[ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Funct… (#1079)

* [ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Functions That
Predate The Shader Supervariants

These are the essential impactful changes as a result of deprecating the
ShaderResourceGroupAsset.

* Addressed feedback by @moudgils. Better comments in header files.

* More updates related with deprecation of ShaderResourceGroupAsset

* Deleted the temporary version 2 classes.

* Updated version of the shader asset builders.

* Updated version of all the shader related classes impacted
by the Supervariant concept and deprecation of ShaderResourceGroupAsset

* Changes to *.pass and DGI, Reflections and RayTracing.

* changes to material related assets

* changes to core lights

* Changes to auxgeom/dynamic draw.

* changes to decals, lyshine, imguipass

* changes to RPI Pass classes

* Shader for SceneSrg, ViewSrg and ForwardPass Srgs.

* changes to mesh, skinned mesh, Morphtarget.

* Fixes to RayTracingPass.cpp & now allow empty srg in shaders.

* Updated Atom_RPI.Tests

* Simplified InstanceDatabase by removing AddHandler

------------------------------------------------------------------------------------
* Updated DiffuseGI precompiled shaders.
Added RayTracingSceneSrg and RayTracingMaterialSrg shader asset.
Updated ShaderAssetCreator::Clone to handle the supervariant when processing root variants.
Co-authored-by: Doug McDiarmid <dmcdiar@amazon.com>
------------------------------------------------------------------------------------

* Changed semantics for some PassSrg to SRG_PerPass_WithFallback.

AuxGeom/FixedShapeProcessor.cpp requires SRG_PerDraw on ObjectSrg.

Removed names of SceneSrg and ViewSrg from RPISystemDescriptor.cpp

* Moved ShaderLib/Atom/Features/DummyEntryFunctions.azsli
To  Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/DummyEntryFunctions.azsli

Removed redundant checking for finalization in
ShaderResourceGroupLayout.cpp

* Fixed race condition bug for Shader::FindOrCreate.
InstanceDatabase<>::CreateInstance() needs to be atomic
for instance creation and initialization.

Added optional InstanceHandler::CreateFunctionWithParams to accomodate
to the needs of Instances that need more than an asset reference
to be able to be created an initialzed.

Removed ShaderResourceGroup::FindOrCreate() only ::Create is available
now.

* Renamed scene_and_view_srgs.* as SceneAndViewSrgs.*

Changed GetAzslFileOfOrigin for GetUniqueId

* Fixed unit tests.

* Reverted the serialization name of m_uniqueId back to
"m_azslFileOfOrigin" so precompiled shaders don't fail
in layout comparison.

* Fixed AtomCore.Tests
Removed non-applicable test. InstanceDatabase.AddHandler() is not
available anymore.

* The Null rhi is re-enabled for shader compilation.

