Making pass files declare dependency on shader files (part 01)

Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
This commit is contained in:
antonmic
2021-08-08 23:37:54 -07:00
parent dcfeae1cc9
commit 4beb66c9ca
4 changed files with 159 additions and 44 deletions
@@ -139,8 +139,7 @@ namespace AZ
AssetBuilderSDK::JobDescriptor jobDescriptor;
jobDescriptor.m_priority = 2;
// [GFX TODO][ATOM-2830] Set 'm_critical' back to 'false' once proper fix for Atom startup issues are in
jobDescriptor.m_critical = true;
jobDescriptor.m_critical = false;
jobDescriptor.m_jobKey = ShaderAssetBuilderJobKey;
jobDescriptor.SetPlatformIdentifier(platformInfo.m_identifier.c_str());
jobDescriptor.m_jobParameters.emplace(ShaderAssetBuildTimestampParam, AZStd::to_string(shaderAssetBuildTimestamp));
@@ -321,7 +321,7 @@ namespace AZ
AssetBuilderSDK::JobDescriptor jobDescriptor;
jobDescriptor.m_priority = -5000;
jobDescriptor.m_critical = false;
jobDescriptor.m_critical = true;
jobDescriptor.m_jobKey = ShaderVariantAssetBuilderJobKey;
jobDescriptor.SetPlatformIdentifier(info.m_identifier.data());
@@ -37,7 +37,7 @@ namespace AZ
{
AssetBuilderSDK::AssetBuilderDesc builder;
builder.m_name = PassBuilderJobKey;
builder.m_version = 12; // ATOM-15472
builder.m_version = 13; // antonmic: making .pass files declare dependency on shaders they reference
builder.m_busId = azrtti_typeid<PassBuilder>();
builder.m_createJobFunction = AZStd::bind(&PassBuilder::CreateJobs, this, AZStd::placeholders::_1, AZStd::placeholders::_2);
builder.m_processJobFunction = AZStd::bind(&PassBuilder::ProcessJob, this, AZStd::placeholders::_1, AZStd::placeholders::_2);
@@ -65,35 +65,66 @@ namespace AZ
m_isShuttingDown = true;
}
void PassBuilder::CreateJobs(const AssetBuilderSDK::CreateJobsRequest& request, AssetBuilderSDK::CreateJobsResponse& response) const
// --- Code related to dependency shader asset handling ---
struct FindPassReferenceAssetParams
{
if (m_isShuttingDown)
void* passAssetObject;
Uuid passAssetUuid;
SerializeContext* serializeContext;
AZStd::string_view passAssetSourceFile; // File path of the pass asset
AZStd::string_view dependencySourceFile; // File pass of the asset the pass asset depends on
const char* jobKey; // Job key for adding job dependency
};
//! Adds all relevant dependencies for a referenced source file, considering that the path might be relative to the original file location or a full asset path.
//! This will usually include multiple source dependencies and a single job dependency, but will include only source dependencies if the file is not found.
//! Note the AssetBuilderSDK::JobDependency::m_platformIdentifier will not be set by this function. The calling code must set this value before passing back
//! to the AssetBuilderSDK::CreateJobsResponse.
