Add directional shadow integration coverage
This commit is contained in:
@@ -145,10 +145,13 @@ private:
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ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
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ComPtr<ID3D12DescriptorHeap> m_shaderVisibleCbvSrvUavHeap;
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ComPtr<ID3D12DescriptorHeap> m_shaderVisibleSamplerHeap;
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std::vector<ComPtr<ID3D12DescriptorHeap>> m_retiredShaderVisibleHeaps;
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ID3D12Device* m_device = nullptr;
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CommandQueueType m_type;
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uint32_t m_shaderVisibleCbvSrvUavHeapCapacity = 0;
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uint32_t m_shaderVisibleSamplerHeapCapacity = 0;
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uint32_t m_shaderVisibleCbvSrvUavCursor = 0;
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uint32_t m_shaderVisibleSamplerCursor = 0;
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std::unordered_map<ID3D12Resource*, ResourceStates> m_resourceStateMap;
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std::vector<ID3D12Resource*> m_trackedResources;
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@@ -16,6 +16,7 @@ namespace Rendering {
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class RenderSurface;
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class RenderPipelineAsset;
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struct RenderContext;
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class CameraRenderer {
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public:
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@@ -43,7 +44,12 @@ public:
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bool Render(const CameraRenderRequest& request);
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private:
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struct DirectionalShadowSurfaceResources;
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void ResetPipeline(std::unique_ptr<RenderPipeline> pipeline);
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DirectionalShadowSurfaceResources* AcquireDirectionalShadowSurface(
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const RenderContext& context,
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const DirectionalShadowRenderPlan& plan);
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RenderSceneExtractor m_sceneExtractor;
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std::shared_ptr<const RenderPipelineAsset> m_pipelineAsset;
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@@ -51,6 +57,7 @@ private:
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std::unique_ptr<ObjectIdPass> m_objectIdPass;
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std::unique_ptr<RenderPass> m_depthOnlyPass;
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std::unique_ptr<RenderPass> m_shadowCasterPass;
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std::unique_ptr<DirectionalShadowSurfaceResources> m_directionalShadowSurface;
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};
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} // namespace Rendering
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@@ -125,8 +125,11 @@ void D3D12CommandList::Shutdown() {
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m_rtvHeap.Reset();
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m_shaderVisibleCbvSrvUavHeap.Reset();
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m_shaderVisibleSamplerHeap.Reset();
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m_retiredShaderVisibleHeaps.clear();
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m_shaderVisibleCbvSrvUavHeapCapacity = 0;
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m_shaderVisibleSamplerHeapCapacity = 0;
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m_shaderVisibleCbvSrvUavCursor = 0;
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m_shaderVisibleSamplerCursor = 0;
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m_resourceStateMap.clear();
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m_trackedResources.clear();
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m_currentShader = nullptr;
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@@ -142,6 +145,9 @@ void D3D12CommandList::Reset() {
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m_currentRootSignature = nullptr;
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m_currentPipelineLayout = nullptr;
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m_currentDescriptorHeap = nullptr;
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m_retiredShaderVisibleHeaps.clear();
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m_shaderVisibleCbvSrvUavCursor = 0;
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m_shaderVisibleSamplerCursor = 0;
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m_resourceStateMap.clear();
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m_trackedResources.clear();
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m_boundRenderTargets.clear();
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@@ -250,17 +256,22 @@ void D3D12CommandList::SetGraphicsDescriptorSets(
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auto ensureShaderVisibleHeap =
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[this](D3D12_DESCRIPTOR_HEAP_TYPE heapType,
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uint32_t requiredDescriptors,
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uint32_t currentCursor,
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ComPtr<ID3D12DescriptorHeap>& heap,
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uint32_t& capacity) -> bool {
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if (requiredDescriptors == 0) {
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return true;
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}
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if (heap != nullptr && capacity >= requiredDescriptors) {
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const uint32_t requiredCapacity = currentCursor + requiredDescriptors;
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if (heap != nullptr && capacity >= requiredCapacity) {
