/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #pragma once #include #include namespace AZ { namespace RHI { class BufferView; class PipelineState; } namespace RPI { class Buffer; class ModelLod; class Shader; class ShaderResourceGroup; } namespace Render { namespace Hair { class HairSkinningComputePass; class HairRenderObject; enum class DispatchLevel { DISPATCHLEVEL_VERTEX, DISPATCHLEVEL_STRAND }; //! Holds and manages an RHI DispatchItem for a specific skinned mesh, and the resources that are //! needed to build and maintain it. class HairDispatchItem : public Data::InstanceData { public: AZ_CLASS_ALLOCATOR(HairDispatchItem, AZ::SystemAllocator, 0); HairDispatchItem() = default; //! One dispatch item per hair object per computer pass. //! The amount of dispatches depends on the amount of vertices required to be created ~HairDispatchItem(); void InitSkinningDispatch( RPI::Shader* shader, RPI::ShaderResourceGroup* hairGenerationSrg, RPI::ShaderResourceGroup* hairSimSrg, uint32_t elementsAmount ); RHI::DispatchItem* GetDispatchItem() { return &m_dispatchItem; } private: RHI::DispatchItem m_dispatchItem; RPI::Shader* m_shader; }; } // namespace Hair } // namespace Render } // namespace AZ