217 lines
6.8 KiB
C++
217 lines
6.8 KiB
C++
#include "ForwardRenderableComponent.h"
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#include "wiRenderer.h"
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#include "wiImage.h"
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#include "wiImageEffects.h"
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#include "wiHelper.h"
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using namespace wiGraphicsTypes;
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ForwardRenderableComponent::ForwardRenderableComponent(){
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Renderable3DComponent::setProperties();
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setSSREnabled(false);
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setSSAOEnabled(false);
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setShadowsEnabled(false);
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setPreferredThreadingCount(0);
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}
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ForwardRenderableComponent::~ForwardRenderableComponent(){
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}
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void ForwardRenderableComponent::Initialize()
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{
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Renderable3DComponent::Initialize();
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rtMain.Initialize(wiRenderer::GetDevice()->GetScreenWidth(), wiRenderer::GetDevice()->GetScreenHeight(), true);
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Renderable2DComponent::Initialize();
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}
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void ForwardRenderableComponent::Load()
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{
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Renderable3DComponent::Load();
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}
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void ForwardRenderableComponent::Start()
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{
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Renderable3DComponent::Start();
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}
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void ForwardRenderableComponent::Render()
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{
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wiRenderer::UpdatePerFrameData();
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if (getThreadingCount() > 1)
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{
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for (auto workerThread : workerThreads)
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{
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workerThread->wakeup();
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}
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for (auto workerThread : workerThreads)
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{
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workerThread->wait();
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}
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wiRenderer::GetDevice()->ExecuteDeferredContexts();
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}
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else
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{
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RenderFrameSetUp();
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RenderShadows();
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RenderReflections();
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RenderScene();
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RenderSecondaryScene(rtMain, rtMain);
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RenderLightShafts(rtMain);
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RenderComposition1(rtMain);
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RenderBloom();
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RenderComposition2(rtMain);
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}
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Renderable2DComponent::Render();
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}
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void ForwardRenderableComponent::RenderScene(GRAPHICSTHREAD threadID)
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{
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rtMain.Activate(threadID, 0, 0, 0, 0);
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{
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wiRenderer::SetClipPlane(XMFLOAT4(0, 0, 0, 0), threadID);
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wiRenderer::DrawWorld(wiRenderer::getCamera(), false, 0, threadID
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, false, SHADERTYPE_FORWARD
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, nullptr, true);
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wiRenderer::DrawSky(threadID);
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}
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rtLinearDepth.Activate(threadID); {
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wiImageEffects fx;
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fx.blendFlag = BLENDMODE_OPAQUE;
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fx.sampleFlag = SAMPLEMODE_CLAMP;
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fx.quality = QUALITY_NEAREST;
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fx.process.setLinDepth(true);
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//wiImage::BatchBegin(threadID);
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wiImage::Draw(rtMain.depth->GetTexture(), fx, threadID);
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}
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rtLinearDepth.Deactivate(threadID);
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dtDepthCopy.CopyFrom(*rtMain.depth, threadID);
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wiRenderer::UpdateDepthBuffer(dtDepthCopy.GetTexture(), rtLinearDepth.GetTexture(), threadID);
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}
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void ForwardRenderableComponent::setPreferredThreadingCount(unsigned short value)
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{
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Renderable3DComponent::setPreferredThreadingCount(value);
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if (!wiRenderer::GetDevice()->GetMultithreadingSupport())
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{
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if (value > 1)
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wiHelper::messageBox("Multithreaded rendering not supported by your hardware! Falling back to single threading!", "Caution");
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return;
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}
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switch (value) {
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case 0:
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case 1:
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wiRenderer::RebindPersistentState(GRAPHICSTHREAD_IMMEDIATE);
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break;
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case 2:
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workerThreads.push_back(new wiTaskThread([&]
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{
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RenderFrameSetUp(GRAPHICSTHREAD_REFLECTIONS);
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RenderReflections(GRAPHICSTHREAD_REFLECTIONS);
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wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_REFLECTIONS);
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}));
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workerThreads.push_back(new wiTaskThread([&]
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{
