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