/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #pragma once #include #include #include #include #include namespace AZ { namespace RHI { class PipelineState; } namespace Render { //! Compute shader that generates the irradiance texture from the diffuse probe raytrace. class DiffuseProbeGridBlendIrradiancePass final : public RPI::RenderPass { public: AZ_RPI_PASS(DiffuseProbeGridBlendIrradiancePass); AZ_RTTI(AZ::Render::DiffuseProbeGridBlendIrradiancePass, "{521E53EE-2D12-454F-8830-C61EA08CEF35}", RPI::RenderPass); AZ_CLASS_ALLOCATOR(DiffuseProbeGridBlendIrradiancePass, SystemAllocator, 0); virtual ~DiffuseProbeGridBlendIrradiancePass() = default; static RPI::Ptr Create(const RPI::PassDescriptor& descriptor); private: DiffuseProbeGridBlendIrradiancePass(const RPI::PassDescriptor& descriptor); void LoadShader(); // Pass overrides void FrameBeginInternal(FramePrepareParams params) override; void SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph) override; void CompileResources(const RHI::FrameGraphCompileContext& context) override; void BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context) override; // shader Data::Instance m_shader; const RHI::PipelineState* m_pipelineState = nullptr; RHI::Ptr m_srgLayout; RHI::DispatchDirect m_dispatchArgs; }; } // namespace Render } // namespace AZ