/* * 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 namespace AZ { namespace RPI { void ShaderAssetCreator2::Begin(const Data::AssetId& assetId) { BeginCommon(assetId); } void ShaderAssetCreator2::SetShaderAssetBuildTimestamp(AZStd::sys_time_t shaderAssetBuildTimestamp) { if (ValidateIsReady()) { m_asset->m_shaderAssetBuildTimestamp = shaderAssetBuildTimestamp; } } void ShaderAssetCreator2::SetName(const Name& name) { if (ValidateIsReady()) { m_asset->m_name = name; } } void ShaderAssetCreator2::SetDrawListName(const Name& name) { if (ValidateIsReady()) { m_asset->m_drawListName = name; } } void ShaderAssetCreator2::SetShaderOptionGroupLayout(const Ptr& shaderOptionGroupLayout) { if (ValidateIsReady()) { m_asset->m_shaderOptionGroupLayout = shaderOptionGroupLayout; } } void ShaderAssetCreator2::BeginAPI(RHI::APIType type) { if (ValidateIsReady()) { ShaderAsset2::ShaderApiDataContainer shaderData; shaderData.m_APIType = type; m_asset->m_currentAPITypeIndex = m_asset->m_perAPIShaderData.size(); m_asset->m_perAPIShaderData.push_back(shaderData); } } void ShaderAssetCreator2::BeginSupervariant(const Name& name) { if (!ValidateIsReady()) { return; } if (m_currentSupervariant) { ReportError("Call EndSupervariant() before calling BeginSupervariant again."); return; } if (m_asset->m_currentAPITypeIndex == ShaderAsset2::InvalidAPITypeIndex) { ReportError("Can not begin supervariant with name [%s] because this function must be called between BeginAPI()/EndAPI()", name.GetCStr()); return; } if (m_asset->m_perAPIShaderData.empty()) { ReportError("Can not add supervariant with name [%s] because there's no per API shader data", name.GetCStr()); return; } ShaderAsset2::ShaderApiDataContainer& perAPIShaderData = m_asset->m_perAPIShaderData[m_asset->m_perAPIShaderData.size() - 1]; if (perAPIShaderData.m_supervariants.empty()) { if (!name.IsEmpty()) { ReportError("The first supervariant must be nameless. Name [%s] is invalid", name.GetCStr()); return; } } else { if (name.IsEmpty()) { ReportError( "Only the first supervariant can be nameless. So far there are %zu supervariants", perAPIShaderData.m_supervariants.size()); return; } } perAPIShaderData.m_supervariants.push_back({}); m_currentSupervariant = &perAPIShaderData.m_supervariants[perAPIShaderData.m_supervariants.size() - 1]; m_currentSupervariant->m_name = name; } void ShaderAssetCreator2::SetSrgLayoutList(const ShaderResourceGroupLayoutList& srgLayoutList) { if (!ValidateIsReady()) { return; } if (!m_currentSupervariant) { ReportError("BeginSupervariant() should be called first before calling %s", __FUNCTION__); return; } m_currentSupervariant->m_srgLayoutList = srgLayoutList; for (auto srgLayout : m_currentSupervariant->m_srgLayoutList) { if (!srgLayout->Finalize()) { ReportError( "The current supervariant [%s], failed to finalize SRG Layout [%s]", m_currentSupervariant->m_name.GetCStr(), srgLayout->GetName().GetCStr()); return; } } } //! [Required] Assigns the pipeline layout descriptor shared by all variants in the shader. Shader variants //! embedded in a single shader asset are required to use the same pipeline layout. It is not necessary to call //! Finalize() on the pipeline layout prior to assignment, but still permitted. void ShaderAssetCreator2::SetPipelineLayout(RHI::Ptr pipelineLayoutDescriptor) { if (!ValidateIsReady()) { return; } if (!m_currentSupervariant) { ReportError("BeginSupervariant() should be called first before calling %s", __FUNCTION__); return; } if (m_currentSupervariant->m_srgLayoutList.empty()) { ReportError( "Before setting the pipeline layout, the supervariant [%s] needs the SRG layouts", m_currentSupervariant->m_name.GetCStr()); return; } m_currentSupervariant->m_pipelineLayoutDescriptor = pipelineLayoutDescriptor; } //! Assigns the contract for inputs required by the shader. void ShaderAssetCreator2::SetInputContract(const ShaderInputContract& contract) { if (!ValidateIsReady()) { return; } if (!m_currentSupervariant) { ReportError("BeginSupervariant() should be called first before calling %s", __FUNCTION__); return; } m_currentSupervariant->m_inputContract = contract; } //! Assigns the contract for outputs required by the shader. void ShaderAssetCreator2::SetOutputContract(const ShaderOutputContract& contract) { if (!ValidateIsReady()) { return; } if (!m_currentSupervariant) { ReportError("BeginSupervariant() should be called first before calling %s", __FUNCTION__); return; } m_currentSupervariant->m_outputContract = contract; } //! Assigns the render states for the draw pipeline. Ignored for non-draw pipelines. void ShaderAssetCreator2::SetRenderStates(const RHI::RenderStates& renderStates) { if (!ValidateIsReady()) { return; } if (!m_currentSupervariant) { ReportError("BeginSupervariant() should be called first before calling %s", __FUNCTION__); return; } m_currentSupervariant->m_renderStates = renderStates; } //! [Optional] Not all shaders have