void AddPossibleDependencies(
FindPassReferenceAssetParams& params,
AssetBuilderSDK::CreateJobsResponse& response,
AssetBuilderSDK::JobDescriptor& job)
{
bool dependencyFileFound = false;
AZStd::vector<AZStd::string> possibleDependencies = RPI::AssetUtils::GetPossibleDepenencyPaths(params.passAssetSourceFile, params.dependencySourceFile);
for (auto& file : possibleDependencies)
{
response.m_result = AssetBuilderSDK::CreateJobsResultCode::ShuttingDown;
return;
AssetBuilderSDK::SourceFileDependency sourceFileDependency;
sourceFileDependency.m_sourceFileDependencyPath = file;
response.m_sourceFileDependencyList.push_back(sourceFileDependency);
// The first path found is the highest priority, and will have a job dependency, as this is the one
// the builder will actually use
if (!dependencyFileFound)
{
AZ::Data::AssetInfo sourceInfo;
AZStd::string watchFolder;
AzToolsFramework::AssetSystemRequestBus::BroadcastResult(dependencyFileFound, &AzToolsFramework::AssetSystem::AssetSystemRequest::GetSourceInfoBySourcePath, file.c_str(), sourceInfo, watchFolder);
if (dependencyFileFound)
{
AssetBuilderSDK::JobDependency jobDependency;
jobDependency.m_jobKey = params.jobKey;
jobDependency.m_type = AssetBuilderSDK::JobDependencyType::Order;
jobDependency.m_sourceFile.m_sourceFileDependencyPath = file;
job.m_jobDependencyList.push_back(jobDependency);
}
}
}
for (const AssetBuilderSDK::PlatformInfo& platformInfo : request.m_enabledPlatforms)
{
AssetBuilderSDK::JobDescriptor job;
job.m_jobKey = PassBuilderJobKey;
job.SetPlatformIdentifier(platformInfo.m_identifier.c_str());
// Passes are a critical part of the rendering system
job.m_critical = true;
response.m_createJobOutputs.push_back(job);
}
response.m_result = AssetBuilderSDK::CreateJobsResultCode::Success;
}
// Helper function to find all assetId's and object references
bool PassBuilder::FindPassReferencedAssets(void* objectPtr, Uuid passAssetUuid, SerializeContext* context, AZStd::unordered_set<Data::AssetId> &referencedAssetList) const
bool FindPassReferencedAssets(FindPassReferenceAssetParams& params,
AZStd::unordered_set<Data::AssetId>& referencedAssetList,
AssetBuilderSDK::CreateJobsResponse& response,
AssetBuilderSDK::JobDescriptor& job,
bool jobCreationPhase)
{
SerializeContext::ErrorHandler errorLogger;
errorLogger.Reset();
bool foundProblems = false;
// This callback will check whether the given element is an asset reference. If so, it will add it to the list of asset references
@@ -103,26 +134,34 @@ namespace AZ
if (classData->m_typeId == azrtti_typeid<AssetReference>())
{
AssetReference* assetReference = reinterpret_cast<AssetReference*>(ptr);
// If the asset id isn't already provided, get it using the source file path
if (!assetReference->m_assetId.IsValid() && !assetReference->m_filePath.empty())
{
AZStd::string path = assetReference->m_filePath;
const AZStd::string& path = assetReference->m_filePath;
uint32_t subId = 0;
auto assetIdOutcome = AssetUtils::MakeAssetId(path, subId);
if (assetIdOutcome)
if (jobCreationPhase)
{
assetReference->m_assetId = assetIdOutcome.GetValue();
params.dependencySourceFile = path;
AddPossibleDependencies(params, response, job);
}
else
else // Process Job Phase
{
AZ_Error(PassBuilderName, false, "Could not get AssetId for [%s]", assetReference->m_filePath.c_str());
foundProblems = true;
auto assetIdOutcome = AssetUtils::MakeAssetId(path, subId);
if (assetIdOutcome)
{
assetReference->m_assetId = assetIdOutcome.GetValue();
}
else
{
AZ_Error(PassBuilderName, false, "Could not get AssetId for [%s]", assetReference->m_filePath.c_str());
foundProblems = true;
}
}
}
// If the asset ID is valid, add it as a dependency
if (assetReference->m_assetId.IsValid())
{
@@ -136,16 +175,16 @@ namespace AZ
SerializeContext::EnumerateInstanceCallContext callContext(
AZStd::move(beginCallback),
nullptr,
context,
params.serializeContext,
SerializeContext::ENUM_ACCESS_FOR_READ,
&errorLogger
);
// Recursively iterate over all elements in the object to find asset references with the above callback
context->EnumerateInstance(
params.serializeContext->EnumerateInstance(
&callContext
, objectPtr
, passAssetUuid
, params.passAssetObject
