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462
Source/Engine/Renderer/MotionBlurPass.cpp
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462
Source/Engine/Renderer/MotionBlurPass.cpp
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#include "MotionBlurPass.h"
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#include "GBufferPass.h"
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#include "Renderer.h"
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#include "Engine/Core/Config/GraphicsSettings.h"
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#include "Engine/Content/Assets/Shader.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/GPULimits.h"
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#include "Engine/Graphics/RenderTargetPool.h"
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#include "Engine/Graphics/RenderBuffers.h"
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MotionBlurPass::MotionBlurPass()
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: _motionVectorsFormat(PixelFormat::Unknown)
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, _velocityFormat(PixelFormat::Unknown)
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, _psCameraMotionVectors(nullptr)
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, _psMotionVectorsDebug(nullptr)
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, _psMotionVectorsDebugArrow(nullptr)
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, _psVelocitySetup(nullptr)
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, _psTileMax1(nullptr)
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, _psTileMax2(nullptr)
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, _psTileMax4(nullptr)
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, _psTileMaxV(nullptr)
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, _psNeighborMax(nullptr)
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, _psReconstruction(nullptr)
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{
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}
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String MotionBlurPass::ToString() const
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{
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return TEXT("MotionBlurPass");
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}
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bool MotionBlurPass::Init()
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{
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// Create pipeline state
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_psCameraMotionVectors = GPUDevice::Instance->CreatePipelineState();
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_psMotionVectorsDebug = GPUDevice::Instance->CreatePipelineState();
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_psMotionVectorsDebugArrow = GPUDevice::Instance->CreatePipelineState();
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_psVelocitySetup = GPUDevice::Instance->CreatePipelineState();
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_psTileMax1 = GPUDevice::Instance->CreatePipelineState();
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_psTileMax2 = GPUDevice::Instance->CreatePipelineState();
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_psTileMax4 = GPUDevice::Instance->CreatePipelineState();
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_psTileMaxV = GPUDevice::Instance->CreatePipelineState();
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_psNeighborMax = GPUDevice::Instance->CreatePipelineState();
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_psReconstruction = GPUDevice::Instance->CreatePipelineState();
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// Load shader
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_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/MotionBlur"));
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if (_shader == nullptr)
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return true;
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#if COMPILE_WITH_DEV_ENV
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_shader.Get()->OnReloading.Bind<MotionBlurPass, &MotionBlurPass::OnShaderReloading>(this);
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#endif
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// Prepare formats for the buffers
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auto format = MOTION_VECTORS_PIXEL_FORMAT;
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if (FORMAT_FEATURES_ARE_NOT_SUPPORTED(GPUDevice::Instance->GetFormatFeatures(format).Support, (FormatSupport::RenderTarget | FormatSupport::ShaderSample | FormatSupport::Texture2D)))
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{
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if (FORMAT_FEATURES_ARE_NOT_SUPPORTED(GPUDevice::Instance->GetFormatFeatures(PixelFormat::R32G32_Float).Support, (FormatSupport::RenderTarget | FormatSupport::ShaderSample | FormatSupport::Texture2D)))
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format = PixelFormat::R32G32_Float;
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else
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format = PixelFormat::R32G32B32A32_Float;
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}
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_motionVectorsFormat = format;
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format = PixelFormat::R10G10B10A2_UNorm;
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if (FORMAT_FEATURES_ARE_NOT_SUPPORTED(GPUDevice::Instance->FeaturesPerFormat[(int32)format].Support, (FormatSupport::RenderTarget | FormatSupport::ShaderSample | FormatSupport::Texture2D)))
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{
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format = PixelFormat::R32G32B32A32_Float;
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}
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_velocityFormat = format;
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return false;
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}
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bool MotionBlurPass::setupResources()
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{
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// Check shader
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if (!_shader->IsLoaded())
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{
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return true;
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}
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const auto shader = _shader->GetShader();
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// Validate shader constant buffer size
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if (shader->GetCB(0)->GetSize() != sizeof(Data))
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{
