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o3de/Code/CryEngine/RenderDll/XRenderD3D9/GraphicsPipeline/Common/GraphicsPipelinePass.h
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2021-03-08 14:30:57 -08:00

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/*
* 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.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#pragma once
#include <Range.h>
#include "GraphicsPipelineStateSet.h"
// forward declarations
typedef std::shared_ptr<CGraphicsPipelineStateLocalCache> CGraphicsPipelineStateLocalCachePtr;
class GraphicsPipelinePass;
struct SGraphicsPiplinePassContext
{
SGraphicsPiplinePassContext(GraphicsPipelinePass* pass, EShaderTechniqueID technique, uint32 filter)
: pPass(pass)
, techniqueID(technique)
, batchFilter(filter)
, nFrameID(0)
, renderListId(EFSLIST_INVALID)
, sortGroupID(0)
, passId(0)
, passSubId(0)
, pPipelineStats(0)
{
}
GraphicsPipelinePass* pPass;
EShaderTechniqueID techniqueID;
uint32 batchFilter;
ERenderListID renderListId;
int sortGroupID;
threadID nProcessThreadID;
uint64 nFrameID;
// One of ERenderableTechnique
uint32 passId;
// When pass have multiple sub-passes, specified here, selects a different PSO from compiled render object.
uint32 passSubId;
// Current pipeline stats.
SPipeStat* pPipelineStats;
// rend items
TRange<int> rendItems;
};
class GraphicsPipelinePass
{
public:
virtual ~GraphicsPipelinePass() {}
// Allocate resources needed by the pipeline pass
virtual void Init() = 0;
// Free resources used by the pipeline pass
virtual void Shutdown() = 0;
// Prepare pass before actual rendering starts (called every frame)
virtual void Prepare() {};
// Force pass to reset data
virtual void Reset() = 0;
// initialize command list with pass specific data
virtual void PrepareCommandList([[maybe_unused]] CDeviceGraphicsCommandListRef RESTRICT_REFERENCE commandList) const {}
};