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.
This commit is contained in:
Chris Santora
2021-06-24 22:42:45 -07:00
parent 7105fb1f5d
commit 81247aa0e8
34 changed files with 13 additions and 4672 deletions
@@ -7,18 +7,15 @@
#include <Atom/RPI.Public/Shader/ShaderSystem.h>
#include <Atom/RPI.Public/Shader/Shader.h>
#include <Atom/RPI.Public/Shader/Shader2.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroupPool.h>
#include <Atom/RPI.Reflect/Asset/AssetHandler.h>
#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
#include <Atom/RPI.Reflect/Shader/ShaderAsset2.h>
#include <Atom/RPI.Reflect/Shader/ShaderOptionGroup.h>
#include <Atom/RPI.Reflect/Shader/ShaderResourceGroupAsset.h>
#include <Atom/RPI.Reflect/Shader/ShaderVariantAsset.h>
#include <Atom/RPI.Reflect/Shader/ShaderVariantAsset2.h>
#include <Atom/RPI.Reflect/Shader/ShaderVariantTreeAsset.h>
#include <Atom/RPI.Reflect/Shader/PrecompiledShaderAssetSourceData.h>
@@ -40,11 +37,9 @@ namespace AZ
ShaderVariantId::Reflect(context);
ShaderVariantStableId::Reflect(context);
ShaderAsset::Reflect(context);
ShaderAsset2::Reflect(context);
ShaderInputContract::Reflect(context);
ShaderOutputContract::Reflect(context);
ShaderVariantAsset::Reflect(context);
ShaderVariantAsset2::Reflect(context);
ShaderVariantTreeAsset::Reflect(context);
ReflectShaderStageType(context);
PrecompiledShaderAssetSourceData::Reflect(context);
@@ -58,10 +53,8 @@ namespace AZ
void ShaderSystem::GetAssetHandlers(AssetHandlerPtrList& assetHandlers)
{
assetHandlers.emplace_back(MakeAssetHandler<ShaderAssetHandler>());
assetHandlers.emplace_back(MakeAssetHandler<ShaderAssetHandler2>());
assetHandlers.emplace_back(MakeAssetHandler<ShaderResourceGroupAssetHandler>());
assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantAssetHandler>());
assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantAssetHandler2>());
assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantTreeAssetHandler>());
}
@@ -80,14 +73,6 @@ namespace AZ
Data::InstanceDatabase<Shader>::Create(azrtti_typeid<ShaderAsset>(), handler);
}
{
Data::InstanceHandler<Shader2> handler;
handler.m_createFunction = [](Data::AssetData* shaderAsset) {
return Shader2::CreateInternal(*(azrtti_cast<ShaderAsset2*>(shaderAsset)));
};
Data::InstanceDatabase<Shader2>::Create(azrtti_typeid<ShaderAsset2>(), handler);
}
{
Data::InstanceHandler<ShaderResourceGroup> handler;
handler.m_createFunction = [](Data::AssetData* srgAsset)
@@ -110,7 +95,6 @@ namespace AZ
void ShaderSystem::Shutdown()
{
Data::InstanceDatabase<Shader>::Destroy();
Data::InstanceDatabase<Shader2>::Destroy();
Data::InstanceDatabase<ShaderResourceGroup>::Destroy();
Data::InstanceDatabase<ShaderResourceGroupPool>::Destroy();
Interface<ShaderSystemInterface>::Unregister(this);