[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
@@ -11,7 +11,6 @@
*/
#include <Material/MaterialAssetTestUtils.h>
#include <Atom/RPI.Reflect/Shader/ShaderResourceGroupAssetCreator.h>
#include <Atom/RPI.Reflect/Shader/ShaderAssetCreator.h>
#include <Atom/RPI.Edit/Shader/ShaderVariantAssetCreator.h>
#include <Atom/RHI/Factory.h>
@@ -53,7 +52,7 @@ namespace UnitTest
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyEnum" }, MaterialPropertyDataType::Enum, Name{ "m_enum" });
}
AZ::Data::Asset<AZ::RPI::ShaderResourceGroupAsset> CreateCommonTestMaterialSrgAsset()
AZ::RHI::Ptr<AZ::RHI::ShaderResourceGroupLayout> CreateCommonTestMaterialSrgLayout()
{
using namespace AZ;
using namespace RPI;
@@ -62,123 +61,28 @@ namespace UnitTest
// Note we specify the shader inputs and material properties in a different order so the indexes don't align
// We also include a couple unused inputs to further make sure shader and material indexes don't align
ShaderResourceGroupAssetCreator srgCreator;
srgCreator.Begin(Uuid::CreateRandom(), Name("MaterialSrg"));
srgCreator.BeginAPI(RHI::Factory::Get().GetType());
srgCreator.SetBindingSlot(SrgBindingSlot::Material);
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_unused" }, 0, 4, 0});
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_color" }, 4, 16, 0});
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float" }, 20, 4, 0});
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_int" }, 24, 4, 0});
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_uint" }, 28, 4, 0});
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float2" }, 32, 8, 0});
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float3" }, 40, 12, 0});
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float4" }, 52, 16, 0});
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_enum" }, 68, 4, 0});
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_bool" }, 72, 4, 0});
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float3x3" }, 76, 44, 0}); // See ConstantsData::SetConstant<Matrix3x3> for packing rules
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float4x4" }, 120, 64, 0});
srgCreator.AddShaderInput(RHI::ShaderInputImageDescriptor{Name{ "m_unusedImage" }, RHI::ShaderInputImageAccess::Read, RHI::ShaderInputImageType::Image2D, 1, 1});
srgCreator.AddShaderInput(RHI::ShaderInputImageDescriptor{Name{ "m_image" }, RHI::ShaderInputImageAccess::Read, RHI::ShaderInputImageType::Image2D, 1, 2});
srgCreator.EndAPI();
AZ::RHI::Ptr<AZ::RHI::ShaderResourceGroupLayout> srgLayout = RHI::ShaderResourceGroupLayout::Create();
srgLayout->SetName(Name("MaterialSrg"));
srgLayout->SetUniqueId(Uuid::CreateRandom().ToString<AZStd::string>()); // Any random string will suffice.
srgLayout->SetBindingSlot(SrgBindingSlot::Material);
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_unused" }, 0, 4, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_color" }, 4, 16, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float" }, 20, 4, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_int" }, 24, 4, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_uint" }, 28, 4, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float2" }, 32, 8, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float3" }, 40, 12, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float4" }, 52, 16, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_enum" }, 68, 4, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_bool" }, 72, 4, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float3x3" }, 76, 44, 0}); // See ConstantsData::SetConstant<Matrix3x3> for packing rules
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float4x4" }, 120, 64, 0});
srgLayout->AddShaderInput(RHI::ShaderInputImageDescriptor{Name{ "m_unusedImage" }, RHI::ShaderInputImageAccess::Read, RHI::ShaderInputImageType::Image2D, 1, 1});
srgLayout->AddShaderInput(RHI::ShaderInputImageDescriptor{Name{ "m_image" }, RHI::ShaderInputImageAccess::Read, RHI::ShaderInputImageType::Image2D, 1, 2});
AZ::Data::Asset<AZ::RPI::ShaderResourceGroupAsset> srgAsset;
EXPECT_TRUE(srgCreator.End(srgAsset));
EXPECT_TRUE(srgLayout->Finalize());
return srgAsset;
return srgLayout;
}
template<class T>
void AddShaderInputToBindingInfo(AZ::RHI::ShaderResourceGroupBindingInfo& bindingInfo, const T& shaderInputs)
{
for (const auto& shaderInput : shaderInputs)
{
bindingInfo.m_resourcesRegisterMap.insert({shaderInput.m_name.GetStringView(), AZ::RHI::ResourceBindingInfo{AZ::RHI::ShaderStageMask::Vertex, shaderInput.m_registerId}});
}
}
AZ::RHI::ShaderResourceGroupBindingInfo CreateShaderResourceGroupBindingInfo(const AZ::RHI::ShaderResourceGroupLayout* layout)
{
using namespace AZ;
RHI::ShaderResourceGroupBindingInfo bindingInfo;
if (!layout)
{
return bindingInfo;
}
if (layout->GetConstantDataSize())
{
// All constant in the SRG use the same the register id.
