Add better error handling for failed loading of the LyShine shader (#6761)
Signed-off-by: abrmich <abrmich@amazon.com>
This commit is contained in:
@@ -141,6 +141,7 @@ namespace AZ
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void DynamicDrawContext::InitVertexFormat(const AZStd::vector<VertexChannel>& vertexChannels)
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{
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AZ_Assert(!m_initialized, "Can't call InitVertexFormat after context was initialized (EndInit was called)");
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AZ_Assert(m_pipelineState, "Can't call InitVertexFormat before InitShader is called with a valid shader");
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m_perVertexDataSize = 0;
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RHI::InputStreamLayoutBuilder layoutBuilder;
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@@ -150,7 +151,10 @@ namespace AZ
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bufferBuilder->Channel(channel.m_channel, channel.m_format);
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m_perVertexDataSize += RHI::GetFormatSize(channel.m_format);
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}
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m_pipelineState->InputStreamLayout() = layoutBuilder.End();
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if (m_pipelineState)
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{
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m_pipelineState->InputStreamLayout() = layoutBuilder.End();
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}
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}
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void DynamicDrawContext::InitDrawListTag(RHI::DrawListTag drawListTag)
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@@ -122,27 +122,34 @@ void CDraw2d::OnBootstrapSceneReady(AZ::RPI::Scene* bootstrapScene)
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}
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m_dynamicDraw->EndInit();
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// Cache draw srg input indices for later use
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static const char textureIndexName[] = "m_texture";
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static const char worldToProjIndexName[] = "m_worldToProj";
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AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> drawSrg = m_dynamicDraw->NewDrawSrg();
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const AZ::RHI::ShaderResourceGroupLayout* layout = drawSrg->GetLayout();
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m_shaderData.m_imageInputIndex = layout->FindShaderInputImageIndex(AZ::Name(textureIndexName));
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AZ_Error("Draw2d", m_shaderData.m_imageInputIndex.IsValid(), "Failed to find shader input constant %s.",
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textureIndexName);
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m_shaderData.m_viewProjInputIndex = layout->FindShaderInputConstantIndex(AZ::Name(worldToProjIndexName));
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AZ_Error("Draw2d", m_shaderData.m_viewProjInputIndex.IsValid(), "Failed to find shader input constant %s.",
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worldToProjIndexName);
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// Check that the dynamic draw context has been initialized appropriately
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if (m_dynamicDraw->IsReady())
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{
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// Cache draw srg input indices for later use
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static const char textureIndexName[] = "m_texture";
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static const char worldToProjIndexName[] = "m_worldToProj";
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AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> drawSrg = m_dynamicDraw->NewDrawSrg();
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if (drawSrg)
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{
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const AZ::RHI::ShaderResourceGroupLayout* layout = drawSrg->GetLayout();
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m_shaderData.m_imageInputIndex = layout->FindShaderInputImageIndex(AZ::Name(textureIndexName));
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AZ_Error("Draw2d", m_shaderData.m_imageInputIndex.IsValid(), "Failed to find shader input constant %s.",
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textureIndexName);
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m_shaderData.m_viewProjInputIndex = layout->FindShaderInputConstantIndex(AZ::Name(worldToProjIndexName));
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AZ_Error("Draw2d", m_shaderData.m_viewProjInputIndex.IsValid(), "Failed to find shader input constant %s.",
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worldToProjIndexName);
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}
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// Cache shader variants that will be used
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AZ::RPI::ShaderOptionList shaderOptionsClamp;
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shaderOptionsClamp.push_back(AZ::RPI::ShaderOption(AZ::Name("o_clamp"), AZ::Name("true")));
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shaderOptionsClamp.push_back(AZ::RPI::ShaderOption(AZ::Name("o_useColorChannels"), AZ::Name("true")));
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m_shaderData.m_shaderOptionsClamp = m_dynamicDraw->UseShaderVariant(shaderOptionsClamp);
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AZ::RPI::ShaderOptionList shaderOptionsWrap;
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shaderOptionsWrap.push_back(AZ::RPI::ShaderOption(AZ::Name("o_clamp"), AZ::Name("false")));
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shaderOptionsWrap.push_back(AZ::RPI::ShaderOption(AZ::Name("o_useColorChannels"), AZ::Name("true")));
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m_shaderData.m_shaderOptionsWrap = m_dynamicDraw->UseShaderVariant(shaderOptionsWrap);
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// Cache shader variants that will be used
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AZ::RPI::ShaderOptionList shaderOptionsClamp;
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shaderOptionsClamp.push_back(AZ::RPI::ShaderOption(AZ::Name("o_clamp"), AZ::Name("true")));
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shaderOptionsClamp.push_back(AZ::RPI::ShaderOption(AZ::Name("o_useColorChannels"), AZ::Name("true")));
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m_shaderData.m_shaderOptionsClamp = m_dynamicDraw->UseShaderVariant(shaderOptionsClamp);
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AZ::RPI::ShaderOptionList shaderOptionsWrap;
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shaderOptionsWrap.push_back(AZ::RPI::ShaderOption(AZ::Name("o_clamp"), AZ::Name("false")));
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shaderOptionsWrap.push_back(AZ::RPI::ShaderOption(AZ::Name("o_useColorChannels"), AZ::Name("true")));
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m_shaderData.m_shaderOptionsWrap = m_dynamicDraw->UseShaderVariant(shaderOptionsWrap);
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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@@ -76,7 +76,7 @@ void UiRenderer::OnBootstrapSceneReady(AZ::RPI::Scene* bootstrapScene)
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// Create a dynamic draw context for UI Canvas drawing for the scene
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m_dynamicDraw = CreateDynamicDrawContext(uiShader);
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if (m_dynamicDraw)
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if (m_dynamicDraw && m_dynamicDraw->IsReady())
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{
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// Cache shader data such as input indices for later use
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CacheShaderData(m_dynamicDraw);
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@@ -85,7 +85,7 @@ void UiRenderer::OnBootstrapSceneReady(AZ::RPI::Scene* bootstrapScene)
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}
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else
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{
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AZ_Error(LogName, false, "Failed to create a dynamic draw context for LyShine. \
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AZ_Error(LogName, false, "Failed to create or initialize a dynamic draw context for LyShine. \
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This can happen if the LyShine pass hasn't been added to the main render pipeline.");
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}
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}
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