/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include #include #include #include #include #include #include #include #include #include #include #include namespace AZ { namespace RPI { Ptr FullscreenTrianglePass::Create(const PassDescriptor& descriptor) { Ptr pass = aznew FullscreenTrianglePass(descriptor); return pass; } FullscreenTrianglePass::FullscreenTrianglePass(const PassDescriptor& descriptor) : RenderPass(descriptor) , m_passDescriptor(descriptor) { LoadShader(); } FullscreenTrianglePass::~FullscreenTrianglePass() { ShaderReloadNotificationBus::Handler::BusDisconnect(); } void FullscreenTrianglePass::OnShaderReinitialized(const Shader&) { LoadShader(); } void FullscreenTrianglePass::OnShaderAssetReinitialized(const Data::Asset&) { LoadShader(); } void FullscreenTrianglePass::OnShaderVariantReinitialized(const ShaderVariant&) { LoadShader(); } void FullscreenTrianglePass::LoadShader() { AZ_Assert(GetPassState() != PassState::Rendering, "FullscreenTrianglePass - Reloading shader during Rendering phase!"); // Load FullscreenTrianglePassData const FullscreenTrianglePassData* passData = PassUtils::GetPassData(m_passDescriptor); if (passData == nullptr) { AZ_Error("PassSystem", false, "[FullscreenTrianglePass '%s']: Trying to construct without valid FullscreenTrianglePassData!", GetPathName().GetCStr()); return; } // Load Shader Data::Asset shaderAsset; if (passData->m_shaderAsset.m_assetId.IsValid()) { shaderAsset = RPI::FindShaderAsset(passData->m_shaderAsset.m_assetId, passData->m_shaderAsset.m_filePath); } if (!shaderAsset.GetId().IsValid()) { AZ_Error("PassSystem", false, "[FullscreenTrianglePass '%s']: Failed to load shader '%s'!", GetPathName().GetCStr(), passData->m_shaderAsset.m_filePath.data()); return; } m_shader = Shader::FindOrCreate(shaderAsset); if (m_shader == nullptr) { AZ_Error("PassSystem", false, "[FullscreenTrianglePass '%s']: Failed to load shader '%s'!", GetPathName().GetCStr(), passData->m_shaderAsset.m_filePath.data()); return; } // Load Pass SRG const auto passSrgLayout = m_shader->FindShaderResourceGroupLayout(SrgBindingSlot::Pass); if (passSrgLayout) { m_shaderResourceGroup = ShaderResourceGroup::Create(shaderAsset, m_shader->GetSupervariantIndex(), passSrgLayout->GetName()); AZ_Assert(m_shaderResourceGroup, "[FullscreenTrianglePass '%s']: Failed to create SRG from shader asset '%s'", GetPathName().GetCStr(), passData->m_shaderAsset.m_filePath.data()); PassUtils::BindDataMappingsToSrg(m_passDescriptor, m_shaderResourceGroup.get()); } // Load Draw SRG // this is necessary since the shader may have options, which require a default draw SRG const auto drawSrgLayout = m_shader->FindShaderResourceGroupLayout(SrgBindingSlot::Draw); if (drawSrgLayout) { m_drawShaderResourceGroup = ShaderResourceGroup::Create(shaderAsset, m_shader->GetSupervariantIndex(), drawSrgLayout->GetName()); } // Store stencil reference value for the draw call m_stencilRef = passData->m_stencilRef; QueueForInitialization(); ShaderReloadNotificationBus::Handler::BusDisconnect(); ShaderReloadNotificationBus::Handler::BusConnect(shaderAsset.GetId()); } void FullscreenTrianglePass::InitializeInternal() { RenderPass::InitializeInternal(); // This draw item purposefully does not reference any geometry buffers. // Instead it's expected that the extended class uses a vertex shader // that generates a full-screen triangle completely from vertex ids. RHI::DrawLinear draw = RHI::DrawLinear(); draw.m_vertexCount = 3; if (m_shader == nullptr) { AZ_Error("PassSystem", false, "[FullscreenTrianglePass]: Shader not loaded!"); return; } RHI::PipelineStateDescriptorForDraw pipelineStateDescriptor; // [GFX TODO][ATOM-872] The pass should be able to drive the shader variant // This is a pattern that should be established somewhere. auto shaderVariant = m_shader->GetVariant(m_shaderVariantStableId); shaderVariant.ConfigurePipelineState(pipelineStateDescriptor); pipelineStateDescriptor.m_renderAttachmentConfiguration = GetRenderAttachmentConfiguration(); pipelineStateDescriptor.m_renderStates.m_multisampleState = GetMultisampleState(); // No streams required RHI::InputStreamLayout inputStreamLayout; inputStreamLayout.SetTopology(RHI::PrimitiveTopology::TriangleList); inputStreamLayout.Finalize(); pipelineStateDescriptor.m_inputStreamLayout = inputStreamLayout; m_item.m_arguments = RHI::DrawArguments(draw); m_item.m_pipelineState = m_shader->AcquirePipelineState(pipelineStateDescriptor); m_item.m_stencilRef = static_cast(m_stencilRef); } void FullscreenTrianglePass::FrameBeginInternal(FramePrepareParams params) { const PassAttachment* outputAttachment = nullptr; if (GetOutputCount() > 0) { outputAttachment = GetOutputBinding(0).m_attachment.get(); } else if(GetInputOutputCount() > 0) { outputAttachment = GetInputOutputBinding(0).m_attachment.get(); } AZ_Assert(outputAttachment != nullptr, "[FullscreenTrianglePass %s] has no valid output or input/output attachments.", GetPathName().GetCStr()); AZ_Assert(outputAttachment->GetAttachmentType() == RHI::AttachmentType::Image, "[FullscreenTrianglePass %s] output of FullScreenTrianglePass must be an image", GetPathName().GetCStr()); RHI::Size targetImageSize = outputAttachment->m_descriptor.m_image.m_size; m_viewportState.m_maxX = static_cast(AZStd::min(static_cast(params.m_viewportState.m_maxX), targetImageSize.m_width)); m_viewportState.m_maxY = static_cast(AZStd::min(static_cast(params.m_viewportState.m_maxY), targetImageSize.m_height)); m_viewportState.m_minX = static_cast(AZStd::min(params.m_viewportState.m_minX, m_viewportState.m_maxX)); m_viewportState.m_minY = static_cast(AZStd::min(params.m_viewportState.m_minY, m_viewportState.m_maxY)); m_scissorState.m_maxX = AZStd::min(static_cast(params.m_scissorState.m_maxX), targetImageSize.m_width); m_scissorState.m_maxY = AZStd::min(static_cast(params.m_scissorState.m_maxY), targetImageSize.m_height); m_scissorState.m_minX = AZStd::min(params.m_scissorState.m_minX, m_scissorState.m_maxX); m_scissorState.m_minY = AZStd::min(params.m_scissorState.m_minY, m_scissorState.m_maxY); RenderPass::FrameBeginInternal(params); } // Scope producer functions void FullscreenTrianglePass::SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph) { RenderPass::SetupFrameGraphDependencies(frameGraph); frameGraph.SetEstimatedItemCount(1); } void FullscreenTrianglePass::CompileResources(const RHI::FrameGraphCompileContext& context) { if (m_shaderResourceGroup != nullptr) { BindPassSrg(context, m_shaderResourceGroup); m_shaderResourceGroup->Compile(); } if (m_drawShaderResourceGroup != nullptr) { m_drawShaderResourceGroup->Compile(); BindSrg(m_drawShaderResourceGroup->GetRHIShaderResourceGroup()); } } void FullscreenTrianglePass::BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context) { RHI::CommandList* commandList = context.GetCommandList(); SetSrgsForDraw(commandList); commandList->SetViewport(m_viewportState); commandList->SetScissor(m_scissorState); commandList->Submit(m_item); } } // namespace RPI } // namespace AZ