Signed-off-by: garrieta <garrieta@amazon.com>
This commit is contained in:
galibzon
2021-06-11 07:48:23 -05:00
committed by GitHub
parent 1435982330
commit cc615a8f32
253 changed files with 3389 additions and 65834 deletions
@@ -34,8 +34,7 @@ namespace UnitTest
static const AssetId s_assetId3{ Uuid("{D9CDAB04-D206-431E-BDC0-1DD615D56197}") };
// test asset type
class TestAssetType
: public AssetData
class TestAssetType : public AssetData
{
public:
AZ_CLASS_ALLOCATOR(TestAssetType, AZ::SystemAllocator, 0);
@@ -47,30 +46,30 @@ namespace UnitTest
}
};
class TestInstanceA
: public InstanceData
class TestInstanceA : public InstanceData
{
public:
AZ_INSTANCE_DATA(TestInstanceA, "{65CBF1C8-F65F-4A84-8A11-B510BC435DB0}");
AZ_CLASS_ALLOCATOR(TestInstanceA, AZ::SystemAllocator, 0);
TestInstanceA(TestAssetType* asset)
: m_asset{asset, AZ::Data::AssetLoadBehavior::Default}
{}
: m_asset{ asset, AZ::Data::AssetLoadBehavior::Default }
{
}
Asset<TestAssetType> m_asset;
};
class TestInstanceB
: public InstanceData
class TestInstanceB : public InstanceData
{
public:
AZ_INSTANCE_DATA(TestInstanceB, "{4ED0A8BF-7800-44B2-AC73-2CB759C61C37}");
AZ_CLASS_ALLOCATOR(TestInstanceB, AZ::SystemAllocator, 0);
TestInstanceB(TestAssetType* asset)
: m_asset{asset, AZ::Data::AssetLoadBehavior::Default }
{}
: m_asset{ asset, AZ::Data::AssetLoadBehavior::Default }
{
}
~TestInstanceB()
{
@@ -86,8 +85,7 @@ namespace UnitTest
// test asset handler
template<typename AssetDataT>
class MyAssetHandler
: public AssetHandler
class MyAssetHandler : public AssetHandler
{
public:
AZ_CLASS_ALLOCATOR(MyAssetHandler, AZ::SystemAllocator, 0);
@@ -120,13 +118,12 @@ namespace UnitTest
}
};
class InstanceDatabaseTest
: public AllocatorsFixture
class InstanceDatabaseTest : public AllocatorsFixture
{
protected:
MyAssetHandler<TestAssetType>* m_assetHandler;
public:
public:
void SetUp() override
{
AllocatorsFixture::SetUp();
@@ -200,7 +197,7 @@ namespace UnitTest
AZStd::vector<Uuid> guids;
AZStd::vector<Asset<TestAssetType>> assets;
for (size_t i = 0; i < assetIdCount; ++i)
{
Uuid guid = Uuid::CreateRandom();
@@ -211,7 +208,6 @@ namespace UnitTest
assets.emplace_back(assetManager.CreateAsset<TestAssetType>(guid, AZ::Data::AssetLoadBehavior::Default));
}
AZStd::vector<AZStd::thread> threads;
AZStd::mutex mutex;
AZStd::atomic<int> threadCount((int)threadCountMax);
@@ -232,27 +228,29 @@ namespace UnitTest
for (size_t i = 0; i < threadCountMax; ++i)
{
threads.emplace_back([&instanceManager, &threadCount, &cv, &guids, &assets, &durationSeconds]()
{
AZ::Debug::Timer timer;
timer.Stamp();
while(timer.GetDeltaTimeInSeconds() < durationSeconds)
threads.emplace_back(
[&instanceManager, &threadCount, &cv, &guids, &assets, &durationSeconds]()
{
const size_t index = rand() % guids.size();
const Uuid uuid = guids[index];
const InstanceId instanceId{uuid};
const AssetId assetId{uuid};
AZ::Debug::Timer timer;
timer.Stamp();
Instance<TestInstanceA> instance = instanceManager.FindOrCreate(instanceId, Asset<TestAssetType>(assetId, azrtti_typeid<TestAssetType>()));
EXPECT_NE(instance, nullptr);
EXPECT_EQ(instance->GetId(), instanceId);
EXPECT_EQ(instance->m_asset, assets[index]);
}
while (timer.GetDeltaTimeInSeconds() < durationSeconds)
{
const size_t index = rand() % guids.size();
const Uuid uuid = guids[index];
const InstanceId instanceId{ uuid };
const AssetId assetId{ uuid };
