/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include #include #include namespace AZ { namespace RPI { void RootShaderVariantAssetSourceData::Reflect(ReflectContext* context) { if (auto* serializeContext = azrtti_cast(context)) { serializeContext->Class() ->Version(0) ->Field("APIName", &RootShaderVariantAssetSourceData::m_apiName) ->Field("RootShaderVariantAssetFileName", &RootShaderVariantAssetSourceData::m_rootShaderVariantAssetFileName) ; } } void PrecompiledShaderAssetSourceData::Reflect(ReflectContext* context) { RootShaderVariantAssetSourceData::Reflect(context); if (auto* serializeContext = azrtti_cast(context)) { serializeContext->Class() ->Version(0) ->Field("ShaderAssetFileName", &PrecompiledShaderAssetSourceData::m_shaderAssetFileName) ->Field("PlatformIdentifiers", &PrecompiledShaderAssetSourceData::m_platformIdentifiers) ->Field("ShaderResourceGroupAssets", &PrecompiledShaderAssetSourceData::m_srgAssetFileNames) ->Field("RootShaderVariantAssets", &PrecompiledShaderAssetSourceData::m_rootShaderVariantAssets) ; } } } // namespace RPI } // namespace AZ