/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #pragma once #include namespace AZ { namespace Render { // Compute shader that upsamples an input image from half res to full res using depth buffers class DepthUpsamplePass final : public RPI::ComputePass { AZ_RPI_PASS(DepthUpsamplePass); public: AZ_RTTI(AZ::Render::DepthUpsamplePass, "{CE22C02E-7F6C-4C70-845C-839A8B51479E}", AZ::RPI::ComputePass); AZ_CLASS_ALLOCATOR(DepthUpsamplePass, SystemAllocator, 0); virtual ~DepthUpsamplePass() = default; //! Create function registered with the pass system (see PassSystem::AddPassCreator) static RPI::Ptr Create(const RPI::PassDescriptor& descriptor); protected: // Behavior functions override... void FrameBeginInternal(FramePrepareParams params) override; private: DepthUpsamplePass(const RPI::PassDescriptor& descriptor); // SRG binding indices... AZ::RHI::ShaderInputNameIndex m_constantsIndex = "m_constants"; }; } // namespace Render } // namespace AZ