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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
- /// @{
- /// Bins clusterer objects to the clusterer.
- class ClusterBinning : public RendererObject
- {
- public:
- ClusterBinning();
- ~ClusterBinning();
- Error init();
- /// Populate the rendergraph.
- void populateRenderGraph(RenderingContext& ctx);
- const BufferView& getPackedObjectsBuffer(GpuSceneNonRenderableObjectType type) const
- {
- return m_runCtx.m_packedObjectsBuffers[type];
- }
- const BufferView& getClustersBuffer() const
- {
- return m_runCtx.m_clustersBuffer;
- }
- BufferHandle getDependency() const
- {
- return m_runCtx.m_dep;
- }
- private:
- ShaderProgramResourcePtr m_prog;
- ShaderProgramPtr m_jobSetupGrProg;
- Array<ShaderProgramPtr, U32(GpuSceneNonRenderableObjectType::kCount)> m_binningGrProgs;
- Array<ShaderProgramPtr, U32(GpuSceneNonRenderableObjectType::kCount)> m_packingGrProgs;
- class
- {
- public:
- BufferHandle m_dep;
- BufferView m_clustersBuffer;
- Array<BufferView, U32(GpuSceneNonRenderableObjectType::kCount)> m_packedObjectsBuffers;
- RenderingContext* m_rctx = nullptr;
- } m_runCtx;
- };
- /// @}
- } // end namespace anki
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