Panagiotis Christopoulos Charitos 8 лет назад
Родитель
Сommit
5c9307200f

+ 7 - 7
src/anki/renderer/Bloom.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <anki/renderer/RenderingPass.h>
+#include <anki/renderer/RendererObject.h>
 #include <anki/renderer/ScreenSpaceLensFlare.h>
 #include <anki/Gr.h>
 #include <anki/resource/TextureResource.h>
@@ -18,7 +18,7 @@ namespace anki
 
 const PixelFormat BLOOM_RT_PIXEL_FORMAT(ComponentFormat::R8G8B8, TransformFormat::UNORM);
 
-class BloomExposure : public RenderingPass
+class BloomExposure : public RendererObject
 {
 anki_internal:
 	U32 m_width = 0;
@@ -26,7 +26,7 @@ anki_internal:
 	TexturePtr m_rt;
 
 	BloomExposure(Renderer* r)
-		: RenderingPass(r)
+		: RendererObject(r)
 	{
 	}
 
@@ -50,7 +50,7 @@ private:
 	F32 m_scale = 1.0;
 };
 
-class BloomUpscale : public RenderingPass
+class BloomUpscale : public RendererObject
 {
 anki_internal:
 	U32 m_width = 0;
@@ -58,7 +58,7 @@ anki_internal:
 	TexturePtr m_rt;
 
 	BloomUpscale(Renderer* r)
-		: RenderingPass(r)
+		: RendererObject(r)
 	{
 	}
 
@@ -80,7 +80,7 @@ private:
 };
 
 /// Bloom passes.
-class Bloom : public RenderingPass
+class Bloom : public RendererObject
 {
 anki_internal:
 	BloomExposure m_extractExposure;
@@ -88,7 +88,7 @@ anki_internal:
 	ScreenSpaceLensFlare m_sslf;
 
 	Bloom(Renderer* r)
-		: RenderingPass(r)
+		: RendererObject(r)
 		, m_extractExposure(r)
 		, m_upscale(r)
 		, m_sslf(r)

+ 1 - 1
src/anki/renderer/Dbg.cpp

@@ -22,7 +22,7 @@ namespace anki
 {
 
 Dbg::Dbg(Renderer* r)
-	: RenderingPass(r)
+	: RendererObject(r)
 {
 }
 

+ 2 - 2
src/anki/renderer/Dbg.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <anki/renderer/RenderingPass.h>
+#include <anki/renderer/RendererObject.h>
 #include <anki/Gr.h>
 #include <anki/util/BitMask.h>
 #include <anki/util/Enum.h>
@@ -30,7 +30,7 @@ enum class DbgFlag : U16
 ANKI_ENUM_ALLOW_NUMERIC_OPERATIONS(DbgFlag, inline)
 
 /// Debugging stage
-class Dbg : public RenderingPass
+class Dbg : public RendererObject
 {
 public:
 	Bool getEnabled() const

+ 7 - 7
src/anki/renderer/DepthDownscale.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <anki/renderer/RenderingPass.h>
+#include <anki/renderer/RendererObject.h>
 #include <anki/Gr.h>
 #include <anki/resource/TextureResource.h>
 
@@ -19,14 +19,14 @@ class DepthDownscale;
 /// @{
 
 /// Quick pass to downscale the depth buffer.
-class HalfDepth : public RenderingPass
+class HalfDepth : public RendererObject
 {
 anki_internal:
 	TexturePtr m_depthRt;
 	TexturePtr m_colorRt;
 
 	HalfDepth(Renderer* r, DepthDownscale* depthDownscale)
-		: RenderingPass(r)
+		: RendererObject(r)
 		, m_parent(depthDownscale)
 	{
 	}
@@ -49,13 +49,13 @@ private:
 };
 
 /// Quick pass to downscale the depth buffer.
-class QuarterDepth : public RenderingPass
+class QuarterDepth : public RendererObject
 {
 anki_internal:
 	TexturePtr m_colorRt;
 
