)
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{
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//switch (RenderMode)
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//{
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// case 5: c += diffuse.rgb; break;
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// case 6: c += normal.rgb; break;
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// case 7: c += specular.rgb; break;
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//}
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uint2 ssloc = uint2(input.Pos.xy); //pixel location
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float2 spos = float2(input.Screen.xy / input.Screen.w);
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float3 c = 0;
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float d = 0;
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float a = 0;
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int sc = min(SampleCount, 8);
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[unroll]
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for (int i = 0; i < sc; i++)
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{
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float depth = DepthTex.Load(ssloc, i);
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if (depth == 0) continue; //no existing subpixel rendered here
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float4 diffuse = DiffuseTex.Load(ssloc, i);
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float4 normal = NormalTex.Load(ssloc, i);
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float4 specular = SpecularTex.Load(ssloc, i);
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float4 irradiance = IrradianceTex.Load(ssloc, i);
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float4 cpos = mul(float4(spos, depth, 1), ViewProjInv);
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float3 camRel = cpos.xyz * (1 / cpos.w);
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float3 norm = normal.xyz * 2 - 1;
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float3 colour = DeferredDirectionalLight(camRel, norm, diffuse, specular, irradiance);
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c += colour;
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d += depth;
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a += 1;
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}
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c *= SampleMult;
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d *= SampleMult;
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a *= SampleMult;
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if (d <= 0) discard;
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PS_OUTPUT output;
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output.Colour = float4(c, a);
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output.Depth = d;
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return output;
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}
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@ -18,8 +18,8 @@ cbuffer PSLightVars : register(b0)
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uint RenderSamplerCoord;
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uint LightType; //0=directional, 1=Point, 2=Spot, 4=Capsule
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uint IsLOD; //useful or not?
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uint Pad0;
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uint Pad1;
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uint SampleCount;//for MSAA
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float SampleMult;//for MSAA
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}
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53
CodeWalker.Shaders/LodLightsPS_MS.hlsl
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53
CodeWalker.Shaders/LodLightsPS_MS.hlsl
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@ -0,0 +1,53 @@
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#include "LightPS.hlsli"
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Texture2DMS<float> DepthTex : register(t0);
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Texture2DMS<float4> DiffuseTex : register(t2);
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Texture2DMS<float4> NormalTex : register(t3);
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Texture2DMS<float4> SpecularTex : register(t4);
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Texture2DMS<float4> IrradianceTex : register(t5);
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struct VS_Output
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{
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float4 Pos : SV_POSITION;
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float4 Screen : TEXCOORD0;
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uint IID : SV_INSTANCEID;
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};
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float4 main(VS_Output input) : SV_TARGET
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{
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uint2 ssloc = uint2(input.Pos.xy); //pixel location
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float2 spos = float2(input.Screen.xy / input.Screen.w);
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float4 c = 0;
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float d = 0;
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int sc = min(SampleCount, 8);
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[unroll]
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for (int i = 0; i < sc; i++)
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{
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float depth = DepthTex.Load(ssloc, i);
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if (depth == 0) continue; //no existing subpixel rendered here
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float4 diffuse = DiffuseTex.Load(ssloc, i);
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float4 normal = NormalTex.Load(ssloc, i);
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float4 specular = SpecularTex.Load(ssloc, i);
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float4 irradiance = IrradianceTex.Load(ssloc, i);
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float4 cpos = mul(float4(spos, depth, 1), ViewProjInv);
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float3 camRel = cpos.xyz * (1 / cpos.w);
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float3 norm = normal.xyz * 2 - 1;
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float4 colour = DeferredLODLight(camRel, norm, diffuse, specular, irradiance, input.IID);
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c += colour;
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d += depth;
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}
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c *= SampleMult;
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d *= SampleMult;
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if (d <= 0) discard;
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return c;
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}
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@ -63,7 +63,7 @@ namespace CodeWalker.Rendering
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Usage = Usage.RenderTargetOutput
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};
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FeatureLevel[] levels = new FeatureLevel[] { FeatureLevel.Level_10_0 };
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FeatureLevel[] levels = new FeatureLevel[] { FeatureLevel.Level_11_0, FeatureLevel.Level_10_1, FeatureLevel.Level_10_0 };
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DeviceCreationFlags flags = DeviceCreationFlags.None;
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//#if DEBUG
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@ -132,6 +132,10 @@ namespace CodeWalker.Rendering
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srvd.Texture3D.MipLevels = mipLevels;
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srvd.Texture3D.MostDetailedMip = mostDetailedMip;
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break;
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case ShaderResourceViewDimension.Texture2DMultisampled:
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case ShaderResourceViewDimension.Texture2DMultisampledArray:
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//nothing to do here
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break;
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default:
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throw new Exception(); //not implemented....
