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hub / github.com/NVIDIA-RTX/RTXNTC / Init

Method Init

libraries/ntc-utils/src/GraphicsBlockCompressionPass.cpp:16–43  ·  view source on GitHub ↗

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14#include <libntc/shaders/Bindings.h>
15
16bool GraphicsBlockCompressionPass::Init()
17{
18 // Create the binding layout
19 nvrhi::VulkanBindingOffsets vulkanBindingOffsets;
20 vulkanBindingOffsets
21 .setConstantBufferOffset(0)
22 .setSamplerOffset(0)
23 .setShaderResourceOffset(0)
24 .setUnorderedAccessViewOffset(0);
25
26 auto bindingLayoutDesc = nvrhi::BindingLayoutDesc()
27 .setVisibility(nvrhi::ShaderType::Compute)
28 .setBindingOffsets(vulkanBindingOffsets)
29 .addItem(nvrhi::BindingLayoutItem::VolatileConstantBuffer(NTC_BINDING_BC_CONSTANT_BUFFER))
30 .addItem(nvrhi::BindingLayoutItem::Texture_SRV(NTC_BINDING_BC_INPUT_TEXTURE))
31 .addItem(nvrhi::BindingLayoutItem::Texture_UAV(NTC_BINDING_BC_OUTPUT_TEXTURE));
32
33 m_bindingLayout = m_device->createBindingLayout(bindingLayoutDesc);
34 if (!m_bindingLayout)
35 return false;
36
37 bindingLayoutDesc.addItem(nvrhi::BindingLayoutItem::RawBuffer_SRV(NTC_BINDING_BC_MODE_BUFFER));
38 m_bindingLayoutWithModeBuffer = m_device->createBindingLayout(bindingLayoutDesc);
39 if (!m_bindingLayoutWithModeBuffer)
40 return false;
41
42 return true;
43}
44
45bool GraphicsBlockCompressionPass::ExecuteComputePass(nvrhi::ICommandList* commandList, ntc::ComputePassDesc& computePass,
46 nvrhi::ITexture* inputTexture, nvrhi::Format inputFormat, int inputMipLevel,

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