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return true;
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}
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const uint32_t newCapacity = std::max<uint32_t>(requiredDescriptors, capacity > 0 ? capacity * 2u : 32u);
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const uint32_t baselineCapacity =
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heapType == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER ? 256u : 4096u;
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const uint32_t grownCapacity = capacity > 0 ? capacity * 2u : baselineCapacity;
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const uint32_t newCapacity = std::max<uint32_t>(requiredCapacity, std::max<uint32_t>(grownCapacity, baselineCapacity));
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D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
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heapDesc.Type = heapType;
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heapDesc.NumDescriptors = newCapacity;
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@@ -272,6 +283,9 @@ void D3D12CommandList::SetGraphicsDescriptorSets(
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return false;
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}
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if (heap != nullptr) {
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m_retiredShaderVisibleHeaps.push_back(heap);
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}
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heap = newHeap;
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capacity = newCapacity;
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return true;
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@@ -280,11 +294,13 @@ void D3D12CommandList::SetGraphicsDescriptorSets(
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if (!ensureShaderVisibleHeap(
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
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requiredCbvSrvUavDescriptors,
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m_shaderVisibleCbvSrvUavCursor,
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m_shaderVisibleCbvSrvUavHeap,
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m_shaderVisibleCbvSrvUavHeapCapacity) ||
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!ensureShaderVisibleHeap(
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D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
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requiredSamplerDescriptors,
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m_shaderVisibleSamplerCursor,
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m_shaderVisibleSamplerHeap,
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m_shaderVisibleSamplerHeapCapacity)) {
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return;
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@@ -302,8 +318,8 @@ void D3D12CommandList::SetGraphicsDescriptorSets(
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SetDescriptorHeaps(static_cast<uint32_t>(descriptorHeaps.size()), descriptorHeaps.data());
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}
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uint32_t nextCbvSrvUavDescriptor = 0;
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uint32_t nextSamplerDescriptor = 0;
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uint32_t nextCbvSrvUavDescriptor = m_shaderVisibleCbvSrvUavCursor;
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uint32_t nextSamplerDescriptor = m_shaderVisibleSamplerCursor;
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for (uint32_t i = 0; i < count; ++i) {
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if (descriptorSets[i] == nullptr) {
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@@ -434,6 +450,9 @@ void D3D12CommandList::SetGraphicsDescriptorSets(
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}
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}
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}
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m_shaderVisibleCbvSrvUavCursor = nextCbvSrvUavDescriptor;
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m_shaderVisibleSamplerCursor = nextSamplerDescriptor;
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}
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void D3D12CommandList::SetComputeDescriptorSets(
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@@ -470,17 +489,22 @@ void D3D12CommandList::SetComputeDescriptorSets(
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auto ensureShaderVisibleHeap =
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[this](D3D12_DESCRIPTOR_HEAP_TYPE heapType,
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uint32_t requiredDescriptors,
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uint32_t currentCursor,
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ComPtr<ID3D12DescriptorHeap>& heap,
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uint32_t& capacity) -> bool {
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if (requiredDescriptors == 0) {
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return true;
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}
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if (heap != nullptr && capacity >= requiredDescriptors) {
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const uint32_t requiredCapacity = currentCursor + requiredDescriptors;
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if (heap != nullptr && capacity >= requiredCapacity) {
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return true;
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}
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const uint32_t newCapacity = std::max<uint32_t>(requiredDescriptors, capacity > 0 ? capacity * 2u : 32u);
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const uint32_t baselineCapacity =
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heapType == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER ? 256u : 4096u;
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const uint32_t grownCapacity = capacity > 0 ? capacity * 2u : baselineCapacity;
