Fix for ATOM-15488 : Rendering out an animation with shadows crashes the editor (#794)
Previously, the SkinnedMeshFeatureProcessor assumed there would only be one skinning pass. However, that's not always the case. When rendering with track view, the feature processor was getting a pass that only updated once every three frames, which could lead to a condition where a skinned mesh was released, but the pass never submitted and cleared the previously added dispatch items, and one or two frames later it would go to submit after the skinned mesh and all of its resources had already been released. -Modified the skinning and morph target compute passes to pull dispatch items from the feature processor instead of the feature processor pushing them to the passes. -If more than one skinning (or morph target) pass is active in the frame, whichever one is first will submit all the dispatch items, and clear the feature processor's dispatch items before the next one tries to submit anything -Moved the logic for caching shader options from the SkinnedMeshComputePass to the SkinnedMeshFeatureProcessor, since there may be more than one pass but only one feature processor per scene
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@@ -12,6 +12,7 @@
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#include <SkinnedMesh/SkinnedMeshComputePass.h>
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#include <SkinnedMesh/SkinnedMeshFeatureProcessor.h>
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#include <Atom/Feature/SkinnedMesh/SkinnedMeshOutputStreamManagerInterface.h>
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#include <Atom/RPI.Public/Shader/Shader.h>
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@@ -22,11 +23,9 @@ namespace AZ
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{
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namespace Render
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{
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SkinnedMeshComputePass::SkinnedMeshComputePass(const RPI::PassDescriptor& descriptor)
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: RPI::ComputePass(descriptor)
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{
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m_cachedShaderOptions.SetShader(m_shader);
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}
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RPI::Ptr<SkinnedMeshComputePass> SkinnedMeshComputePass::Create(const RPI::PassDescriptor& descriptor)
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@@ -40,42 +39,30 @@ namespace AZ
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return m_shader;
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}
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RPI::ShaderOptionGroup SkinnedMeshComputePass::CreateShaderOptionGroup(const SkinnedMeshShaderOptions shaderOptions, SkinnedMeshShaderOptionNotificationBus::Handler& shaderReinitializedHandler)
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void SkinnedMeshComputePass::SetFeatureProcessor(SkinnedMeshFeatureProcessor* skinnedMeshFeatureProcessor)
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{
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m_cachedShaderOptions.ConnectToShaderReinitializedEvent(shaderReinitializedHandler);
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return m_cachedShaderOptions.CreateShaderOptionGroup(shaderOptions);
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}
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void SkinnedMeshComputePass::AddDispatchItem(const RHI::DispatchItem* dispatchItem)
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{
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AZ_Assert(dispatchItem != nullptr, "invalid dispatchItem");
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AZStd::lock_guard<AZStd::mutex> lock(m_mutex);
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//using an unordered_set here to prevent redundantly adding the same dispatchItem to the submission queue
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//(i.e. if the same skinnedMesh exists in multiple views, it can call AddDispatchItem multiple times with the same item)
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m_dispatches.insert(dispatchItem);
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m_skinnedMeshFeatureProcessor = skinnedMeshFeatureProcessor;
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}
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void SkinnedMeshComputePass::BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context)
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{
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RHI::CommandList* commandList = context.GetCommandList();
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SetSrgsForDispatch(commandList);
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AZStd::lock_guard<AZStd::mutex> lock(m_mutex);
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for (const RHI::DispatchItem* dispatchItem : m_dispatches)
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if (m_skinnedMeshFeatureProcessor)
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{
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commandList->Submit(*dispatchItem);
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}
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RHI::CommandList* commandList = context.GetCommandList();
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// Clear the dispatch items. They will need to be re-populated next frame
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m_dispatches.clear();
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SetSrgsForDispatch(commandList);
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m_skinnedMeshFeatureProcessor->SubmitSkinningDispatchItems(commandList);
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}
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}
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void SkinnedMeshComputePass::OnShaderReinitialized(const RPI::Shader& shader)
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{
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ComputePass::OnShaderReinitialized(shader);
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m_cachedShaderOptions.SetShader(m_shader);
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if (m_skinnedMeshFeatureProcessor)
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{
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m_skinnedMeshFeatureProcessor->OnSkinningShaderReinitialized(m_shader);
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}
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}
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void SkinnedMeshComputePass::OnShaderVariantReinitialized(const RPI::Shader& shader, const RPI::ShaderVariantId&, RPI::ShaderVariantStableId)
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