RtMaterialFetchDbg.h 1.3 KB

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  1. // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #pragma once
  6. #include <AnKi/Renderer/RendererObject.h>
  7. namespace anki {
  8. /// @addtogroup renderer
  9. /// @{
  10. inline BoolCVar g_rtMaterialFetchDbgCVar("R", "RtMaterialFetchDbg", false, "Enable material debugging pass");
  11. /// Similar to ShadowmapsResolve but it's using ray tracing.
  12. class RtMaterialFetchDbg : public RendererObject
  13. {
  14. public:
  15. RtMaterialFetchDbg()
  16. {
  17. registerDebugRenderTarget("RtMaterialFetchDbg");
  18. }
  19. Error init();
  20. void populateRenderGraph(RenderingContext& ctx);
  21. void getDebugRenderTarget([[maybe_unused]] CString rtName, Array<RenderTargetHandle, kMaxDebugRenderTargets>& handles,
  22. [[maybe_unused]] ShaderProgramPtr& optionalShaderProgram) const override
  23. {
  24. handles[0] = m_runCtx.m_rt;
  25. }
  26. public:
  27. ShaderProgramResourcePtr m_sbtProg;
  28. ShaderProgramResourcePtr m_rtProg;
  29. ShaderProgramResourcePtr m_missProg;
  30. ShaderProgramPtr m_sbtBuildGrProg;
  31. ShaderProgramPtr m_libraryGrProg;
  32. RenderTargetDesc m_rtDesc;
  33. U32 m_sbtRecordSize = 0;
  34. U32 m_rayGenShaderGroupIdx = 0;
  35. U32 m_missShaderGroupIdx = 0;
  36. class
  37. {
  38. public:
  39. RenderTargetHandle m_rt;
  40. } m_runCtx;
  41. };
  42. /// @}
  43. } // namespace anki