Progress on surface atlas sampling
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@@ -17,7 +17,7 @@
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#include "Engine/Utilities/RectPack.h"
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// This must match HLSL
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#define GLOBAL_SURFACE_ATLAS_OBJECT_SIZE 5 // Amount of Vector4s per-object
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#define GLOBAL_SURFACE_ATLAS_OBJECT_SIZE (5 + 6 * 5) // Amount of float4s per-object
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#define GLOBAL_SURFACE_ATLAS_TILE_PADDING 1 // 1px padding to prevent color bleeding between tiles
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#define GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_TILES_REDRAW 0 // Forces to redraw all object tiles every frame
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#define GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_DRAW_OBJECTS 0 // Debug draws object bounds on redraw (and tile draw projection locations)
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@@ -44,6 +44,11 @@ PACK_STRUCT(struct AtlasTileVertex
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struct GlobalSurfaceAtlasTile : RectPack<GlobalSurfaceAtlasTile, uint16>
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{
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Vector3 ViewDirection;
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Vector3 ViewPosition; // TODO: use from ViewMatrix
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Vector3 ViewBoundsSize;
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Matrix ViewMatrix;
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GlobalSurfaceAtlasTile(uint16 x, uint16 y, uint16 width, uint16 height)
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: RectPack<GlobalSurfaceAtlasTile, uint16>(x, y, width, height)
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{
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@@ -209,6 +214,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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// TODO: configurable via graphics settings
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const int32 resolution = 4096;
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const float resolutionInv = 1.0f / resolution;
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// TODO: configurable via postFx settings (maybe use Global SDF distance?)
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const float distance = 20000;
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@@ -350,6 +356,55 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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objectData[2] = Vector4(worldToLocalBounds.M21, worldToLocalBounds.M22, worldToLocalBounds.M23, worldToLocalBounds.M42);
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objectData[3] = Vector4(worldToLocalBounds.M31, worldToLocalBounds.M32, worldToLocalBounds.M33, worldToLocalBounds.M43);
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objectData[4] = Vector4(object->Bounds.Extents, 0.0f);
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// TODO: try to optimize memory footprint (eg. merge scale into extents and use rotation+offset but reconstruct rotation from two axes with sign)
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for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
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{
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auto* tile = object->Tiles[tileIndex];
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const int32 tileStart = 5 + tileIndex * 5;
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if (!tile)
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{
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// Disable tile
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objectData[tileStart + 4] = Vector4::Zero;
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continue;
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}
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// Setup view to render object from the side
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Vector3 xAxis, yAxis, zAxis = Vector3::Zero;
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zAxis.Raw[tileIndex / 2] = tileIndex & 1 ? 1.0f : -1.0f;
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yAxis = tileIndex == 2 || tileIndex == 3 ? Vector3::Right : Vector3::Up;
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Vector3::Cross(yAxis, zAxis, xAxis);
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Vector3 localSpaceOffset = -zAxis * object->Bounds.Extents;
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Vector3::TransformNormal(xAxis, object->Bounds.Transformation, xAxis);
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Vector3::TransformNormal(yAxis, object->Bounds.Transformation, yAxis);
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Vector3::TransformNormal(zAxis, object->Bounds.Transformation, zAxis);
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xAxis.NormalizeFast();
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yAxis.NormalizeFast();
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zAxis.NormalizeFast();
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Vector3::Transform(localSpaceOffset, object->Bounds.Transformation, tile->ViewPosition);
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tile->ViewDirection = zAxis;
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// Create view matrix
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tile->ViewMatrix.SetColumn1(Vector4(xAxis, -Vector3::Dot(xAxis, tile->ViewPosition)));
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tile->ViewMatrix.SetColumn2(Vector4(yAxis, -Vector3::Dot(yAxis, tile->ViewPosition)));
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tile->ViewMatrix.SetColumn3(Vector4(zAxis, -Vector3::Dot(zAxis, tile->ViewPosition)));
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tile->ViewMatrix.SetColumn4(Vector4(0, 0, 0, 1));
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// Calculate object bounds size in the view
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OrientedBoundingBox viewBounds(object->Bounds);
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viewBounds.Transform(tile->ViewMatrix);
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Vector3 viewExtent;
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Vector3::TransformNormal(viewBounds.Extents, viewBounds.Transformation, viewExtent);
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tile->ViewBoundsSize = viewExtent.GetAbsolute() * 2.0f;
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// Per-tile data
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const float tileWidth = (float)tile->Width - GLOBAL_SURFACE_ATLAS_TILE_PADDING;
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const float tileHeight = (float)tile->Height - GLOBAL_SURFACE_ATLAS_TILE_PADDING;
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objectData[tileStart + 0] = Vector4(tile->X, tile->Y, tileWidth, tileHeight);
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objectData[tileStart + 1] = Vector4(tile->ViewMatrix.M11, tile->ViewMatrix.M12, tile->ViewMatrix.M13, tile->ViewMatrix.M41);
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objectData[tileStart + 2] = Vector4(tile->ViewMatrix.M21, tile->ViewMatrix.M22, tile->ViewMatrix.M23, tile->ViewMatrix.M42);
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objectData[tileStart + 3] = Vector4(tile->ViewMatrix.M31, tile->ViewMatrix.M32, tile->ViewMatrix.M33, tile->ViewMatrix.M43);
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objectData[tileStart + 4] = Vector4(tile->ViewBoundsSize, 1.0f);
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}
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}