 	QuarterDepth(Renderer* r, DepthDownscale* depthDownscale)
-		: RenderingPass(r)
+		: RendererObject(r)
 		, m_parent(depthDownscale)
 	{
 	}
@@ -77,14 +77,14 @@ private:
 	ShaderProgramPtr m_grProg;
 };
 
-class DepthDownscale : public RenderingPass
+class DepthDownscale : public RendererObject
 {
 anki_internal:
 	HalfDepth m_hd;
 	QuarterDepth m_qd;
 
 	DepthDownscale(Renderer* r)
-		: RenderingPass(r)
+		: RendererObject(r)
 		, m_hd(r, this)
 		, m_qd(r, this)
 	{

+ 3 - 3
src/anki/renderer/DownscaleBlur.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <anki/renderer/RenderingPass.h>
+#include <anki/renderer/RendererObject.h>
 
 namespace anki
 {
@@ -14,11 +14,11 @@ namespace anki
 /// @{
 
 /// Downsample the IS and blur it at the same time.
-class DownscaleBlur : public RenderingPass
+class DownscaleBlur : public RendererObject
 {
 anki_internal:
 	DownscaleBlur(Renderer* r)
-		: RenderingPass(r)
+		: RendererObject(r)
 	{
 	}
 

+ 1 - 1
src/anki/renderer/FinalComposite.cpp

@@ -23,7 +23,7 @@ namespace anki
 const PixelFormat FinalComposite::RT_PIXEL_FORMAT(ComponentFormat::R8G8B8, TransformFormat::UNORM);
 
 FinalComposite::FinalComposite(Renderer* r)
-	: RenderingPass(r)
+	: RendererObject(r)
 {
 }
 

+ 2 - 2
src/anki/renderer/FinalComposite.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <anki/renderer/RenderingPass.h>
+#include <anki/renderer/RendererObject.h>
 #include <anki/resource/TextureResource.h>
 
 namespace anki
@@ -15,7 +15,7 @@ namespace anki
 /// @{
 
 /// Post-processing stage.
-class FinalComposite : public RenderingPass
+class FinalComposite : public RendererObject
 {
 public:
 	/// Load the color grading texture.

+ 3 - 3
src/anki/renderer/ForwardShading.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <anki/renderer/RenderingPass.h>
+#include <anki/renderer/RendererObject.h>
 
 namespace anki
 {
@@ -14,11 +14,11 @@ namespace anki
 /// @{
 
 /// Forward rendering stage. The objects that blend must be handled differently
-class ForwardShading : public RenderingPass
+class ForwardShading : public RendererObject
 {
 anki_internal:
 	ForwardShading(Renderer* r)
-		: RenderingPass(r)
+		: RendererObject(r)
 	{
 	}
 

+ 3 - 3
src/anki/renderer/GBuffer.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <anki/renderer/RenderingPass.h>
+#include <anki/renderer/RendererObject.h>
 #include <anki/Gr.h>
 
 namespace anki
@@ -15,7 +15,7 @@ namespace anki
 /// @{
 
 /// G buffer stage. It populates the G buffer
-class GBuffer : public RenderingPass
+class GBuffer : public RendererObject
 {
 anki_internal:
 	TexturePtr m_rt0;
@@ -24,7 +24,7 @@ anki_internal:
 	TexturePtr m_depthRt;
 
 	GBuffer(Renderer* r)
-		: RenderingPass(r)
+		: RendererObject(r)
 	{
 	}
 

+ 1 - 1
src/anki/renderer/Indirect.cpp

@@ -40,7 +40,7 @@ struct Indirect::LightPassSpotLightUniforms
 };
 
 Indirect::Indirect(Renderer* r)
-	: RenderingPass(r)
+	: RendererObject(r)
 {
 }
 

+ 2 - 2
src/anki/renderer/Indirect.h

@@ -6,7 +6,7 @@
 #pragma once
 
 #include <anki/renderer/Renderer.h>
-#include <anki/renderer/RenderingPass.h>
+#include <anki/renderer/RendererObject.h>
 #include <anki/renderer/Clusterer.h>
 #include <anki/resource/TextureResource.h>
 
