/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include #include #include #include #include namespace AZ { namespace Render { SkinnedMeshComputePass::SkinnedMeshComputePass(const RPI::PassDescriptor& descriptor) : RPI::ComputePass(descriptor) { } RPI::Ptr SkinnedMeshComputePass::Create(const RPI::PassDescriptor& descriptor) { RPI::Ptr pass = aznew SkinnedMeshComputePass(descriptor); return pass; } Data::Instance SkinnedMeshComputePass::GetShader() const { return m_shader; } void SkinnedMeshComputePass::SetFeatureProcessor(SkinnedMeshFeatureProcessor* skinnedMeshFeatureProcessor) { m_skinnedMeshFeatureProcessor = skinnedMeshFeatureProcessor; } void SkinnedMeshComputePass::BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context) { if (m_skinnedMeshFeatureProcessor) { RHI::CommandList* commandList = context.GetCommandList(); SetSrgsForDispatch(commandList); m_skinnedMeshFeatureProcessor->SubmitSkinningDispatchItems(commandList); } } void SkinnedMeshComputePass::OnShaderReinitialized(const RPI::Shader& shader) { ComputePass::OnShaderReinitialized(shader); if (m_skinnedMeshFeatureProcessor) { m_skinnedMeshFeatureProcessor->OnSkinningShaderReinitialized(m_shader); } } void SkinnedMeshComputePass::OnShaderVariantReinitialized(const RPI::ShaderVariant& shaderVariant) { ComputePass::OnShaderVariantReinitialized(shaderVariant); if (m_skinnedMeshFeatureProcessor) { m_skinnedMeshFeatureProcessor->OnSkinningShaderReinitialized(m_shader); } } } // namespace Render } // namespace AZ