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