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RenderShadows(GRAPHICSTHREAD_SCENE);
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RenderScene(GRAPHICSTHREAD_SCENE);
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RenderSecondaryScene(rtMain, rtMain, GRAPHICSTHREAD_SCENE);
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RenderLightShafts(rtMain, GRAPHICSTHREAD_SCENE);
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RenderComposition1(rtMain, GRAPHICSTHREAD_SCENE);
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RenderBloom(GRAPHICSTHREAD_SCENE);
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RenderComposition2(rtMain, GRAPHICSTHREAD_SCENE);
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wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_SCENE);
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}));
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wiRenderer::RebindPersistentState(GRAPHICSTHREAD_REFLECTIONS);
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wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_REFLECTIONS);
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wiRenderer::RebindPersistentState(GRAPHICSTHREAD_SCENE);
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wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_SCENE);
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wiRenderer::GetDevice()->ExecuteDeferredContexts();
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break;
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case 3:
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workerThreads.push_back(new wiTaskThread([&]
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{
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RenderFrameSetUp(GRAPHICSTHREAD_REFLECTIONS);
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RenderReflections(GRAPHICSTHREAD_REFLECTIONS);
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wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_REFLECTIONS);
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}));
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workerThreads.push_back(new wiTaskThread([&]
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{
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RenderShadows(GRAPHICSTHREAD_SCENE);
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RenderScene(GRAPHICSTHREAD_SCENE);
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wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_SCENE);
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}));
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workerThreads.push_back(new wiTaskThread([&]
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{
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wiRenderer::UpdateDepthBuffer(dtDepthCopy.GetTexture(), rtLinearDepth.GetTexture(), GRAPHICSTHREAD_MISC1);
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RenderSecondaryScene(rtMain, rtMain, GRAPHICSTHREAD_MISC1);
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RenderLightShafts(rtMain, GRAPHICSTHREAD_MISC1);
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RenderComposition1(rtMain, GRAPHICSTHREAD_MISC1);
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RenderBloom(GRAPHICSTHREAD_MISC1);
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RenderComposition2(rtMain, GRAPHICSTHREAD_MISC1);
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wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_MISC1);
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}));
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wiRenderer::RebindPersistentState(GRAPHICSTHREAD_REFLECTIONS);
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wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_REFLECTIONS);
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wiRenderer::RebindPersistentState(GRAPHICSTHREAD_SCENE);
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wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_SCENE);
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wiRenderer::RebindPersistentState(GRAPHICSTHREAD_MISC1);
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wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_MISC1);
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wiRenderer::GetDevice()->ExecuteDeferredContexts();
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break;
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case 4:
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default:
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workerThreads.push_back(new wiTaskThread([&]
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{
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RenderFrameSetUp(GRAPHICSTHREAD_REFLECTIONS);
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RenderReflections(GRAPHICSTHREAD_REFLECTIONS);
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wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_REFLECTIONS);
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}));
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workerThreads.push_back(new wiTaskThread([&]
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{
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RenderShadows(GRAPHICSTHREAD_SCENE);
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RenderScene(GRAPHICSTHREAD_SCENE);
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wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_SCENE);
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}));
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workerThreads.push_back(new wiTaskThread([&]
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{
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wiRenderer::UpdateDepthBuffer(dtDepthCopy.GetTexture(), rtLinearDepth.GetTexture(), GRAPHICSTHREAD_MISC1);
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RenderSecondaryScene(rtMain, rtMain, GRAPHICSTHREAD_MISC1);
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RenderLightShafts(rtMain, GRAPHICSTHREAD_MISC1);
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RenderComposition1(rtMain, GRAPHICSTHREAD_MISC1);
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wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_MISC1);
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}));
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workerThreads.push_back(new wiTaskThread([&]
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{
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wiRenderer::UpdateDepthBuffer(dtDepthCopy.GetTexture(), rtLinearDepth.GetTexture(), GRAPHICSTHREAD_MISC2);
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RenderBloom(GRAPHICSTHREAD_MISC2);
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RenderComposition2(rtMain, GRAPHICSTHREAD_MISC2);
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wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_MISC2);
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}));
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wiRenderer::RebindPersistentState(GRAPHICSTHREAD_REFLECTIONS);
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wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_REFLECTIONS);
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wiRenderer::RebindPersistentState(GRAPHICSTHREAD_SCENE);
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wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_SCENE);
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wiRenderer::RebindPersistentState(GRAPHICSTHREAD_MISC1);
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wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_MISC1);
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wiRenderer::RebindPersistentState(GRAPHICSTHREAD_MISC2);
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wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_MISC2);
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wiRenderer::GetDevice()->ExecuteDeferredContexts();
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break;
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};
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}
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