[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
@@ -12,9 +12,9 @@
#include <AzTest/AzTest.h>
#include <Common/RPITestFixture.h>
#include <Common/ShaderAssetTestUtils.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
#include <Atom/RPI.Reflect/Shader/ShaderResourceGroupAssetCreator.h>
#include <Atom/RPI.Public/Buffer/Buffer.h>
#include <Atom/RPI.Reflect/Buffer/BufferAssetCreator.h>
#include <Atom/RPI.Reflect/ResourcePoolAssetCreator.h>
@@ -28,7 +28,8 @@ namespace UnitTest
: public RPITestFixture
{
protected:
Data::Asset<ShaderResourceGroupAsset> m_testSrgAsset;
Data::Asset<ShaderAsset> m_testSrgShaderAsset;
RHI::Ptr<RHI::ShaderResourceGroupLayout> m_testSrgLayout;
Data::Instance<ShaderResourceGroup> m_testSrg;
Data::Asset<ResourcePoolAsset> m_bufferPoolAsset;
Data::Asset<BufferAsset> m_shortBufferAsset;
@@ -47,21 +48,18 @@ namespace UnitTest
const RHI::ShaderInputBufferIndex m_indexOfBufferArray{ 2 };
const RHI::ShaderInputBufferIndex m_indexOfBufferInvalid{ 3 };
Data::Asset<ShaderResourceGroupAsset> CreateTestSrgAsset(const char* nameId)
RHI::Ptr<RHI::ShaderResourceGroupLayout> CreateTestSrgLayout(const char* nameId)
{
Data::Asset<ShaderResourceGroupAsset> asset;
ShaderResourceGroupAssetCreator srgCreator;
RHI::Ptr<RHI::ShaderResourceGroupLayout> srgLayout = RHI::ShaderResourceGroupLayout::Create();
srgCreator.Begin(Uuid::CreateRandom(), Name(nameId));
srgCreator.BeginAPI(RHI::Factory::Get().GetType());
srgCreator.SetBindingSlot(0);
srgCreator.AddShaderInput(RHI::ShaderInputBufferDescriptor{ Name{ "MyBufferA" }, RHI::ShaderInputBufferAccess::Read, RHI::ShaderInputBufferType::Raw, 1, 4, 1 });
srgCreator.AddShaderInput(RHI::ShaderInputBufferDescriptor{ Name{ "MyBufferB" }, RHI::ShaderInputBufferAccess::Read, RHI::ShaderInputBufferType::Raw, 1, 4, 2 });
srgCreator.AddShaderInput(RHI::ShaderInputBufferDescriptor{ Name{ "MyBufferArray" }, RHI::ShaderInputBufferAccess::Read, RHI::ShaderInputBufferType::Raw, 3, 4, 3 });
srgCreator.EndAPI();
srgCreator.End(asset);
srgLayout->SetName(Name(nameId));
srgLayout->SetBindingSlot(0);
srgLayout->AddShaderInput(RHI::ShaderInputBufferDescriptor{ Name{ "MyBufferA" }, RHI::ShaderInputBufferAccess::Read, RHI::ShaderInputBufferType::Raw, 1, 4, 1 });
srgLayout->AddShaderInput(RHI::ShaderInputBufferDescriptor{ Name{ "MyBufferB" }, RHI::ShaderInputBufferAccess::Read, RHI::ShaderInputBufferType::Raw, 1, 4, 2 });
srgLayout->AddShaderInput(RHI::ShaderInputBufferDescriptor{ Name{ "MyBufferArray" }, RHI::ShaderInputBufferAccess::Read, RHI::ShaderInputBufferType::Raw, 3, 4, 3 });
srgLayout->Finalize();
return asset;
return srgLayout;
}
Data::Asset<ResourcePoolAsset> CreateTestBufferPoolAsset()
@@ -101,8 +99,9 @@ namespace UnitTest
{
RPITestFixture::SetUp();
m_testSrgAsset = CreateTestSrgAsset("TestSrg");
m_testSrg = ShaderResourceGroup::Create(m_testSrgAsset);
m_testSrgLayout = CreateTestSrgLayout("TestSrg");
m_testSrgShaderAsset = CreateTestShaderAsset(Uuid::CreateRandom(), m_testSrgLayout);
m_testSrg = ShaderResourceGroup::Create(m_testSrgShaderAsset, AZ::RPI::DefaultSupervariantIndex, m_testSrgLayout->GetName());
m_bufferPoolAsset = CreateTestBufferPoolAsset();
m_shortBufferAsset = CreateTestBufferAsset("Short");
@@ -123,8 +122,9 @@ namespace UnitTest
void TearDown() override
{
m_testSrgLayout = nullptr;
m_testSrg = nullptr;
m_testSrgAsset.Reset();
m_testSrgShaderAsset.Reset();
m_shortBufferAsset.Reset();
m_mediumBufferAsset.Reset();
m_longBufferAsset.Reset();
@@ -198,7 +198,7 @@ namespace UnitTest
// Test changing back to null...
ProcessQueuedSrgCompilations(m_testSrgAsset);
ProcessQueuedSrgCompilations(m_testSrgShaderAsset, m_testSrgLayout->GetName());
EXPECT_TRUE(m_testSrg->SetBuffer(m_indexOfBufferA, nullptr));
m_testSrg->Compile();
@@ -224,7 +224,7 @@ namespace UnitTest
// Test changing back to null...
ProcessQueuedSrgCompilations(m_testSrgAsset);
ProcessQueuedSrgCompilations(m_testSrgShaderAsset, m_testSrgLayout->GetName());
EXPECT_TRUE(m_testSrg->SetBuffer(m_indexOfBufferArray, nullptr, 1));
m_testSrg->Compile();
@@ -252,7 +252,7 @@ namespace UnitTest
// Test replacing just two buffers including changing one buffer back to null...
ProcessQueuedSrgCompilations(m_testSrgAsset);
ProcessQueuedSrgCompilations(m_testSrgShaderAsset, m_testSrgLayout->GetName());
AZStd::vector<Data::Instance<Buffer>> alternateBuffers = { m_mediumBuffer, nullptr };
@@ -398,7 +398,7 @@ namespace UnitTest
// Test replacing just two buffer views including changing one back to null...
ProcessQueuedSrgCompilations(m_testSrgAsset);
ProcessQueuedSrgCompilations(m_testSrgShaderAsset, m_testSrgLayout->GetName());
AZStd::vector<const RHI::BufferView*> alternateBufferViews = { m_bufferViewB.get(), nullptr };