Added DiffuseProbeGrid texture baking
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+5
-5
@@ -91,7 +91,7 @@ namespace AZ
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RPI::Scene* scene = m_pipeline->GetScene();
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DiffuseProbeGridFeatureProcessor* diffuseProbeGridFeatureProcessor = scene->GetFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
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if (!diffuseProbeGridFeatureProcessor || diffuseProbeGridFeatureProcessor->GetProbeGrids().empty())
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if (!diffuseProbeGridFeatureProcessor || diffuseProbeGridFeatureProcessor->GetRealTimeProbeGrids().empty())
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{
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// no diffuse probe grids
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return;
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@@ -108,7 +108,7 @@ namespace AZ
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// create the Relocation Srgs for each DiffuseProbeGrid, and check to see if any grids need relocation
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bool needRelocation = false;
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for (auto& diffuseProbeGrid : diffuseProbeGridFeatureProcessor->GetProbeGrids())
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for (auto& diffuseProbeGrid : diffuseProbeGridFeatureProcessor->GetRealTimeProbeGrids())
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{
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uint32_t rayTracingDataRevision = rayTracingFeatureProcessor->GetRevision();
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if (rayTracingDataRevision != m_rayTracingDataRevision)
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@@ -139,7 +139,7 @@ namespace AZ
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RPI::Scene* scene = m_pipeline->GetScene();
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DiffuseProbeGridFeatureProcessor* diffuseProbeGridFeatureProcessor = scene->GetFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
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for (auto& diffuseProbeGrid : diffuseProbeGridFeatureProcessor->GetProbeGrids())
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for (auto& diffuseProbeGrid : diffuseProbeGridFeatureProcessor->GetRealTimeProbeGrids())
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{
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// probe raytrace image
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{
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@@ -167,7 +167,7 @@ namespace AZ
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{
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RPI::Scene* scene = m_pipeline->GetScene();
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DiffuseProbeGridFeatureProcessor* diffuseProbeGridFeatureProcessor = scene->GetFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
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for (auto& diffuseProbeGrid : diffuseProbeGridFeatureProcessor->GetProbeGrids())
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for (auto& diffuseProbeGrid : diffuseProbeGridFeatureProcessor->GetRealTimeProbeGrids())
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{
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// the diffuse probe grid Srg must be updated in the Compile phase in order to successfully bind the ReadWrite shader inputs
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// (see ValidateSetImageView() in ShaderResourceGroupData.cpp)
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@@ -187,7 +187,7 @@ namespace AZ
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DiffuseProbeGridFeatureProcessor* diffuseProbeGridFeatureProcessor = scene->GetFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
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// submit the DispatchItems for each DiffuseProbeGrid
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for (auto& diffuseProbeGrid : diffuseProbeGridFeatureProcessor->GetProbeGrids())
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for (auto& diffuseProbeGrid : diffuseProbeGridFeatureProcessor->GetRealTimeProbeGrids())
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{
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const RHI::ShaderResourceGroup* shaderResourceGroup = diffuseProbeGrid->GetRelocationSrg()->GetRHIShaderResourceGroup();
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commandList->SetShaderResourceGroupForDispatch(*shaderResourceGroup);
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