NoMSAA supervariant support
Added a ShaderSystem supervariant to provide a system-wide supervariant name. Changed ShaderAsset to append the system-wide supervariant name when searching for supervariants. Added the NoMSAA supervariant to several shaders.
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@@ -20,6 +20,7 @@
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#include <AzCore/Interface/Interface.h>
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#include <Atom/RPI.Reflect/Shader/IShaderVariantFinder.h>
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#include <Atom/RPI.Public/Shader/ShaderSystem.h>
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#include <Atom/RPI.Public/Shader/ShaderReloadDebugTracker.h>
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#include <Atom/RPI.Public/Shader/ShaderReloadNotificationBus.h>
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@@ -148,18 +149,28 @@ namespace AZ
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SupervariantIndex ShaderAsset::GetSupervariantIndex(const AZ::Name& supervariantName) const
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{
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const auto& supervariants = GetCurrentShaderApiData().m_supervariants;
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const uint32_t supervariantCount = supervariants.size();
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for (uint32_t index = 0; index < supervariantCount; ++index)
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{
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if (supervariants[index].m_name == supervariantName)
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{
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return SupervariantIndex{index};
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}
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}
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return InvalidSupervariantIndex;
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}
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SupervariantIndex supervariantIndex = InvalidSupervariantIndex;
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// check for an RPI ShaderSystem supervariant
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RPI::ShaderSystemInterface* shaderSystemInterface = ShaderSystemInterface::Get();
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if (shaderSystemInterface && !shaderSystemInterface->GetSupervariantName().IsEmpty())
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{
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// search for the combined requested name and system supervariant name
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// Note: the shader may not support this supervariant, if it doesn't we will
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// fallback to the requested name below
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AZStd::string combinedName = supervariantName.GetCStr();
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combinedName.append(shaderSystemInterface->GetSupervariantName().GetCStr());
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supervariantIndex = GetSupervariantIndexInternal(AZ::Name(combinedName));
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}
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if (supervariantIndex == InvalidSupervariantIndex)
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{
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// search for the requested name
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supervariantIndex = GetSupervariantIndexInternal(supervariantName);
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}
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return supervariantIndex;
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}
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Data::Asset<ShaderVariantAsset> ShaderAsset::GetVariant(
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const ShaderVariantId& shaderVariantId, SupervariantIndex supervariantIndex)
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@@ -296,6 +307,24 @@ namespace AZ
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return RHI::NullSrgLayout;
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}
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const RHI::Ptr<RHI::ShaderResourceGroupLayout>& ShaderAsset::FindShaderResourceGroupLayout(const Name& shaderResourceGroupName) const
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{
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SupervariantIndex supervariantIndex = DefaultSupervariantIndex;
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// check for an RPI ShaderSystem specified supervariant
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RPI::ShaderSystemInterface* shaderSystemInterface = ShaderSystemInterface::Get();
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if (shaderSystemInterface && !shaderSystemInterface->GetSupervariantName().IsEmpty())
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{
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SupervariantIndex systemSupervariantIndex = GetSupervariantIndexInternal(shaderSystemInterface->GetSupervariantName());
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if (systemSupervariantIndex.IsValid())
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{
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supervariantIndex = systemSupervariantIndex;
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}
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}
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return FindShaderResourceGroupLayout(shaderResourceGroupName, supervariantIndex);
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}
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const RHI::Ptr<RHI::ShaderResourceGroupLayout>& ShaderAsset::FindShaderResourceGroupLayout(
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uint32_t bindingSlot, SupervariantIndex supervariantIndex) const
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{
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@@ -319,6 +348,24 @@ namespace AZ
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return RHI::NullSrgLayout;
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}
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const RHI::Ptr<RHI::ShaderResourceGroupLayout>& ShaderAsset::FindShaderResourceGroupLayout(uint32_t bindingSlot) const
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{
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SupervariantIndex supervariantIndex = DefaultSupervariantIndex;
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// check for an RPI ShaderSystem specified supervariant
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RPI::ShaderSystemInterface* shaderSystemInterface = ShaderSystemInterface::Get();
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if (shaderSystemInterface && !shaderSystemInterface->GetSupervariantName().IsEmpty())
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{
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SupervariantIndex systemSupervariantIndex = GetSupervariantIndexInternal(shaderSystemInterface->GetSupervariantName());
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if (systemSupervariantIndex.IsValid())
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{
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supervariantIndex = systemSupervariantIndex;
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}
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}
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return FindShaderResourceGroupLayout(bindingSlot, supervariantIndex);
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}
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const RHI::Ptr<RHI::ShaderResourceGroupLayout>& ShaderAsset::FindFallbackShaderResourceGroupLayout(
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SupervariantIndex supervariantIndex) const
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{
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@@ -467,6 +514,20 @@ namespace AZ
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return &supervariants[index];
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}
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SupervariantIndex ShaderAsset::GetSupervariantIndexInternal(AZ::Name supervariantName) const
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{
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const auto& supervariants = GetCurrentShaderApiData().m_supervariants;
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const uint32_t supervariantCount = supervariants.size();
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for (uint32_t index = 0; index < supervariantCount; ++index)
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{
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if (supervariants[index].m_name == supervariantName)
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{
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return SupervariantIndex{ index };
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}
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}
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return InvalidSupervariantIndex;
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}
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bool ShaderAsset::FinalizeAfterLoad()
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{
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// Use the current RHI that is active to select which shader data to use.
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