/* * 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 namespace AZ { namespace RPI { ShaderAssetVariantCreator::ShaderAssetVariantCreator(ShaderVariantId id) { m_variant.m_shaderVariantId = AZStd::move(id); } ShaderAssetVariant ShaderAssetVariantCreator::End() { const uint8_t* functionIdData = reinterpret_cast(m_variant.m_functionIdsByStage.data()); const size_t functionIdDataSize = m_variant.m_functionIdsByStage.size() * sizeof(RHI::ShaderStageFunctionId); HashValue64 hash = HashValue64{ 0 }; hash = TypeHash64(functionIdData, functionIdDataSize, hash); hash = TypeHash64(m_variant.m_inputContract.GetHash(), hash); hash = TypeHash64(m_variant.m_outputContract.GetHash(), hash); hash = m_variant.m_renderStates.GetHash(hash); m_variant.m_hash = hash; return m_variant; } void ShaderAssetVariantCreator::SetShaderFunctionId(RHI::ShaderStage shaderStage, RHI::ShaderStageFunctionId functionId) { m_variant.m_functionIdsByStage[static_cast(shaderStage)] = functionId; } void ShaderAssetVariantCreator::SetInputContract(const ShaderInputContract& contract) { m_variant.m_inputContract = contract; } void ShaderAssetVariantCreator::SetOutputContract(const ShaderOutputContract& contract) { m_variant.m_outputContract = contract; } void ShaderAssetVariantCreator::SetRenderStates(const RHI::RenderStates& renderStates) { m_variant.m_renderStates = renderStates; } } // namespace RPI } // namespace AZ