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RenderPass_DirectLightingCacheAllocation.h
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109 lines (92 loc) · 3.77 KB
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/*
* Copyright (c) 2022 NVIDIA CORPORATION. All rights reserved
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#pragma once
#include <Platform.h>
#include <GraphicsAPI/GraphicsAPI.h>
#include <ShaderFactory.h>
#include <memory>
#include <deque>
#include <optional>
namespace KickstartRT_NativeLayer
{
namespace BVHTask {
struct Geometry;
};
class TaskWorkingSet;
struct RenderPass_DirectLightingCacheAllocation
{
static constexpr uint32_t m_threadDim_X = 96;
enum class AllocationShaderPermutationBits : uint32_t {
e_BUILD_OP = 0b0000'0011,
e_USE_VERTEX_INDEX_INPUTS = 0b0000'0100,
e_NumberOfPermutations = 0b0000'1000,
};
enum DescTableLayout : uint32_t {
e_CB_CBV = 0,
e_VertexBuffer_SRV,
e_IndexBuffer_SRV,
e_Index_VertexBuffer_UAV,
e_TileCounterBuffer_UAV,
e_TileIndexBuffer_UAV,
e_DescTableSize,
};
struct CB {
uint32_t m_vertexStride;
uint32_t m_nbVertices;
uint32_t m_nbIndices;
uint32_t m_dstVertexBufferOffsetIdx;
uint32_t m_indexRangeMin;
uint32_t m_indexRangeMax;
uint32_t m_tileResolutionLimit;
float m_tileUnitLength;
uint32_t m_enableTransformation;
uint32_t m_nbDispatchThreads;
uint32_t m_nbHashTableElemsNum;
uint32_t m_allocationOffset;
uint32_t m_vtxSRVOffsetElm;
uint32_t m_idxSRVOffsetElm;
uint32_t m_vtxComponentOffset;
uint32_t m_idxComponentOffset;
Math::Float_4x4 m_transformationMatrix;
};
GraphicsAPI::DescriptorTableLayout m_descTableLayout;
GraphicsAPI::RootSignature m_rootSignature;
std::array<ShaderFactory::ShaderDictEntry*, (size_t)AllocationShaderPermutationBits::e_NumberOfPermutations> m_pso_allocate_itr;
protected:
// Must match .hlsl
enum class BuildOp {
TileCacheBuild,
MeshColorBuild,
MeshColorPostBuild,
//
VertexUpdate,
};
Status BuildCommandList(BuildOp op, TaskWorkingSet* fws, GraphicsAPI::CommandList* cmdList, GraphicsAPI::ComputePipelineState **currentPSO, BVHTask::Geometry* gp);
public:
Status Init(GraphicsAPI::Device *dev, ShaderFactory::Factory *sf);
Status BuildCommandListForAdd(TaskWorkingSet* fws, GraphicsAPI::CommandList* cmdList, std::deque<BVHTask::Geometry *>& addedGeometries);
Status BuildCommandListForUpdate(TaskWorkingSet* fws, GraphicsAPI::CommandList* cmdList, std::deque<BVHTask::Geometry *>& updatedGeometries);
static Status CheckInputs(const BVHTask::GeometryInput& input);
static Status CheckUpdateInputs(const BVHTask::GeometryInput& oldInput, const BVHTask::GeometryInput& input);
static Status AllocateResourcesForGeometry(TaskWorkingSet* fws, std::deque<BVHTask::Geometry *>& addedGeometries);
};
};