Get Gbuffer in ReShade
- CyberRaink
- Topic Author
		Less
		More
		
			
	
		
	
						1 year 2 months ago		 -  1 year 2 months ago		#1
		by CyberRaink
	
	Get Gbuffer in ReShade was created by CyberRaink
	    Sorry I'm not a graphics programmer, I just love analyzing the frame of game design, looking for gbuffers and other interesting RT. Being able to display them in real time would be cool. For me using reshade is the only way to do this.
github.com/acourreges/reshade I learned something from this, now I can get some RT through this function "CreateRenderTargetView()", and filter out non-Gbuffer ones by resolution and format. This method is very friendly and is not necessarily a Deferred rendering pipeline. The final RT type is "ID3D11RenderTargetView", I need to use it to replace BackBuffer or _effect_color_srv, or use "PSSetShaderResources" maybe? A lot of content has been encapsulated to be compatible with different APIs, I don’t know how to use these RT(convert ID3D11RenderTargetView to Resource/Resource_View or something for injecting post-processing).
I should have study the reshade API patiently, Maybe it's a problem that can be solved in one sentence!
 
	github.com/acourreges/reshade I learned something from this, now I can get some RT through this function "CreateRenderTargetView()", and filter out non-Gbuffer ones by resolution and format. This method is very friendly and is not necessarily a Deferred rendering pipeline. The final RT type is "ID3D11RenderTargetView", I need to use it to replace BackBuffer or _effect_color_srv, or use "PSSetShaderResources" maybe? A lot of content has been encapsulated to be compatible with different APIs, I don’t know how to use these RT(convert ID3D11RenderTargetView to Resource/Resource_View or something for injecting post-processing).
I should have study the reshade API patiently, Maybe it's a problem that can be solved in one sentence!
		Last edit: 1 year 2 months ago  by CyberRaink.			
			Please Log in or Create an account to join the conversation.
- CyberRaink
- Topic Author
		Less
		More
		
			
	
		
	Ok haven't got any reply, I dug into it a bit and have solved the above problem with some type casting.
The new problem is that of all the textures I get, only one stores color info, maybe that's where the backbuffer comes from. The problem is that reshade uses Immediate Rendering by default, and when I create with just "ID3D11Device::CreateDeferredContext" I get some compile errors.
I'm still new to all this. Can someone tell me if a deferred rendering based reshade is possible?
			The new problem is that of all the textures I get, only one stores color info, maybe that's where the backbuffer comes from. The problem is that reshade uses Immediate Rendering by default, and when I create with just "ID3D11Device::CreateDeferredContext" I get some compile errors.
I'm still new to all this. Can someone tell me if a deferred rendering based reshade is possible?
Please Log in or Create an account to join the conversation.
- Daemonjax
		Less
		More
		
			
	
		
	
						1 year 2 months ago		 -  1 year 2 months ago		#3
		by Daemonjax
	
	Replied by Daemonjax on topic Get Gbuffer in ReShade
	Your questions regarding reshade fork-specific stuff should probably be where the reshade fork is hosted (
	github.com/acourreges/reshade
), because I have no idea what you're talking about ;)  Maybe they have a discord server?  it was forked from the ReShade 0.10.0 branch 10 years ago, so good luck.  Probably for a computer science project.  You're probably the only person in the world trying to use it.
	
		Last edit: 1 year 2 months ago  by Daemonjax.			
			Please Log in or Create an account to join the conversation.
- CyberRaink
- Topic Author
		Less
		More
		
			
	
		
	yeah, you have no idea what i'm talking about at all
			Please Log in or Create an account to join the conversation.
