[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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@@ -111,7 +111,7 @@ namespace AZ
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ShaderMetricsSystem::Get()->RequestShaderVariant(pairItor->m_shaderAsset.Get(), pairItor->m_shaderVariantId, searchResult);
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uint32_t shaderVariantProductSubId =
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ShaderVariantAsset::GetAssetSubId(RHI::Factory::Get().GetAPIUniqueIndex(), searchResult.GetStableId());
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ShaderVariantAsset::MakeAssetProductSubId(RHI::Factory::Get().GetAPIUniqueIndex(), searchResult.GetStableId());
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Data::AssetId shaderVariantAssetId(shaderVariantTreeAsset.GetId().m_guid, shaderVariantProductSubId);
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shaderVariantPendingRequests.insert(shaderVariantAssetId);
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pairItor = newShaderVariantPendingRequests.erase(pairItor);
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@@ -211,7 +211,7 @@ namespace AZ
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AZ_Assert(variantStableId != RootShaderVariantStableId, "Root Variants Are Found inside ShaderAssets");
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uint32_t shaderVariantProductSubId =
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ShaderVariantAsset::GetAssetSubId(RHI::Factory::Get().GetAPIUniqueIndex(), variantStableId);
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ShaderVariantAsset::MakeAssetProductSubId(RHI::Factory::Get().GetAPIUniqueIndex(), variantStableId);
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Data::AssetId shaderVariantAssetId(shaderVariantTreeAssetId.m_guid, shaderVariantProductSubId);
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{
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AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
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@@ -299,7 +299,7 @@ namespace AZ
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{
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AZ_Assert(variantStableId != RootShaderVariantStableId, "Root Variants Are Found inside ShaderAssets");
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uint32_t shaderVariantProductSubId = ShaderVariantAsset::GetAssetSubId(RHI::Factory::Get().GetAPIUniqueIndex(), variantStableId);
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uint32_t shaderVariantProductSubId = ShaderVariantAsset::MakeAssetProductSubId(RHI::Factory::Get().GetAPIUniqueIndex(), variantStableId);
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Data::AssetId shaderVariantAssetId(shaderVariantTreeAssetId.m_guid, shaderVariantProductSubId);
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AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
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