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}
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@ -37,8 +37,8 @@ namespace CodeWalker.Rendering
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public uint RenderSamplerCoord; //which texcoord to use in single texture mode
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public uint LightType; //0=directional, 1=Point, 2=Spot, 4=Capsule
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public uint IsLOD; //useful or not?
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public uint Pad0;
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public uint Pad1;
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public uint SampleCount;//for MSAA
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public float SampleMult;//for MSAA
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}
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public struct DeferredSSAAPSVars
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@ -66,8 +66,10 @@ namespace CodeWalker.Rendering
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VertexShader DirLightVS;
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PixelShader DirLightPS;
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PixelShader DirLightMSPS;
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VertexShader LodLightVS;
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PixelShader LodLightPS;
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PixelShader LodLightMSPS;
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UnitCone LightCone;
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UnitSphere LightSphere;
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UnitCapsule LightCapsule;
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@ -86,6 +88,11 @@ namespace CodeWalker.Rendering
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public int SSAASampleCount = 1;
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public int MSAASampleCount = 4;
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public long VramUsage
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{
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get
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@ -102,8 +109,10 @@ namespace CodeWalker.Rendering
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byte[] bDirLightVS = File.ReadAllBytes("Shaders\\DirLightVS.cso");
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byte[] bDirLightPS = File.ReadAllBytes("Shaders\\DirLightPS.cso");
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byte[] bDirLightMSPS = File.ReadAllBytes("Shaders\\DirLightPS_MS.cso");
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byte[] bLodLightVS = File.ReadAllBytes("Shaders\\LodLightsVS.cso");
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byte[] bLodLightPS = File.ReadAllBytes("Shaders\\LodLightsPS.cso");
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byte[] bLodLightMSPS = File.ReadAllBytes("Shaders\\LodLightsPS_MS.cso");
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byte[] bFinalVS = File.ReadAllBytes("Shaders\\PPFinalPassVS.cso");
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byte[] bSSAAPS = File.ReadAllBytes("Shaders\\PPSSAAPS.cso");
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@ -111,6 +120,19 @@ namespace CodeWalker.Rendering
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DirLightPS = new PixelShader(device, bDirLightPS);
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LodLightVS = new VertexShader(device, bLodLightVS);
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LodLightPS = new PixelShader(device, bLodLightPS);
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try
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{
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//error could happen here if the device isn't supporting feature level 10.1
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DirLightMSPS = new PixelShader(device, bDirLightMSPS);
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LodLightMSPS = new PixelShader(device, bLodLightMSPS);
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}
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catch
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{
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MSAASampleCount = 1; //can't do MSAA without at least 10.1 support
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}
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LightCone = new UnitCone(device, bLodLightVS, 4, false);
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LightSphere = new UnitSphere(device, bLodLightVS, 4, true);
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LightCapsule = new UnitCapsule(device, bLodLightVS, 4, false);
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@ -198,6 +220,11 @@ namespace CodeWalker.Rendering
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DirLightPS.Dispose();
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DirLightPS = null;
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}
