Add more improvements to optional tess/geo shaders
This commit is contained in:
@@ -126,13 +126,17 @@ bool GPUShader::Create(MemoryReadStream& stream)
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LOG(Warning, "Failed to create {} Shader program '{}' ({}).", ::ToString(type), String(initializer.Name), name);
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continue;
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}
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GPUShaderProgram* shader = CreateGPUShaderProgram(type, initializer, cache, cacheSize, stream);
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if (shader == nullptr)
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{
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#if !GPU_ALLOW_TESSELLATION_SHADERS
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if (type == ShaderStage::Hull || type == ShaderStage::Domain)
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continue;
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#endif
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GPUShaderProgram* shader = CreateGPUShaderProgram(type, initializer, cache, cacheSize, stream);
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if (shader == nullptr)
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{
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#if !GPU_ALLOW_GEOMETRY_SHADERS
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if (type == ShaderStage::Geometry)
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continue;
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#endif
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LOG(Error, "Failed to create {} Shader program '{}' ({}).", ::ToString(type), String(initializer.Name), name);
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return true;
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}
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@@ -49,7 +49,8 @@ GPUContextDX11::GPUContextDX11(GPUDeviceDX11* device, ID3D11DeviceContext* conte
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, _omDirtyFlag(false)
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, _rtCount(0)
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, _rtDepth(nullptr)
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, _srDirtyFlag(false)
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, _srMaskDirtyGraphics(0)
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, _srMaskDirtyCompute(0)
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, _uaDirtyFlag(false)
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, _cbDirtyFlag(false)
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, _currentState(nullptr)
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@@ -80,8 +81,9 @@ void GPUContextDX11::FrameBegin()
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// Setup
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_omDirtyFlag = false;
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_uaDirtyFlag = false;
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_srDirtyFlag = false;
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_cbDirtyFlag = false;
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_srMaskDirtyGraphics = 0;
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_srMaskDirtyCompute = 0;
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_rtCount = 0;
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_currentState = nullptr;
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_rtDepth = nullptr;
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@@ -97,9 +99,13 @@ void GPUContextDX11::FrameBegin()
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CurrentRasterizerState = nullptr;
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CurrentDepthStencilState = nullptr;
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CurrentVS = nullptr;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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CurrentHS = nullptr;
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CurrentDS = nullptr;
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#endif
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#if GPU_ALLOW_GEOMETRY_SHADERS
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CurrentGS = nullptr;
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#endif
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CurrentPS = nullptr;
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CurrentCS = nullptr;
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CurrentPrimitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
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@@ -117,7 +123,9 @@ void GPUContextDX11::FrameBegin()
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_device->_samplerShadowPCF
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};
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_context->VSSetSamplers(0, ARRAY_COUNT(samplers), samplers);
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#if GPU_ALLOW_TESSELLATION_SHADERS
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_context->DSSetSamplers(0, ARRAY_COUNT(samplers), samplers);
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#endif
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_context->PSSetSamplers(0, ARRAY_COUNT(samplers), samplers);
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_context->CSSetSamplers(0, ARRAY_COUNT(samplers), samplers);
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}
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@@ -284,13 +292,18 @@ void GPUContextDX11::SetStencilRef(uint32 value)
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void GPUContextDX11::ResetSR()
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{
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_srDirtyFlag = false;
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_srMaskDirtyGraphics = MAX_uint32;
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_srMaskDirtyCompute = MAX_uint32;
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Platform::MemoryClear(_srHandles, sizeof(_srHandles));
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_context->VSSetShaderResources(0, ARRAY_COUNT(_srHandles), _srHandles);
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#if GPU_ALLOW_TESSELLATION_SHADERS
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_context->HSSetShaderResources(0, ARRAY_COUNT(_srHandles), _srHandles);
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_context->DSSetShaderResources(0, ARRAY_COUNT(_srHandles), _srHandles);
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#endif
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#if GPU_ALLOW_GEOMETRY_SHADERS
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_context->GSSetShaderResources(0, ARRAY_COUNT(_srHandles), _srHandles);
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#endif
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_context->PSSetShaderResources(0, ARRAY_COUNT(_srHandles), _srHandles);
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_context->CSSetShaderResources(0, ARRAY_COUNT(_srHandles), _srHandles);
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}
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@@ -310,9 +323,13 @@ void GPUContextDX11::ResetCB()
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Platform::MemoryClear(_cbHandles, sizeof(_cbHandles));
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_context->VSSetConstantBuffers(0, ARRAY_COUNT(_cbHandles), _cbHandles);
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#if GPU_ALLOW_TESSELLATION_SHADERS
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_context->HSSetConstantBuffers(0, ARRAY_COUNT(_cbHandles), _cbHandles);
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_context->DSSetConstantBuffers(0, ARRAY_COUNT(_cbHandles), _cbHandles);
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#endif
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#if GPU_ALLOW_GEOMETRY_SHADERS
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_context->GSSetConstantBuffers(0, ARRAY_COUNT(_cbHandles), _cbHandles);
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#endif