attributes before functions. Some attributes do not exist for all RHI::APIType either. void ShaderAssetCreator2::SetShaderStageAttributeMapList(const RHI::ShaderStageAttributeMapList& shaderStageAttributeMapList) { if (!ValidateIsReady()) { return; } if (!m_currentSupervariant) { ReportError("BeginSupervariant() should be called first before calling %s", __FUNCTION__); return; } m_currentSupervariant->m_attributeMaps = shaderStageAttributeMapList; } //! [Required] There's always a root variant for each supervariant. void ShaderAssetCreator2::SetRootShaderVariantAsset(Data::Asset shaderVariantAsset) { if (!ValidateIsReady()) { return; } if (!m_currentSupervariant) { ReportError("BeginSupervariant() should be called first before calling %s", __FUNCTION__); return; } m_currentSupervariant->m_rootShaderVariantAsset = shaderVariantAsset; } static RHI::PipelineStateType GetPipelineStateType(const Data::Asset& shaderVariantAsset) { if (shaderVariantAsset->GetShaderStageFunction(RHI::ShaderStage::Vertex) || shaderVariantAsset->GetShaderStageFunction(RHI::ShaderStage::Tessellation) || shaderVariantAsset->GetShaderStageFunction(RHI::ShaderStage::Fragment)) { return RHI::PipelineStateType::Draw; } if (shaderVariantAsset->GetShaderStageFunction(RHI::ShaderStage::Compute)) { return RHI::PipelineStateType::Dispatch; } if (shaderVariantAsset->GetShaderStageFunction(RHI::ShaderStage::RayTracing)) { return RHI::PipelineStateType::RayTracing; } return RHI::PipelineStateType::Count; } bool ShaderAssetCreator2::EndSupervariant() { if (!ValidateIsReady()) { return false; } if (!m_currentSupervariant) { ReportError("Can not end a supervariant that has not started"); return false; } if (!m_currentSupervariant->m_rootShaderVariantAsset.IsReady()) { ReportError( "The current supervariant [%s], is missing the root ShaderVariantAsset", m_currentSupervariant->m_name.GetCStr()); return false; } // Supervariant specific resources if (m_currentSupervariant->m_pipelineLayoutDescriptor) { if (!m_currentSupervariant->m_pipelineLayoutDescriptor->IsFinalized()) { if (m_currentSupervariant->m_pipelineLayoutDescriptor->Finalize() != RHI::ResultCode::Success) { ReportError("Failed to finalize pipeline layout descriptor."); return false; } } } else { ReportError("PipelineLayoutDescriptor not specified."); return false; } const ShaderInputContract& shaderInputContract = m_currentSupervariant->m_inputContract; // Validate that each stream ID appears only once. for (const auto& channel : shaderInputContract.m_streamChannels) { int count = 0; for (const auto& searchChannel : shaderInputContract.m_streamChannels) { if (channel.m_semantic == searchChannel.m_semantic) { ++count; } } if (count > 1) { ReportError( "Input stream channel [%s] appears multiple times. For supervariant with name [%s]", channel.m_semantic.ToString().c_str(), m_currentSupervariant->m_name.GetCStr()); return false; } } auto pipelineStateType = GetPipelineStateType(m_currentSupervariant->m_rootShaderVariantAsset); if (pipelineStateType == RHI::PipelineStateType::Count) { ReportError("Invalid pipelineStateType for supervariant [%s]", m_currentSupervariant->m_name.GetCStr()); return false; } if (m_currentSupervariant->m_name.IsEmpty()) { m_asset->m_pipelineStateType = pipelineStateType; } else { if (m_asset->m_pipelineStateType != pipelineStateType) { ReportError("All supervariants must be of the same pipelineStateType. Current pipelineStateType is [%d], but for supervariant [%s] the pipelineStateType is [%d]", m_asset->m_pipelineStateType, m_currentSupervariant->m_name.GetCStr(), pipelineStateType); return false; } } m_currentSupervariant = nullptr; return true; } bool ShaderAssetCreator2::EndAPI() { if (!ValidateIsReady()) { return false; } if (m_currentSupervariant) { ReportError("EndSupervariant() must be called before calling EndAPI()"); return false; } m_asset->m_currentAPITypeIndex = ShaderAsset2::InvalidAPITypeIndex; return true; } bool ShaderAssetCreator2::End(Data::Asset& shaderAsset) { if (!ValidateIsReady()) { return false; } if (m_asset->m_perAPIShaderData.empty()) { ReportError("Empty shader data. Check that a valid RHI is enabled for this platform."); return false; } if (!m_asset->FinalizeAfterLoad()) { ReportError("Failed to finalize the ShaderAsset2."); return false; } m_asset->SetReady(); return EndCommon(shaderAsset); } void ShaderAssetCreator2::Clone(const Data::AssetId& assetId, const ShaderAsset2& sourceShaderAsset) { BeginCommon(assetId); m_asset->m_name = sourceShaderAsset.m_name; m_asset->m_pipelineStateType = sourceShaderAsset.m_pipelineStateType; m_asset->m_drawListName = sourceShaderAsset.m_drawListName; m_asset->m_shaderOptionGroupLayout = sourceShaderAsset.m_shaderOptionGroupLayout; m_asset->m_shaderAssetBuildTimestamp = sourceShaderAsset.m_shaderAssetBuildTimestamp; m_asset->m_perAPIShaderData = sourceShaderAsset.m_perAPIShaderData; } } // namespace RPI } // namespace AZ