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if (DirLightMSPS != null)
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{
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DirLightMSPS.Dispose();
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DirLightMSPS = null;
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}
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if (DirLightVS != null)
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{
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DirLightVS.Dispose();
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@ -208,6 +235,11 @@ namespace CodeWalker.Rendering
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LodLightPS.Dispose();
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LodLightPS = null;
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}
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if (LodLightMSPS != null)
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{
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LodLightMSPS.Dispose();
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LodLightMSPS = null;
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}
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if (LodLightVS != null)
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{
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LodLightVS.Dispose();
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@ -249,7 +281,7 @@ namespace CodeWalker.Rendering
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Viewport.Y = 0.0f;
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GBuffers = new GpuMultiTexture(device, uw, uh, 4, Format.R8G8B8A8_UNorm, true, Format.D32_Float);
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GBuffers = new GpuMultiTexture(device, uw, uh, 4, Format.R8G8B8A8_UNorm, true, Format.D32_Float, MSAASampleCount);
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WindowSizeVramUsage += GBuffers.VramUsage;
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SceneColour = new GpuTexture(device, uw, uh, Format.R32G32B32A32_Float, 1, 0, true, Format.D32_Float);
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@ -293,18 +325,18 @@ namespace CodeWalker.Rendering
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public void RenderLights(DeviceContext context, Camera camera, Shadowmap globalShadows, ShaderGlobalLights globalLights)
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{
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uint rendermode = 0;
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uint rendermodeind = 1;
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//first full-screen directional light pass, for sun/moon
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//discard pixels where scene depth is 0, since nothing was rendered there
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//blend mode: overwrite
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context.VertexShader.Set(DirLightVS);
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context.PixelShader.Set(DirLightPS);
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var ps = (MSAASampleCount > 1) ? DirLightMSPS : DirLightPS;
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LightVSVars.Vars.ViewProj = Matrix.Identity; //Matrix.Transpose(camera.ViewProjMatrix);
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LightVSVars.Vars.CameraPos = Vector4.Zero; //new Vector4(camera.Position, 0.0f);
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context.VertexShader.Set(DirLightVS);
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context.PixelShader.Set(ps);
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LightVSVars.Vars.ViewProj = Matrix.Identity;
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LightVSVars.Vars.CameraPos = Vector4.Zero;
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LightVSVars.Vars.LightType = 0;
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LightVSVars.Vars.IsLOD = 0;
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LightVSVars.Vars.Pad0 = 0;
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@ -314,15 +346,15 @@ namespace CodeWalker.Rendering
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LightPSVars.Vars.GlobalLights = globalLights.Params;
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LightPSVars.Vars.ViewProjInv = Matrix.Transpose(camera.ViewProjInvMatrix);
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LightPSVars.Vars.CameraPos = Vector4.Zero; //new Vector4(camera.Position, 0.0f);
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LightPSVars.Vars.CameraPos = Vector4.Zero;
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LightPSVars.Vars.EnableShadows = (globalShadows != null) ? 1u : 0u;
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LightPSVars.Vars.RenderMode = rendermode;
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LightPSVars.Vars.RenderModeIndex = rendermodeind;
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LightPSVars.Vars.RenderSamplerCoord = 0;// (uint)RenderTextureSamplerCoord;
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LightPSVars.Vars.RenderMode = 0;