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_context->PSSetConstantBuffers(0, ARRAY_COUNT(_cbHandles), _cbHandles);
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_context->CSSetConstantBuffers(0, ARRAY_COUNT(_cbHandles), _cbHandles);
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}
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@@ -341,7 +358,8 @@ void GPUContextDX11::BindSR(int32 slot, GPUResourceView* view)
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auto handle = view ? ((IShaderResourceDX11*)view->GetNativePtr())->SRV() : nullptr;
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if (_srHandles[slot] != handle)
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{
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_srDirtyFlag = true;
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_srMaskDirtyGraphics |= 1 << slot;
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_srMaskDirtyCompute |= 1 << slot;
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_srHandles[slot] = handle;
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if (view)
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*view->LastRenderTime = _lastRenderTime;
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@@ -399,7 +417,9 @@ void GPUContextDX11::BindSampler(int32 slot, GPUSampler* sampler)
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{
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const auto samplerDX11 = sampler ? static_cast<GPUSamplerDX11*>(sampler)->SamplerState : nullptr;
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_context->VSSetSamplers(slot, 1, &samplerDX11);
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#if GPU_ALLOW_TESSELLATION_SHADERS
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_context->DSSetSamplers(slot, 1, &samplerDX11);
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#endif
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_context->PSSetSamplers(slot, 1, &samplerDX11);
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_context->CSSetSamplers(slot, 1, &samplerDX11);
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}
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@@ -538,9 +558,13 @@ void GPUContextDX11::SetState(GPUPipelineState* state)
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ID3D11RasterizerState* rasterizerState = nullptr;
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ID3D11DepthStencilState* depthStencilState = nullptr;
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GPUShaderProgramVSDX11* vs = nullptr;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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GPUShaderProgramHSDX11* hs = nullptr;
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GPUShaderProgramDSDX11* ds = nullptr;
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#endif
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#if GPU_ALLOW_GEOMETRY_SHADERS
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GPUShaderProgramGSDX11* gs = nullptr;
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#endif
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GPUShaderProgramPSDX11* ps = nullptr;
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D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
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@@ -554,9 +578,13 @@ void GPUContextDX11::SetState(GPUPipelineState* state)
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ASSERT(_currentState->VS != nullptr);
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vs = _currentState->VS;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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hs = _currentState->HS;
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ds = _currentState->DS;
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#endif
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#if GPU_ALLOW_GEOMETRY_SHADERS
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gs = _currentState->GS;
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#endif
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ps = _currentState->PS;
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primitiveTopology = _currentState->PrimitiveTopology;
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@@ -590,6 +618,7 @@ void GPUContextDX11::SetState(GPUPipelineState* state)
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_context->VSSetShader(vs ? vs->GetBufferHandleDX11() : nullptr, nullptr, 0);
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_context->IASetInputLayout(vs ? vs->GetInputLayoutDX11() : nullptr);
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}
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#if GPU_ALLOW_TESSELLATION_SHADERS
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if (CurrentHS != hs)
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{
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#if DX11_CLEAR_SR_ON_STAGE_DISABLE
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@@ -612,6 +641,8 @@ void GPUContextDX11::SetState(GPUPipelineState* state)
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CurrentDS = ds;
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_context->DSSetShader(ds ? ds->GetBufferHandleDX11() : nullptr, nullptr, 0);
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}
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#endif
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#if GPU_ALLOW_GEOMETRY_SHADERS
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if (CurrentGS != gs)
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{
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#if DX11_CLEAR_SR_ON_STAGE_DISABLE
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@@ -623,6 +654,7 @@ void GPUContextDX11::SetState(GPUPipelineState* state)
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CurrentGS = gs;
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_context->GSSetShader(gs ? gs->GetBufferHandleDX11() : nullptr, nullptr, 0);
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}
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#endif
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if (CurrentPS != ps)
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{
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#if DX11_CLEAR_SR_ON_STAGE_DISABLE
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@@ -669,7 +701,9 @@ void GPUContextDX11::ClearState()
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_device->_samplerShadowPCF
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};
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_context->VSSetSamplers(0, ARRAY_COUNT(samplers), samplers);
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#if GPU_ALLOW_TESSELLATION_SHADERS
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_context->DSSetSamplers(0, ARRAY_COUNT(samplers), samplers);
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#endif
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_context->PSSetSamplers(0, ARRAY_COUNT(samplers), samplers);
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_context->CSSetSamplers(0, ARRAY_COUNT(samplers), samplers);
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#endif
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@@ -804,25 +838,32 @@ void GPUContextDX11::CopySubresource(GPUResource* dstResource, uint32 dstSubreso
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void GPUContextDX11::flushSRVs()
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{
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if (_srDirtyFlag)
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#define FLUSH_STAGE(STAGE) if (Current##STAGE) _context->STAGE##SetShaderResources(0, ARRAY_COUNT(_srHandles), _srHandles)
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if (CurrentCS)
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{
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_srDirtyFlag = false;
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// Flush with the driver
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// TODO: don't bind SRV to all stages and all slots (use mask for bind diff?)
