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FilterGradientsPass.h
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FilterGradientsPass.h
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/***************************************************************************
# Copyright (c) 2020-2023, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
**************************************************************************/
#pragma once
#include <nvrhi/nvrhi.h>
#include <memory>
namespace donut::engine
{
class ShaderFactory;
class IView;
}
class RenderTargets;
class FilterGradientsPass
{
private:
nvrhi::DeviceHandle m_Device;
nvrhi::ShaderHandle m_ComputeShader;
nvrhi::ComputePipelineHandle m_ComputePipeline;
nvrhi::BindingLayoutHandle m_BindingLayout;
nvrhi::BindingSetHandle m_BindingSet;
nvrhi::TextureHandle m_GradientsTexture;
std::shared_ptr<donut::engine::ShaderFactory> m_ShaderFactory;
public:
FilterGradientsPass(
nvrhi::IDevice* device,
std::shared_ptr<donut::engine::ShaderFactory> shaderFactory);
void CreatePipeline();
void CreateBindingSet(const RenderTargets& renderTargets);
void Render(
nvrhi::ICommandList* commandList,
const donut::engine::IView& view,
bool checkerboard);
static int GetOutputBufferIndex();
};