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REPORT_INVALID_SHADER_PASS_CB_SIZE(shader, 0, Data);
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return true;
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}
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// Create pipeline state
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GPUPipelineState::Description psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
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if (!_psCameraMotionVectors->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_CameraMotionVectors");
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if (_psCameraMotionVectors->Init(psDesc))
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return true;
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}
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if (!_psVelocitySetup->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_VelocitySetup");
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if (_psVelocitySetup->Init(psDesc))
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return true;
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}
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if (!_psTileMax1->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_TileMax1");
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if (_psTileMax1->Init(psDesc))
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return true;
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}
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if (!_psTileMax2->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_TileMax2");
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if (_psTileMax2->Init(psDesc))
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return true;
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}
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if (!_psTileMax4->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_TileMax4");
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if (_psTileMax4->Init(psDesc))
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return true;
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}
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if (!_psTileMaxV->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_TileMaxV");
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if (_psTileMaxV->Init(psDesc))
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return true;
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}
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if (!_psNeighborMax->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_NeighborMax");
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if (_psNeighborMax->Init(psDesc))
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return true;
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}
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if (!_psReconstruction->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_Reconstruction");
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if (_psReconstruction->Init(psDesc))
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return true;
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}
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if (!_psMotionVectorsDebug->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_MotionVectorsDebug");
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if (_psMotionVectorsDebug->Init(psDesc))
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return true;
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}
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if (!_psMotionVectorsDebugArrow->IsValid())
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{
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psDesc.PrimitiveTopologyType = PrimitiveTopologyType::Line;
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psDesc.VS = shader->GetVS("VS_DebugArrow");
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psDesc.PS = shader->GetPS("PS_DebugArrow");
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if (_psMotionVectorsDebugArrow->Init(psDesc))
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return true;
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}
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return false;
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}
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void MotionBlurPass::Dispose()
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{
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// Base
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RendererPass::Dispose();
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// Delete pipeline state
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SAFE_DELETE_GPU_RESOURCE(_psCameraMotionVectors);
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SAFE_DELETE_GPU_RESOURCE(_psMotionVectorsDebug);
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SAFE_DELETE_GPU_RESOURCE(_psMotionVectorsDebugArrow);
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SAFE_DELETE_GPU_RESOURCE(_psVelocitySetup);
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SAFE_DELETE_GPU_RESOURCE(_psTileMax1);
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SAFE_DELETE_GPU_RESOURCE(_psTileMax2);
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SAFE_DELETE_GPU_RESOURCE(_psTileMax4);
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SAFE_DELETE_GPU_RESOURCE(_psTileMaxV);
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SAFE_DELETE_GPU_RESOURCE(_psNeighborMax);
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SAFE_DELETE_GPU_RESOURCE(_psReconstruction);
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// Release asset
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_shader.Unlink();
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}
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void MotionBlurPass::RenderMotionVectors(RenderContext& renderContext)
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{
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// Prepare
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auto motionVectors = renderContext.Buffers->MotionVectors;
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ASSERT(motionVectors);
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MotionBlurSettings& settings = renderContext.List->Settings.MotionBlur;
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auto context = GPUDevice::Instance->GetMainContext();
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const int32 screenWidth = renderContext.Buffers->GetWidth();
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const int32 screenHeight = renderContext.Buffers->GetHeight();
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const int32 motionVectorsWidth = screenWidth / static_cast<int32>(settings.MotionVectorsResolution);
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const int32 motionVectorsHeight = screenHeight / static_cast<int32>(settings.MotionVectorsResolution);
