Graphics/FrameGraph: Add AttachmentProxy
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@@ -18,6 +18,7 @@
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#include <string>
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#include <unordered_map>
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#include <unordered_set>
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#include <variant>
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#include <vector>
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namespace Nz
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@@ -31,6 +32,7 @@ namespace Nz
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~FrameGraph() = default;
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inline std::size_t AddAttachment(FramePassAttachment attachment);
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inline std::size_t AddAttachmentProxy(std::string name, std::size_t attachmentId);
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inline void AddBackbufferOutput(std::size_t backbufferOutput);
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inline FramePass& AddPass(std::string name);
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@@ -50,6 +52,12 @@ namespace Nz
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using PassIdToPhysicalPassIndex = std::unordered_map<std::size_t /*passId*/, std::size_t /*physicalPassId*/>;
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using TextureTransition = BakedFrameGraph::TextureTransition;
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struct AttachmentProxy
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{
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std::size_t attachmentId;
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std::string name;
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};
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struct Barrier
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{
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std::size_t textureId;
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@@ -89,6 +97,7 @@ namespace Nz
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std::vector<std::shared_ptr<RenderPass>> renderPasses;
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std::vector<PhysicalPassData> physicalPasses;
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std::vector<TextureData> textures;
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std::vector<std::size_t> texturePool;
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AttachmentIdToPassId attachmentLastUse;
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AttachmentIdToPassMap attachmentReadList;
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AttachmentIdToPassMap attachmentWriteList;
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@@ -105,13 +114,16 @@ namespace Nz
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void BuildPhysicalPassDependencies(std::size_t colorAttachmentCount, bool hasDepthStencilAttachment, std::vector<RenderPass::Attachment>& renderPassAttachments, std::vector<RenderPass::SubpassDescription>& subpasses, std::vector<RenderPass::SubpassDependency>& dependencies);
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void BuildPhysicalPasses();
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void BuildReadWriteList();
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bool HasAttachment(const std::vector<FramePass::Input>& inputs, std::size_t attachmentIndex) const;
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void RemoveDuplicatePasses();
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std::size_t ResolveAttachmentIndex(std::size_t attachmentIndex) const;
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std::size_t RegisterTexture(std::size_t attachmentIndex);
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void ReorderPasses();
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void TraverseGraph(std::size_t passIndex);
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std::vector<std::size_t> m_backbufferOutputs;
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std::vector<FramePass> m_framePasses;
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std::vector<FramePassAttachment> m_attachments;
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std::vector<std::variant<FramePassAttachment, AttachmentProxy>> m_attachments;
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WorkData m_pending;
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};
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}
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