Files
o3de/Gems/Atom/Feature/Common/Code/Source/SkinnedMesh/SkinnedMeshComputePass.cpp
T
Tommy Walton 3182dc37c3 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
2021-05-18 13:52:01 -07:00

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/*
* 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 <SkinnedMesh/SkinnedMeshComputePass.h>
#include <SkinnedMesh/SkinnedMeshFeatureProcessor.h>
#include <Atom/Feature/SkinnedMesh/SkinnedMeshOutputStreamManagerInterface.h>
#include <Atom/RPI.Public/Shader/Shader.h>
#include <Atom/RHI/CommandList.h>
namespace AZ
{
namespace Render
{
SkinnedMeshComputePass::SkinnedMeshComputePass(const RPI::PassDescriptor& descriptor)
: RPI::ComputePass(descriptor)
{
}
RPI::Ptr<SkinnedMeshComputePass> SkinnedMeshComputePass::Create(const RPI::PassDescriptor& descriptor)
{
RPI::Ptr<SkinnedMeshComputePass> pass = aznew SkinnedMeshComputePass(descriptor);
return pass;
}
Data::Instance<RPI::Shader> 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::Shader& shader, const RPI::ShaderVariantId&, RPI::ShaderVariantStableId)
{
OnShaderReinitialized(shader);
}
} // namespace Render
} // namespace AZ