/* * 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. * */ #pragma once #include #include #include #include namespace AZ { namespace Data { class AssetHandler; } namespace RHI { class ShaderPlatformInterface; } namespace ShaderBuilder { struct AzslData; class ShaderAssetBuilder2 : public AssetBuilderSDK::AssetBuilderCommandBus::Handler { public: AZ_TYPE_INFO(ShaderAssetBuilder2, "{C94DA151-82BC-4475-86FA-E6C92A0BD6F8}"); static constexpr const char* ShaderAssetBuilder2JobKey = "Shader Asset 2"; ShaderAssetBuilder2() = default; ~ShaderAssetBuilder2() = default; // Asset Builder Callback Functions ... void CreateJobs(const AssetBuilderSDK::CreateJobsRequest& request, AssetBuilderSDK::CreateJobsResponse& response) const; void ProcessJob(const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response) const; // AssetBuilderSDK::AssetBuilderCommandBus interface overrides ... void ShutDown() override { }; private: AZ_DISABLE_COPY_MOVE(ShaderAssetBuilder2); }; } // ShaderBuilder } // AZ