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// Ensure to have valid data
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if (!Renderer::NeedMotionVectors(renderContext) || checkIfSkipPass())
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{
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// Skip pass (just clear motion vectors if texture is allocated)
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if (motionVectors->IsAllocated())
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{
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if (motionVectors->Width() == motionVectorsWidth && motionVectors->Height() == motionVectorsHeight)
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context->Clear(motionVectors->View(), Color::Black);
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else
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motionVectors->ReleaseGPU();
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}
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return;
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}
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PROFILE_GPU_CPU("Motion Vectors");
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// Ensure to have valid motion vectors texture
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if (!motionVectors->IsAllocated() || motionVectors->Width() != motionVectorsWidth || motionVectors->Height() != motionVectorsHeight)
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{
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if (motionVectors->Init(GPUTextureDescription::New2D(motionVectorsWidth, motionVectorsHeight, _motionVectorsFormat, GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget)))
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{
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LOG(Warning, "Failed to create motion vectors render target.");
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return;
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}
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}
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// Prepare
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GPUTexture* depthBuffer;
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if (settings.MotionVectorsResolution != ResolutionMode::Full)
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{
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depthBuffer = renderContext.Buffers->RequestHalfResDepth(context);
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context->SetViewportAndScissors((float)motionVectorsWidth, (float)motionVectorsHeight);
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}
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else
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{
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depthBuffer = renderContext.Buffers->DepthBuffer;
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}
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// Bind input
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Data data;
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GBufferPass::SetInputs(renderContext.View, data.GBuffer);
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Matrix::Transpose(renderContext.View.ViewProjection(), data.CurrentVP);
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Matrix::Transpose(renderContext.View.PrevViewProjection, data.PreviousVP);
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data.TemporalAAJitter = renderContext.View.TemporalAAJitter;
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auto cb = _shader->GetShader()->GetCB(0);
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context->UpdateCB(cb, &data);
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context->BindCB(0, cb);
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context->BindSR(0, depthBuffer);
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// Render camera motion vectors (background)
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if (!data.TemporalAAJitter.IsZero() || data.CurrentVP != data.PreviousVP)
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{
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PROFILE_GPU_CPU("Camera Motion Vectors");
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context->SetRenderTarget(motionVectors->View());
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context->SetState(_psCameraMotionVectors);
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context->DrawFullscreenTriangle();
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}
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else
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{
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// Simple clear if camera is not moving
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context->Clear(motionVectors->View(), Color::Black);
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}
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// Render per-object motion vectors (use depth buffer to discard dynamic objects pixels covered by the static geometry)
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context->ResetSR();
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context->SetRenderTarget(depthBuffer->View(), motionVectors->View());
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renderContext.View.Pass = DrawPass::MotionVectors;
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// TODO: maybe update material PerFrame data because render viewport can be other size than ScreenSize from render buffers
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renderContext.List->SortDrawCalls(renderContext, false, DrawCallsListType::MotionVectors);
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renderContext.List->ExecuteDrawCalls(renderContext, DrawCallsListType::MotionVectors);
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// Cleanup
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context->ResetRenderTarget();
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if (settings.MotionVectorsResolution != ResolutionMode::Full)
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{
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const auto viewport = renderContext.Task->GetViewport();
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context->SetViewportAndScissors(viewport);
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}
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}
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void MotionBlurPass::RenderDebug(RenderContext& renderContext, GPUTextureView* frame)
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{
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auto context = GPUDevice::Instance->GetMainContext();
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const auto motionVectors = renderContext.Buffers->MotionVectors;
