[ATOM-15276] Shader Build Pipeline: Add Shader Supervariant System (#749)
* [ATOM-15276] Shader Build Pipeline: Add Shader Supervariant System. Added ShaderAssetBuilder2 & ShaderVariantAssetBuilder2. Added ShaderAsset2, ShaderVariantAsset2. Eventually they will be the only builders. AzslBuilder & SrgLayoutBuilder will be removed. ShaderResourceGroupAsset will be removed. ShaderAssetBuilder & ShaderVariantAssetBuilder will be replaced. Signed-off-by: garrieta <garrieta@amazon.com>
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@@ -26,6 +26,7 @@
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#include <Atom/RPI.Reflect/Asset/AssetHandler.h>
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#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderAsset2.h>
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#include <Atom/RPI.Reflect/Shader/ShaderResourceGroupAsset.h>
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#include <Atom/RPI.Reflect/Image/StreamingImagePoolAsset.h>
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#include <Atom/RPI.Reflect/Buffer/BufferAsset.h>
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@@ -35,6 +36,7 @@
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#include <Atom/RPI.Reflect/Model/SkinMetaAsset.h>
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#include <Atom/RPI.Reflect/Pass/PassAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderVariantAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderVariantAsset2.h>
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#include <Atom/RPI.Reflect/Shader/ShaderVariantTreeAsset.h>
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#include <BuilderComponent.h>
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@@ -88,6 +90,7 @@ namespace AZ
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m_assetWorkers.emplace_back(MakeAssetBuilder<PassBuilder>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ShaderAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ShaderAssetHandler2>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ShaderResourceGroupAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<MaterialTypeAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<MaterialAssetHandler>());
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@@ -98,6 +101,7 @@ namespace AZ
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m_assetHandlers.emplace_back(MakeAssetHandler<ModelAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<PassAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantAssetHandler2>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantTreeAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<SkinMetaAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<MorphTargetMetaAssetHandler>());
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