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- // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #pragma once
- #include <AnKi/Renderer/RendererObject.h>
- namespace anki {
- /// @addtogroup renderer
- /// @{
- inline BoolCVar g_rtMaterialFetchDbgCVar("R", "RtMaterialFetchDbg", false, "Enable material debugging pass");
- /// Similar to ShadowmapsResolve but it's using ray tracing.
- class RtMaterialFetchDbg : public RendererObject
- {
- public:
- RtMaterialFetchDbg()
- {
- registerDebugRenderTarget("RtMaterialFetchDbg");
- }
- Error init();
- void populateRenderGraph(RenderingContext& ctx);
- void getDebugRenderTarget([[maybe_unused]] CString rtName, Array<RenderTargetHandle, kMaxDebugRenderTargets>& handles,
- [[maybe_unused]] ShaderProgramPtr& optionalShaderProgram) const override
- {
- handles[0] = m_runCtx.m_rt;
- }
- public:
- ShaderProgramResourcePtr m_sbtProg;
- ShaderProgramResourcePtr m_rtProg;
- ShaderProgramResourcePtr m_missProg;
- ShaderProgramPtr m_sbtBuildGrProg;
- ShaderProgramPtr m_libraryGrProg;
- RenderTargetDesc m_rtDesc;
- U32 m_sbtRecordSize = 0;
- U32 m_rayGenShaderGroupIdx = 0;
- U32 m_missShaderGroupIdx = 0;
- class
- {
- public:
- RenderTargetHandle m_rt;
- } m_runCtx;
- };
- /// @}
- } // namespace anki
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