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SSRenderer.cpp
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#include "RendererHeader.h"
void ComputeSSAO(__ID3D11DeviceContext* dx11DeviceImmContext,
grd_helper::GpuDX11CommonParameters* dx11CommonParams, VmIObject* iobj,
int num_grid_x, int num_grid_y,
GpuRes& gres_fb_counter, GpuRes& gres_fb_deep_k_buffer, GpuRes& gres_fb_rgba, bool blur_SSAO,
GpuRes& gres_fb_vr_depth, GpuRes& gres_fb_vr_ao, GpuRes& gres_fb_vr_ao_blf, bool involve_vr, bool apply_fragmerge)
{
#define MAX_LAYERS_SSAO 8
dx11CommonParams->GpuProfile("SSAO Sampling");
GpuRes gres_fb_ao_texs, gres_fb_ao_blf_texs;
grd_helper::UpdateFrameBuffer(gres_fb_ao_texs, iobj, "RW_TEXS_AO", RTYPE_TEXTURE2D,
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS, DXGI_FORMAT_R8_UNORM, UPFB_NFPP_TEXTURESTACK, MAX_LAYERS_SSAO);
grd_helper::UpdateFrameBuffer(gres_fb_ao_blf_texs, iobj, "RW_TEXS_AO_BLF", RTYPE_TEXTURE2D,
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS, DXGI_FORMAT_R8G8B8A8_UNORM, UPFB_NFPP_TEXTURESTACK, MAX_LAYERS_SSAO);
ID3D11ShaderResourceView* dx11SRVs_SSAO[5] = {};
dx11SRVs_SSAO[0] = (ID3D11ShaderResourceView*)gres_fb_counter.alloc_res_ptrs[DTYPE_SRV];
dx11SRVs_SSAO[1] = (ID3D11ShaderResourceView*)gres_fb_deep_k_buffer.alloc_res_ptrs[DTYPE_SRV];
dx11SRVs_SSAO[2] = dx11SRVs_SSAO[3] = dx11SRVs_SSAO[4] = NULL;
dx11DeviceImmContext->CSSetShaderResources(10, 2, dx11SRVs_SSAO);
ID3D11UnorderedAccessView* dx11UAVs_SSAO[5] = {};
dx11UAVs_SSAO[2] = dx11UAVs_SSAO[3] = dx11UAVs_SSAO[4] = NULL;
// KBZ_TO_TEXTURE_cs_5_0
//dx11UAVs_SSAO[0] = (ID3D11UnorderedAccessView*)gres_fb_mip_z_halftexs[0].alloc_res_ptrs[DTYPE_UAV];
//dx11UAVs_SSAO[1] = (ID3D11UnorderedAccessView*)gres_fb_mip_z_halftexs[1].alloc_res_ptrs[DTYPE_UAV];
//dx11DeviceImmContext->CSSetUnorderedAccessViews(15, 2, dx11UAVs_SSAO, 0);
//dx11UAVs_SSAO[0] = (ID3D11UnorderedAccessView*)gres_fb_mip_a_halftexs[0].alloc_res_ptrs[DTYPE_UAV];
//dx11UAVs_SSAO[1] = (ID3D11UnorderedAccessView*)gres_fb_mip_a_halftexs[1].alloc_res_ptrs[DTYPE_UAV];
//dx11DeviceImmContext->CSSetUnorderedAccessViews(20, 2, dx11UAVs_SSAO, 0);
//dx11UAVs_SSAO[2] = dx11UAVs_SSAO[3] = dx11UAVs_SSAO[4] = NULL;
//
//dx11DeviceImmContext->CSSetShader(GETCS(KBZ_TO_TEXTURE_cs_5_0), NULL, 0);
//dx11DeviceImmContext->Dispatch(num_grid_x, num_grid_y, 1);
////dx11DeviceImmContext->Flush();
//dx11DeviceImmContext->CSSetUnorderedAccessViews(15, 2, &dx11UAVs_SSAO[2], 0);
//dx11DeviceImmContext->CSSetUnorderedAccessViews(20, 2, &dx11UAVs_SSAO[2], 0);
