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https://github.com/id-Software/DOOM-3-BFG.git
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80 lines
No EOL
2.9 KiB
C++
80 lines
No EOL
2.9 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 2022 Stephen Pridham
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef RENDERER_PASSES_MIPMAPGENPASS_H_
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#define RENDERER_PASSES_MIPMAPGENPASS_H_
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class CommonRenderPasses;
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class MipMapGenPass
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{
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public:
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enum Mode : uint8_t
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{
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MODE_COLOR = 0, // bilinear reduction of RGB channels
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MODE_MIN = 1, // min() reduction of R channel
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MODE_MAX = 2, // max() reduction of R channel
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MODE_MINMAX = 3, // min() and max() reductions of R channel into RG channels
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};
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// note : 'texture' must have been allocated with some mip levels
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MipMapGenPass(
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nvrhi::IDevice* device,
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nvrhi::TextureHandle texture,
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Mode mode = Mode::MODE_MAX );
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// Dispatches reduction kernel : reads LOD 0 and populates
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// LOD 1 and up
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void Dispatch( nvrhi::ICommandList* commandList, int maxLOD = -1 );
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// debug : blits mip-map levels in spiral pattern to 'target'
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// (assumes 'target' texture resolution is high enough...)
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void Display(
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CommonRenderPasses& commonPasses,
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nvrhi::ICommandList* commandList,
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nvrhi::IFramebuffer* target );
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private:
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nvrhi::DeviceHandle m_Device;
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nvrhi::ShaderHandle m_Shader;
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nvrhi::TextureHandle m_Texture;
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nvrhi::BufferHandle m_ConstantBuffer;
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nvrhi::BindingLayoutHandle m_BindingLayout;
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idList<nvrhi::BindingSetHandle> m_BindingSets;
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nvrhi::ComputePipelineHandle m_Pso;
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// Set of unique dummy textures - see details in class implementation
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struct NullTextures;
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std::shared_ptr<NullTextures> m_NullTextures;
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BindingCache m_BindingCache;
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};
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#endif |