threadCount--;
cv.notify_one();
});
Instance<TestInstanceA> instance =
instanceManager.FindOrCreate(instanceId, Asset<TestAssetType>(assetId, azrtti_typeid<TestAssetType>()));
EXPECT_NE(instance, nullptr);
EXPECT_EQ(instance->GetId(), instanceId);
EXPECT_EQ(instance->m_asset, assets[index]);
}
threadCount--;
cv.notify_one();
});
}
bool timedOut = false;
@@ -261,7 +259,9 @@ namespace UnitTest
while (threadCount > 0 && !timedOut)
{
AZStd::unique_lock<AZStd::mutex> lock(mutex);
timedOut = (AZStd::cv_status::timeout == cv.wait_until(lock, AZStd::chrono::system_clock::now() + AZStd::chrono::seconds(durationSeconds * 2)));
timedOut =
(AZStd::cv_status::timeout ==
cv.wait_until(lock, AZStd::chrono::system_clock::now() + AZStd::chrono::seconds(durationSeconds * 2)));
}
EXPECT_TRUE(threadCount == 0) << "One or more threads appear to be deadlocked at " << timer.GetDeltaTimeInSeconds() << " seconds";
@@ -280,8 +280,8 @@ namespace UnitTest
TEST_F(InstanceDatabaseTest, ParallelInstanceCreate)
{
// This is the original test scenario from when InstanceDatabase was first implemented
// threads, AssetIds, seconds
ParallelInstanceCreateHelper( 8, 100, 5 );
// threads, AssetIds, seconds
ParallelInstanceCreateHelper(8, 100, 5);
// This value is checked in as 1 so this test doesn't take too much time, but can be increased locally to soak the test.
const size_t attempts = 1;
@@ -291,10 +291,10 @@ namespace UnitTest
printf("Attempt %zu of %zu... \n", i, attempts);
// The idea behind this series of tests is that there are two threads sharing one Instance, and both threads try to
// create or release that instance at the same time.
// create or release that instance at the same time.
// At the time, this set of scenarios has something like a 10% failure rate.
const size_t duration = 2;
// threads, AssetIds, seconds
// threads, AssetIds, seconds
ParallelInstanceCreateHelper(2, 1, duration);
ParallelInstanceCreateHelper(4, 1, duration);
ParallelInstanceCreateHelper(8, 1, duration);
@@ -306,7 +306,7 @@ namespace UnitTest
// Here we try a bunch of different threadCount:assetCount ratios to be thorough
const size_t duration = 2;
// threads, AssetIds, seconds
// threads, AssetIds, seconds
ParallelInstanceCreateHelper(2, 1, duration);
ParallelInstanceCreateHelper(4, 1, duration);
ParallelInstanceCreateHelper(4, 2, duration);
@@ -328,7 +328,10 @@ namespace UnitTest
// Tests whether the deleter actually calls delete properly without
// a parent database.
instance->m_onDeleteCallback = [this, &m_deleted] () { m_deleted = true; };
instance->m_onDeleteCallback = [this, &m_deleted]()
{
m_deleted = true;
};
}
EXPECT_TRUE(m_deleted);
@@ -386,242 +389,4 @@ namespace UnitTest
InstanceDatabase<TestInstanceB>::Destroy();
}
class InstanceDatabaseTestWithMultipleSubclasses
: public AllocatorsFixture
{
protected:
// We have "BaseAsset" with subclasses "FooAsset" and "BarAsset",
// and corresponding "BaseInstance" with subclasses "FooInstance" and "BarInstance".
// There is one "InstanceDatabse<BaseInstance>" that can create instances of both subtypes.
class BaseAsset
: public AssetData
{
public:
AZ_CLASS_ALLOCATOR(BaseAsset, AZ::SystemAllocator, 0);
AZ_RTTI(FooAsset, "{35B443A6-D8ED-4C3C-A3F0-D642251F0AA5}", AssetData);
BaseAsset()
{
m_status = AssetStatus::Ready;
}
};
class BaseInstance
: public InstanceData
{
public:
AZ_INSTANCE_DATA(BaseInstance, "{EFEC3406-2CB7-462E-A676-C22177E143E6}");