//dx11DeviceImmContext->GenerateMips((ID3D11ShaderResourceView*)gres_fb_mip_z_halftexs[0].alloc_res_ptrs[DTYPE_SRV]);
//dx11DeviceImmContext->GenerateMips((ID3D11ShaderResourceView*)gres_fb_mip_z_halftexs[1].alloc_res_ptrs[DTYPE_SRV]);
//dx11DeviceImmContext->GenerateMips((ID3D11ShaderResourceView*)gres_fb_mip_a_halftexs[0].alloc_res_ptrs[DTYPE_SRV]);
//dx11DeviceImmContext->GenerateMips((ID3D11ShaderResourceView*)gres_fb_mip_a_halftexs[1].alloc_res_ptrs[DTYPE_SRV]);
// KB_SSAO_cs_5_0, KB_SSAO_FM_cs_5_0
dx11UAVs_SSAO[0] = (ID3D11UnorderedAccessView*)gres_fb_ao_texs.alloc_res_ptrs[DTYPE_UAV];
dx11DeviceImmContext->CSSetUnorderedAccessViews(25, 1, dx11UAVs_SSAO, 0);
dx11DeviceImmContext->CSSetUnorderedAccessViews(10, 1, (ID3D11UnorderedAccessView**)&gres_fb_rgba.alloc_res_ptrs[DTYPE_UAV], 0);
//dx11SRVs_SSAO[0] = (ID3D11ShaderResourceView*)gres_fb_mip_z_halftexs[0].alloc_res_ptrs[DTYPE_SRV];
//dx11SRVs_SSAO[1] = (ID3D11ShaderResourceView*)gres_fb_mip_z_halftexs[1].alloc_res_ptrs[DTYPE_SRV];
//dx11DeviceImmContext->CSSetShaderResources(15, 2, dx11SRVs_SSAO);
//dx11SRVs_SSAO[0] = (ID3D11ShaderResourceView*)gres_fb_mip_a_halftexs[0].alloc_res_ptrs[DTYPE_SRV];
//dx11SRVs_SSAO[1] = (ID3D11ShaderResourceView*)gres_fb_mip_a_halftexs[1].alloc_res_ptrs[DTYPE_SRV];
//dx11DeviceImmContext->CSSetShaderResources(20, 2, dx11SRVs_SSAO);
if (involve_vr)
{
dx11DeviceImmContext->CSSetShaderResources(31, 1, (ID3D11ShaderResourceView**)&gres_fb_vr_depth.alloc_res_ptrs[DTYPE_SRV]);
dx11DeviceImmContext->CSSetUnorderedAccessViews(30, 1, (ID3D11UnorderedAccessView**)&gres_fb_vr_ao.alloc_res_ptrs[DTYPE_UAV], 0);
}
dx11DeviceImmContext->CSSetShader(apply_fragmerge ? GETCS(KB_SSAO_FM_cs_5_0) : GETCS(KB_SSAO_cs_5_0), NULL, 0);
dx11DeviceImmContext->Dispatch(num_grid_x, num_grid_y, 1);
dx11CommonParams->GpuProfile("SSAO Sampling", true);
if (blur_SSAO)
{
dx11CommonParams->GpuProfile("SSAO Blurring");
// BLUR process
//dx11DeviceImmContext->Flush();
dx11DeviceImmContext->CSSetUnorderedAccessViews(25, 2, &dx11UAVs_SSAO[2], 0);
if (involve_vr)
{
dx11DeviceImmContext->CSSetUnorderedAccessViews(30, 1, &dx11UAVs_SSAO[2], 0);
dx11DeviceImmContext->CSSetShaderResources(30, 1, (ID3D11ShaderResourceView**)&gres_fb_vr_ao.alloc_res_ptrs[DTYPE_SRV]);
dx11DeviceImmContext->CSSetUnorderedAccessViews(30, 1, (ID3D11UnorderedAccessView**)&gres_fb_vr_ao_blf.alloc_res_ptrs[DTYPE_UAV], 0);
}
dx11SRVs_SSAO[0] = (ID3D11ShaderResourceView*)gres_fb_ao_texs.alloc_res_ptrs[DTYPE_SRV];
dx11DeviceImmContext->CSSetShaderResources(25, 1, dx11SRVs_SSAO);
