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PrepareLightsPass.h
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/***************************************************************************
# Copyright (c) 2020-2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
**************************************************************************/
#pragma once
#include <nvrhi/nvrhi.h>
#include <Rtxdi/DI/ReSTIRDI.h>
#include <memory>
namespace donut::engine
{
class CommonRenderPasses;
class ShaderFactory;
class Scene;
class Light;
}
class RtxdiResources;
class PrepareLightsPass
{
public:
PrepareLightsPass(
nvrhi::IDevice* device,
std::shared_ptr<donut::engine::ShaderFactory> shaderFactory,
std::shared_ptr<donut::engine::CommonRenderPasses> commonPasses,
std::shared_ptr<donut::engine::Scene> scene,
nvrhi::IBindingLayout* bindlessLayout);
void CreatePipeline();
void CreateBindingSet(RtxdiResources& resources);
void CountLightsInScene(uint32_t& numEmissiveMeshes, uint32_t& numEmissiveTriangles);
RTXDI_LightBufferParameters Process(nvrhi::ICommandList* commandList);
private:
nvrhi::DeviceHandle m_device;
nvrhi::ShaderHandle m_computeShader;
nvrhi::ComputePipelineHandle m_computePipeline;
nvrhi::BindingLayoutHandle m_bindingLayout;
nvrhi::BindingSetHandle m_bindingSet;
nvrhi::BindingLayoutHandle m_bindlessLayout;
nvrhi::BufferHandle m_taskBuffer;
nvrhi::BufferHandle m_geometryInstanceToLightBuffer;
std::shared_ptr<donut::engine::ShaderFactory> m_shaderFactory;
std::shared_ptr<donut::engine::CommonRenderPasses> m_commonPasses;
std::shared_ptr<donut::engine::Scene> m_scene;
};