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#define FLUSH_STAGE(STAGE) \
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if (Current##STAGE) \
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{ \
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_context->STAGE##SetShaderResources(0, ARRAY_COUNT(_srHandles), _srHandles); \
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}
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FLUSH_STAGE(VS);
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FLUSH_STAGE(HS);
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FLUSH_STAGE(DS);
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FLUSH_STAGE(GS);
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FLUSH_STAGE(PS);
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FLUSH_STAGE(CS);
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#undef FLUSH_STAGE
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if (_srMaskDirtyCompute)
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{
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_srMaskDirtyCompute = 0;
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FLUSH_STAGE(CS);
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}
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}
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else
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{
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if (_srMaskDirtyGraphics)
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{
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_srMaskDirtyGraphics = 0;
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FLUSH_STAGE(VS);
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#if GPU_ALLOW_TESSELLATION_SHADERS
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FLUSH_STAGE(HS);
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FLUSH_STAGE(DS);
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#endif
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#if GPU_ALLOW_GEOMETRY_SHADERS
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FLUSH_STAGE(GS);
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#endif
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FLUSH_STAGE(PS);
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}
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}
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#undef FLUSH_STAGE
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}
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void GPUContextDX11::flushUAVs()
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@@ -848,15 +889,15 @@ void GPUContextDX11::flushCBs()
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// Flush with the driver
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// TODO: don't bind CBV to all stages and all slots (use mask for bind diff? eg. cache mask from last flush and check if there is a diff + include mask from diff slots?)
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#define FLUSH_STAGE(STAGE) \
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if (Current##STAGE) \
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{ \
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_context->STAGE##SetConstantBuffers(0, ARRAY_COUNT(_cbHandles), _cbHandles); \
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}
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#define FLUSH_STAGE(STAGE) if (Current##STAGE) _context->STAGE##SetConstantBuffers(0, ARRAY_COUNT(_cbHandles), _cbHandles)
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FLUSH_STAGE(VS);
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#if GPU_ALLOW_TESSELLATION_SHADERS
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FLUSH_STAGE(HS);
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FLUSH_STAGE(DS);
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#endif
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#if GPU_ALLOW_GEOMETRY_SHADERS
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FLUSH_STAGE(GS);
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#endif
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FLUSH_STAGE(PS);
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FLUSH_STAGE(CS);
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#undef FLUSH_STAGE
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@@ -32,7 +32,8 @@ private:
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ID3D11RenderTargetView* _rtHandles[GPU_MAX_RT_BINDED];
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// Shader Resources
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bool _srDirtyFlag;
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uint32 _srMaskDirtyGraphics;
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uint32 _srMaskDirtyCompute;
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ID3D11ShaderResourceView* _srHandles[GPU_MAX_SR_BINDED];
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// Unordered Access
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@@ -55,9 +56,13 @@ private:
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ID3D11RasterizerState* CurrentRasterizerState;
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ID3D11DepthStencilState* CurrentDepthStencilState;
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GPUShaderProgramVSDX11* CurrentVS;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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GPUShaderProgramHSDX11* CurrentHS;
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GPUShaderProgramDSDX11* CurrentDS;
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#endif
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#if GPU_ALLOW_GEOMETRY_SHADERS
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GPUShaderProgramGSDX11* CurrentGS;
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#endif
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GPUShaderProgramPSDX11* CurrentPS;
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GPUShaderProgramCSDX11* CurrentCS;
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D3D11_PRIMITIVE_TOPOLOGY CurrentPrimitiveTopology;
