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o3de/Gems/Atom/Feature/Common/Code/Source/SkinnedMesh/SkinnedMeshComputePass.cpp

78 lines
2.7 KiB
C++

/*
* 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::ShaderVariant& shaderVariant)
{
ComputePass::OnShaderVariantReinitialized(shaderVariant);
if (m_skinnedMeshFeatureProcessor)
{
m_skinnedMeshFeatureProcessor->OnSkinningShaderReinitialized(m_shader);
}
}
} // namespace Render
} // namespace AZ