94 lines
2.9 KiB
C++
94 lines
2.9 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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// Original file Copyright Crytek GMBH or its affiliates, used under license.
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#pragma once
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#include <array>
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class CFullscreenPass
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{
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public:
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CFullscreenPass();
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~CFullscreenPass();
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#define ASSIGN_VALUE(dst, src, dirtyFlag) \
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if ((dst) != (src)) { \
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m_dirtyMask |= (dirtyFlag); } \
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(dst) = (src);
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void SetRenderTarget(uint32 slot, CTexture* pRenderTarget)
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{
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ASSIGN_VALUE(m_pRenderTargets[slot], pRenderTarget, 0xFFFFFFFF);
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}
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void SetTechnique(CShader* pShader, CCryNameTSCRC& techName, uint64 rtMask)
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{
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ASSIGN_VALUE(m_pShader, pShader, 0xFFFFFFFF);
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ASSIGN_VALUE(m_techniqueName, techName, 0xFFFFFFFF);
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ASSIGN_VALUE(m_rtMask, rtMask, 0xFFFFFFFF);
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}
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void SetTexture(uint32 slot, CTexture* pTexture, SResourceView::KeyType resourceViewID = SResourceView::DefaultView)
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{
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m_pResources->SetTexture(slot, pTexture, resourceViewID);
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}
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void SetSampler(uint32 slot, int32 sampler)
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{
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m_pResources->SetSampler(slot, sampler);
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}
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void SetTextureSamplerPair(uint32 slot, CTexture* pTex, int32 sampler, SResourceView::KeyType resourceViewID = SResourceView::DefaultView)
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{
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m_pResources->SetTexture(slot, pTex, resourceViewID);
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m_pResources->SetSampler(slot, sampler);
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}
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void SetState(int state)
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{
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ASSIGN_VALUE(m_renderState, state, 0xFFFFFFFF);
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}
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void SetRequireWorldPos(bool bRequireWPos)
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{
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ASSIGN_VALUE(m_bRequireWPos, bRequireWPos, 0xFFFFFFFF);
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}
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#undef ASSIGN_VALUE
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void BeginConstantUpdate();
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void Execute();
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void Reset();
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private:
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typedef SDeviceObjectHelpers::SConstantBufferBindInfo CBufferBindInfo;
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uint CompileResources();
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void UpdateVertexBuffer();
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std::array<CTexture*, 1> m_pRenderTargets;
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CDeviceResourceSetPtr m_pResources;
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std::vector<CBufferBindInfo> m_ReflectedConstantBuffers;
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CDeviceResourceLayoutPtr m_pResourceLayout;
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CDeviceGraphicsPSOPtr m_pPipelineState;
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CShader* m_pShader;
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CCryNameTSCRC m_techniqueName;
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uint64 m_rtMask;
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int m_renderState;
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uint m_dirtyMask;
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bool m_bRequireWPos;
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buffer_handle_t m_vertexBuffer;
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static uint64 s_prevRTMask;
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};
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