dx11UAVs_SSAO[0] = (ID3D11UnorderedAccessView*)gres_fb_ao_blf_texs.alloc_res_ptrs[DTYPE_UAV];
dx11DeviceImmContext->CSSetUnorderedAccessViews(25, 1, dx11UAVs_SSAO, 0);
dx11DeviceImmContext->CSSetShader(apply_fragmerge ? GETCS(KB_SSAO_BLUR_FM_cs_5_0) : GETCS(KB_SSAO_BLUR_cs_5_0), NULL, 0);
dx11DeviceImmContext->Dispatch(num_grid_x, num_grid_y, 1);
dx11CommonParams->GpuProfile("SSAO Blurring", true);
}
dx11DeviceImmContext->CSSetShaderResources(10, 2, &dx11SRVs_SSAO[2]);
dx11DeviceImmContext->CSSetUnorderedAccessViews(10, 1, &dx11UAVs_SSAO[2], 0);
dx11DeviceImmContext->CSSetShaderResources(15, 2, &dx11SRVs_SSAO[2]);
dx11DeviceImmContext->CSSetShaderResources(20, 2, &dx11SRVs_SSAO[2]);
dx11DeviceImmContext->CSSetShaderResources(25, 2, &dx11SRVs_SSAO[2]);
dx11DeviceImmContext->CSSetShaderResources(30, 2, &dx11SRVs_SSAO[2]);
dx11DeviceImmContext->CSSetUnorderedAccessViews(15, 2, &dx11UAVs_SSAO[2], 0);
dx11DeviceImmContext->CSSetUnorderedAccessViews(20, 2, &dx11UAVs_SSAO[2], 0);
dx11DeviceImmContext->CSSetUnorderedAccessViews(25, 2, &dx11UAVs_SSAO[2], 0);
dx11DeviceImmContext->CSSetUnorderedAccessViews(30, 1, &dx11UAVs_SSAO[2], 0);
}
void ComputeDOF(__ID3D11DeviceContext* dx11DeviceImmContext,
grd_helper::GpuDX11CommonParameters* dx11CommonParams, VmIObject* iobj,
int num_grid_x, int num_grid_y,
GpuRes& gres_fb_counter, GpuRes& gres_fb_deep_k_buffer, GpuRes& gres_fb_rgba,
bool apply_SSAO, bool is_blurred_SSAO, bool apply_fragmerge,
GpuRes& gres_fb_vr_depth, GpuRes& gres_fb_vr_ao, GpuRes& gres_fb_vr_ao_blf,
CB_CameraState& cbCamState, ID3D11Buffer* cbuf_cam_state, int __BLOCKSIZE,
bool involve_vr)
{
VmCObject* cam_obj = iobj->GetCameraObject();
vmmat44 dmatWS2CS, dmatCS2PS, dmatPS2SS;
vmmat44 dmatSS2PS, dmatPS2CS, dmatCS2WS;
cam_obj->GetMatrixWStoSS(&dmatWS2CS, &dmatCS2PS, &dmatPS2SS);
cam_obj->GetMatrixSStoWS(&dmatSS2PS, &dmatPS2CS, &dmatCS2WS);
vmmat44 dmatCS2SS = dmatCS2PS * dmatPS2SS;
vmmat44 dmatSS2CS = dmatSS2PS * dmatPS2CS;
vmint2 fb_size_cur;
iobj->GetFrameBufferInfo(&fb_size_cur);
vmfloat3 p_test = vmfloat3(fb_size_cur.x - 1, 0, 0);
fTransformPoint(&p_test, &p_test, &((vmmat44f)dmatSS2CS));
cout << "================== " << p_test.x << ", " << p_test.y << ", " << p_test.z << endl;
D3D11_MAPPED_SUBRESOURCE mappedResCamState;
dx11DeviceImmContext->Map(cbuf_cam_state, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResCamState);
CB_CameraState* cbCamStateData = (CB_CameraState*)mappedResCamState.pData;
memcpy(cbCamStateData, &cbCamState, sizeof(CB_CameraState));
cbCamStateData->mat_ws2ss = TRANSPOSE(dmatCS2SS);