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const uint32_t newCapacity = std::max<uint32_t>(requiredCapacity, std::max<uint32_t>(grownCapacity, baselineCapacity));
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D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
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heapDesc.Type = heapType;
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heapDesc.NumDescriptors = newCapacity;
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@@ -492,6 +516,9 @@ void D3D12CommandList::SetComputeDescriptorSets(
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return false;
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}
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if (heap != nullptr) {
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m_retiredShaderVisibleHeaps.push_back(heap);
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}
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heap = newHeap;
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capacity = newCapacity;
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return true;
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@@ -500,11 +527,13 @@ void D3D12CommandList::SetComputeDescriptorSets(
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if (!ensureShaderVisibleHeap(
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
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requiredCbvSrvUavDescriptors,
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m_shaderVisibleCbvSrvUavCursor,
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m_shaderVisibleCbvSrvUavHeap,
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m_shaderVisibleCbvSrvUavHeapCapacity) ||
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!ensureShaderVisibleHeap(
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D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
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requiredSamplerDescriptors,
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m_shaderVisibleSamplerCursor,
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m_shaderVisibleSamplerHeap,
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m_shaderVisibleSamplerHeapCapacity)) {
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return;
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@@ -522,8 +551,8 @@ void D3D12CommandList::SetComputeDescriptorSets(
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SetDescriptorHeaps(static_cast<uint32_t>(descriptorHeaps.size()), descriptorHeaps.data());
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}
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uint32_t nextCbvSrvUavDescriptor = 0;
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uint32_t nextSamplerDescriptor = 0;
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uint32_t nextCbvSrvUavDescriptor = m_shaderVisibleCbvSrvUavCursor;
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uint32_t nextSamplerDescriptor = m_shaderVisibleSamplerCursor;
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for (uint32_t i = 0; i < count; ++i) {
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if (descriptorSets[i] == nullptr) {
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@@ -654,6 +683,9 @@ void D3D12CommandList::SetComputeDescriptorSets(
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}
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}
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}
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m_shaderVisibleCbvSrvUavCursor = nextCbvSrvUavDescriptor;
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m_shaderVisibleSamplerCursor = nextSamplerDescriptor;
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}
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void D3D12CommandList::TransitionBarrierInternal(ID3D12Resource* resource, ResourceStates stateBefore, ResourceStates stateAfter, uint32_t subresource) {
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@@ -7,10 +7,48 @@
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#include <d3d12.h>
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#include <dxgi.h>
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#include <stdio.h>
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#include <vector>
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namespace XCEngine {
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namespace RHI {
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namespace {
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void DumpD3D12InfoQueueMessages(ID3D12Device* device) {
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if (device == nullptr) {
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return;
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}
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ID3D12InfoQueue* infoQueue = nullptr;
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if (FAILED(device->QueryInterface(IID_PPV_ARGS(&infoQueue))) || infoQueue == nullptr) {
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return;
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}
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const UINT64 messageCount = infoQueue->GetNumStoredMessagesAllowedByRetrievalFilter();
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const UINT64 startIndex = messageCount > 12 ? messageCount - 12 : 0;
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for (UINT64 messageIndex = startIndex; messageIndex < messageCount; ++messageIndex) {
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SIZE_T messageLength = 0;
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if (FAILED(infoQueue->GetMessage(messageIndex, nullptr, &messageLength)) || messageLength == 0) {
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continue;
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}
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std::vector<uint8_t> messageStorage(messageLength);
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auto* message = reinterpret_cast<D3D12_MESSAGE*>(messageStorage.data());
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if (FAILED(infoQueue->GetMessage(messageIndex, message, &messageLength)) ||
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message->pDescription == nullptr) {
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continue;
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}
