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