/* * 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 #include #include #include #include #include #include #include #include #include #include namespace AZ { namespace Render { //! Compute shader that relocates probes in the diffuse probe grid. class DiffuseProbeGridRelocationPass final : public RPI::RenderPass { public: AZ_RPI_PASS(DiffuseProbeGridRelocationPass); AZ_RTTI(AZ::Render::DiffuseProbeGridRelocationPass, "{E6FCBE1A-0404-49B3-AA78-C2B0DEE94FB1}", RPI::RenderPass); AZ_CLASS_ALLOCATOR(DiffuseProbeGridRelocationPass, SystemAllocator, 0); virtual ~DiffuseProbeGridRelocationPass() = default; static RPI::Ptr Create(const RPI::PassDescriptor& descriptor); private: DiffuseProbeGridRelocationPass(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; Data::Asset m_srgAsset; RHI::DispatchDirect m_dispatchArgs; // revision number of the ray tracing data when the shader table was built uint32_t m_rayTracingDataRevision = 0; }; } // namespace Render } // namespace AZ