ShaderVariantAssetBuilder: Provide registry property to disable (#5029)

The registry property name is:
"/O3DE/Atom/Shaders/BuildVariants"
Default value is <true>.

Signed-off-by: garrieta <garrieta@amazon.com>
monroegm-disable-blank-issue-2
galibzon 4 years ago committed by GitHub
parent d332f7c4c7
commit cf90d7a594
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

@ -23,6 +23,7 @@
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Settings/SettingsRegistry.h>
#include <CommonFiles/Preprocessor.h>
#include <CommonFiles/GlobalBuildOptions.h>
@ -91,19 +92,31 @@ namespace AZ
m_shaderAssetBuilder.BusConnect(shaderAssetBuilderDescriptor.m_busId);
AssetBuilderSDK::AssetBuilderBus::Broadcast(&AssetBuilderSDK::AssetBuilderBus::Handler::RegisterBuilderInformation, shaderAssetBuilderDescriptor);
// Register Shader Variant Asset Builder
AssetBuilderSDK::AssetBuilderDesc shaderVariantAssetBuilderDescriptor;
shaderVariantAssetBuilderDescriptor.m_name = "Shader Variant Asset Builder";
// Both "Shader Variant Asset Builder" and "Shader Asset Builder" produce ShaderVariantAsset products. If you update
// ShaderVariantAsset you will need to update BOTH version numbers, not just "Shader Variant Asset Builder".
shaderVariantAssetBuilderDescriptor.m_version = 26; // [AZSL] Changing inlineConstant to rootConstant keyword work.
shaderVariantAssetBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern(AZStd::string::format("*.%s", RPI::ShaderVariantListSourceData::Extension), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
shaderVariantAssetBuilderDescriptor.m_busId = azrtti_typeid<ShaderVariantAssetBuilder>();
shaderVariantAssetBuilderDescriptor.m_createJobFunction = AZStd::bind(&ShaderVariantAssetBuilder::CreateJobs, &m_shaderVariantAssetBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
shaderVariantAssetBuilderDescriptor.m_processJobFunction = AZStd::bind(&ShaderVariantAssetBuilder::ProcessJob, &m_shaderVariantAssetBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
// If, either the SettingsRegistry doesn't exist, or the property @EnableShaderVariantAssetBuilderRegistryKey is not found,
// the default is to enable the ShaderVariantAssetBuilder.
m_enableShaderVariantAssetBuilder = true;
auto settingsRegistry = AZ::SettingsRegistry::Get();
if (settingsRegistry)
{
settingsRegistry->Get(m_enableShaderVariantAssetBuilder, EnableShaderVariantAssetBuilderRegistryKey);
}
m_shaderVariantAssetBuilder.BusConnect(shaderVariantAssetBuilderDescriptor.m_busId);
AssetBuilderSDK::AssetBuilderBus::Broadcast(&AssetBuilderSDK::AssetBuilderBus::Handler::RegisterBuilderInformation, shaderVariantAssetBuilderDescriptor);
if (m_enableShaderVariantAssetBuilder)
{
// Register Shader Variant Asset Builder
AssetBuilderSDK::AssetBuilderDesc shaderVariantAssetBuilderDescriptor;
shaderVariantAssetBuilderDescriptor.m_name = "Shader Variant Asset Builder";
// Both "Shader Variant Asset Builder" and "Shader Asset Builder" produce ShaderVariantAsset products. If you update
// ShaderVariantAsset you will need to update BOTH version numbers, not just "Shader Variant Asset Builder".
shaderVariantAssetBuilderDescriptor.m_version = 26; // [AZSL] Changing inlineConstant to rootConstant keyword work.
shaderVariantAssetBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern(AZStd::string::format("*.%s", RPI::ShaderVariantListSourceData::Extension), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
shaderVariantAssetBuilderDescriptor.m_busId = azrtti_typeid<ShaderVariantAssetBuilder>();
shaderVariantAssetBuilderDescriptor.m_createJobFunction = AZStd::bind(&ShaderVariantAssetBuilder::CreateJobs, &m_shaderVariantAssetBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
shaderVariantAssetBuilderDescriptor.m_processJobFunction = AZStd::bind(&ShaderVariantAssetBuilder::ProcessJob, &m_shaderVariantAssetBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
m_shaderVariantAssetBuilder.BusConnect(shaderVariantAssetBuilderDescriptor.m_busId);
AssetBuilderSDK::AssetBuilderBus::Broadcast(&AssetBuilderSDK::AssetBuilderBus::Handler::RegisterBuilderInformation, shaderVariantAssetBuilderDescriptor);
}
// Register Precompiled Shader Builder
AssetBuilderSDK::AssetBuilderDesc precompiledShaderBuilderDescriptor;
@ -121,7 +134,10 @@ namespace AZ
void AzslShaderBuilderSystemComponent::Deactivate()
{
m_shaderAssetBuilder.BusDisconnect();
m_shaderVariantAssetBuilder.BusDisconnect();
if (m_enableShaderVariantAssetBuilder)
{
m_shaderVariantAssetBuilder.BusDisconnect();
}
m_precompiledShaderBuilder.BusDisconnect();
RHI::ShaderPlatformInterfaceRegisterBus::Handler::BusDisconnect();

@ -61,7 +61,17 @@ namespace AZ
private:
ShaderAssetBuilder m_shaderAssetBuilder;
// The ShaderVariantAssetBuilder can be disabled with this registry key.
// By default it is enabled. A user might want to disable it when doing look development
// work with shaders or doing lots of iterative changes to shaders. In these cases
// GPU performance doesn't matter at all so it is important to not waste time
// building ShaderVariantAssets (Other than the Root ShaderVariantAsset, of course.).
static constexpr char EnableShaderVariantAssetBuilderRegistryKey[] = "/O3DE/Atom/Shaders/BuildVariants";
bool m_enableShaderVariantAssetBuilder = true;
ShaderVariantAssetBuilder m_shaderVariantAssetBuilder;
PrecompiledShaderBuilder m_precompiledShaderBuilder;
/// Contains the ShaderPlatformInterface for all registered RHIs

@ -0,0 +1,10 @@
{
"O3DE": {
"Atom": {
"Shaders": {
"BuildVariants": true
}
}
}
}
}
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