Integrating latest 47acbe8

This commit is contained in:
alexpete
2021-03-25 13:57:57 -07:00
parent 448c549698
commit 75dc720198
10312 changed files with 2711566 additions and 671451 deletions
@@ -10,6 +10,7 @@
*
*/
#include <Atom/RPI.Public/Shader/ShaderVariantAsyncLoader.h>
#include <Atom/RPI.Public/Shader/Metrics/ShaderMetricsSystem.h>
#include <AzCore/Component/TickBus.h>
@@ -37,6 +38,7 @@ namespace AZ
void ShaderVariantAsyncLoader::ThreadServiceLoop()
{
AZStd::unordered_set<ShaderVariantAsyncLoader::PairOfShaderAssetAndShaderVariantId> newShaderVariantPendingRequests;
AZStd::unordered_set<Data::AssetId> shaderVariantTreePendingRequests;
AZStd::unordered_set<Data::AssetId> shaderVariantPendingRequests;
while (true)
@@ -47,8 +49,10 @@ namespace AZ
m_workCondition.wait(lock, [&]
{
return m_isServiceShutdown.load() ||
!m_newShaderVariantPendingRequests.empty() ||
!m_shaderVariantTreePendingRequests.empty() ||
!m_shaderVariantPendingRequests.empty() ||
!newShaderVariantPendingRequests.empty() ||
!shaderVariantTreePendingRequests.empty() ||
!shaderVariantPendingRequests.empty();
}
@@ -64,6 +68,13 @@ namespace AZ
//Move pending requests to the local lists.
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
AZStd::for_each(
m_newShaderVariantPendingRequests.begin(), m_newShaderVariantPendingRequests.end(),
[&](const ShaderVariantAsyncLoader::PairOfShaderAssetAndShaderVariantId& pair) {
newShaderVariantPendingRequests.insert(pair);
});
m_newShaderVariantPendingRequests.clear();
AZStd::for_each(m_shaderVariantTreePendingRequests.begin(), m_shaderVariantTreePendingRequests.end(),
[&](const Data::AssetId& assetId)
{
@@ -80,6 +91,40 @@ namespace AZ
}
// Time to work hard.
auto pairItor = newShaderVariantPendingRequests.begin();
while (pairItor != newShaderVariantPendingRequests.end())
{
auto shaderVariantTreeAsset = GetShaderVariantTreeAsset(pairItor->m_shaderAsset.GetId());
if (shaderVariantTreeAsset)
{
AZ_Assert(shaderVariantTreeAsset.IsReady(), "shaderVariantTreeAsset is not ready!");
// Get the stableId from the variant tree.
auto searchResult = shaderVariantTreeAsset->FindVariantStableId(
pairItor->m_shaderAsset->GetShaderOptionGroupLayout(), pairItor->m_shaderVariantId);
if (searchResult.IsRoot())
{
AZ_Error(LogName, false, "Searching for a variant should never yield the root variant: %s", shaderVariantTreeAsset.GetHint().c_str());
pairItor = newShaderVariantPendingRequests.erase(pairItor);
continue;
}
// Record the request for metrics.
ShaderMetricsSystem::Get()->RequestShaderVariant(pairItor->m_shaderAsset.Get(), pairItor->m_shaderVariantId, searchResult);
uint32_t shaderVariantProductSubId =
ShaderVariantAsset::GetAssetSubId(RHI::Factory::Get().GetAPIUniqueIndex(), searchResult.GetStableId());
Data::AssetId shaderVariantAssetId(shaderVariantTreeAsset.GetId().m_guid, shaderVariantProductSubId);
shaderVariantPendingRequests.insert(shaderVariantAssetId);
pairItor = newShaderVariantPendingRequests.erase(pairItor);
continue;
}
// If we are here the shaderVariantTreeAsset is not ready, but maybe it is already queued for loading,
// but we try to queue it anyways.
QueueShaderVariantTreeForLoading(*pairItor, shaderVariantTreePendingRequests);
pairItor++;
}
auto variantTreeItor = shaderVariantTreePendingRequests.begin();
while (variantTreeItor != shaderVariantTreePendingRequests.end())
{
@@ -138,7 +183,45 @@ namespace AZ
///////////////////////////////////////////////////////////////////
// IShaderVariantFinder overrides
bool ShaderVariantAsyncLoader::LoadShaderVariantTreeAsset(const Data::AssetId& shaderAssetId)
bool ShaderVariantAsyncLoader::QueueLoadShaderVariantAssetByVariantId(
Data::Asset<ShaderAsset> shaderAsset, const ShaderVariantId& shaderVariantId)
{
if (m_isServiceShutdown.load())
{
return false;
}
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
PairOfShaderAssetAndShaderVariantId pair = {shaderAsset, shaderVariantId};
m_newShaderVariantPendingRequests.push_back(pair);
}
m_workCondition.notify_one();
return true;
}
bool ShaderVariantAsyncLoader::QueueLoadShaderVariantAsset(
const Data::AssetId& shaderVariantTreeAssetId, ShaderVariantStableId variantStableId)
{
if (m_isServiceShutdown.load())
{
return false;
}
AZ_Assert(variantStableId != RootShaderVariantStableId, "Root Variants Are Found inside ShaderAssets");
uint32_t shaderVariantProductSubId =
ShaderVariantAsset::GetAssetSubId(RHI::Factory::Get().GetAPIUniqueIndex(), variantStableId);
Data::AssetId shaderVariantAssetId(shaderVariantTreeAssetId.m_guid, shaderVariantProductSubId);
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
m_shaderVariantPendingRequests.push_back(shaderVariantAssetId);
}
m_workCondition.notify_one();
return true;
}
bool ShaderVariantAsyncLoader::QueueLoadShaderVariantTreeAsset(const Data::AssetId& shaderAssetId)
{
if (m_isServiceShutdown.load())
{
@@ -153,6 +236,43 @@ namespace AZ
return true;
}
Data::Asset<ShaderVariantAsset> ShaderVariantAsyncLoader::GetShaderVariantAssetByVariantId(
Data::Asset<ShaderAsset> shaderAsset, const ShaderVariantId& shaderVariantId)
{
Data::Asset<ShaderVariantTreeAsset> shaderVariantTreeAsset = GetShaderVariantTreeAsset(shaderAsset.GetId());
if (!shaderVariantTreeAsset)
{
return {};
}
// Find the stable id.
