merge development
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
This commit is contained in:
@@ -25,8 +25,8 @@ namespace AZ
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//! DynamicBuffers are allocated by DynamicBufferAllocator. Check the description of DynamicBufferAllocator class for detail.
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//! The typical usage:
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//! // For every frame
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//! auto buffer = DynamicDrawInterface::Get()->GetDynamicBuffer(size);
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//! if (buffer) // the buffer could be empty if the allocation failed.e
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//! auto buffer = DynamicDrawInterface::Get()->GetDynamicBuffer(size, RHI::Alignment::InputAssembly);
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//! if (buffer) // the buffer could be empty if the allocation failed.
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//! {
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//! // write data to the buffer
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//! buffer->Write(data, size);
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@@ -54,7 +54,7 @@ namespace AZ
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//! Get a DynamicBuffer from DynamicDrawSystem.
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//! The returned buffer will be invalidated every time the RPISystem's RenderTick is called
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virtual RHI::Ptr<DynamicBuffer> GetDynamicBuffer(uint32_t size, uint32_t alignment = 1) = 0;
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virtual RHI::Ptr<DynamicBuffer> GetDynamicBuffer(uint32_t size, uint32_t alignment) = 0;
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//! Draw a geometry to a scene with a given material
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virtual void DrawGeometry(Data::Instance<Material> material, const GeometryData& geometry, ScenePtr scene) = 0;
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@@ -32,7 +32,7 @@ namespace AZ
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// DynamicDrawInterface overrides...
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RHI::Ptr<DynamicDrawContext> CreateDynamicDrawContext() override;
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RHI::Ptr<DynamicBuffer> GetDynamicBuffer(uint32_t size, uint32_t alignment = 1) override;
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RHI::Ptr<DynamicBuffer> GetDynamicBuffer(uint32_t size, uint32_t alignment) override;
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void DrawGeometry(Data::Instance<Material> material, const GeometryData& geometry, ScenePtr scene) override;
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void AddDrawPacket(Scene* scene, AZStd::unique_ptr<const RHI::DrawPacket> drawPacket) override;
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AZStd::vector<RHI::DrawListView> GetDrawListsForPass(const RasterPass* pass) override;
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@@ -22,19 +22,21 @@ namespace AZ
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class Shader;
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//! Get the asset ID for a given shader file path
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Data::AssetId GetShaderAssetId(const AZStd::string& shaderFilePath);
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Data::AssetId GetShaderAssetId(const AZStd::string& shaderFilePath, bool isCritical = false);
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//! Finds a shader asset for the given shader asset ID. Optional shaderFilePath param for debugging.
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Data::Asset<ShaderAsset> FindShaderAsset(Data::AssetId shaderAssetId, const AZStd::string& shaderFilePath = "");
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//! Finds a shader asset for the given shader file path
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Data::Asset<ShaderAsset> FindShaderAsset(const AZStd::string& shaderFilePath);
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Data::Asset<ShaderAsset> FindCriticalShaderAsset(const AZStd::string& shaderFilePath);
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//! Loads a shader for the given shader asset ID. Optional shaderFilePath param for debugging.
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Data::Instance<Shader> LoadShader(Data::AssetId shaderAssetId, const AZStd::string& shaderFilePath = "");
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//! Loads a shader for the given shader file path
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Data::Instance<Shader> LoadShader(const AZStd::string& shaderFilePath);
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Data::Instance<Shader> LoadCriticalShader(const AZStd::string& shaderFilePath);
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//! Loads a streaming image asset for the given file path
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Data::Instance<RPI::StreamingImage> LoadStreamingTexture(AZStd::string_view path);
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