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XCEngine::Debug::Logger::Get().Error(
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XCEngine::Debug::LogCategory::Rendering,
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message->pDescription);
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}
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infoQueue->Release();
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}
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} // namespace
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bool D3D12Screenshot::Capture(ID3D12Device* device,
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ID3D12CommandQueue* commandQueue,
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ID3D12Resource* renderTarget,
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@@ -156,7 +194,21 @@ bool D3D12Screenshot::CopyToReadbackAndSave(ID3D12Device* device,
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ID3D12Fence* fence = nullptr;
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hr = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
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if (FAILED(hr)) {
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XCEngine::Debug::Logger::Get().Error(XCEngine::Debug::LogCategory::Rendering, "Screenshot: CreateFence failed");
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char message[256];
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sprintf_s(message, sizeof(message), "Screenshot: CreateFence failed hr=0x%08X", static_cast<unsigned int>(hr));
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XCEngine::Debug::Logger::Get().Error(XCEngine::Debug::LogCategory::Rendering, message);
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DumpD3D12InfoQueueMessages(device);
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if (hr == DXGI_ERROR_DEVICE_REMOVED ||
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hr == DXGI_ERROR_DEVICE_HUNG ||
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hr == DXGI_ERROR_DEVICE_RESET) {
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const HRESULT removedReason = device->GetDeviceRemovedReason();
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sprintf_s(
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message,
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sizeof(message),
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"Screenshot: Device removed reason after CreateFence failure: 0x%08X",
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static_cast<unsigned int>(removedReason));
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XCEngine::Debug::Logger::Get().Error(XCEngine::Debug::LogCategory::Rendering, message);
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}
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cmdList->Release();
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cmdAlloc->Release();
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readbackBuffer->Release();
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@@ -234,4 +286,4 @@ bool D3D12Screenshot::Capture(RHIDevice* device, RHISwapChain* swapChain, const
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}
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} // namespace RHI
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} // namespace XCEngine
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} // namespace XCEngine
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@@ -14,22 +14,32 @@
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namespace XCEngine {
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namespace Rendering {
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namespace {
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struct OwnedShadowSurfaceResources {
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struct CameraRenderer::DirectionalShadowSurfaceResources {
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RHI::RHIDevice* device = nullptr;
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uint32_t width = 0;
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uint32_t height = 0;
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RHI::RHITexture* depthTexture = nullptr;
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RHI::RHIResourceView* depthView = nullptr;
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RHI::RHIResourceView* shaderView = nullptr;
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RenderSurface surface = {};
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OwnedShadowSurfaceResources() = default;
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OwnedShadowSurfaceResources(const OwnedShadowSurfaceResources&) = delete;
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OwnedShadowSurfaceResources& operator=(const OwnedShadowSurfaceResources&) = delete;
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DirectionalShadowSurfaceResources() = default;
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DirectionalShadowSurfaceResources(const DirectionalShadowSurfaceResources&) = delete;
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DirectionalShadowSurfaceResources& operator=(const DirectionalShadowSurfaceResources&) = delete;
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~OwnedShadowSurfaceResources() {
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~DirectionalShadowSurfaceResources() {
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Reset();
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}
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bool Matches(const RenderContext& context, const DirectionalShadowRenderPlan& plan) const {
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return device == context.device &&
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width == plan.mapWidth &&
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height == plan.mapHeight &&
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depthTexture != nullptr &&
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depthView != nullptr &&
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shaderView != nullptr;
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}
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void Reset() {
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if (shaderView != nullptr) {
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shaderView->Shutdown();
