[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
@@ -100,10 +100,10 @@ namespace AZ
}
// Load Pass SRG
const Data::Asset<ShaderResourceGroupAsset>& passSrgAsset = m_shader->FindShaderResourceGroupAsset(Name{ "PassSrg" });
if (passSrgAsset)
const auto passSrgLayout = m_shader->FindShaderResourceGroupLayout(SrgBindingSlot::Pass);
if (passSrgLayout)
{
m_shaderResourceGroup = ShaderResourceGroup::Create(passSrgAsset);
m_shaderResourceGroup = ShaderResourceGroup::Create(shaderAsset, m_shader->GetSupervariantIndex(), passSrgLayout->GetName());
AZ_Assert(m_shaderResourceGroup, "[FullscreenTrianglePass '%s']: Failed to create SRG from shader asset '%s'",
GetPathName().GetCStr(),
@@ -114,10 +114,10 @@ namespace AZ
// Load Draw SRG
// this is necessary since the shader may have options, which require a default draw SRG
const Data::Asset<ShaderResourceGroupAsset>& drawSrgAsset = m_shader->FindShaderResourceGroupAsset(Name{ "DrawSrg" });
if (drawSrgAsset)
const auto drawSrgLayout = m_shader->FindShaderResourceGroupLayout(SrgBindingSlot::Draw);
if (drawSrgLayout)
{
m_drawShaderResourceGroup = ShaderResourceGroup::Create(drawSrgAsset);
m_drawShaderResourceGroup = ShaderResourceGroup::Create(shaderAsset, m_shader->GetSupervariantIndex(), drawSrgLayout->GetName());
}
// Store stencil reference value for the draw call