Removed unused shader "2" files that were part of a redesign effort, which is now complete on the development branch. These files are not needed for the upcoming release and could cause confusion for other developers.
ATOM-15837 Remove Unused Shader System Related *2 Classes From Stabilization Branch. Testing: ASV full test suite on dx12 and vulkan. Only saw known issues.
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@@ -7,18 +7,15 @@
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#include <Atom/RPI.Public/Shader/ShaderSystem.h>
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#include <Atom/RPI.Public/Shader/Shader.h>
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#include <Atom/RPI.Public/Shader/Shader2.h>
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#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
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#include <Atom/RPI.Public/Shader/ShaderResourceGroupPool.h>
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#include <Atom/RPI.Reflect/Asset/AssetHandler.h>
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#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
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#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderAsset2.h>
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#include <Atom/RPI.Reflect/Shader/ShaderOptionGroup.h>
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#include <Atom/RPI.Reflect/Shader/ShaderResourceGroupAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderVariantAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderVariantAsset2.h>
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#include <Atom/RPI.Reflect/Shader/ShaderVariantTreeAsset.h>
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#include <Atom/RPI.Reflect/Shader/PrecompiledShaderAssetSourceData.h>
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@@ -40,11 +37,9 @@ namespace AZ
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ShaderVariantId::Reflect(context);
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ShaderVariantStableId::Reflect(context);
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ShaderAsset::Reflect(context);
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ShaderAsset2::Reflect(context);
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ShaderInputContract::Reflect(context);
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ShaderOutputContract::Reflect(context);
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ShaderVariantAsset::Reflect(context);
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ShaderVariantAsset2::Reflect(context);
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ShaderVariantTreeAsset::Reflect(context);
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ReflectShaderStageType(context);
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PrecompiledShaderAssetSourceData::Reflect(context);
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@@ -58,10 +53,8 @@ namespace AZ
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void ShaderSystem::GetAssetHandlers(AssetHandlerPtrList& assetHandlers)
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{
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assetHandlers.emplace_back(MakeAssetHandler<ShaderAssetHandler>());
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assetHandlers.emplace_back(MakeAssetHandler<ShaderAssetHandler2>());
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assetHandlers.emplace_back(MakeAssetHandler<ShaderResourceGroupAssetHandler>());
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assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantAssetHandler>());
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assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantAssetHandler2>());
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assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantTreeAssetHandler>());
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}
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@@ -80,14 +73,6 @@ namespace AZ
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Data::InstanceDatabase<Shader>::Create(azrtti_typeid<ShaderAsset>(), handler);
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}
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{
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Data::InstanceHandler<Shader2> handler;
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handler.m_createFunction = [](Data::AssetData* shaderAsset) {
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return Shader2::CreateInternal(*(azrtti_cast<ShaderAsset2*>(shaderAsset)));
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};
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Data::InstanceDatabase<Shader2>::Create(azrtti_typeid<ShaderAsset2>(), handler);
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}
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{
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Data::InstanceHandler<ShaderResourceGroup> handler;
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handler.m_createFunction = [](Data::AssetData* srgAsset)
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@@ -110,7 +95,6 @@ namespace AZ
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void ShaderSystem::Shutdown()
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{
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Data::InstanceDatabase<Shader>::Destroy();
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Data::InstanceDatabase<Shader2>::Destroy();
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Data::InstanceDatabase<ShaderResourceGroup>::Destroy();
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Data::InstanceDatabase<ShaderResourceGroupPool>::Destroy();
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Interface<ShaderSystemInterface>::Unregister(this);
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