Add better error handling for failed loading of the LyShine shader (#6761)

Signed-off-by: abrmich <abrmich@amazon.com>
monroegm-disable-blank-issue-2
michabr 4 years ago committed by GitHub
parent 73a023b0c3
commit df7a2fbd9d
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GPG Key ID: 4AEE18F83AFDEB23

@ -141,6 +141,7 @@ namespace AZ
void DynamicDrawContext::InitVertexFormat(const AZStd::vector<VertexChannel>& vertexChannels)
{
AZ_Assert(!m_initialized, "Can't call InitVertexFormat after context was initialized (EndInit was called)");
AZ_Assert(m_pipelineState, "Can't call InitVertexFormat before InitShader is called with a valid shader");
m_perVertexDataSize = 0;
RHI::InputStreamLayoutBuilder layoutBuilder;
@ -150,7 +151,10 @@ namespace AZ
bufferBuilder->Channel(channel.m_channel, channel.m_format);
m_perVertexDataSize += RHI::GetFormatSize(channel.m_format);
}
m_pipelineState->InputStreamLayout() = layoutBuilder.End();
if (m_pipelineState)
{
m_pipelineState->InputStreamLayout() = layoutBuilder.End();
}
}
void DynamicDrawContext::InitDrawListTag(RHI::DrawListTag drawListTag)

@ -122,27 +122,34 @@ void CDraw2d::OnBootstrapSceneReady(AZ::RPI::Scene* bootstrapScene)
}
m_dynamicDraw->EndInit();
// Cache draw srg input indices for later use
static const char textureIndexName[] = "m_texture";
static const char worldToProjIndexName[] = "m_worldToProj";
AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> drawSrg = m_dynamicDraw->NewDrawSrg();
const AZ::RHI::ShaderResourceGroupLayout* layout = drawSrg->GetLayout();
m_shaderData.m_imageInputIndex = layout->FindShaderInputImageIndex(AZ::Name(textureIndexName));
AZ_Error("Draw2d", m_shaderData.m_imageInputIndex.IsValid(), "Failed to find shader input constant %s.",
textureIndexName);
m_shaderData.m_viewProjInputIndex = layout->FindShaderInputConstantIndex(AZ::Name(worldToProjIndexName));
AZ_Error("Draw2d", m_shaderData.m_viewProjInputIndex.IsValid(), "Failed to find shader input constant %s.",
worldToProjIndexName);
// Cache shader variants that will be used
AZ::RPI::ShaderOptionList shaderOptionsClamp;
shaderOptionsClamp.push_back(AZ::RPI::ShaderOption(AZ::Name("o_clamp"), AZ::Name("true")));
shaderOptionsClamp.push_back(AZ::RPI::ShaderOption(AZ::Name("o_useColorChannels"), AZ::Name("true")));
m_shaderData.m_shaderOptionsClamp = m_dynamicDraw->UseShaderVariant(shaderOptionsClamp);
AZ::RPI::ShaderOptionList shaderOptionsWrap;
shaderOptionsWrap.push_back(AZ::RPI::ShaderOption(AZ::Name("o_clamp"), AZ::Name("false")));
shaderOptionsWrap.push_back(AZ::RPI::ShaderOption(AZ::Name("o_useColorChannels"), AZ::Name("true")));
m_shaderData.m_shaderOptionsWrap = m_dynamicDraw->UseShaderVariant(shaderOptionsWrap);
// Check that the dynamic draw context has been initialized appropriately
if (m_dynamicDraw->IsReady())
{
// Cache draw srg input indices for later use
static const char textureIndexName[] = "m_texture";
static const char worldToProjIndexName[] = "m_worldToProj";
AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> drawSrg = m_dynamicDraw->NewDrawSrg();
if (drawSrg)
{
const AZ::RHI::ShaderResourceGroupLayout* layout = drawSrg->GetLayout();
m_shaderData.m_imageInputIndex = layout->FindShaderInputImageIndex(AZ::Name(textureIndexName));
AZ_Error("Draw2d", m_shaderData.m_imageInputIndex.IsValid(), "Failed to find shader input constant %s.",
textureIndexName);
m_shaderData.m_viewProjInputIndex = layout->FindShaderInputConstantIndex(AZ::Name(worldToProjIndexName));
AZ_Error("Draw2d", m_shaderData.m_viewProjInputIndex.IsValid(), "Failed to find shader input constant %s.",
worldToProjIndexName);
}
// Cache shader variants that will be used
AZ::RPI::ShaderOptionList shaderOptionsClamp;
shaderOptionsClamp.push_back(AZ::RPI::ShaderOption(AZ::Name("o_clamp"), AZ::Name("true")));
shaderOptionsClamp.push_back(AZ::RPI::ShaderOption(AZ::Name("o_useColorChannels"), AZ::Name("true")));
m_shaderData.m_shaderOptionsClamp = m_dynamicDraw->UseShaderVariant(shaderOptionsClamp);
AZ::RPI::ShaderOptionList shaderOptionsWrap;
shaderOptionsWrap.push_back(AZ::RPI::ShaderOption(AZ::Name("o_clamp"), AZ::Name("false")));
shaderOptionsWrap.push_back(AZ::RPI::ShaderOption(AZ::Name("o_useColorChannels"), AZ::Name("true")));
m_shaderData.m_shaderOptionsWrap = m_dynamicDraw->UseShaderVariant(shaderOptionsWrap);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////

@ -76,7 +76,7 @@ void UiRenderer::OnBootstrapSceneReady(AZ::RPI::Scene* bootstrapScene)
// Create a dynamic draw context for UI Canvas drawing for the scene
m_dynamicDraw = CreateDynamicDrawContext(uiShader);
if (m_dynamicDraw)
if (m_dynamicDraw && m_dynamicDraw->IsReady())
{
// Cache shader data such as input indices for later use
CacheShaderData(m_dynamicDraw);
@ -85,7 +85,7 @@ void UiRenderer::OnBootstrapSceneReady(AZ::RPI::Scene* bootstrapScene)
}
else
{
AZ_Error(LogName, false, "Failed to create a dynamic draw context for LyShine. \
AZ_Error(LogName, false, "Failed to create or initialize a dynamic draw context for LyShine. \
This can happen if the LyShine pass hasn't been added to the main render pipeline.");
}
}

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