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o3de/Gems/Atom/RPI/Code/Source/RPI.Public/Pass/PassUtils.cpp

84 lines
3.0 KiB
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.
*
*/
#include <Atom/RPI.Reflect/Pass/RenderPassData.h>
#include <Atom/RPI.Public/Pass/PassUtils.h>
namespace AZ
{
namespace RPI
{
namespace PassUtils
{
const PassData* GetPassData(const PassDescriptor& descriptor)
{
const PassData* passData = nullptr;
// Try custom data from PassRequest
if (descriptor.m_passRequest != nullptr)
{
passData = descriptor.m_passRequest->m_passData.get();
}
// Try custom data from PassTemplate
if (passData == nullptr && descriptor.m_passTemplate != nullptr)
{
passData = descriptor.m_passTemplate->m_passData.get();
}
if (passData == nullptr)
{
passData = descriptor.m_passData.get();
}
return passData;
}
bool BindDataMappingsToSrg(const PassDescriptor& descriptor, ShaderResourceGroup* shaderResourceGroup)
{
bool success = true;
// Apply mappings from PassTemplate
const RenderPassData* passData = nullptr;
if (descriptor.m_passTemplate != nullptr)
{
passData = azrtti_cast<const RenderPassData*>(descriptor.m_passTemplate->m_passData.get());
if (passData)
{
success = shaderResourceGroup->ApplyDataMappings(passData->m_mappings);
}
}
// Apply mappings from PassRequest
passData = nullptr;
if (descriptor.m_passRequest != nullptr)
{
passData = azrtti_cast<const RenderPassData*>(descriptor.m_passRequest->m_passData.get());
if (passData)
{
success = success && shaderResourceGroup->ApplyDataMappings(passData->m_mappings);
}
}
// Apply mappings from custom data in the descriptor
passData = azrtti_cast<const RenderPassData*>(descriptor.m_passData.get());
if (passData)
{
success = success && shaderResourceGroup->ApplyDataMappings(passData->m_mappings);
}
return success;
}
} // namespace PassUtils
} // namespace RPI
} // namespace AZ