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RenderPass.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 <donut/core/math/math.h>
#include <nvrhi/nvrhi.h>
#include <memory>
#include "Rtxdi/DI/ReSTIRDIParameters.h"
namespace donut::engine
{
class Scene;
class CommonRenderPasses;
class IView;
class ShaderFactory;
struct ShaderMacro;
}
namespace rtxdi
{
class ReSTIRDIContext;
}
class RenderTargets;
class RtxdiResources;
class EnvironmentLight;
struct ResamplingConstants;
class RenderPass
{
public:
struct Settings
{
bool unbiasedMode = false;
bool enableResampling = true;
uint32_t numInitialSamples = 8;
uint32_t numSpatialSamples = 1;
uint32_t numInitialBRDFSamples = 1;
float brdfCutoff = 0.f;
};
RenderPass(
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(
nvrhi::rt::IAccelStruct* topLevelAS,
const RenderTargets& renderTargets,
const RtxdiResources& resources);
void Render(
nvrhi::ICommandList* commandList,
rtxdi::ReSTIRDIContext& context,
const donut::engine::IView& view,
const donut::engine::IView& previousView,
const Settings& localSettings,
const RTXDI_LightBufferParameters& lightBufferParams);
void NextFrame();
private:
nvrhi::DeviceHandle m_device;
nvrhi::ShaderHandle m_computeShader;
nvrhi::ComputePipelineHandle m_computePipeline;
nvrhi::BindingLayoutHandle m_bindingLayout;
nvrhi::BindingLayoutHandle m_bindlessLayout;
nvrhi::BindingSetHandle m_bindingSet;
nvrhi::BindingSetHandle m_prevBindingSet;
nvrhi::BufferHandle m_constantBuffer;
nvrhi::BufferHandle m_lightReservoirBuffer;
std::shared_ptr<donut::engine::ShaderFactory> m_shaderFactory;
std::shared_ptr<donut::engine::CommonRenderPasses> m_commonPasses;
std::shared_ptr<donut::engine::Scene> m_scene;
};