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@@ -49,10 +59,15 @@ struct OwnedShadowSurfaceResources {
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depthTexture = nullptr;
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}
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device = nullptr;
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width = 0;
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height = 0;
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surface = RenderSurface();
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}
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};
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namespace {
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bool InitializePassSequence(
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RenderPassSequence* sequence,
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const RenderContext& context,
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@@ -150,67 +165,6 @@ bool ExecuteScenePassRequest(
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return pass->Execute(passContext);
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}
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bool CreateDirectionalShadowSurface(
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const RenderContext& context,
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const DirectionalShadowRenderPlan& plan,
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OwnedShadowSurfaceResources& outResources) {
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if (!context.IsValid() || !plan.IsValid()) {
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return false;
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}
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RHI::TextureDesc depthDesc = {};
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depthDesc.width = plan.mapWidth;
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depthDesc.height = plan.mapHeight;
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depthDesc.depth = 1;
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depthDesc.mipLevels = 1;
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depthDesc.arraySize = 1;
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depthDesc.format = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
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depthDesc.textureType = static_cast<uint32_t>(RHI::TextureType::Texture2D);
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depthDesc.sampleCount = 1;
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depthDesc.sampleQuality = 0;
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depthDesc.flags = 0;
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RHI::RHITexture* depthTexture = context.device->CreateTexture(depthDesc);
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if (depthTexture == nullptr) {
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return false;
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}
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RHI::ResourceViewDesc depthViewDesc = {};
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depthViewDesc.format = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
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depthViewDesc.dimension = RHI::ResourceViewDimension::Texture2D;
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depthViewDesc.mipLevel = 0;
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RHI::RHIResourceView* depthView =
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context.device->CreateDepthStencilView(depthTexture, depthViewDesc);
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if (depthView == nullptr) {
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depthTexture->Shutdown();
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delete depthTexture;
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return false;
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}
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RHI::ResourceViewDesc shaderViewDesc = {};
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shaderViewDesc.format = depthDesc.format;
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shaderViewDesc.dimension = RHI::ResourceViewDimension::Texture2D;
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shaderViewDesc.mipLevel = 0;
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RHI::RHIResourceView* shaderView =
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context.device->CreateShaderResourceView(depthTexture, shaderViewDesc);
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if (shaderView == nullptr) {
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depthView->Shutdown();
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delete depthView;
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depthTexture->Shutdown();
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delete depthTexture;
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return false;
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}
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outResources.Reset();
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outResources.depthTexture = depthTexture;
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outResources.depthView = depthView;
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outResources.shaderView = shaderView;
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outResources.surface = RenderSurface(plan.mapWidth, plan.mapHeight);
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outResources.surface.SetDepthAttachment(depthView);
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return true;
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}
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RenderDirectionalShadowData BuildDirectionalShadowData(
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const DirectionalShadowRenderPlan& plan,
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RHI::RHIResourceView* shadowMapView) {
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@@ -343,6 +297,75 @@ void CameraRenderer::ResetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
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}
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}
