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165 lines
6.8 KiB
C++
165 lines
6.8 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <Atom/RHI.Reflect/Base.h>
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#include <Atom/RPI.Public/Pass/ParentPass.h>
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#include <Atom/RPI.Public/Pass/Pass.h>
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#include <Atom/RPI.Public/Pass/PassLibrary.h>
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#include <Atom/RPI.Public/Pass/PassFactory.h>
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#include <Atom/RPI.Public/Pass/PassSystemInterface.h>
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#include <Atom/RPI.Reflect/Asset/AssetHandler.h>
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#include <AzFramework/Windowing/WindowBus.h>
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namespace AZ
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{
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namespace RHI
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{
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class FrameGraphBuilder;
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}
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namespace RPI
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{
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//! The central class of the pass system.
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//! Responsible for preparing the frame and keeping
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//! track of which passes need rebuilding or deleting.
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//! Holds the root of the pass hierarchy.
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class PassSystem final
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: public PassSystemInterface
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{
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friend class PassTests;
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public:
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AZ_RTTI(PassSystem, "{6AA45529-53CF-4AEF-86DF-A696C760105B}", PassSystemInterface);
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AZ_CLASS_ALLOCATOR(PassSystem, AZ::SystemAllocator, 0);
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static void Reflect(ReflectContext* context);
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static void GetAssetHandlers(AssetHandlerPtrList& assetHandlers);
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PassSystem();
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AZ_DISABLE_COPY_MOVE(PassSystem);
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//! Initializes the PassSystem and the Root Pass and creates the Pass InstanceDatabase
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void Init();
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//! Initialize and load pass templates
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//! This function need to be called after Init()
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void InitPassTemplates();
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//! Deletes the Root Pass and shuts down the PassSystem
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void Shutdown();
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//! Called every frame, essentially the 'OnTick' of the pass system
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void FrameUpdate(RHI::FrameGraphBuilder& frameGraphBuilder);
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//! Called after the frame has been rendered. Allows passes to execute post frame logic.
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void FrameEnd();
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// PassSystemInterface functions...
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void ProcessQueuedChanges() override;
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bool LoadPassTemplateMappings(const AZStd::string& templateMappingPath) override;
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void WriteTemplateToFile(const PassTemplate& passTemplate, AZStd::string_view assetFilePath) override;
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void DebugPrintPassHierarchy() override;
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bool IsHotReloading() const override;
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void SetHotReloading(bool hotReloading) override;
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void SetTargetedPassDebuggingName(const AZ::Name& targetPassName) override;
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const AZ::Name& GetTargetedPassDebuggingName() const override;
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void ConnectEvent(OnReadyLoadTemplatesEvent::Handler& handler) override;
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PassSystemState GetState() const override;
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SwapChainPass* FindSwapChainPass(AzFramework::NativeWindowHandle windowHandle) const override;
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// PassSystemInterface statistics related functions
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void IncrementFrameDrawItemCount(u32 numDrawItems) override;
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void IncrementFrameRenderPassCount() override;
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PassSystemFrameStatistics GetFrameStatistics() override;
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// PassSystemInterface factory related functions...
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void AddPassCreator(Name className, PassCreator createFunction) override;
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Ptr<Pass> CreatePassFromClass(Name passClassName, Name passName) override;
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Ptr<Pass> CreatePassFromTemplate(const AZStd::shared_ptr<PassTemplate>& passTemplate, Name passName) override;
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Ptr<Pass> CreatePassFromTemplate(Name templateName, Name passName) override;
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Ptr<Pass> CreatePassFromRequest(const PassRequest* passRequest) override;
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bool HasCreatorForClass(Name passClassName) override;
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// PassSystemInterface library related functions...
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bool HasPassesForTemplateName(const Name& templateName) const override;
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bool AddPassTemplate(const Name& name, const AZStd::shared_ptr<PassTemplate>& passTemplate) override;
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const AZStd::shared_ptr<PassTemplate> GetPassTemplate(const Name& name) const override;
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void RemovePassFromLibrary(Pass* pass) override;
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void RegisterPass(Pass* pass) override;
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void UnregisterPass(Pass* pass) override;
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void ForEachPass(const PassFilter& filter, AZStd::function<PassFilterExecutionFlow(Pass*)> passFunction) override;
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Pass* FindFirstPass(const PassFilter& filter) override;
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private:
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// Returns the root of the pass tree hierarchy
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const Ptr<ParentPass>& GetRootPass() override;
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// Calls Build() on passes queued in m_buildPassList
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void BuildPasses();
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// Calls Initialize() on passes queued in m_initializePassList
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void InitializePasses();
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// Validates Pass Hierarchy after building
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void Validate();
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// Removes queued passes in m_deletePassList from the hierarchy
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void RemovePasses();
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// Functions for queuing passes in the lists below
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void QueueForBuild(Pass* pass) override;
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void QueueForRemoval(Pass* pass) override;
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void QueueForInitialization(Pass* pass) override;
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// Resets the frame statistic counters
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void ResetFrameStatistics();
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// Lists for queuing passes for various function calls
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// Name of the list reflects the pass function it will call
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AZStd::vector< Ptr<Pass> > m_buildPassList;
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AZStd::vector< Ptr<Pass> > m_removePassList;
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AZStd::vector< Ptr<Pass> > m_initializePassList;
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// Library of pass descriptors that can be instantiated through data driven pass requests
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PassLibrary m_passLibrary;
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// Class responsible for creating passes
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PassFactory m_passFactory;
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// The root of the pass tree hierarchy
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Ptr<ParentPass> m_rootPass = nullptr;
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// Whether the Pass Hierarchy changed
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bool m_passHierarchyChanged = true;
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// Whether the Pass System is currently hot reloading passes
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bool m_isHotReloading = false;
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// Name of the pass targeted for debugging
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AZ::Name m_targetedPassDebugName;
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// Counts the number of passes
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u32 m_passCounter = 0;
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// Events
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OnReadyLoadTemplatesEvent m_loadTemplatesEvent;
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// Used to track what phase of execution the pass system is in
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PassSystemState m_state = PassSystemState::Unitialized;
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// Counters used to gather statistics about the frame
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PassSystemFrameStatistics m_frameStatistics;
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};
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} // namespace RPI
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} // namespace AZ
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