AZ_CLASS_ALLOCATOR(BaseInstance, AZ::SystemAllocator, 0);
BaseInstance(BaseAsset* asset)
: m_asset{ asset, AZ::Data::AssetLoadBehavior::Default }
{}
Asset<BaseAsset> m_asset;
};
class FooAsset
: public BaseAsset
{
public:
AZ_CLASS_ALLOCATOR(FooAsset, AZ::SystemAllocator, 0);
AZ_RTTI(FooAsset, "{74BAE278-3DCA-4ADD-807E-2A6873F9EA3C}", BaseAsset);
};
class BarAsset
: public BaseAsset
{
public:
AZ_CLASS_ALLOCATOR(BarAsset, AZ::SystemAllocator, 0);
AZ_RTTI(FooAsset, "{2BCD66F5-768B-4569-9FC2-DE92ABC9C0BF}", BaseAsset);
};
class FooInstance
: public BaseInstance
{
public:
AZ_RTTI(FooInstance, "{B5487509-5518-4591-AC96-03E623A584B7}", BaseInstance);
AZ_CLASS_ALLOCATOR(FooInstance, AZ::SystemAllocator, 0);
FooInstance(BaseAsset* asset)
: BaseInstance(asset)
{
EXPECT_TRUE(azrtti_typeid<FooAsset>() == asset->GetType());
}
};
class BarInstance
: public BaseInstance
{
public:
AZ_RTTI(BarInstance, "{CE9C844A-625D-4899-B7DB-8127D4618D25}", BaseInstance);
AZ_CLASS_ALLOCATOR(BarInstance, AZ::SystemAllocator, 0);
BarInstance(BaseAsset* asset)
: BaseInstance(asset)
{
EXPECT_TRUE(azrtti_typeid<BarAsset>() == asset->GetType());
}
};
MyAssetHandler<FooAsset> m_fooAssetHandler;
MyAssetHandler<BarAsset> m_barAssetHandler;
public:
void SetUp() override
{
AllocatorsFixture::SetUp();
AllocatorInstance<PoolAllocator>::Create();
AllocatorInstance<ThreadPoolAllocator>::Create();
// create the asset database
{
AssetManager::Descriptor desc;
AssetManager::Create(desc);
}
// create the instance database
{
InstanceDatabase<BaseInstance>::Create(azrtti_typeid<BaseAsset>());
InstanceHandler<BaseInstance> fooHandler;
fooHandler.m_createFunction = [](AssetData* assetData)
{
EXPECT_TRUE(azrtti_istypeof<FooAsset>(assetData));
return aznew FooInstance(static_cast<FooAsset*>(assetData));
};
InstanceDatabase<BaseInstance>::Instance().AddHandler(azrtti_typeid<FooAsset>(), fooHandler);
// Using a different overload of AddHandler()
InstanceDatabase<BaseInstance>::Instance().AddHandler(azrtti_typeid<BarAsset>(), [](AssetData* assetData)
{
EXPECT_TRUE(azrtti_istypeof<BarAsset>(assetData));
return aznew BarInstance(static_cast<BarAsset*>(assetData));
});
}
AssetManager::Instance().RegisterHandler(&m_fooAssetHandler, AzTypeInfo<FooAsset>::Uuid());
AssetManager::Instance().RegisterHandler(&m_barAssetHandler, AzTypeInfo<BarAsset>::Uuid());
}
void TearDown() override
{
AssetManager::Instance().UnregisterHandler(&m_fooAssetHandler);
AssetManager::Instance().UnregisterHandler(&m_barAssetHandler);
AssetManager::Destroy();
InstanceDatabase<BaseInstance>::Destroy();
AllocatorInstance<ThreadPoolAllocator>::Destroy();
AllocatorInstance<PoolAllocator>::Destroy();
AllocatorsFixture::TearDown();
}
};
TEST_F(InstanceDatabaseTestWithMultipleSubclasses, InstanceCreate)
{
auto& assetManager = AssetManager::Instance();
auto& instanceDatabase = InstanceDatabase<BaseInstance>::Instance();
Asset<FooAsset> fooAsset = assetManager.CreateAsset<FooAsset>(s_assetId0, AZ::Data::AssetLoadBehavior::Default);
Asset<BarAsset> barAsset = assetManager.CreateAsset<BarAsset>(s_assetId1, AZ::Data::AssetLoadBehavior::Default);
// Run the creation tests on 'A' first.
Instance<BaseInstance> fooInstanceA = instanceDatabase.Find(s_instanceId0);
EXPECT_EQ(fooInstanceA, nullptr);
Instance<BaseInstance> barInstanceA = instanceDatabase.Find(s_instanceId1);