@@ -17,7 +17,7 @@ namespace anki
 /// @{
 
 /// Probe reflections and irradiance.
-class Indirect : public RenderingPass
+class Indirect : public RendererObject
 {
 	friend class IrTask;
 

+ 3 - 3
src/anki/renderer/LensFlare.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <anki/renderer/RenderingPass.h>
+#include <anki/renderer/RendererObject.h>
 #include <anki/Gr.h>
 #include <anki/resource/TextureResource.h>
 
@@ -16,11 +16,11 @@ namespace anki
 /// @{
 
 /// Lens flare rendering pass. Part of forward shading.
-class LensFlare : public RenderingPass
+class LensFlare : public RendererObject
 {
 anki_internal:
 	LensFlare(Renderer* r)
-		: RenderingPass(r)
+		: RendererObject(r)
 	{
 	}
 

+ 1 - 1
src/anki/renderer/LightShading.cpp

@@ -43,7 +43,7 @@ enum class IsShaderVariantBit : U8
 ANKI_ENUM_ALLOW_NUMERIC_OPERATIONS(IsShaderVariantBit, inline)
 
 LightShading::LightShading(Renderer* r)
-	: RenderingPass(r)
+	: RendererObject(r)
 {
 }
 

+ 2 - 2
src/anki/renderer/LightShading.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <anki/renderer/RenderingPass.h>
+#include <anki/renderer/RendererObject.h>
 #include <anki/resource/TextureResource.h>
 #include <anki/resource/ShaderProgramResource.h>
 
@@ -19,7 +19,7 @@ class LightBin;
 /// @{
 
 /// Clustered deferred light pass.
-class LightShading : public RenderingPass
+class LightShading : public RendererObject
 {
 anki_internal:
 	LightShading(Renderer* r);

+ 9 - 9
src/anki/renderer/RenderingPass.cpp → src/anki/renderer/RendererObject.cpp

@@ -3,44 +3,44 @@
 // Code licensed under the BSD License.
 // http://www.anki3d.org/LICENSE
 
-#include <anki/renderer/RenderingPass.h>
+#include <anki/renderer/RendererObject.h>
 #include <anki/renderer/Renderer.h>
 #include <anki/util/Enum.h>
 
 namespace anki
 {
 
-GrManager& RenderingPass::getGrManager()
+GrManager& RendererObject::getGrManager()
 {
 	return m_r->getGrManager();
 }
 
-const GrManager& RenderingPass::getGrManager() const
+const GrManager& RendererObject::getGrManager() const
 {
 	return m_r->getGrManager();
 }
 
-HeapAllocator<U8> RenderingPass::getAllocator() const
+HeapAllocator<U8> RendererObject::getAllocator() const
 {
 	return m_r->getAllocator();
 }
 
-StackAllocator<U8> RenderingPass::getFrameAllocator() const
+StackAllocator<U8> RendererObject::getFrameAllocator() const
 {
 	return m_r->getFrameAllocator();
 }
 
-ResourceManager& RenderingPass::getResourceManager()
+ResourceManager& RendererObject::getResourceManager()
 {
 	return m_r->getResourceManager();
 }
 
-void* RenderingPass::allocateFrameStagingMemory(PtrSize size, StagingGpuMemoryType usage, StagingGpuMemoryToken& token)
+void* RendererObject::allocateFrameStagingMemory(PtrSize size, StagingGpuMemoryType usage, StagingGpuMemoryToken& token)
 {
 	return m_r->getStagingGpuMemoryManager().allocateFrame(size, usage, token);
 }
 
-void RenderingPass::bindUniforms(CommandBufferPtr& cmdb, U set, U binding, const StagingGpuMemoryToken& token) const
+void RendererObject::bindUniforms(CommandBufferPtr& cmdb, U set, U binding, const StagingGpuMemoryToken& token) const
 {
 	if(token && !token.isUnused())
 	{
@@ -52,7 +52,7 @@ void RenderingPass::bindUniforms(CommandBufferPtr& cmdb, U set, U binding, const
 	}
 }
 
