/* * 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 namespace AZ { namespace RPI { AZ_CVAR(bool, r_forceRootShaderVariantUsage, false, [](const bool&) { AZ::Interface::Get()->PerformCommand("MeshFeatureProcessor.ForceRebuildDrawPackets"); }, ConsoleFunctorFlags::Null, "(For Testing) Forces usage of root shader variant in the mesh draw packet level, ignoring any other shader variants that may exist." ); MeshDrawPacket::MeshDrawPacket( ModelLod& modelLod, size_t modelLodMeshIndex, Data::Instance materialOverride, Data::Instance objectSrg, const MaterialModelUvOverrideMap& materialModelUvMap ) : m_modelLod(&modelLod) , m_modelLodMeshIndex(modelLodMeshIndex) , m_objectSrg(objectSrg) , m_material(materialOverride) , m_materialModelUvMap(materialModelUvMap) { if (!m_material) { const ModelLod::Mesh& mesh = m_modelLod->GetMeshes()[m_modelLodMeshIndex]; m_material = mesh.m_material; } } Data::Instance MeshDrawPacket::GetMaterial() { return m_material; } bool MeshDrawPacket::SetShaderOption(const Name& shaderOptionName, RPI::ShaderOptionValue value) { // check if the material owns this option in any of its shaders, if so it can't be set externally for (auto& shaderItem : m_material->GetShaderCollection()) { const ShaderOptionGroupLayout* layout = shaderItem.GetShaderOptions()->GetShaderOptionLayout(); ShaderOptionIndex index = layout->FindShaderOptionIndex(shaderOptionName); if (index.IsValid()) { if (shaderItem.MaterialOwnsShaderOption(index)) { return false; } } } for (auto& shaderItem : m_material->GetShaderCollection()) { const ShaderOptionGroupLayout* layout = shaderItem.GetShaderOptions()->GetShaderOptionLayout(); ShaderOptionIndex index = layout->FindShaderOptionIndex(shaderOptionName); if (index.IsValid()) { // try to find an existing option entry in the list auto itEntry = AZStd::find_if(m_shaderOptions.begin(), m_shaderOptions.end(), [&shaderOptionName](const ShaderOptionPair& entry) { return entry.first == shaderOptionName; }); // store the option name and value, they will be used in DoUpdate() to select the appropriate shader variant if (itEntry == m_shaderOptions.end()) { m_shaderOptions.push_back({ shaderOptionName, value }); } else { itEntry->second = value; } } } return true; } bool MeshDrawPacket::Update(const Scene& parentScene, bool forceUpdate /*= false*/) { // Why we need to check "!m_material->NeedsCompile()"... // Frame A: // - Material::SetPropertyValue("foo",...). This bumps the material's CurrentChangeId() // - Material::Compile() updates all the material's outputs (SRG data, shader selection, shader options, etc). // - Material::SetPropertyValue("bar",...). This bumps the materials' CurrentChangeId() again. // - We do not process Material::Compile() a second time because because you can only call SRG::Compile() once per frame. Material::Compile() // will be processed on the next frame. (See implementation of Material::Compile()) // - MeshDrawPacket::Update() is called. It runs DoUpdate() to rebuild the draw packet, but everything is still in the state when "foo" was // set. The "bar" changes haven't been applied yet. It also sets m_materialChangeId to GetCurrentChangeId(), which corresponds to "bar" not "foo". // Frame B: // - Something calls Material::Compile(). This finally updates the material's outputs with the latest data corresponding to "bar". // - MeshDrawPacket::Update() is called. But since the GetCurrentChangeId() hasn't changed since last time, DoUpdate() is not called. // - The mesh continues rendering with only the "foo" change applied, indefinitely. if (forceUpdate || (!m_material->NeedsCompile() && m_materialChangeId != m_material->GetCurrentChangeId())) { DoUpdate(parentScene); m_materialChangeId = m_material->GetCurrentChangeId(); return