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if (!motionVectors->IsAllocated() || setupResources())
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{
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context->Draw(frame);
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return;
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}
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PROFILE_GPU_CPU("Motion Vectors Debug");
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// Bind input
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Data data;
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GBufferPass::SetInputs(renderContext.View, data.GBuffer);
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const float rows = 16.0f;
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const float cols = rows * renderContext.Buffers->GetWidth() / renderContext.Buffers->GetHeight();
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data.DebugBlend = 0.7f;
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data.DebugAmplitude = 2.0f;
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data.DebugRowCount = static_cast<int32>(rows);
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data.DebugColumnCount = static_cast<int32>(cols);
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auto cb = _shader->GetShader()->GetCB(0);
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context->UpdateCB(cb, &data);
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context->BindCB(0, cb);
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context->BindSR(0, frame);
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context->BindSR(1, renderContext.Buffers->MotionVectors);
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// Draw motion gradient
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context->SetState(_psMotionVectorsDebug);
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context->DrawFullscreenTriangle();
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// Draw arrows
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context->SetState(_psMotionVectorsDebugArrow);
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context->Draw(0, static_cast<uint32>(cols * rows * 6));
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// Cleanup
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context->ResetSR();
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}
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void MotionBlurPass::Render(RenderContext& renderContext, GPUTexture*& input, GPUTexture*& output)
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{
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const bool isCameraCut = renderContext.Task->IsCameraCut;
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const auto motionVectors = renderContext.Buffers->MotionVectors;
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ASSERT(motionVectors);
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auto context = GPUDevice::Instance->GetMainContext();
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MotionBlurSettings& settings = renderContext.List->Settings.MotionBlur;
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const int32 screenWidth = renderContext.Buffers->GetWidth();
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const int32 screenHeight = renderContext.Buffers->GetHeight();
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const int32 motionVectorsWidth = screenWidth / static_cast<int32>(settings.MotionVectorsResolution);
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const int32 motionVectorsHeight = screenHeight / static_cast<int32>(settings.MotionVectorsResolution);
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// Ensure to have valid data
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if ((renderContext.View.Flags & ViewFlags::MotionBlur) == 0 ||
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!_hasValidResources ||
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isCameraCut ||
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screenWidth < 16 ||
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screenHeight < 16 ||
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!settings.Enabled ||
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settings.Scale <= 0.0f)
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{
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// Skip pass
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return;
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}
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// Need to have valid motion vectors created and rendered before
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ASSERT(motionVectors->IsAllocated());
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PROFILE_GPU_CPU("Motion Blur");
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// Calculate the maximum blur radius in pixels
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const float maxBlurRadius = 5.0f;
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const int32 maxBlurPixels = static_cast<int32>(maxBlurRadius * motionVectorsHeight / 100.0f);
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// Calculate the TileMax size (it should be a multiple of 8 and larger than maxBlur)
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const int32 tileSize = ((maxBlurPixels - 1) / 8 + 1) * 8;
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// Bind input
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Data data;
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GBufferPass::SetInputs(renderContext.View, data.GBuffer);
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Matrix::Transpose(renderContext.View.ViewProjection(), data.CurrentVP);
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Matrix::Transpose(renderContext.View.PrevViewProjection, data.PreviousVP);
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data.TemporalAAJitter = renderContext.View.TemporalAAJitter;
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data.VelocityScale = settings.Scale;
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data.MaxBlurRadius = static_cast<float>(maxBlurPixels);
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data.RcpMaxBlurRadius = 1.0f / maxBlurPixels;
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data.TileMaxOffs = Vector2::One * (tileSize / 8.0f - 1.0f) * -0.5f;
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data.TileMaxLoop = static_cast<int32>(tileSize / 8.0f);
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data.LoopCount = Math::Clamp(settings.SampleCount / 2.0f, 1.0f, 64.0f);
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const float invWidth = 1.0f / motionVectorsWidth;
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const float invHeight = 1.0f / motionVectorsHeight;
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data.TexelSize1 = Vector2(invWidth, invHeight);
