237 lines
7.8 KiB
C++
237 lines
7.8 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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#include "wiProfiler.h"
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using namespace wiGraphicsTypes;
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ForwardRenderableComponent::ForwardRenderableComponent()
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{
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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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}
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wiRenderTarget ForwardRenderableComponent::rtMain;
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void ForwardRenderableComponent::ResizeBuffers()
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{
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Renderable3DComponent::ResizeBuffers();
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FORMAT defaultTextureFormat = GraphicsDevice::GetBackBufferFormat();
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// Protect against multiple buffer resizes when there is no change!
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static UINT lastBufferResWidth = 0, lastBufferResHeight = 0, lastBufferMSAA = 0;
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static FORMAT lastBufferFormat = FORMAT_UNKNOWN;
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if (lastBufferResWidth == wiRenderer::GetInternalResolution().x &&
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lastBufferResHeight == wiRenderer::GetInternalResolution().y &&
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lastBufferMSAA == getMSAASampleCount() &&
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lastBufferFormat == defaultTextureFormat)
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{
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return;
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}
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else
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{
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lastBufferResWidth = wiRenderer::GetInternalResolution().x;
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lastBufferResHeight = wiRenderer::GetInternalResolution().y;
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lastBufferMSAA = getMSAASampleCount();
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lastBufferFormat = defaultTextureFormat;
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}
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rtMain.Initialize(wiRenderer::GetInternalResolution().x, wiRenderer::GetInternalResolution().y, true, FORMAT_R16G16B16A16_FLOAT, 1, getMSAASampleCount(), false);
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rtMain.Add(FORMAT_R16G16B16A16_FLOAT); // thin gbuffer
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}
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void ForwardRenderableComponent::Initialize()
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{
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ResizeBuffers();
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Renderable3DComponent::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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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(GRAPHICSTHREAD_IMMEDIATE);
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RenderShadows(GRAPHICSTHREAD_IMMEDIATE);
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RenderReflections(GRAPHICSTHREAD_IMMEDIATE);
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RenderScene(GRAPHICSTHREAD_IMMEDIATE);
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RenderSecondaryScene(rtMain, rtMain, GRAPHICSTHREAD_IMMEDIATE);
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RenderComposition(rtMain, rtMain, GRAPHICSTHREAD_IMMEDIATE);
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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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wiProfiler::GetInstance().BeginRange("Opaque Scene", wiProfiler::DOMAIN_GPU, threadID);
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wiRenderer::UpdateCameraCB(wiRenderer::getCamera(), threadID);
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rtMain.Activate(threadID, 0, 0, 0, 0);
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{
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wiRenderer::DrawWorld(wiRenderer::getCamera(), getTessellationEnabled(), threadID, SHADERTYPE_FORWARD, rtReflection.GetTexture(), getHairParticlesEnabled(), true);
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wiRenderer::DrawSky(threadID);
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}
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rtMain.Deactivate(threadID);
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wiRenderer::UpdateGBuffer(rtMain.GetTextureResolvedMSAA(threadID, 0), rtMain.GetTextureResolvedMSAA(threadID, 1), nullptr, nullptr, nullptr, threadID);
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dtDepthCopy.CopyFrom(*rtMain.depth, threadID);
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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::Draw(dtDepthCopy.GetTextureResolvedMSAA(threadID), fx, threadID);
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}
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rtLinearDepth.Deactivate(threadID);
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wiRenderer::UpdateDepthBuffer(dtDepthCopy.GetTextureResolvedMSAA(threadID), rtLinearDepth.GetTexture(), threadID);
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wiProfiler::GetInstance().EndRange(); // Opaque Scene
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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()->CheckCapability(GraphicsDevice::GRAPHICSDEVICE_CAPABILITY_MULTITHREADED_RENDERING))
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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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RenderComposition(rtMain, 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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RenderComposition(rtMain, 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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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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RenderComposition(rtMain, 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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