2f1346c719
* Breaking up terrain FP wip - macro materials decoupled from meshes. Mesh creation and rendering pulled out from MeshFeatureProcessor into TerrainMeshManager. Stubs added for macro and detail material managers. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Separated macro material management from the terrain feature processor. Also separated bindless image array handling from terrain feature processor. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Detail materials separated from terrain feature processor. Also pulled out Aabb2i and Vector2i into their own simple classes Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Changed some classes so that when the SRG changes the classes don't need to be completely reinitialized and can instead just update their indices and push data to the new srg. Fixed an issue where MacroMaterialData wasn't being exposed to ScriptCanvas. Terrain shader reloads should now work correctly. Also added some debug logging to help catch an issue where sometimes detail materials don't seem to load. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Terrain PR reveiw updates Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Some small PR review fixes. More comments in TerrainDetailMaterialManager.h Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Fixing unused variable causing clang failure Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Fixing unused variable in release. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Fixing a forward declare that oddly didn't work on linux. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Fixing linux missing include... not sure why only linux failed on this. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Adding missing include Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
49 lines
1.6 KiB
C++
49 lines
1.6 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 <AzCore/std/containers/vector.h>
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#include <Atom/RHI/ImageView.h>
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#include <Atom/RHI.Reflect/ShaderResourceGroupLayoutDescriptor.h>
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#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
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namespace AZ::Render
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{
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class BindlessImageArrayHandler
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{
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public:
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static constexpr uint16_t InvalidImageIndex = 0xFFFF;
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BindlessImageArrayHandler() = default;
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~BindlessImageArrayHandler() = default;
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void Initialize(AZ::Data::Instance<AZ::RPI::ShaderResourceGroup>& srg, const AZ::Name& propertyName);
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void Reset();
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bool IsInitialized() const;
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bool UpdateSrgIndices(AZ::Data::Instance<AZ::RPI::ShaderResourceGroup>& srg, const AZ::Name& propertyName);
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uint16_t AppendBindlessImage(const RHI::ImageView* imageView);
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void UpdateBindlessImage(uint16_t index, const RHI::ImageView* imageView);
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void RemoveBindlessImage(uint16_t index);
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bool UpdateSrg(AZ::Data::Instance<AZ::RPI::ShaderResourceGroup>& srg) const;
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private:
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AZStd::vector<const RHI::ImageView*> m_bindlessImageViews;
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AZStd::vector<uint16_t> m_bindlessImageViewFreeList;
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RHI::ShaderInputImageUnboundedArrayIndex m_texturesIndex;
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AZStd::shared_mutex m_updateMutex;
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bool m_isInitialized{ false };
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};
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}
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