true; } return false; } bool MeshDrawPacket::DoUpdate(const Scene& parentScene) { const ModelLod::Mesh& mesh = m_modelLod->GetMeshes()[m_modelLodMeshIndex]; if (!m_material) { AZ_Warning("MeshDrawPacket", false, "No material provided for mesh. Skipping."); return false; } RHI::DrawPacketBuilder drawPacketBuilder; drawPacketBuilder.Begin(nullptr); drawPacketBuilder.SetDrawArguments(mesh.m_drawArguments); drawPacketBuilder.SetIndexBufferView(mesh.m_indexBufferView); drawPacketBuilder.AddShaderResourceGroup(m_objectSrg->GetRHIShaderResourceGroup()); drawPacketBuilder.AddShaderResourceGroup(m_material->GetRHIShaderResourceGroup()); // We build the list of used shaders in a local list rather than m_activeShaders so that // if DoUpdate() fails it won't modify any member data. MeshDrawPacket::ShaderList shaderList; shaderList.reserve(m_activeShaders.size()); // We have to keep a list of these outside the loops that collect all the shaders because the DrawPacketBuilder // keeps pointers to StreamBufferViews until DrawPacketBuilder::End() is called. And we use a fixed_vector to guarantee // that the memory won't be relocated when new entries are added. AZStd::fixed_vector streamBufferViewsPerShader; m_perDrawSrgs.clear(); auto appendShader = [&](const ShaderCollection::Item& shaderItem) { // Skip the shader item without creating the shader instance // if the mesh is not going to be rendered based on the draw tag RHI::RHISystemInterface* rhiSystem = RHI::RHISystemInterface::Get(); RHI::DrawListTagRegistry* drawListTagRegistry = rhiSystem->GetDrawListTagRegistry(); // Use the explicit draw list override if exists. RHI::DrawListTag drawListTag = shaderItem.GetDrawListTagOverride(); if (drawListTag.IsNull()) { Data::Asset shaderAsset = shaderItem.GetShaderAsset(); if (!shaderAsset.IsReady()) { // The shader asset needs to be loaded before we can check the draw tag. // If it's not loaded yet, the instance database will do a blocking load // when we create the instance below, so might as well load it now. shaderAsset.QueueLoad(); if (shaderAsset.IsLoading()) { shaderAsset.BlockUntilLoadComplete(); } } drawListTag = drawListTagRegistry->FindTag(shaderAsset->GetDrawListName()); } if (!parentScene.HasOutputForPipelineState(drawListTag)) { // drawListTag not found in this scene, so don't render this item return false; } Data::Instance shader = RPI::Shader::FindOrCreate(shaderItem.GetShaderAsset()); if (!shader) { AZ_Error("MeshDrawPacket", false, "Shader '%s'. Failed to find or create instance", shaderItem.GetShaderAsset()->GetName().GetCStr()); return false; } // Set all unspecified shader options to default values, so that we get the most specialized variant possible. // (because FindVariantStableId treats unspecified options as a request specifically for a variant that doesn't specify those options) // [GFX TODO][ATOM-3883] We should consider updating the FindVariantStableId algorithm to handle default values for us, and remove this step here. RPI::ShaderOptionGroup shaderOptions = *shaderItem.GetShaderOptions(); shaderOptions.SetUnspecifiedToDefaultValues(); // [GFX_TODO][ATOM-14476]: according to this usage, we should make the shader input contract uniform across all shader variants. m_modelLod->CheckOptionalStreams( shaderOptions, shader->GetInputContract(), m_modelLodMeshIndex, m_materialModelUvMap, m_material->GetAsset()->GetMaterialTypeAsset()->GetUvNameMap()); // apply shader options from this draw packet to the ShaderItem for (auto& meshShaderOption : m_shaderOptions) { Name& name = meshShaderOption.first; RPI::ShaderOptionValue& value = meshShaderOption.second; ShaderOptionIndex index = shaderOptions.FindShaderOptionIndex(name); if (index.IsValid()) { shaderOptions.SetValue(name, value); } } const