ShaderVariantSearchResult searchResult =
shaderVariantTreeAsset->FindVariantStableId(shaderAsset->GetShaderOptionGroupLayout(), shaderVariantId);
if (searchResult.IsRoot())
{
return shaderAsset->GetRootVariant();
}
// Record the request for metrics.
ShaderMetricsSystem::Get()->RequestShaderVariant(shaderAsset.Get(), shaderVariantId, searchResult);
return GetShaderVariantAsset(shaderVariantTreeAsset.GetId(), searchResult.GetStableId());
}
Data::Asset<ShaderVariantAsset> ShaderVariantAsyncLoader::GetShaderVariantAssetByStableId(
Data::Asset<ShaderAsset> shaderAsset, ShaderVariantStableId shaderVariantStableId)
{
AZ_Assert(shaderVariantStableId != RootShaderVariantStableId, "Root Variants Are Found inside ShaderAssets");
Data::Asset<ShaderVariantTreeAsset> shaderVariantTreeAsset = GetShaderVariantTreeAsset(shaderAsset.GetId());
if (!shaderVariantTreeAsset)
{
return {};
}
return GetShaderVariantAsset(shaderVariantTreeAsset.GetId(), shaderVariantStableId);
}
Data::Asset<ShaderVariantTreeAsset> ShaderVariantAsyncLoader::GetShaderVariantTreeAsset(const Data::AssetId& shaderAssetId)
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
@@ -175,25 +295,6 @@ namespace AZ
return {};
}
bool ShaderVariantAsyncLoader::LoadShaderVariantAsset(const Data::AssetId& shaderVariantTreeAssetId, ShaderVariantStableId variantStableId)
{
if (m_isServiceShutdown.load())
{
return false;
}
AZ_Assert(variantStableId != RootShaderVariantStableId, "Root Variants Are Found inside ShaderAssets");
uint32_t shaderVariantProductSubId = ShaderVariantAsset::GetAssetSubId(RHI::Factory::Get().GetAPIUniqueIndex(), variantStableId);
Data::AssetId shaderVariantAssetId(shaderVariantTreeAssetId.m_guid, shaderVariantProductSubId);
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
m_shaderVariantPendingRequests.push_back(shaderVariantAssetId);
}
m_workCondition.notify_one();
return true;
}
Data::Asset<ShaderVariantAsset> ShaderVariantAsyncLoader::GetShaderVariantAsset(const Data::AssetId& shaderVariantTreeAssetId, ShaderVariantStableId variantStableId)
{
AZ_Assert(variantStableId != RootShaderVariantStableId, "Root Variants Are Found inside ShaderAssets");
@@ -402,6 +503,37 @@ namespace AZ
});
}
void ShaderVariantAsyncLoader::QueueShaderVariantTreeForLoading(
const PairOfShaderAssetAndShaderVariantId& shaderAndVariantPair,
AZStd::unordered_set<Data::AssetId>& shaderVariantTreePendingRequests)
{
auto shaderAssetId = shaderAndVariantPair.m_shaderAsset.GetId();
if (shaderVariantTreePendingRequests.count(shaderAndVariantPair.m_shaderAsset.GetId()))
{
// Already queued.
return;
}
Data::AssetId shaderVariantTreeAssetId = ShaderVariantTreeAsset::GetShaderVariantTreeAssetIdFromShaderAssetId(shaderAssetId);
if (!shaderVariantTreeAssetId.IsValid())
{
shaderVariantTreePendingRequests.insert(shaderAssetId);
return;
}
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
auto findIt = m_shaderVariantData.find(shaderVariantTreeAssetId);
if (findIt != m_shaderVariantData.end())
{
// Already queued.
return;
}
}
shaderVariantTreePendingRequests.insert(shaderAssetId);
}
bool ShaderVariantAsyncLoader::TryToLoadShaderVariantTreeAsset(const Data::AssetId& shaderAssetId)
{
Data::AssetId shaderVariantTreeAssetId = ShaderVariantTreeAsset::GetShaderVariantTreeAssetIdFromShaderAssetId(shaderAssetId);