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@@ -8,9 +8,13 @@ void GPUPipelineStateDX11::OnReleaseGPU()
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{
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BlendState = nullptr;
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VS = nullptr;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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HS = nullptr;
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DS = nullptr;
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#endif
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#if GPU_ALLOW_GEOMETRY_SHADERS
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GS = nullptr;
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#endif
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PS = nullptr;
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}
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@@ -30,9 +34,13 @@ bool GPUPipelineStateDX11::Init(const Description& desc)
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// Cache shaders
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VS = (GPUShaderProgramVSDX11*)desc.VS;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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HS = desc.HS ? (GPUShaderProgramHSDX11*)desc.HS : nullptr;
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DS = desc.DS ? (GPUShaderProgramDSDX11*)desc.DS : nullptr;
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#endif
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#if GPU_ALLOW_GEOMETRY_SHADERS
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GS = desc.GS ? (GPUShaderProgramGSDX11*)desc.GS : nullptr;
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#endif
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PS = desc.PS ? (GPUShaderProgramPSDX11*)desc.PS : nullptr;
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// Primitive Topology
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@@ -44,8 +52,10 @@ bool GPUPipelineStateDX11::Init(const Description& desc)
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
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};
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PrimitiveTopology = D3D11_primTypes[static_cast<int32>(desc.PrimitiveTopology)];
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#if GPU_ALLOW_TESSELLATION_SHADERS
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if (HS)
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PrimitiveTopology = (D3D11_PRIMITIVE_TOPOLOGY)((int32)D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + (HS->GetControlPointsCount() - 1));
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#endif
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// States
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DepthStencilStateIndex = static_cast<int32>(desc.DepthFunc) + (desc.DepthEnable ? 0 : 9) + (desc.DepthWriteEnable ? 0 : 18);
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@@ -19,9 +19,13 @@ public:
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int32 RasterizerStateIndex;
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ID3D11BlendState* BlendState = nullptr;
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GPUShaderProgramVSDX11* VS = nullptr;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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GPUShaderProgramHSDX11* HS = nullptr;
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GPUShaderProgramDSDX11* DS = nullptr;
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#endif
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#if GPU_ALLOW_GEOMETRY_SHADERS
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GPUShaderProgramGSDX11* GS = nullptr;
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#endif
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GPUShaderProgramPSDX11* PS = nullptr;
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D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
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@@ -119,6 +119,13 @@ GPUShaderProgram* GPUShaderDX11::CreateGPUShaderProgram(ShaderStage type, const
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shader = New<GPUShaderProgramDSDX11>(initializer, buffer);
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break;
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}
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#else
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case ShaderStage::Hull:
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{
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int32 controlPointsCount;
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stream.ReadInt32(&controlPointsCount);
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break;
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}
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#endif
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#if GPU_ALLOW_GEOMETRY_SHADERS
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case ShaderStage::Geometry:
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@@ -163,9 +163,13 @@ bool GPUPipelineStateDX12::Init(const Description& desc)
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if (shader->Header.UaDimensions[i]) \
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Header.UaDimensions[i] = shader->Header.UaDimensions[i]; \
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}
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#if GPU_ALLOW_TESSELLATION_SHADERS
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INIT_SHADER_STAGE(HS, GPUShaderProgramHSDX12);
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INIT_SHADER_STAGE(DS, GPUShaderProgramDSDX12);
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#endif
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#if GPU_ALLOW_GEOMETRY_SHADERS
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INIT_SHADER_STAGE(GS, GPUShaderProgramGSDX12);
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#endif
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INIT_SHADER_STAGE(VS, GPUShaderProgramVSDX12);