-void RenderingPass::bindStorage(CommandBufferPtr& cmdb, U set, U binding, const StagingGpuMemoryToken& token) const
+void RendererObject::bindStorage(CommandBufferPtr& cmdb, U set, U binding, const StagingGpuMemoryToken& token) const
 {
 	if(token && !token.isUnused())
 	{

+ 4 - 4
src/anki/renderer/RenderingPass.h → src/anki/renderer/RendererObject.h

@@ -23,16 +23,16 @@ class ConfigSet;
 /// @addtogroup renderer
 /// @{
 
-/// Rendering pass
-class RenderingPass
+/// Renderer object.
+class RendererObject
 {
 anki_internal:
-	RenderingPass(Renderer* r)
+	RendererObject(Renderer* r)
 		: m_r(r)
 	{
 	}
 
-	~RenderingPass()
+	~RendererObject()
 	{
 	}
 

+ 3 - 3
src/anki/renderer/ScreenSpaceLensFlare.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <anki/renderer/RenderingPass.h>
+#include <anki/renderer/RendererObject.h>
 
 namespace anki
 {
@@ -14,11 +14,11 @@ namespace anki
 /// @{
 
 /// Screen space lens flare pass.
-class ScreenSpaceLensFlare : public RenderingPass
+class ScreenSpaceLensFlare : public RendererObject
 {
 anki_internal:
 	ScreenSpaceLensFlare(Renderer* r)
-		: RenderingPass(r)
+		: RendererObject(r)
 	{
 	}
 

+ 3 - 3
src/anki/renderer/ShadowMapping.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <anki/renderer/RenderingPass.h>
+#include <anki/renderer/RendererObject.h>
 #include <anki/Gr.h>
 #include <anki/resource/TextureResource.h>
 #include <anki/util/Array.h>
@@ -17,13 +17,13 @@ namespace anki
 /// @{
 
 /// Shadowmapping pass
-class ShadowMapping : public RenderingPass
+class ShadowMapping : public RendererObject
 {
 anki_internal:
 	TexturePtr m_shadowAtlas; ///< ESM texture atlas.
 
 	ShadowMapping(Renderer* r)
-		: RenderingPass(r)
+		: RendererObject(r)
 	{
 	}
 

+ 9 - 9
src/anki/renderer/Ssao.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <anki/renderer/RenderingPass.h>
+#include <anki/renderer/RendererObject.h>
 #include <anki/resource/TextureResource.h>
 #include <anki/Gr.h>
 #include <anki/core/Timestamp.h>
@@ -20,14 +20,14 @@ class Ssao;
 /// @{
 
 /// Screen space ambient occlusion pass
-class SsaoMain : public RenderingPass
+class SsaoMain : public RendererObject
 {
 	friend class SsaoVBlur;
 	friend class SsaoHBlur;
 
 anki_internal:
 	SsaoMain(Renderer* r, Ssao* ssao)
-		: RenderingPass(r)
+		: RendererObject(r)
 		, m_ssao(ssao)
 	{
 	}
@@ -49,13 +49,13 @@ private:
 };
 
 /// Screen space ambient occlusion blur pass.
-class SsaoHBlur : public RenderingPass
+class SsaoHBlur : public RendererObject
 {
 	friend class SsaoVBlur;
 
 anki_internal:
 	SsaoHBlur(Renderer* r, Ssao* ssao)
-		: RenderingPass(r)
+		: RendererObject(r)
 		, m_ssao(ssao)
 	{
 	}
@@ -76,11 +76,11 @@ private:
 };
 
 /// Screen space ambient occlusion blur pass.
-class SsaoVBlur : public RenderingPass
+class SsaoVBlur : public RendererObject
 {
 anki_internal:
 	SsaoVBlur(Renderer* r, Ssao* ssao)
-		: RenderingPass(r)
+		: RendererObject(r)
 		, m_ssao(ssao)
 	{
 	}
@@ -101,7 +101,7 @@ private:
 };
 
