Merge pull request #6905 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-15813

Allow InstanceDatabase<Shader> to support multiple instances with different supervariants
This commit is contained in:
dmcdiarmid-ly
2022-01-17 13:45:09 -07:00
committed by GitHub
4 changed files with 36 additions and 25 deletions
@@ -136,11 +136,6 @@ namespace AZ
//! This tag corresponds to the ShaderAsset object's DrawListName.
RHI::DrawListTag GetDrawListTag() const;
//! Changes the supervariant of the shader to the specified supervariantIndex.
//! [GFX TODO][ATOM-15813]: this can be removed when the shader InstanceDatabase can support multiple shader
//! instances with different supervariants.
void ChangeSupervariant(SupervariantIndex supervariantIndex);
private:
explicit Shader(const SupervariantIndex& supervariantIndex) : m_supervariantIndex(supervariantIndex){};
Shader() = delete;
@@ -50,6 +50,7 @@ namespace AZ
RPI::ShaderVariantStableId GetStableId() const { return m_stableId; }
const ShaderVariantId& GetShaderVariantId() const { return m_shaderVariantId; }
uint32_t GetSupervariantIndex() const;
//! Returns the shader stage function associated with the provided stage enum value.
const RHI::ShaderStageFunction* GetShaderStageFunction(RHI::ShaderStage shaderStage) const;
@@ -26,21 +26,34 @@ namespace AZ
Data::Instance<Shader> Shader::FindOrCreate(const Data::Asset<ShaderAsset>& shaderAsset, const Name& supervariantName)
{
auto anySupervariantName = AZStd::any(supervariantName);
Data::Instance<Shader> shaderInstance = Data::InstanceDatabase<Shader>::Instance().FindOrCreate(
Data::InstanceId::CreateFromAssetId(shaderAsset.GetId()), shaderAsset, &anySupervariantName);
if (shaderInstance)
// retrieve the supervariant index from the shader asset
SupervariantIndex supervariantIndex = shaderAsset->GetSupervariantIndex(supervariantName);
if (!supervariantIndex.IsValid())
{
// [GFX TODO][ATOM-15813] Change InstanceDatabase<Shader> to support multiple instances with different supervariants.
// At this time we do not support multiple supervariants loaded for a shader asset simultaneously, so if this shader
// is referring to the wrong supervariant we need to change it to the correct one.
SupervariantIndex supervariantIndex = shaderAsset->GetSupervariantIndex(supervariantName);
if (supervariantIndex.IsValid() && shaderInstance->GetSupervariantIndex() != supervariantIndex)
{
shaderInstance->ChangeSupervariant(supervariantIndex);
}
AZ_Error("Shader", false, "Supervariant with name %s, was not found in shader %s", supervariantName.GetCStr(), shaderAsset->GetName().GetCStr());
return nullptr;
}
// create the InstanceId from the combined assetId and supervariantIndex
const Data::AssetId& assetId = shaderAsset.GetId();
uint32_t shaderSupervariantIndex = supervariantIndex.GetIndex();
const uint32_t instanceIdDataSize = sizeof(assetId.m_guid) + sizeof(assetId.m_subId) + sizeof(shaderSupervariantIndex);
uint8_t instanceIdData[instanceIdDataSize];
uint8_t* instanceIdDataPtr = instanceIdData;
memcpy(instanceIdDataPtr, &assetId.m_guid, sizeof(assetId.m_guid));
instanceIdDataPtr += sizeof(assetId.m_guid);
memcpy(instanceIdDataPtr, &assetId.m_subId, sizeof(assetId.m_subId));
instanceIdDataPtr += sizeof(assetId.m_subId);
memcpy(instanceIdDataPtr, &shaderSupervariantIndex, sizeof(shaderSupervariantIndex));
Data::InstanceId instanceId = Data::InstanceId::CreateData(instanceIdData, instanceIdDataSize);
// retrieve the shader instance from the Instance database
Data::Instance<Shader> shaderInstance = Data::InstanceDatabase<Shader>::Instance().FindOrCreate(instanceId, shaderAsset, &anySupervariantName);
return shaderInstance;
}
@@ -248,6 +261,12 @@ namespace AZ
AZ_Assert(shaderVariantAsset, "Reloaded ShaderVariantAsset is null");
const ShaderVariantStableId stableId = shaderVariantAsset->GetStableId();
// check the supervariantIndex of the ShaderVariantAsset to make sure it matches the supervariantIndex of this shader instance
if (shaderVariantAsset->GetSupervariantIndex() != m_supervariantIndex.GetIndex())
{
return;
}
// We make a copy of the updated variant because OnShaderVariantReinitialized must not be called inside
// m_variantCacheMutex or deadlocks may occur.
// Or if there is an error, we leave this object in its default state to indicate there was an error.
@@ -486,14 +505,5 @@ namespace AZ
return m_drawListTag;
}
void Shader::ChangeSupervariant(SupervariantIndex supervariantIndex)
{
if (supervariantIndex != m_supervariantIndex)
{
m_supervariantIndex = supervariantIndex;
Init(*m_asset);
}
}
} // namespace RPI
} // namespace AZ
@@ -65,6 +65,11 @@ namespace AZ
return m_buildTimestamp;
}
uint32_t ShaderVariantAsset::GetSupervariantIndex() const
{
return (m_assetId.m_subId >> SupervariantIndexBitPosition) & SupervariantIndexMaxValue;
}
const RHI::ShaderStageFunction* ShaderVariantAsset::GetShaderStageFunction(RHI::ShaderStage shaderStage) const
{
return m_functionsByStage[static_cast<size_t>(shaderStage)].get();