cbCamStateData->mat_ss2ws = TRANSPOSE(dmatSS2CS);
dx11DeviceImmContext->Unmap(cbuf_cam_state, 0);
dx11DeviceImmContext->CSSetConstantBuffers(0, 1, &cbuf_cam_state);
#define MAX_LAYERS_DOF 8
GpuRes gres_fb_globalminmax, gres_fb_z_minmax_mipmap_nbtex;
grd_helper::UpdateFrameBuffer(gres_fb_globalminmax, iobj, "BUFFER_RW_GLOBAL_MINMAX", RTYPE_BUFFER,
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS, DXGI_FORMAT_R32_UINT, UPFB_NFPP_BUFFERSIZE, 2 * MAX_LAYERS_DOF);
uint clr_unit4[4] = { 0, 0, 0, 0 };
dx11DeviceImmContext->ClearUnorderedAccessViewUint((ID3D11UnorderedAccessView*)gres_fb_globalminmax.alloc_res_ptrs[DTYPE_UAV], clr_unit4);
grd_helper::UpdateFrameBuffer(gres_fb_z_minmax_mipmap_nbtex, iobj, "TEX_ARRAY_Z_MINMAX_MipMap", RTYPE_TEXTURE2D,
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS, DXGI_FORMAT_R32G32_FLOAT,
UPFB_NFPP_TEXTURESTACK, MAX_LAYERS_DOF); // UPFB_HALF_H |
float clr_float_zero_4[4] = { 0, 0, 0, 0 };
dx11DeviceImmContext->ClearUnorderedAccessViewFloat((ID3D11UnorderedAccessView*)gres_fb_z_minmax_mipmap_nbtex.alloc_res_ptrs[DTYPE_UAV], clr_float_zero_4);
ID3D11ShaderResourceView* dx11SRVs_DOF[3] = {};
ID3D11ShaderResourceView* dx11SRVs_NULL[3] = {};
dx11SRVs_DOF[0] = (ID3D11ShaderResourceView*)gres_fb_counter.alloc_res_ptrs[DTYPE_SRV];
dx11SRVs_DOF[1] = (ID3D11ShaderResourceView*)gres_fb_deep_k_buffer.alloc_res_ptrs[DTYPE_SRV];
dx11DeviceImmContext->CSSetShaderResources(10, 2, dx11SRVs_DOF);
dx11DeviceImmContext->CSSetUnorderedAccessViews(10, 1, (ID3D11UnorderedAccessView**)&gres_fb_rgba.alloc_res_ptrs[DTYPE_UAV], 0);
ID3D11UnorderedAccessView* dx11UAVs_DOF[2] = {};
ID3D11UnorderedAccessView* dx11UAVs_NULL[2] = {};
// KB_SSAO_cs_5_0
dx11UAVs_DOF[0] = (ID3D11UnorderedAccessView*)gres_fb_globalminmax.alloc_res_ptrs[DTYPE_UAV];
dx11UAVs_DOF[1] = (ID3D11UnorderedAccessView*)gres_fb_z_minmax_mipmap_nbtex.alloc_res_ptrs[DTYPE_UAV];
dx11DeviceImmContext->CSSetUnorderedAccessViews(15, 2, dx11UAVs_DOF, 0);
if (involve_vr)
{
dx11DeviceImmContext->CSSetShaderResources(31, 1, (ID3D11ShaderResourceView**)&gres_fb_vr_depth.alloc_res_ptrs[DTYPE_SRV]);
dx11DeviceImmContext->CSSetUnorderedAccessViews(30, 1, (ID3D11UnorderedAccessView**)&gres_fb_vr_ao.alloc_res_ptrs[DTYPE_UAV], 0);
}
int half_w = fb_size_cur.x / 4;
int half_h = fb_size_cur.y / 4;
uint texMm_num_grid_x = __BLOCKSIZE == 1 ? half_w : (uint)ceil(half_w / (float)__BLOCKSIZE);
uint texMm_num_grid_y = __BLOCKSIZE == 1 ? half_h : (uint)ceil(half_h / (float)__BLOCKSIZE);
dx11DeviceImmContext->CSSetShader(apply_fragmerge ? GETCS(KB_MINMAXTEXTURE_FM_cs_5_0) : GETCS(KB_MINMAXTEXTURE_cs_5_0), NULL, 0);