 /// Screen space ambient occlusion pass
-class Ssao : public RenderingPass
+class Ssao : public RendererObject
 {
 	friend class SsaoMain;
 	friend class SsaoHBlur;
@@ -115,7 +115,7 @@ anki_internal:
 	SsaoVBlur m_vblur;
 
 	Ssao(Renderer* r)
-		: RenderingPass(r)
+		: RendererObject(r)
 		, m_main(r, this)
 		, m_hblur(r, this)
 		, m_vblur(r, this)

+ 1 - 1
src/anki/renderer/TemporalAA.cpp

@@ -13,7 +13,7 @@ namespace anki
 {
 
 TemporalAA::TemporalAA(Renderer* r)
-	: RenderingPass(r)
+	: RendererObject(r)
 {
 }
 

+ 2 - 2
src/anki/renderer/TemporalAA.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <anki/renderer/RenderingPass.h>
+#include <anki/renderer/RendererObject.h>
 
 namespace anki
 {
@@ -14,7 +14,7 @@ namespace anki
 /// @{
 
 /// Temporal AA resolve.
-class TemporalAA : public RenderingPass
+class TemporalAA : public RendererObject
 {
 public:
 	TemporalAA(Renderer* r);

+ 3 - 3
src/anki/renderer/Tonemapping.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <anki/renderer/RenderingPass.h>
+#include <anki/renderer/RendererObject.h>
 
 namespace anki
 {
@@ -14,13 +14,13 @@ namespace anki
 /// @{
 
 /// Tonemapping.
-class Tonemapping : public RenderingPass
+class Tonemapping : public RendererObject
 {
 anki_internal:
 	BufferPtr m_luminanceBuff;
 
 	Tonemapping(Renderer* r)
-		: RenderingPass(r)
+		: RendererObject(r)
 	{
 	}
 

+ 9 - 9
src/anki/renderer/Volumetric.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <anki/renderer/RenderingPass.h>
+#include <anki/renderer/RendererObject.h>
 
 namespace anki
 {
@@ -17,7 +17,7 @@ class Volumetric;
 /// @{
 
 /// Volumetic main pass.
-class VolumetricMain : public RenderingPass
+class VolumetricMain : public RendererObject
 {
 	friend class Volumetric;
 	friend class VolumetricHBlur;
@@ -25,7 +25,7 @@ class VolumetricMain : public RenderingPass
 
 anki_internal:
 	VolumetricMain(Renderer* r, Volumetric* vol)
-		: RenderingPass(r)
+		: RendererObject(r)
 		, m_vol(vol)
 	{
 	}
@@ -58,14 +58,14 @@ private:
 };
 
 /// Volumetric blur pass.
-class VolumetricHBlur : public RenderingPass
+class VolumetricHBlur : public RendererObject
 {
 	friend class Volumetric;
 	friend class VolumetricVBlur;
 
 anki_internal:
 	VolumetricHBlur(Renderer* r, Volumetric* vol)
-		: RenderingPass(r)
+		: RendererObject(r)
 		, m_vol(vol)
 	{
 	}
@@ -91,13 +91,13 @@ private:
 };
 
 /// Volumetric blur pass.
-class VolumetricVBlur : public RenderingPass
+class VolumetricVBlur : public RendererObject
 {
 	friend class Volumetric;
 
 anki_internal:
 	VolumetricVBlur(Renderer* r, Volumetric* vol)
-		: RenderingPass(r)
+		: RendererObject(r)
 		, m_vol(vol)
 	{
 	}
@@ -122,7 +122,7 @@ private:
 };
 
 /// Volumetric effects.
-class Volumetric : public RenderingPass
+class Volumetric : public RendererObject
 {
 	friend class VolumetricMain;
 	friend class VolumetricHBlur;
@@ -140,7 +140,7 @@ anki_internal:
 	VolumetricVBlur m_vblur;
 
 	Volumetric(Renderer* r)
-		: RenderingPass(r)
+		: RendererObject(r)
 		, m_main(r, this)
 		, m_hblur(r, this)
 		, m_vblur(r, this)