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CameraRenderer::DirectionalShadowSurfaceResources* CameraRenderer::AcquireDirectionalShadowSurface(
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const RenderContext& context,
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const DirectionalShadowRenderPlan& plan) {
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if (!context.IsValid() || !plan.IsValid()) {
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return nullptr;
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}
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if (m_directionalShadowSurface == nullptr) {
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m_directionalShadowSurface = std::make_unique<DirectionalShadowSurfaceResources>();
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}
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if (!m_directionalShadowSurface->Matches(context, plan)) {
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RHI::TextureDesc depthDesc = {};
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depthDesc.width = plan.mapWidth;
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depthDesc.height = plan.mapHeight;
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depthDesc.depth = 1;
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depthDesc.mipLevels = 1;
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depthDesc.arraySize = 1;
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depthDesc.format = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
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depthDesc.textureType = static_cast<uint32_t>(RHI::TextureType::Texture2D);
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depthDesc.sampleCount = 1;
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depthDesc.sampleQuality = 0;
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depthDesc.flags = 0;
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RHI::RHITexture* depthTexture = context.device->CreateTexture(depthDesc);
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if (depthTexture == nullptr) {
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return nullptr;
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}
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||||
|
||||
RHI::ResourceViewDesc depthViewDesc = {};
|
||||
depthViewDesc.format = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
|
||||
depthViewDesc.dimension = RHI::ResourceViewDimension::Texture2D;
|
||||
depthViewDesc.mipLevel = 0;
|
||||
RHI::RHIResourceView* depthView =
|
||||
context.device->CreateDepthStencilView(depthTexture, depthViewDesc);
|
||||
if (depthView == nullptr) {
|
||||
depthTexture->Shutdown();
|
||||
delete depthTexture;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
RHI::ResourceViewDesc shaderViewDesc = {};
|
||||
shaderViewDesc.format = depthDesc.format;
|
||||
shaderViewDesc.dimension = RHI::ResourceViewDimension::Texture2D;
|
||||
shaderViewDesc.mipLevel = 0;
|
||||
RHI::RHIResourceView* shaderView =
|
||||
context.device->CreateShaderResourceView(depthTexture, shaderViewDesc);
|
||||
if (shaderView == nullptr) {
|
||||
depthView->Shutdown();
|
||||
delete depthView;
|
||||
depthTexture->Shutdown();
|
||||
delete depthTexture;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
m_directionalShadowSurface->Reset();
|
||||
m_directionalShadowSurface->device = context.device;
|
||||
m_directionalShadowSurface->width = plan.mapWidth;
|
||||
m_directionalShadowSurface->height = plan.mapHeight;
|
||||
m_directionalShadowSurface->depthTexture = depthTexture;
|
||||
m_directionalShadowSurface->depthView = depthView;
|
||||
m_directionalShadowSurface->shaderView = shaderView;
|
||||
m_directionalShadowSurface->surface = RenderSurface(plan.mapWidth, plan.mapHeight);
|
||||
m_directionalShadowSurface->surface.SetDepthAttachment(depthView);
|
||||
}
|
||||
|
||||
return m_directionalShadowSurface.get();
|
||||
}
|
||||
|
||||
bool CameraRenderer::Render(
|
||||
const CameraRenderRequest& request) {
|
||||
if (!request.IsValid() || m_pipeline == nullptr) {
|
||||
@@ -363,20 +386,20 @@ bool CameraRenderer::Render(
|
||||
}
|
||||
|
||||
ShadowCasterRenderRequest resolvedShadowCaster = request.shadowCaster;
|
||||
OwnedShadowSurfaceResources ownedShadowSurface;
|
||||
DirectionalShadowSurfaceResources* directionalShadowSurface = nullptr;
|
||||
if (resolvedShadowCaster.IsRequested()) {
|
||||
if (!resolvedShadowCaster.IsValid()) {
|
||||
return false;
|
||||
}
|
||||
} else if (request.directionalShadow.IsValid()) {
|
||||
if (!CreateDirectionalShadowSurface(
|
||||
request.context,
|
||||
request.directionalShadow,
|
||||
ownedShadowSurface)) {
|
||||
directionalShadowSurface = AcquireDirectionalShadowSurface(
|
||||
request.context,
|
||||
request.directionalShadow);
|
||||
if (directionalShadowSurface == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
resolvedShadowCaster.surface = ownedShadowSurface.surface;
|
||||
resolvedShadowCaster.surface = directionalShadowSurface->surface;
|
||||
if (!resolvedShadowCaster.hasCameraDataOverride) {
|
||||
resolvedShadowCaster.hasCameraDataOverride = true;
|
||||
resolvedShadowCaster.cameraDataOverride = request.directionalShadow.cameraData;
|
||||
@@ -393,7 +416,8 @@ bool CameraRenderer::Render(
|
||||
}
|
||||
|
||||
if (request.directionalShadow.IsValid()) {
|
||||
RHI::RHIResourceView* shadowMapView = ownedShadowSurface.shaderView;
|
||||
RHI::RHIResourceView* shadowMapView =
|
||||
directionalShadowSurface != nullptr ? directionalShadowSurface->shaderView : nullptr;
|
||||
sceneData.lighting.mainDirectionalShadow =
|
||||
BuildDirectionalShadowData(request.directionalShadow, shadowMapView);
|
||||
}
|
||||
|
||||
@@ -101,9 +101,11 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
|
||||
shader.FindVariant(passName, Resources::ShaderType::Vertex, backend)) {
|
||||
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
|
||||
}
|
||||
if (const Resources::ShaderStageVariant* fragmentVariant =
|
||||
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend)) {
|
||||
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
|
||||
if (pipelineDesc.renderTargetCount > 0) {
|
||||
if (const Resources::ShaderStageVariant* fragmentVariant =
|
||||
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend)) {
|
||||
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
|
||||
}
|
||||
}
|
||||
|
||||
return pipelineDesc;
|
||||
|
||||
Reference in New Issue
Block a user