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hub / github.com/Autodesk/Aurora / initPostProcessing

Method initPostProcessing

Libraries/Aurora/Source/DirectX/PTRenderer.cpp:679–694  ·  view source on GitHub ↗

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677}
678
679void PTRenderer::initPostProcessing()
680{
681 // Get the byte code for the compute shader.
682 D3D12_SHADER_BYTECODE shaderByteCode =
683 CD3DX12_SHADER_BYTECODE(g_pPostProcessingShader, _countof(g_pPostProcessingShader));
684
685 // Create a root signature from the definition in the byte code.
686 checkHR(_pDXDevice->CreateRootSignature(0, g_pPostProcessingShader,
687 _countof(g_pPostProcessingShader), IID_PPV_ARGS(&_pPostProcessingRootSignature)));
688
689 // Prepare compute pipeline state with the compute shader.
690 D3D12_COMPUTE_PIPELINE_STATE_DESC desc = {};
691 desc.CS = shaderByteCode;
692 checkHR(_pDXDevice->CreateComputePipelineState(
693 &desc, IID_PPV_ARGS(&_pPostProcessingPipelineState)));
694}
695
696void PTRenderer::renderInternal(uint32_t sampleStart, uint32_t sampleCount)
697{

Callers

nothing calls this directly

Calls 2

checkHRFunction · 0.85

Tested by

no test coverage detected