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70 lines
2.8 KiB
C++
70 lines
2.8 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Atom/RHI/CommandList.h>
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#include <PostProcessing/DepthOfFieldWriteFocusDepthFromGpuPass.h>
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namespace AZ
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{
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namespace Render
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{
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RPI::Ptr<DepthOfFieldWriteFocusDepthFromGpuPass> DepthOfFieldWriteFocusDepthFromGpuPass::Create(const RPI::PassDescriptor& descriptor)
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{
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RPI::Ptr<DepthOfFieldWriteFocusDepthFromGpuPass> pass = aznew DepthOfFieldWriteFocusDepthFromGpuPass(descriptor);
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return pass;
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}
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DepthOfFieldWriteFocusDepthFromGpuPass::DepthOfFieldWriteFocusDepthFromGpuPass(const RPI::PassDescriptor& descriptor)
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: RPI::ComputePass(descriptor)
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{
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}
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void DepthOfFieldWriteFocusDepthFromGpuPass::SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph)
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{
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AZ_Assert(m_bufferRef != nullptr, "%s has a null buffer when calling Prepare.", GetPathName().GetCStr());
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ComputePass::SetupFrameGraphDependencies(frameGraph);
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RHI::BufferScopeAttachmentDescriptor desc;
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desc.m_attachmentId = m_bufferRef->GetAttachmentId();
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desc.m_bufferViewDescriptor = m_bufferRef->GetBufferViewDescriptor();
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desc.m_loadStoreAction.m_loadAction = AZ::RHI::AttachmentLoadAction::DontCare;
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frameGraph.UseShaderAttachment(desc, AZ::RHI::ScopeAttachmentAccess::Write);
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}
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void DepthOfFieldWriteFocusDepthFromGpuPass::CompileResources(const RHI::FrameGraphCompileContext& context)
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{
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AZ_Assert(m_shaderResourceGroup != nullptr, "%s has a null shader resource group when calling Compile.", GetPathName().GetCStr());
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m_shaderResourceGroup->SetConstant(m_autoFocusScreenPositionIndex, m_autoFocusScreenPosition);
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m_shaderResourceGroup->SetBufferView(m_autoFocusDataBufferIndex, m_bufferRef->GetBufferView());
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BindPassSrg(context, m_shaderResourceGroup);
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m_shaderResourceGroup->Compile();
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}
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void DepthOfFieldWriteFocusDepthFromGpuPass::SetScreenPosition(const AZ::Vector2& screenPosition)
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{
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m_autoFocusScreenPosition = screenPosition;
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}
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void DepthOfFieldWriteFocusDepthFromGpuPass::SetBufferRef(RPI::Ptr<RPI::Buffer> bufferRef)
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{
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m_bufferRef = bufferRef;
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}
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void DepthOfFieldWriteFocusDepthFromGpuPass::BuildInternal()
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{
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AZ_Assert(m_bufferRef != nullptr, "%s has a null buffer when calling BuildInternal.", GetPathName().GetCStr());
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AttachBufferToSlot(Name("DofDepthInputOutput"), m_bufferRef);
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}
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} // namespace Render
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} // namespace AZ
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