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

53 lines
2.0 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.
*
*/
#pragma once
#include <SkinnedMesh/SkinnedMeshShaderOptionsCache.h>
#include <Atom/RPI.Public/Pass/ComputePass.h>
#include <Atom/RHI.Reflect/Base.h>
namespace AZ
{
namespace Render
{
class SkinnedMeshFeatureProcessor;
//! The skinned mesh compute pass submits dispatch items for skinning. The dispatch items are cleared every frame, so it needs to be re-populated.
class SkinnedMeshComputePass
: public RPI::ComputePass
{
AZ_RPI_PASS(SkinnedMeshComputePass);
public:
AZ_RTTI(AZ::Render::SkinnedMeshComputePass, "{CE046FFC-B870-40EE-872A-DB0958B97CC3}", RPI::ComputePass);
AZ_CLASS_ALLOCATOR(SkinnedMeshComputePass, SystemAllocator, 0);
SkinnedMeshComputePass(const RPI::PassDescriptor& descriptor);
static RPI::Ptr<SkinnedMeshComputePass> Create(const RPI::PassDescriptor& descriptor);
Data::Instance<RPI::Shader> GetShader() const;
void SetFeatureProcessor(SkinnedMeshFeatureProcessor* m_skinnedMeshFeatureProcessor);
private:
void BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context) override;
// ShaderReloadNotificationBus::Handler overrides...
void OnShaderReinitialized(const RPI::Shader& shader) override;
void OnShaderVariantReinitialized(const RPI::ShaderVariant& shaderVariant) override;
SkinnedMeshFeatureProcessor* m_skinnedMeshFeatureProcessor = nullptr;
};
}
}