, params.passAssetUuid
, nullptr
, nullptr
);
@@ -153,6 +192,73 @@ namespace AZ
return !foundProblems;
}
// --- Code related to dependency shader asset handling ---
void PassBuilder::CreateJobs(const AssetBuilderSDK::CreateJobsRequest& request, AssetBuilderSDK::CreateJobsResponse& response) const
{
if (m_isShuttingDown)
{
response.m_result = AssetBuilderSDK::CreateJobsResultCode::ShuttingDown;
return;
}
AssetBuilderSDK::JobDescriptor job;
// Get serialization context
SerializeContext* serializeContext = nullptr;
ComponentApplicationBus::BroadcastResult(serializeContext, &ComponentApplicationBus::Events::GetSerializeContext);
if (!serializeContext)
{
AZ_Assert(false, "No serialize context");
return;
}
// Load PassAsset
AZStd::string fullPath;
AzFramework::StringFunc::Path::ConstructFull(request.m_watchFolder.c_str(), request.m_sourceFile.c_str(), fullPath, true);
PassAsset passAsset;
AZ::Outcome<void, AZStd::string> loadResult = JsonSerializationUtils::LoadObjectFromFile(passAsset, fullPath);
if (!loadResult.IsSuccess())
{
AZ_Error(PassBuilderName, false, "Failed to load pass asset [%s]", request.m_sourceFile.c_str());
AZ_Error(PassBuilderName, false, "Loading issues: %s", loadResult.GetError().data());
return;
}
// Find all Asset IDs we depend on
AZStd::unordered_set<Data::AssetId> dependentList;
Uuid passAssetUuid = AzTypeInfo<PassAsset>::Uuid();
FindPassReferenceAssetParams params;
params.passAssetObject = &passAsset;
params.passAssetSourceFile = request.m_sourceFile;
params.passAssetUuid = passAssetUuid;
params.serializeContext = serializeContext;
params.jobKey = "Shader Asset";
if (!FindPassReferencedAssets(params, dependentList, response, job, true))
{
return;
}
for (const AssetBuilderSDK::PlatformInfo& platformInfo : request.m_enabledPlatforms)
{
job.m_jobKey = PassBuilderJobKey;
job.SetPlatformIdentifier(platformInfo.m_identifier.c_str());
// Passes are a critical part of the rendering system
job.m_critical = true;
response.m_createJobOutputs.push_back(job);
}
response.m_result = AssetBuilderSDK::CreateJobsResultCode::Success;
}
void PassBuilder::ProcessJob(const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response) const
{
// Handle job cancellation and shutdown cases
@@ -164,9 +270,9 @@ namespace AZ
}
// Get serialization context
SerializeContext* context = nullptr;
ComponentApplicationBus::BroadcastResult(context, &ComponentApplicationBus::Events::GetSerializeContext);
if (!context)
SerializeContext* serializeContext = nullptr;
ComponentApplicationBus::BroadcastResult(serializeContext, &ComponentApplicationBus::Events::GetSerializeContext);
if (!serializeContext)
{
AZ_Assert(false, "No serialize context");
return;
@@ -186,7 +292,18 @@ namespace AZ
// Find all Asset IDs we depend on
AZStd::unordered_set<Data::AssetId> dependentList;
Uuid passAssetUuid = AzTypeInfo<PassAsset>::Uuid();
if (!FindPassReferencedAssets(&passAsset, passAssetUuid, context, dependentList))
FindPassReferenceAssetParams params;
params.passAssetObject = &passAsset;
params.passAssetSourceFile = request.m_sourceFile;
params.passAssetUuid = passAssetUuid;
params.serializeContext = serializeContext;
params.jobKey = "Shader Asset";
AssetBuilderSDK::CreateJobsResponse dummyResponse;
AssetBuilderSDK::JobDescriptor dummyJob;
if (!FindPassReferencedAssets(params, dependentList, dummyResponse, dummyJob, false))
{
return;
}
@@ -198,7 +315,7 @@ namespace AZ
AzFramework::StringFunc::Path::ConstructFull(request.m_tempDirPath.c_str(), destFileName.c_str(), destPath, true);
// Save the asset to binary format for production
bool result = Utils::SaveObjectToFile(destPath, DataStream::ST_BINARY, &passAsset, passAssetUuid, context);
bool result = Utils::SaveObjectToFile(destPath, DataStream::ST_BINARY, &passAsset, passAssetUuid, serializeContext);
if (result == false)
{
AZ_Error(PassBuilderName, false, "Failed to save asset to %s", destPath.c_str());
@@ -37,7 +37,6 @@ namespace AZ
void RegisterBuilder();
private:
bool FindPassReferencedAssets(void* objectPtr, Uuid passAssetUuid, SerializeContext* context, AZStd::unordered_set<Data::AssetId> &referencedAssetList) const;
bool m_isShuttingDown = false;
};