You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
89 lines
3.6 KiB
C++
89 lines
3.6 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.
|
|
*
|
|
*/
|
|
#pragma once
|
|
|
|
#include <AzCore/Memory/SystemAllocator.h>
|
|
|
|
#include <Atom/RHI/DispatchItem.h>
|
|
|
|
#include <Atom/RPI.Public/Base.h>
|
|
#include <Atom/RPI.Public/Pass/RenderPass.h>
|
|
#include <Atom/RPI.Public/Shader/Shader.h>
|
|
#include <Atom/RPI.Public/Shader/ShaderReloadNotificationBus.h>
|
|
|
|
namespace AZ
|
|
{
|
|
namespace RPI
|
|
{
|
|
class ShaderResourceGroup;
|
|
|
|
//! A ComputePass is a leaf pass (pass with no children) that is used for GPU compute
|
|
class ComputePass
|
|
: public RenderPass
|
|
, private ShaderReloadNotificationBus::Handler
|
|
{
|
|
AZ_RPI_PASS(ComputePass);
|
|
|
|
public:
|
|
AZ_RTTI(ComputePass, "{61464A74-BD35-4954-AB27-492644EA6C2A}", RenderPass);
|
|
AZ_CLASS_ALLOCATOR(ComputePass, SystemAllocator, 0);
|
|
virtual ~ComputePass();
|
|
|
|
//! Creates a ComputePass
|
|
static Ptr<ComputePass> Create(const PassDescriptor& descriptor);
|
|
|
|
//! Sets the target total number of threads to dispatch in each dimension
|
|
void SetTargetThreadCounts(uint32_t targetThreadCountX, uint32_t targetThreadCountY, uint32_t targetThreadCountZ);
|
|
|
|
//! Returns the shader resource group.
|
|
Data::Instance<ShaderResourceGroup> GetShaderResourceGroup();
|
|
|
|
protected:
|
|
ComputePass(const PassDescriptor& descriptor);
|
|
|
|
// Pass behavior overrides...
|
|
void FrameBeginInternal(FramePrepareParams params) override;
|
|
|
|
// Scope producer functions...
|
|
void SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph) override;
|
|
void CompileResources(const RHI::FrameGraphCompileContext& context) override;
|
|
void BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context) override;
|
|
|
|
// Calculates the group counts for the dispatch item using the target image dimensions
|
|
// and the number of threads per group (group size)
|
|
void MatchDimensionsToOutput();
|
|
|
|
// The compute shader that will be used by the pass
|
|
Data::Instance<Shader> m_shader = nullptr;
|
|
|
|
// Default draw SRG for using the shader option system's variant fallback key
|
|
Data::Instance<RPI::ShaderResourceGroup> m_drawSrg = nullptr;
|
|
|
|
// The draw item submitted by this pass
|
|
RHI::DispatchItem m_dispatchItem;
|
|
|
|
// Whether or not to make the pass a full-screen compute pass. If set to true, the dispatch group counts will
|
|
// be automatically calculated from the size of the first output attachment and the group size dimensions.
|
|
bool m_isFullscreenPass = false;
|
|
|
|
// ShaderReloadNotificationBus::Handler overrides...
|
|
void OnShaderReinitialized(const Shader& shader) override;
|
|
void OnShaderAssetReinitialized(const Data::Asset<ShaderAsset>& shaderAsset) override;
|
|
void OnShaderVariantReinitialized(const ShaderVariant& shaderVariant) override;
|
|
|
|
void LoadShader();
|
|
PassDescriptor m_passDescriptor;
|
|
|
|
};
|
|
} // namespace RPI
|
|
} // namespace AZ
|