EXPECT_EQ(barInstanceA, nullptr);
fooInstanceA = instanceDatabase.FindOrCreate(s_instanceId0, fooAsset);
EXPECT_NE(fooInstanceA, nullptr);
EXPECT_EQ(fooInstanceA->m_asset, fooAsset);
EXPECT_TRUE(azrtti_typeid<FooInstance>() == fooInstanceA->RTTI_GetType());
EXPECT_EQ(fooInstanceA, instanceDatabase.Find(s_instanceId0));
barInstanceA = instanceDatabase.FindOrCreate(s_instanceId1, barAsset);
EXPECT_NE(barInstanceA, nullptr);
EXPECT_EQ(barInstanceA->m_asset, barAsset);
EXPECT_TRUE(azrtti_typeid<BarInstance>() == barInstanceA->RTTI_GetType());
EXPECT_EQ(barInstanceA, instanceDatabase.Find(s_instanceId1));
// Run the same test on 'B' to make sure it works independently.
Instance<BaseInstance> fooInstanceB = instanceDatabase.Find(s_instanceId2);
EXPECT_EQ(fooInstanceB, nullptr);
Instance<BaseInstance> barInstanceB = instanceDatabase.Find(s_instanceId3);
EXPECT_EQ(barInstanceB, nullptr);
fooInstanceB = instanceDatabase.FindOrCreate(s_instanceId2, fooAsset);
EXPECT_NE(fooInstanceB, nullptr);
EXPECT_EQ(fooInstanceB->m_asset, fooAsset);
EXPECT_TRUE(azrtti_typeid<FooInstance>() == fooInstanceB->RTTI_GetType());
EXPECT_EQ(fooInstanceB, instanceDatabase.Find(s_instanceId2));
barInstanceB = instanceDatabase.FindOrCreate(s_instanceId3, barAsset);
EXPECT_NE(barInstanceB, nullptr);
EXPECT_EQ(barInstanceB->m_asset, barAsset);
EXPECT_TRUE(azrtti_typeid<BarInstance>() == barInstanceB->RTTI_GetType());
EXPECT_EQ(barInstanceB, instanceDatabase.Find(s_instanceId3));
// Make sure the instances are unique
EXPECT_NE(fooInstanceA, fooInstanceB);
EXPECT_NE(barInstanceA, barInstanceB);
}
TEST_F(InstanceDatabaseTestWithMultipleSubclasses, TestError_AddHandler_AssetTypeIsNotSubclass)
{
MyAssetHandler<TestAssetType> testAssetHandler;
AssetManager::Instance().RegisterHandler(&testAssetHandler, azrtti_typeid<TestAssetType>());
// Register an instance handler with an unrelated asset type. This can't actually
// check the AssetType yet because all it has are AssetType GUIDs, no actual data.
{
InstanceHandler<BaseInstance> instanceHandler;
instanceHandler.m_createFunction = [](AssetData* assetData)
{
return aznew BaseInstance(static_cast<BaseAsset*>(assetData));
};
AssetType unrelatedAssetType = azrtti_typeid<TestAssetType>();
InstanceDatabase<BaseInstance>::Instance().AddHandler(unrelatedAssetType, instanceHandler);
}
// Try to use the unrelated handler. This is where we'll actually get an error.
{
AZ_TEST_START_ASSERTTEST;
Asset<TestAssetType> testAsset = AssetManager::Instance().CreateAsset<TestAssetType>(s_assetId0, AZ::Data::AssetLoadBehavior::Default);
EXPECT_EQ(nullptr, InstanceDatabase<BaseInstance>::Instance().FindOrCreate(s_instanceId0, testAsset));
AZ_TEST_STOP_ASSERTTEST(1);
}
AssetManager::Instance().UnregisterHandler(&testAssetHandler);
}
TEST_F(InstanceDatabaseTestWithMultipleSubclasses, TestError_AddHandler_AlreadyExists)
{
InstanceHandler<BaseInstance> instanceHandler;
instanceHandler.m_createFunction = [](AssetData*)
{
return nullptr; // Doesn't matter
};
AZ_TEST_START_ASSERTTEST;
// The SetUp() function already registered a handler for FooAsset so this should fail
InstanceDatabase<BaseInstance>::Instance().AddHandler(azrtti_typeid<FooAsset>(), instanceHandler);
InstanceDatabase<BaseInstance>::Instance().AddHandler(azrtti_typeid<FooAsset>(), [](AssetData*) { return nullptr; });
AZ_TEST_STOP_ASSERTTEST(2);
}
}
} // namespace UnitTest