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MipMapGenPass.h
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/*
* Copyright (c) 2014-2021, 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 <donut/engine/BindingCache.h>
#include <donut/core/math/math.h>
#include <nvrhi/nvrhi.h>
#include <memory>
#include <vector>
namespace donut::engine
{
class ShaderFactory;
class CommonRenderPasses;
}
// Compute reduction pass to generate mipmap levels
namespace donut::render
{
class MipMapGenPass {
public:
enum Mode : uint8_t {
MODE_COLOR = 0, // bilinear reduction of RGB channels
MODE_MIN = 1, // min() reduction of R channel
MODE_MAX = 2, // max() reduction of R channel
MODE_MINMAX = 3, // min() and max() reductions of R channel into RG channels
};
// note : 'texture' must have been allocated with some mip levels
MipMapGenPass(
nvrhi::IDevice* device,
std::shared_ptr<engine::ShaderFactory> shaderFactory,
nvrhi::TextureHandle texture,
Mode mode = Mode::MODE_MAX);
// Dispatches reduction kernel : reads LOD 0 and populates
// LOD 1 and up
void Dispatch(nvrhi::ICommandList* commandList, int maxLOD=-1);
// debug : blits mip-map levels in spiral pattern to 'target'
// (assumes 'target' texture resolution is high enough...)
void Display(
std::shared_ptr<engine::CommonRenderPasses> commonPasses,
nvrhi::ICommandList* commandList,
nvrhi::IFramebuffer* target);
private:
nvrhi::DeviceHandle m_Device;
nvrhi::ShaderHandle m_Shader;
nvrhi::TextureHandle m_Texture;
nvrhi::BufferHandle m_ConstantBuffer;
nvrhi::BindingLayoutHandle m_BindingLayout;
std::vector<nvrhi::BindingSetHandle> m_BindingSets;
nvrhi::ComputePipelineHandle m_Pso;
// Set of unique dummy textures - see details in class implementation
struct NullTextures;
std::shared_ptr<NullTextures> m_NullTextures;
engine::BindingCache m_BindingCache;
};
} // end namespace donut::render