ClusterBinning.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. /// Bins clusterer objects to the clusterer.
  11. class ClusterBinning : public RendererObject
  12. {
  13. public:
  14. ClusterBinning();
  15. ~ClusterBinning();
  16. Error init();
  17. /// Populate the rendergraph.
  18. void populateRenderGraph(RenderingContext& ctx);
  19. const BufferView& getPackedObjectsBuffer(GpuSceneNonRenderableObjectType type) const
  20. {
  21. return m_runCtx.m_packedObjectsBuffers[type];
  22. }
  23. const BufferView& getClustersBuffer() const
  24. {
  25. return m_runCtx.m_clustersBuffer;
  26. }
  27. BufferHandle getDependency() const
  28. {
  29. return m_runCtx.m_dep;
  30. }
  31. private:
  32. ShaderProgramResourcePtr m_prog;
  33. ShaderProgramPtr m_jobSetupGrProg;
  34. Array<ShaderProgramPtr, U32(GpuSceneNonRenderableObjectType::kCount)> m_binningGrProgs;
  35. Array<ShaderProgramPtr, U32(GpuSceneNonRenderableObjectType::kCount)> m_packingGrProgs;
  36. class
  37. {
  38. public:
  39. BufferHandle m_dep;
  40. BufferView m_clustersBuffer;
  41. Array<BufferView, U32(GpuSceneNonRenderableObjectType::kCount)> m_packedObjectsBuffers;
  42. RenderingContext* m_rctx = nullptr;
  43. } m_runCtx;
  44. };
  45. /// @}
  46. } // end namespace anki