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o3de/Gems/AtomTressFX/Code/Rendering/HairDispatchItem.cpp

62 lines
2.2 KiB
C++

/*
* 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
*
*/
#include <Code/src/TressFX/TressFXCommon.h>
#include <Rendering/HairDispatchItem.h>
#include <Rendering/HairRenderObject.h>
#include <Passes/HairSkinningComputePass.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
#include <Atom/RPI.Public/Shader/Shader.h>
#include <Atom/RPI.Public/Buffer/Buffer.h>
#include <Atom/RHI/Factory.h>
#include <Atom/RHI/BufferView.h>
#include <limits>
namespace AZ
{
namespace Render
{
namespace Hair
{
HairDispatchItem::~HairDispatchItem()
{
}
// Reference in the code above that tackles handling of the different dispatches possible
// This one is targeting the per vertex dispatches for now.
void HairDispatchItem::InitSkinningDispatch(
RPI::Shader* shader,
RPI::ShaderResourceGroup* hairGenerationSrg,
RPI::ShaderResourceGroup* hairSimSrg,
uint32_t elementsAmount )
{
m_shader = shader;
RHI::DispatchDirect dispatchArgs(
elementsAmount, 1, 1,
TRESSFX_SIM_THREAD_GROUP_SIZE, 1, 1
);
m_dispatchItem.m_arguments = dispatchArgs;
RHI::PipelineStateDescriptorForDispatch pipelineDesc;
m_shader->GetVariant(RPI::ShaderAsset::RootShaderVariantStableId).ConfigurePipelineState(pipelineDesc);
m_dispatchItem.m_pipelineState = m_shader->AcquirePipelineState(pipelineDesc);
m_dispatchItem.m_shaderResourceGroupCount = 2; // the per pass will be added by each pass.
m_dispatchItem.m_shaderResourceGroups = {
hairGenerationSrg->GetRHIShaderResourceGroup(), // Static generation data
hairSimSrg->GetRHIShaderResourceGroup() // Dynamic data changed between passes
};
}
} // namespace Hair
} // namespace Render
} // namespace AZ