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data.TexelSize2 = Vector2(invWidth * 2.0f, invHeight * 2.0f);
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data.TexelSize4 = Vector2(invWidth * 4.0f, invHeight * 4.0f);
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data.TexelSizeV = Vector2(invWidth * 8.0f, invHeight * 8.0f);
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data.TexelSizeNM = Vector2(invWidth * tileSize, invHeight * tileSize);
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data.MotionVectorsTexelSize = Vector2(1.0f / motionVectorsWidth, invHeight * tileSize);
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auto cb = _shader->GetShader()->GetCB(0);
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context->UpdateCB(cb, &data);
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context->BindCB(0, cb);
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context->BindSR(0, renderContext.Buffers->DepthBuffer);
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auto rtDesc = GPUTextureDescription::New2D(motionVectorsWidth, motionVectorsHeight, _velocityFormat);
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// Pass 1 - Velocity/depth packing
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auto vBuffer = RenderTargetPool::Get(rtDesc);
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context->SetRenderTarget(*vBuffer);
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context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
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context->BindSR(0, motionVectors->View());
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context->BindSR(1, renderContext.Buffers->DepthBuffer->View());
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context->SetState(_psVelocitySetup);
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context->DrawFullscreenTriangle();
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context->UnBindSR(1);
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// Pass 2 - First TileMax filter (1/2 downsize)
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rtDesc.Format = _motionVectorsFormat;
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rtDesc.Width = motionVectorsWidth / 2;
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rtDesc.Height = motionVectorsHeight / 2;
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auto tile2 = RenderTargetPool::Get(rtDesc);
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context->ResetRenderTarget();
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context->SetRenderTarget(tile2->View());
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context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
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context->BindSR(0, vBuffer->View());
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context->SetState(_psTileMax1);
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context->DrawFullscreenTriangle();
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// Pass 3 - Second TileMax filter (1/4 downsize)
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rtDesc.Width = motionVectorsWidth / 4;
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rtDesc.Height = motionVectorsHeight / 4;
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auto tile4 = RenderTargetPool::Get(rtDesc);
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context->ResetRenderTarget();
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context->SetRenderTarget(tile4->View());
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context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
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context->BindSR(0, tile2->View());
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context->SetState(_psTileMax2);
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context->DrawFullscreenTriangle();
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RenderTargetPool::Release(tile2);
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// Pass 4 - Third TileMax filter (1/8 downsize)
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rtDesc.Width = motionVectorsWidth / 8;
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rtDesc.Height = motionVectorsHeight / 8;
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auto tile8 = RenderTargetPool::Get(rtDesc);
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context->ResetRenderTarget();
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context->SetRenderTarget(tile8->View());
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context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
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context->BindSR(0, tile4->View());
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context->SetState(_psTileMax4);
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context->DrawFullscreenTriangle();
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RenderTargetPool::Release(tile4);
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// Pass 5 - Fourth TileMax filter (reduce to tileSize)
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rtDesc.Width = motionVectorsWidth / tileSize;
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rtDesc.Height = motionVectorsHeight / tileSize;
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auto tile = RenderTargetPool::Get(rtDesc);
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context->ResetRenderTarget();
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context->SetRenderTarget(tile->View());
|
||||
context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
|
||||
context->BindSR(0, tile8->View());
|
||||
context->SetState(_psTileMaxV);
|
||||
context->DrawFullscreenTriangle();
|
||||
RenderTargetPool::Release(tile8);
|
||||
|
||||
// Pass 6 - NeighborMax filter
|
||||
rtDesc.Width = motionVectorsWidth / tileSize;
|
||||
rtDesc.Height = motionVectorsHeight / tileSize;
|
||||
auto neighborMax = RenderTargetPool::Get(rtDesc);
|
||||
context->ResetRenderTarget();
|
||||
context->SetRenderTarget(neighborMax->View());
|
||||
context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
|
||||
context->BindSR(0, tile->View());
|
||||
context->SetState(_psNeighborMax);
|
||||
context->DrawFullscreenTriangle();
|
||||
RenderTargetPool::Release(tile);
|
||||
|
||||
// Pass 7 - Reconstruction pass
|
||||
context->ResetRenderTarget();
|
||||
context->SetRenderTarget(*output);
|
||||
context->SetViewportAndScissors((float)screenWidth, (float)screenHeight);
|
||||
context->BindSR(0, input->View());
|
||||
context->BindSR(1, vBuffer->View());
|
||||
context->BindSR(2, neighborMax->View());
|
||||
context->SetState(_psReconstruction);
|
||||
context->DrawFullscreenTriangle();
|
||||
|
||||
// Cleanup
|
||||
context->ResetSR();
|
||||
context->ResetRenderTarget();
|
||||
RenderTargetPool::Release(vBuffer);
|
||||
RenderTargetPool::Release(neighborMax);
|
||||
Swap(output, input);
|
||||
}
|
||||
Reference in New Issue
Block a user