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

Signed-off-by: abrmich <abrmich@amazon.com>
This commit is contained in:
michabr
2022-01-10 12:11:15 -08:00
committed by GitHub
parent 73a023b0c3
commit df7a2fbd9d
3 changed files with 34 additions and 23 deletions
+27 -20
View File
@@ -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);
// 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);
// 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);
}
}
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