dx11DeviceImmContext->Dispatch(texMm_num_grid_x, texMm_num_grid_y, 1);
dx11CommonParams->GpuProfile("SSAO: MinMax Z (half)");
dx11DeviceImmContext->CSSetShader(apply_fragmerge ? GETCS(KB_MINMAX_NBUF_FM_cs_5_0) : GETCS(KB_MINMAX_NBUF_cs_5_0), NULL, 0);
int max_wh = max(half_w, half_w);
int nbuf_step = 1;
while (max_wh > 1 && nbuf_step <= 10)
{
dx11DeviceImmContext->Map(cbuf_cam_state, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResCamState);
CB_CameraState* cbCamStateData = (CB_CameraState*)mappedResCamState.pData;
memcpy(cbCamStateData, &cbCamState, sizeof(CB_CameraState));
cbCamStateData->mat_ws2ss = TRANSPOSE(dmatCS2SS);
cbCamStateData->mat_ss2ws = TRANSPOSE(dmatSS2CS);
cbCamStateData->iSrCamDummy__1 = nbuf_step++;
dx11DeviceImmContext->Unmap(cbuf_cam_state, 0);
dx11DeviceImmContext->CSSetConstantBuffers(0, 1, &cbuf_cam_state);
dx11DeviceImmContext->Dispatch(texMm_num_grid_x, texMm_num_grid_y, 1);
dx11DeviceImmContext->Flush();
max_wh >>= 1;
}
dx11CommonParams->GpuProfile("SSAO: MinMax Z (half)", true);
dx11DeviceImmContext->CSSetUnorderedAccessViews(15, 2, dx11UAVs_NULL, 0);
dx11SRVs_DOF[0] = (ID3D11ShaderResourceView*)gres_fb_globalminmax.alloc_res_ptrs[DTYPE_SRV];
dx11SRVs_DOF[1] = (ID3D11ShaderResourceView*)gres_fb_z_minmax_mipmap_nbtex.alloc_res_ptrs[DTYPE_SRV];
GpuRes gres_fb_ao_texs, gres_fb_ao_blf_texs;
if (apply_SSAO)
{
grd_helper::UpdateFrameBuffer(gres_fb_ao_texs, iobj, "RW_TEXS_AO", RTYPE_TEXTURE2D,
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS, DXGI_FORMAT_R8_UNORM, UPFB_NFPP_TEXTURESTACK, MAX_LAYERS_SSAO);
grd_helper::UpdateFrameBuffer(gres_fb_ao_blf_texs, iobj, "RW_TEXS_AO_BLF", RTYPE_TEXTURE2D,
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS, DXGI_FORMAT_R8G8B8A8_UNORM, UPFB_NFPP_TEXTURESTACK, MAX_LAYERS_SSAO);
dx11SRVs_DOF[2] = is_blurred_SSAO ? (ID3D11ShaderResourceView*)gres_fb_ao_blf_texs.alloc_res_ptrs[DTYPE_SRV] : (ID3D11ShaderResourceView*)gres_fb_ao_texs.alloc_res_ptrs[DTYPE_SRV];
}
dx11DeviceImmContext->CSSetShaderResources(15, 3, dx11SRVs_DOF);
dx11DeviceImmContext->CSSetShader(apply_fragmerge ? GETCS(KB_SSDOF_RT_FM_cs_5_0) : GETCS(KB_SSDOF_RT_cs_5_0), NULL, 0);
dx11DeviceImmContext->Dispatch(num_grid_x, num_grid_y, 1);
dx11DeviceImmContext->CSSetShaderResources(10, 3, dx11SRVs_NULL);
dx11DeviceImmContext->CSSetUnorderedAccessViews(10, 1, dx11UAVs_NULL, 0);
dx11DeviceImmContext->CSSetShaderResources(15, 3, dx11SRVs_NULL);
dx11DeviceImmContext->CSSetUnorderedAccessViews(15, 2, dx11UAVs_NULL, 0);
}