#include <MultiDispatchComputePass.h>
Inherits RPI::ComputePass.
Public Member Functions | |
AZ_RTTI (MultiDispatchComputePass, "{13B3BAC7-0F12-4C23-BD9E-F82A7830195E}", RPI::ComputePass) | |
AZ_CLASS_ALLOCATOR (MultiDispatchComputePass, SystemAllocator) | |
void | AddDispatchItems (AZStd::list< RHI::DispatchItem * > &dispatchItems) |
Thread-safe function for adding the frame's dispatch items. | |
void | CompileResources (const RHI::FrameGraphCompileContext &context) override |
Data::Instance< RPI::Shader > | GetShader () |
Returns the shader held by the ComputePass. | |
Static Public Member Functions | |
static RPI::Ptr< MultiDispatchComputePass > | Create (const RPI::PassDescriptor &descriptor) |
Multi Dispatch Pass - this pass will handle multiple dispatch submission during each frame - one dispatch per mesh, each represents group of compute threads that will be working to create meshlets of the given mesh. This class can be generalized in the future to become a base class for this dispatch submission. [To Do] - revisit the 'BuildCommandListInternal' method and refactor to handle 'under the hood' RHI CPU threads that carries the submissions in parallel