[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>
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@@ -129,17 +129,17 @@ namespace AZ
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}
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// Create per context srg if it exist
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auto shaderAsset = shader->GetAsset();
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auto contextSrgAsset = shaderAsset->FindShaderResourceGroupAsset(Name{ PerContextSrgName });
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if (contextSrgAsset.GetId().IsValid())
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auto contextSrgLayout = m_shader->FindShaderResourceGroupLayout(Name { PerContextSrgName });
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if (contextSrgLayout)
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{
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m_srgPerContext = AZ::RPI::ShaderResourceGroup::Create(contextSrgAsset);
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m_srgPerContext = AZ::RPI::ShaderResourceGroup::Create(
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m_shader->GetAsset(), m_shader->GetSupervariantIndex(), Name { PerContextSrgName });
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m_srgGroups[0] = m_srgPerContext->GetRHIShaderResourceGroup();
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}
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// Save per draw srg asset which can be used to create draw srg later
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m_drawSrgAsset = shaderAsset->FindShaderResourceGroupAsset(SrgBindingSlot::Draw);
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m_hasShaderVariantKeyFallbackEntry = (m_drawSrgAsset && m_drawSrgAsset->GetLayout()->HasShaderVariantKeyFallbackEntry());
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m_drawSrgLayout = m_shader->FindShaderResourceGroupLayout(SrgBindingSlot::Draw);
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m_hasShaderVariantKeyFallbackEntry = (m_drawSrgLayout && m_drawSrgLayout->HasShaderVariantKeyFallbackEntry());
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}
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void DynamicDrawContext::InitVertexFormat(const AZStd::vector<VertexChannel>& vertexChannels)
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@@ -397,7 +397,7 @@ namespace AZ
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return;
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}
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if (m_drawSrgAsset.GetId().IsValid() && drawSrg == nullptr)
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if (!m_drawSrgLayout)
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{
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AZ_Assert(false, "PerDrawSrg need to be provided since the shader uses it");
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return;
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@@ -487,7 +487,7 @@ namespace AZ
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return;
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}
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if (m_drawSrgAsset.GetId().IsValid() && drawSrg == nullptr)
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if (!m_drawSrgLayout)
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{
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AZ_Assert(false, "PerDrawSrg need to be provided since the shader uses it");
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return;
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@@ -563,11 +563,11 @@ namespace AZ
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Data::Instance<ShaderResourceGroup> DynamicDrawContext::NewDrawSrg()
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{
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if (!m_drawSrgAsset.IsReady())
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if (!m_drawSrgLayout)
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{
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return nullptr;
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}
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auto drawSrg = AZ::RPI::ShaderResourceGroup::Create(m_drawSrgAsset);
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auto drawSrg = AZ::RPI::ShaderResourceGroup::Create(m_shader->GetAsset(), m_shader->GetSupervariantIndex(), m_drawSrgLayout->GetName());
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// Set fallback value for shader variant if draw srg contains constant for shader variant fallback
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if (m_hasShaderVariantKeyFallbackEntry)
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