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