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LightPSVars.Vars.RenderModeIndex = 1;
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LightPSVars.Vars.RenderSamplerCoord = 0;
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LightPSVars.Vars.LightType = 0;
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LightPSVars.Vars.IsLOD = 0;
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LightPSVars.Vars.Pad0 = 0;
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LightPSVars.Vars.Pad1 = 0;
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LightPSVars.Vars.SampleCount = (uint)MSAASampleCount;
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LightPSVars.Vars.SampleMult = 1.0f / MSAASampleCount;
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LightPSVars.Update(context);
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LightPSVars.SetPSCBuffer(context, 0);
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@ -350,9 +382,10 @@ namespace CodeWalker.Rendering
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//instanced rendering of all other lights, using appropriate shapes
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//blend mode: additive
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var ps = (MSAASampleCount > 1) ? LodLightMSPS : LodLightPS;
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context.VertexShader.Set(LodLightVS);
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context.PixelShader.Set(LodLightPS);
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context.PixelShader.Set(ps);
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LightVSVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
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LightVSVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
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@ -361,26 +394,20 @@ namespace CodeWalker.Rendering
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LightVSVars.Vars.Pad0 = 0;
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LightVSVars.Vars.Pad1 = 0;
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//LightPSVars.Vars.GlobalLights = globalLights.Params;
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LightPSVars.Vars.ViewProjInv = Matrix.Transpose(camera.ViewProjInvMatrix);
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LightPSVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
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LightPSVars.Vars.EnableShadows = 0;// (globalShadows != null) ? 1u : 0u;
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LightPSVars.Vars.RenderMode = 0;// rendermode;
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LightPSVars.Vars.RenderModeIndex = 1;// rendermodeind;
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LightPSVars.Vars.RenderSamplerCoord = 0;// (uint)RenderTextureSamplerCoord;
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LightPSVars.Vars.EnableShadows = 0;
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LightPSVars.Vars.RenderMode = 0;
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LightPSVars.Vars.RenderModeIndex = 1;
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LightPSVars.Vars.RenderSamplerCoord = 0;
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LightPSVars.Vars.LightType = 0;
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LightPSVars.Vars.IsLOD = 0;
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LightPSVars.Vars.Pad0 = 0;
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LightPSVars.Vars.Pad1 = 0;
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LightPSVars.Vars.SampleCount = (uint)MSAASampleCount;
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LightPSVars.Vars.SampleMult = 1.0f / MSAASampleCount;
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context.PixelShader.SetShaderResources(0, GBuffers.DepthSRV);
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context.PixelShader.SetShaderResources(2, GBuffers.SRVs);
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//if (globalShadows != null)
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//{
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// globalShadows.SetFinalRenderResources(context);
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//}
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foreach (var rll in lodlights)
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{
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@ -427,10 +454,6 @@ namespace CodeWalker.Rendering
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context.PixelShader.Set(null);
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context.PixelShader.SetShaderResources(0, null, null, null);
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context.PixelShader.SetSamplers(0, null, null);
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}
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@ -293,13 +293,13 @@ namespace CodeWalker.Rendering
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TextureMS = DXUtility.CreateTexture2D(device, w, h, 1, 1, f, sc, sq, u, b, 0, 0);
