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

87 lines
3.3 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 <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)
{
m_cachedShaderOptions.SetShader(m_shader);
}
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;
}
RPI::ShaderOptionGroup SkinnedMeshComputePass::CreateShaderOptionGroup(const SkinnedMeshShaderOptions shaderOptions, SkinnedMeshShaderOptionNotificationBus::Handler& shaderReinitializedHandler)
{
m_cachedShaderOptions.ConnectToShaderReinitializedEvent(shaderReinitializedHandler);
return m_cachedShaderOptions.CreateShaderOptionGroup(shaderOptions);
}
void SkinnedMeshComputePass::AddDispatchItem(const RHI::DispatchItem* dispatchItem)
{
AZ_Assert(dispatchItem != nullptr, "invalid dispatchItem");
AZStd::lock_guard<AZStd::mutex> lock(m_mutex);
//using an unordered_set here to prevent redundantly adding the same dispatchItem to the submission queue
//(i.e. if the same skinnedMesh exists in multiple views, it can call AddDispatchItem multiple times with the same item)
m_dispatches.insert(dispatchItem);
}
void SkinnedMeshComputePass::BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context)
{
RHI::CommandList* commandList = context.GetCommandList();
SetSrgsForDispatch(commandList);
AZStd::lock_guard<AZStd::mutex> lock(m_mutex);
for (const RHI::DispatchItem* dispatchItem : m_dispatches)
{
commandList->Submit(*dispatchItem);
}
// Clear the dispatch items. They will need to be re-populated next frame
m_dispatches.clear();
}
void SkinnedMeshComputePass::OnShaderReinitialized(const RPI::Shader& shader)
{
ComputePass::OnShaderReinitialized(shader);
m_cachedShaderOptions.SetShader(m_shader);
}
void SkinnedMeshComputePass::OnShaderVariantReinitialized(const RPI::Shader& shader, const RPI::ShaderVariantId&, RPI::ShaderVariantStableId)
{
OnShaderReinitialized(shader);
}
} // namespace Render
} // namespace AZ