bindingInfo.m_constantDataBindingInfo.m_registerId = layout->GetShaderInputListForConstants()[0].m_registerId;
}
AddShaderInputToBindingInfo(bindingInfo, layout->GetShaderInputListForBuffers());
AddShaderInputToBindingInfo(bindingInfo, layout->GetShaderInputListForSamplers());
AddShaderInputToBindingInfo(bindingInfo, layout->GetShaderInputListForImages());
AddShaderInputToBindingInfo(bindingInfo, layout->GetStaticSamplers());
return bindingInfo;
}
AZ::Data::Asset<AZ::RPI::ShaderAsset> CreateTestShaderAsset(
const AZ::Data::AssetId& shaderAssetId,
AZ::Data::Asset<AZ::RPI::ShaderResourceGroupAsset> optionalMaterialSrg,
AZ::RPI::Ptr<AZ::RPI::ShaderOptionGroupLayout> optionalShaderOptions)
{
using namespace AZ;
using namespace RPI;
using namespace RHI;
Data::Asset<ShaderAsset> shaderAsset;
RHI::Ptr<RHI::PipelineLayoutDescriptor> pipelineLayoutDescriptor = RHI::PipelineLayoutDescriptor::Create();
if (optionalMaterialSrg.IsReady())
{
const RHI::ShaderResourceGroupLayout* layout = optionalMaterialSrg->GetLayout();
RHI::ShaderResourceGroupBindingInfo bindingInfo = CreateShaderResourceGroupBindingInfo(layout);
pipelineLayoutDescriptor->AddShaderResourceGroupLayoutInfo(*layout, bindingInfo);
}
pipelineLayoutDescriptor->Finalize();
if (!optionalShaderOptions)
{
optionalShaderOptions = RPI::ShaderOptionGroupLayout::Create();
optionalShaderOptions->Finalize();
}
ShaderAssetCreator shaderAssetCreator;
shaderAssetCreator.Begin(shaderAssetId);
shaderAssetCreator.SetDrawListName(Name{"depth"});
if (optionalMaterialSrg.IsReady())
{
shaderAssetCreator.AddShaderResourceGroupAsset(optionalMaterialSrg);
}
shaderAssetCreator.SetShaderOptionGroupLayout(optionalShaderOptions);
shaderAssetCreator.BeginAPI(RHI::Factory::Get().GetType());
RHI::ShaderStageAttributeMapList attributeMaps;
attributeMaps.resize(RHI::ShaderStageCount);
shaderAssetCreator.SetShaderStageAttributeMapList(attributeMaps);
ShaderVariantAssetCreator shaderVariantAssetCreator;
shaderVariantAssetCreator.Begin(Uuid::CreateRandom(), RPI::ShaderVariantId(), RootShaderVariantStableId, optionalShaderOptions.get());
RHI::Ptr<RHI::ShaderStageFunction> shaderStageFunction = aznew StubRHI::ShaderStageFunction;
shaderVariantAssetCreator.SetShaderFunction(RHI::ShaderStage::Vertex, shaderStageFunction);
Data::Asset<ShaderVariantAsset> shaderVariantAsset;
EXPECT_TRUE(shaderVariantAssetCreator.End(shaderVariantAsset));
shaderAssetCreator.SetRootShaderVariantAsset(shaderVariantAsset);
shaderAssetCreator.SetPipelineLayout(pipelineLayoutDescriptor);
EXPECT_TRUE(shaderAssetCreator.EndAPI());
EXPECT_TRUE(shaderAssetCreator.End(shaderAsset));
return shaderAsset;
}
}
} // namespace UnitTest