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66 lines
2.6 KiB
C++
66 lines
2.6 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <AzCore/Memory/SystemAllocator.h>
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#include <Atom/RHI/CommandList.h>
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#include <Atom/RHI/DrawItem.h>
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#include <Atom/RHI/ScopeProducer.h>
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#include <Atom/RHI.Reflect/ShaderResourceGroupLayoutDescriptor.h>
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#include <Atom/RPI.Public/Pass/ComputePass.h>
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#include <Atom/RPI.Public/Shader/Shader.h>
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#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
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#include <Atom/RPI.Reflect/Pass/PassName.h>
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#include <Atom/RPI.Public/Image/AttachmentImage.h>
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#include <DiffuseGlobalIllumination/DiffuseProbeGrid.h>
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namespace AZ
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{
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namespace Render
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{
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//! Compute shader that relocates probes in the diffuse probe grid.
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class DiffuseProbeGridRelocationPass final
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: public RPI::RenderPass
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{
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public:
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AZ_RPI_PASS(DiffuseProbeGridRelocationPass);
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AZ_RTTI(AZ::Render::DiffuseProbeGridRelocationPass, "{E6FCBE1A-0404-49B3-AA78-C2B0DEE94FB1}", RPI::RenderPass);
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AZ_CLASS_ALLOCATOR(DiffuseProbeGridRelocationPass, SystemAllocator, 0);
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virtual ~DiffuseProbeGridRelocationPass() = default;
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static RPI::Ptr<DiffuseProbeGridRelocationPass> Create(const RPI::PassDescriptor& descriptor);
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private:
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DiffuseProbeGridRelocationPass(const RPI::PassDescriptor& descriptor);
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void LoadShader();
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// Pass overrides
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void FrameBeginInternal(FramePrepareParams params) override;
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void SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph) override;
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void CompileResources(const RHI::FrameGraphCompileContext& context) override;
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void BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context) override;
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// shader
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Data::Instance<RPI::Shader> m_shader;
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const RHI::PipelineState* m_pipelineState = nullptr;
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Data::Asset<RPI::ShaderResourceGroupAsset> m_srgAsset;
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RHI::DispatchDirect m_dispatchArgs;
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// revision number of the ray tracing data when the shader table was built
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uint32_t m_rayTracingDataRevision = 0;
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};
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} // namespace Render
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} // namespace AZ
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