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o3de/Gems/Atom/Feature/Common/Code/Source/PostProcessing/PostProcessingShaderOptionB...

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C++

/*
* 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 <AzCore/Memory/SystemAllocator.h>
#include <AzCore/std/containers/unordered_map.h>
#include <Atom/RPI.Reflect/Shader/ShaderVariantKey.h>
#include <Atom/RPI.Public/Pass/FullscreenTrianglePass.h>
#include <Atom/RPI.Public/Shader/Shader.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
namespace AZ
{
namespace Render
{
//! This class provides common code to use shader option.
class PostProcessingShaderOptionBase
{
public:
PostProcessingShaderOptionBase() = default;
~PostProcessingShaderOptionBase() = default;
protected:
//! Creates the PSO for ShaderOption and save it as a cache.
void PreloadShaderVariant(
const Data::Instance<AZ::RPI::Shader>& shader,
const RPI::ShaderOptionGroup& shaderOption,
const RHI::RenderAttachmentConfiguration& renderAttachmentConfiguration,
const RHI::MultisampleState& multisampleState);
//! Update shaderVariant. Used when the shader is switched.
void UpdateShaderVariant(const AZ::RPI::ShaderOptionGroup& shaderOption);
//! Set a key in the SRG for dynamic branching for shaders not created in advance.
void CompileShaderVariant(Data::Instance<AZ::RPI::ShaderResourceGroup>& shaderResourceGroup);
//! Get precomputed pipeline.
const AZ::RHI::PipelineState* GetPipelineStateFromShaderVariant() const;
private:
struct ShaderVariantInformation
{
bool m_isFullyBaked = false;
const AZ::RHI::PipelineState* m_pipelineState = nullptr;
};
AZStd::unordered_map<AZ::u64, ShaderVariantInformation> m_shaderVariantTable;
AZ::u64 m_currentShaderVariantKeyValue = 0;
AZ::RPI::ShaderVariantKey m_currentShaderVariantKeyFallbackValue;
const ShaderVariantInformation* GetShaderVariant(AZ::u64 key) const;
};
} // namespace Render
} // namespace AZ