[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:
@@ -13,15 +13,13 @@
|
||||
|
||||
#include <AzCore/Utils/TypeHash.h>
|
||||
|
||||
#include <Atom/RPI.Reflect/Shader/ShaderInputContract.h>
|
||||
#include <Atom/RPI.Reflect/Shader/ShaderOutputContract.h>
|
||||
#include <Atom/RPI.Reflect/Shader/ShaderOptionGroup.h>
|
||||
|
||||
namespace AZ
|
||||
{
|
||||
namespace RPI
|
||||
{
|
||||
void ShaderVariantAssetCreator::Begin(const AZ::Data::AssetId& assetId, const ShaderVariantId& shaderVariantId, RPI::ShaderVariantStableId stableId, const ShaderOptionGroupLayout* shaderOptionGroupLayout)
|
||||
void ShaderVariantAssetCreator::Begin(const AZ::Data::AssetId& assetId, const ShaderVariantId& shaderVariantId, RPI::ShaderVariantStableId stableId, bool isFullyBaked)
|
||||
{
|
||||
BeginCommon(assetId);
|
||||
|
||||
@@ -29,16 +27,7 @@ namespace AZ
|
||||
{
|
||||
m_asset->m_stableId = stableId;
|
||||
m_asset->m_shaderVariantId = shaderVariantId;
|
||||
|
||||
if (shaderOptionGroupLayout)
|
||||
{
|
||||
ShaderOptionGroup shaderOptions{shaderOptionGroupLayout, shaderVariantId};
|
||||
m_asset->m_isFullyBaked = shaderOptions.IsFullySpecified();
|
||||
}
|
||||
else if(shaderVariantId.m_mask.any())
|
||||
{
|
||||
ReportError("ShaderVariantId is not empty, but no ShaderOptionGroupLayout was provided");
|
||||
}
|
||||
m_asset->m_isFullyBaked = isFullyBaked;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -55,6 +44,12 @@ namespace AZ
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!m_asset->m_buildTimestamp)
|
||||
{
|
||||
ReportError("Invalid timestamp");
|
||||
return false;
|
||||
}
|
||||
|
||||
bool foundDrawFunctions = false;
|
||||
bool foundDispatchFunctions = false;
|
||||
|
||||
@@ -91,27 +86,7 @@ namespace AZ
|
||||
return false;
|
||||
}
|
||||
|
||||
const ShaderInputContract& shaderInputContract = m_asset->m_inputContract;
|
||||
// Validate that each stream ID appears only once.
|
||||
for (const auto& channel : shaderInputContract.m_streamChannels)
|
||||
{
|
||||
int count = 0;
|
||||
|
||||
for (const auto& searchChannel : shaderInputContract.m_streamChannels)
|
||||
{
|
||||
if (channel.m_semantic == searchChannel.m_semantic)
|
||||
{
|
||||
++count;
|
||||
}
|
||||
}
|
||||
|
||||
if (count > 1)
|
||||
{
|
||||
ReportError("Input stream channel '%s' appears multiple times. For Shader Variant with StableId '%u' ",
|
||||
channel.m_semantic.ToString().c_str(), m_asset->m_stableId);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
m_asset->SetReady();
|
||||
return EndCommon(result);
|
||||
@@ -121,11 +96,11 @@ namespace AZ
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
// Methods for all shader variant types
|
||||
|
||||
void ShaderVariantAssetCreator::SetShaderAssetBuildTimestamp(AZStd::sys_time_t shaderAssetBuildTimestamp)
|
||||
void ShaderVariantAssetCreator::SetBuildTimestamp(AZStd::sys_time_t buildTimestamp)
|
||||
{
|
||||
if (ValidateIsReady())
|
||||
{
|
||||
m_asset->m_shaderAssetBuildTimestamp = shaderAssetBuildTimestamp;
|
||||
m_asset->m_buildTimestamp = buildTimestamp;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -137,33 +112,5 @@ namespace AZ
|
||||
}
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
// Methods for PipelineStateType::Draw variants.
|
||||
|
||||
void ShaderVariantAssetCreator::SetInputContract(const ShaderInputContract& contract)
|
||||
{
|
||||
if (ValidateIsReady())
|
||||
{
|
||||
m_asset->m_inputContract = contract;
|
||||
}
|
||||
}
|
||||
|
||||
void ShaderVariantAssetCreator::SetOutputContract(const ShaderOutputContract& contract)
|
||||
{
|
||||
if (ValidateIsReady())
|
||||
{
|
||||
m_asset->m_outputContract = contract;
|
||||
}
|
||||
}
|
||||
|
||||
void ShaderVariantAssetCreator::SetRenderStates(const RHI::RenderStates& renderStates)
|
||||
{
|
||||
if (ValidateIsReady())
|
||||
{
|
||||
m_asset->m_renderStates = renderStates;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
} // namespace RPI
|
||||
} // namespace AZ
|
||||
|
||||
Reference in New Issue
Block a user