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VisualizationPass.h
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/***************************************************************************
# Copyright (c) 2020-2023, 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 "RayTracingPass.h"
#include <nvrhi/nvrhi.h>
#include <memory>
namespace rtxdi
{
class ImportanceSamplingContext;
}
namespace donut::engine
{
class IView;
class ShaderFactory;
class CommonRenderPasses;
}
class RenderTargets;
class RtxdiResources;
class VisualizationPass
{
private:
nvrhi::DeviceHandle m_Device;
nvrhi::BindingLayoutHandle m_HdrBindingLayout;
nvrhi::BindingLayoutHandle m_ConfidenceBindingLayout;
nvrhi::BindingSetHandle m_HdrBindingSet;
nvrhi::BindingSetHandle m_ConfidenceBindingSet;
nvrhi::BindingSetHandle m_ConfidenceBindingSetPrev;
nvrhi::ShaderHandle m_VertexShader;
nvrhi::ShaderHandle m_HdrPixelShader;
nvrhi::ShaderHandle m_ConfidencePixelShader;
nvrhi::GraphicsPipelineHandle m_HdrPipeline;
nvrhi::GraphicsPipelineHandle m_ConfidencePipeline;
nvrhi::BufferHandle m_ConstantBuffer;
public:
VisualizationPass(
nvrhi::IDevice* device,
donut::engine::CommonRenderPasses& commonPasses,
donut::engine::ShaderFactory& shaderFactory,
RenderTargets& renderTargets,
RtxdiResources& rtxdiResources);
void Render(
nvrhi::ICommandList* commandList,
nvrhi::IFramebuffer* framebuffer,
const donut::engine::IView& renderView,
const donut::engine::IView& upscaledView,
const rtxdi::ImportanceSamplingContext& context,
uint32_t inputBufferIndex,
uint32_t visualizationMode,
bool enableAccumulation);
void NextFrame();
};