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}
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}
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@@ -418,7 +473,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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// Per-tile clear (with a single draw call)
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_vertexBuffer->Clear();
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_vertexBuffer->Data.EnsureCapacity(_dirtyObjectsBuffer.Count() * 6 * sizeof(AtlasTileVertex));
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const Vector2 posToClipMul(2.0f / resolution, -2.0f / resolution);
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const Vector2 posToClipMul(2.0f * resolutionInv, -2.0f * resolutionInv);
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const Vector2 posToClipAdd(-1.0f, 1.0f);
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for (const auto& e : _dirtyObjectsBuffer)
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{
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@@ -475,41 +530,14 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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const float tileWidth = (float)tile->Width - GLOBAL_SURFACE_ATLAS_TILE_PADDING;
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const float tileHeight = (float)tile->Height - GLOBAL_SURFACE_ATLAS_TILE_PADDING;
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// Setup view to render object from the side
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Vector3 xAxis, yAxis, zAxis = Vector3::Zero;
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zAxis.Raw[tileIndex / 2] = tileIndex & 1 ? 1.0f : -1.0f;
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yAxis = tileIndex == 2 || tileIndex == 3 ? Vector3::Right : Vector3::Up;
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Vector3::Cross(yAxis, zAxis, xAxis);
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Vector3 localSpaceOffset = -zAxis * object.Bounds.Extents;
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Vector3::TransformNormal(xAxis, object.Bounds.Transformation, xAxis);
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Vector3::TransformNormal(yAxis, object.Bounds.Transformation, yAxis);
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Vector3::TransformNormal(zAxis, object.Bounds.Transformation, zAxis);
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xAxis.NormalizeFast();
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yAxis.NormalizeFast();
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zAxis.NormalizeFast();
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Vector3::Transform(localSpaceOffset, object.Bounds.Transformation, renderContextTiles.View.Position);
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renderContextTiles.View.Direction = zAxis;
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// Create view matrix
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Matrix viewMatrix;
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viewMatrix.SetColumn1(Vector4(xAxis, -Vector3::Dot(xAxis, renderContextTiles.View.Position)));
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viewMatrix.SetColumn2(Vector4(yAxis, -Vector3::Dot(yAxis, renderContextTiles.View.Position)));
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viewMatrix.SetColumn3(Vector4(zAxis, -Vector3::Dot(zAxis, renderContextTiles.View.Position)));
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viewMatrix.SetColumn4(Vector4(0, 0, 0, 1));
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// Calculate object bounds size in the view
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OrientedBoundingBox viewBounds(object.Bounds);
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viewBounds.Transform(viewMatrix);
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Vector3 viewExtent;
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Vector3::TransformNormal(viewBounds.Extents, viewBounds.Transformation, viewExtent);
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Vector3 viewBoundsSize = viewExtent.GetAbsolute() * 2.0f;
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// Setup projection to capture object from the side
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renderContextTiles.View.Position = tile->ViewPosition;
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renderContextTiles.View.Direction = tile->ViewDirection;
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renderContextTiles.View.Near = -0.1f; // Small offset to prevent clipping with the closest triangles
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renderContextTiles.View.Far = viewBoundsSize.Z + 0.2f;
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renderContextTiles.View.Far = tile->ViewBoundsSize.Z + 0.2f;
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Matrix projectionMatrix;
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Matrix::Ortho(viewBoundsSize.X, viewBoundsSize.Y, renderContextTiles.View.Near, renderContextTiles.View.Far, projectionMatrix);
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renderContextTiles.View.SetUp(viewMatrix, projectionMatrix);
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Matrix::Ortho(tile->ViewBoundsSize.X, tile->ViewBoundsSize.Y, renderContextTiles.View.Near, renderContextTiles.View.Far, projectionMatrix);
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renderContextTiles.View.SetUp(tile->ViewMatrix, projectionMatrix);
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#if GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_DRAW_OBJECTS
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DebugDraw::DrawLine(renderContextTiles.View.Position, renderContextTiles.View.Position + renderContextTiles.View.Direction * 20.0f, Color::Orange);
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DebugDraw::DrawWireSphere(BoundingSphere(renderContextTiles.View.Position, 10.0f), Color::Green);
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@@ -573,8 +601,15 @@ void GlobalSurfaceAtlasPass::RenderDebug(RenderContext& renderContext, GPUContex
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context->BindSR(i, bindingDataSDF.Cascades[i]->ViewVolume());
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context->BindSR(i + 4, bindingDataSDF.CascadeMips[i]->ViewVolume());
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}
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context->BindSR(8, bindingData.Atlas[1]->View()); // TODO: pass Atlas[4]=AtlasDirectLight
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context->BindSR(9, bindingData.Objects ? bindingData.Objects->View() : nullptr);
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context->BindSR(8, bindingData.Objects ? bindingData.Objects->View() : nullptr);
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context->BindSR(9, bindingData.Atlas[0]->View());
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{
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GPUTexture* tex = bindingData.Atlas[1]; // Preview diffuse
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//GPUTexture* tex = bindingData.Atlas[2]; // Preview normals
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//GPUTexture* tex = bindingData.Atlas[3]; // Preview roughness/metalness/ao
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//GPUTexture* tex = bindingData.Atlas[4]; // Preview direct light
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context->BindSR(10, tex->View());
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}
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context->SetState(_psDebug);
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context->SetRenderTarget(output->View());
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context->SetViewportAndScissors(outputSize.X, outputSize.Y);
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