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MSRTV = DXUtility.CreateRenderTargetView(device, TextureMS, f, rtvd, 0, 0, 0);
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VramUsage += (wh * fs);
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VramUsage += (wh * fs) * sc;
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if (depth)
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{
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DepthMS = DXUtility.CreateTexture2D(device, w, h, 1, 1, df, sc, sq, u, db, 0, 0);
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MSDSV = DXUtility.CreateDepthStencilView(device, DepthMS, df, dsvd);
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VramUsage += (wh * DXUtility.ElementSize(df));
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VramUsage += (wh * DXUtility.ElementSize(df)) * sc;
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}
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}
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else
|
||||
@ -432,31 +432,42 @@ namespace CodeWalker.Rendering
|
||||
public int VramUsage;
|
||||
public bool UseDepth;
|
||||
public int Count;
|
||||
public bool Multisampled;
|
||||
public int MultisampleCount;
|
||||
|
||||
public void Init(Device device, int w, int h, int count, Format f, bool depth, Format df)
|
||||
public void Init(Device device, int w, int h, int count, Format f, bool depth, Format df, int multisamplecount)
|
||||
{
|
||||
Count = count;
|
||||
VramUsage = 0;
|
||||
UseDepth = depth;
|
||||
MultisampleCount = multisamplecount;
|
||||
Multisampled = (multisamplecount > 1);
|
||||
ResourceUsage u = ResourceUsage.Default;
|
||||
BindFlags b = BindFlags.RenderTarget | BindFlags.ShaderResource;
|
||||
RenderTargetViewDimension rtvd = RenderTargetViewDimension.Texture2D;
|
||||
ShaderResourceViewDimension srvd = ShaderResourceViewDimension.Texture2D;// D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
int fs = DXUtility.ElementSize(f);
|
||||
int wh = w * h;
|
||||
BindFlags db = BindFlags.DepthStencil | BindFlags.ShaderResource;// D3D11_BIND_DEPTH_STENCIL;
|
||||
RenderTargetViewDimension rtvd = RenderTargetViewDimension.Texture2D;
|
||||
ShaderResourceViewDimension srvd = ShaderResourceViewDimension.Texture2D;// D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
DepthStencilViewDimension dsvd = DepthStencilViewDimension.Texture2D;
|
||||
|
||||
if (Multisampled)
|
||||
{
|
||||
rtvd = RenderTargetViewDimension.Texture2DMultisampled;
|
||||
srvd = ShaderResourceViewDimension.Texture2DMultisampled;
|
||||
dsvd = DepthStencilViewDimension.Texture2DMultisampled;
|
||||
}
|
||||
|
||||
Textures = new Texture2D[count];
|
||||
RTVs = new RenderTargetView[count];
|
||||
SRVs = new ShaderResourceView[count];
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
Textures[i] = DXUtility.CreateTexture2D(device, w, h, 1, 1, f, 1, 0, u, b, 0, 0);
|
||||
Textures[i] = DXUtility.CreateTexture2D(device, w, h, 1, 1, f, multisamplecount, 0, u, b, 0, 0);
|
||||
RTVs[i] = DXUtility.CreateRenderTargetView(device, Textures[i], f, rtvd, 0, 0, 0);
|
||||
SRVs[i] = DXUtility.CreateShaderResourceView(device, Textures[i], f, srvd, 1, 0, 0, 0);
|
||||
VramUsage += (wh * fs);
|
||||
VramUsage += (wh * fs) * multisamplecount;
|
||||
}
|
||||
if (depth)
|
||||
{
|
||||
@ -482,10 +493,10 @@ namespace CodeWalker.Rendering
|
||||
break;
|
||||
}
|
||||
|
||||
Depth = DXUtility.CreateTexture2D(device, w, h, 1, 1, dtexf, 1, 0, u, db, 0, 0);
|
||||
Depth = DXUtility.CreateTexture2D(device, w, h, 1, 1, dtexf, multisamplecount, 0, u, db, 0, 0);
|
||||
DSV = DXUtility.CreateDepthStencilView(device, Depth, df, dsvd);
|
||||
DepthSRV = DXUtility.CreateShaderResourceView(device, Depth, dsrvf, srvd, 1, 0, 0, 0);
|
||||
VramUsage += (wh * DXUtility.ElementSize(df));
|
||||
VramUsage += (wh * DXUtility.ElementSize(df)) * multisamplecount;
|
||||
}
|
||||
}
|
||||
public void Dispose()
|
||||
@ -516,13 +527,13 @@ namespace CodeWalker.Rendering
|
||||
Depth = null;
|
||||
}
|
||||
}
|
||||
public GpuMultiTexture(Device device, int w, int h, int count, Format f, bool depth, Format df)
|
||||
public GpuMultiTexture(Device device, int w, int h, int count, Format f, bool depth, Format df, int msc = 1)
|
||||
{
|
||||
Init(device, w, h, count, f, depth, df);
|
||||
Init(device, w, h, count, f, depth, df, msc);
|
||||
}
|
||||
public GpuMultiTexture(Device device, int w, int h, int count, Format f)
|
||||
public GpuMultiTexture(Device device, int w, int h, int count, Format f, int msc = 1)
|
||||
{
|
||||
Init(device, w, h, count, f, false, Format.Unknown);
|
||||
Init(device, w, h, count, f, false, Format.Unknown, msc);
|
||||
}
|
||||
|
||||
public void Clear(DeviceContext context, Color4 colour)
|
||||
|
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BIN
Shaders/DirLightPS_MS.cso
Normal file
BIN
Shaders/DirLightPS_MS.cso
Normal file
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BIN
Shaders/LodLightsPS_MS.cso
Normal file
BIN
Shaders/LodLightsPS_MS.cso
Normal file
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Loading…
Reference in New Issue
Block a user