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o3de/Gems/Atom/Feature/Common/Code/Source/DiffuseGlobalIllumination/DiffuseProbeGridRelocationP...

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2.4 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/Memory/SystemAllocator.h>
#include <Atom/RHI/CommandList.h>
#include <Atom/RHI/DrawItem.h>
#include <Atom/RHI/ScopeProducer.h>
#include <Atom/RHI.Reflect/ShaderResourceGroupLayoutDescriptor.h>
#include <Atom/RPI.Public/Pass/ComputePass.h>
#include <Atom/RPI.Public/Shader/Shader.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
#include <Atom/RPI.Reflect/Pass/PassName.h>
#include <Atom/RPI.Public/Image/AttachmentImage.h>
#include <DiffuseGlobalIllumination/DiffuseProbeGrid.h>
namespace AZ
{
namespace Render
{
//! Compute shader that relocates probes in the diffuse probe grid.
class DiffuseProbeGridRelocationPass final
: public RPI::RenderPass
{
public:
AZ_RPI_PASS(DiffuseProbeGridRelocationPass);
AZ_RTTI(AZ::Render::DiffuseProbeGridRelocationPass, "{E6FCBE1A-0404-49B3-AA78-C2B0DEE94FB1}", RPI::RenderPass);
AZ_CLASS_ALLOCATOR(DiffuseProbeGridRelocationPass, SystemAllocator, 0);
virtual ~DiffuseProbeGridRelocationPass() = default;
static RPI::Ptr<DiffuseProbeGridRelocationPass> Create(const RPI::PassDescriptor& descriptor);
private:
DiffuseProbeGridRelocationPass(const RPI::PassDescriptor& descriptor);
void LoadShader();
// Pass overrides
bool IsEnabled() const override;
void FrameBeginInternal(FramePrepareParams params) override;
void SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph) override;
void CompileResources(const RHI::FrameGraphCompileContext& context) override;
void BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context) override;
void FrameEndInternal() override;
// shader
Data::Instance<RPI::Shader> m_shader;
const RHI::PipelineState* m_pipelineState = nullptr;
RHI::Ptr<RHI::ShaderResourceGroupLayout> m_srgLayout;
RHI::DispatchDirect m_dispatchArgs;
// revision number of the ray tracing data when the shader table was built
uint32_t m_rayTracingDataRevision = 0;
};
} // namespace Render
} // namespace AZ