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INIT_SHADER_STAGE(PS, GPUShaderProgramPSDX12);
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const static D3D12_PRIMITIVE_TOPOLOGY_TYPE primTypes1[] =
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@@ -184,11 +188,13 @@ bool GPUPipelineStateDX12::Init(const Description& desc)
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};
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psDesc.PrimitiveTopologyType = primTypes1[(int32)desc.PrimitiveTopology];
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PrimitiveTopology = primTypes2[(int32)desc.PrimitiveTopology];
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#if GPU_ALLOW_TESSELLATION_SHADERS
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if (desc.HS)
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{
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psDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH;
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PrimitiveTopology = (D3D_PRIMITIVE_TOPOLOGY)((int32)D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + (desc.HS->GetControlPointsCount() - 1));
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}
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#endif
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// Depth State
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psDesc.DepthStencilState.DepthEnable = !!desc.DepthEnable;
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@@ -98,6 +98,13 @@ GPUShaderProgram* GPUShaderDX12::CreateGPUShaderProgram(ShaderStage type, const
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shader = New<GPUShaderProgramDSDX12>(initializer, header, cacheBytes, cacheSize);
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break;
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}
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#else
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case ShaderStage::Hull:
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{
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int32 controlPointsCount;
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stream.ReadInt32(&controlPointsCount);
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break;
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}
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#endif
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#if GPU_ALLOW_GEOMETRY_SHADERS
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case ShaderStage::Geometry:
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@@ -280,8 +280,10 @@ bool GPUPipelineStateVulkan::Init(const Description& desc)
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_descInputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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break;
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}
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#if GPU_ALLOW_TESSELLATION_SHADERS
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if (desc.HS)
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_descInputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_PATCH_LIST;
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#endif
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_desc.pInputAssemblyState = &_descInputAssembly;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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@@ -207,6 +207,13 @@ GPUShaderProgram* GPUShaderVulkan::CreateGPUShaderProgram(ShaderStage type, cons
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shader = New<GPUShaderProgramDSVulkan>(_device, initializer, header->DescriptorInfo, shaderModule);
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break;
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}
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||||
#else
|
||||
case ShaderStage::Hull:
|
||||
{
|
||||
int32 controlPointsCount;
|
||||
stream.ReadInt32(&controlPointsCount);
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
#if GPU_ALLOW_GEOMETRY_SHADERS
|
||||
case ShaderStage::Geometry:
|
||||
|
||||
@@ -87,7 +87,7 @@ bool ColorGradingPass::Init()
|
||||
bool ColorGradingPass::setupResources()
|
||||
{
|
||||
// Wait for shader
|
||||
if (!_shader->IsLoaded())
|
||||
if (!_shader || !_shader->IsLoaded())
|
||||
return true;
|
||||
const auto shader = _shader->GetShader();
|
||||
|
||||
|
||||
@@ -46,7 +46,6 @@ void EyeAdaptationPass::Render(RenderContext& renderContext, GPUTexture* colorBu
|
||||
renderContext.Buffers->LastEyeAdaptationTime = 0.0f;
|
||||
if ((view.Flags & ViewFlags::EyeAdaptation) == ViewFlags::None || settings.Mode == EyeAdaptationMode::None || checkIfSkipPass())
|
||||
return;
|
||||
|
||||
PROFILE_GPU_CPU("Eye Adaptation");
|
||||
|
||||
// Setup constants
|
||||
@@ -218,14 +217,15 @@ String EyeAdaptationPass::ToString() const
|
||||
|
||||
bool EyeAdaptationPass::Init()
|
||||
{
|
||||
_canUseHistogram = GPUDevice::Instance->Limits.HasCompute;
|
||||
auto device = GPUDevice::Instance;
|
||||
_canUseHistogram = device->Limits.HasCompute;
|
||||
|
||||
// Create pipeline states
|
||||
_psManual = GPUDevice::Instance->CreatePipelineState();
|
||||
_psLuminanceMap = GPUDevice::Instance->CreatePipelineState();
|
||||
_psBlendLuminance = GPUDevice::Instance->CreatePipelineState();
|
||||
_psApplyLuminance = GPUDevice::Instance->CreatePipelineState();
|
||||
_psHistogram = GPUDevice::Instance->CreatePipelineState();
|
||||
_psManual = device->CreatePipelineState();
|
||||
_psLuminanceMap = device->CreatePipelineState();
|
||||
_psBlendLuminance = device->CreatePipelineState();
|
||||
_psApplyLuminance = device->CreatePipelineState();
|
||||
_psHistogram = device->CreatePipelineState();
|
||||
|
||||
// Load shaders
|
||||
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/EyeAdaptation"));
|
||||
|
||||
@@ -29,7 +29,6 @@ GPUBuffer* HistogramPass::Render(RenderContext& renderContext, GPUTexture* color
|
||||
auto context = device->GetMainContext();
|
||||
if (checkIfSkipPass() || !_isSupported)
|
||||
return nullptr;
|
||||
|
||||
PROFILE_GPU_CPU("Histogram");
|
||||
|
||||
// Setup constants
|
||||
|
||||
Reference in New Issue
Block a user