ShaderVariantId finalVariantId = shaderOptions.GetShaderVariantId(); const ShaderVariant& variant = r_forceRootShaderVariantUsage ? shader->GetRootVariant() : shader->GetVariant(finalVariantId); RHI::PipelineStateDescriptorForDraw pipelineStateDescriptor; variant.ConfigurePipelineState(pipelineStateDescriptor); // Render states need to merge the runtime variation. // This allows materials to customize the render states that the shader uses. const RHI::RenderStates& renderStatesOverlay = *shaderItem.GetRenderStatesOverlay(); RHI::MergeStateInto(renderStatesOverlay, pipelineStateDescriptor.m_renderStates); streamBufferViewsPerShader.push_back(); auto& streamBufferViews = streamBufferViewsPerShader.back(); UvStreamTangentBitmask uvStreamTangentBitmask; if (!m_modelLod->GetStreamsForMesh( pipelineStateDescriptor.m_inputStreamLayout, streamBufferViews, &uvStreamTangentBitmask, shader->GetInputContract(), m_modelLodMeshIndex, m_materialModelUvMap, m_material->GetAsset()->GetMaterialTypeAsset()->GetUvNameMap())) { return false; } auto drawSrgLayout = shader->GetAsset()->GetDrawSrgLayout(shader->GetSupervariantIndex()); Data::Instance drawSrg; if (drawSrgLayout) { // If the DrawSrg exists we must create and bind it, otherwise the CommandList will fail validation for SRG being null drawSrg = RPI::ShaderResourceGroup::Create(shader->GetAsset(), shader->GetSupervariantIndex(), drawSrgLayout->GetName()); if (!variant.IsFullyBaked() && drawSrgLayout->HasShaderVariantKeyFallbackEntry()) { drawSrg->SetShaderVariantKeyFallbackValue(shaderOptions.GetShaderVariantKeyFallbackValue()); } // Pass UvStreamTangentBitmask to the shader if the draw SRG has it. { AZ::Name shaderUvStreamTangentBitmask = AZ::Name(UvStreamTangentBitmask::SrgName); auto index = drawSrg->FindShaderInputConstantIndex(shaderUvStreamTangentBitmask); if (index.IsValid()) { drawSrg->SetConstant(index, uvStreamTangentBitmask.GetFullTangentBitmask()); } } drawSrg->Compile(); } parentScene.ConfigurePipelineState(drawListTag, pipelineStateDescriptor); const RHI::PipelineState* pipelineState = shader->AcquirePipelineState(pipelineStateDescriptor); if (!pipelineState) { AZ_Error("MeshDrawPacket", false, "Shader '%s'. Failed to acquire default pipeline state", shaderItem.GetShaderAsset()->GetName().GetCStr()); return false; } RHI::DrawPacketBuilder::DrawRequest drawRequest; drawRequest.m_listTag = drawListTag; drawRequest.m_pipelineState = pipelineState; drawRequest.m_streamBufferViews = streamBufferViews; drawRequest.m_stencilRef = m_stencilRef; drawRequest.m_sortKey = m_sortKey; if (drawSrg) { drawRequest.m_uniqueShaderResourceGroup = drawSrg->GetRHIShaderResourceGroup(); m_perDrawSrgs.push_back(drawSrg); } drawPacketBuilder.AddDrawItem(drawRequest); shaderList.emplace_back(AZStd::move(shader)); return true; }; // [GFX TODO][ATOM-5625] This really needs to be optimized to put the burden on setting global shader options, not applying global shader options. // For example, make the shader system collect a map of all shaders and ShaderVaraintIds, and look up the shader option names at set-time. RPI::ShaderSystemInterface* shaderSystem = RPI::ShaderSystemInterface::Get(); for (auto iter : shaderSystem->GetGlobalShaderOptions()) { const AZ::Name& shaderOptionName = iter.first; ShaderOptionValue value = iter.second; if (!m_material->SetSystemShaderOption(shaderOptionName, value).IsSuccess()) { AZ_Warning("MeshDrawPacket", false, "Shader option '%s' is owned by this this material. Global value for this option was ignored.", shaderOptionName.GetCStr()); } } for (auto& shaderItem : m_material->GetShaderCollection()) { if (shaderItem.IsEnabled()) { if (shaderList.size() == RHI::DrawPacketBuilder::DrawItemCountMax) { AZ_Error("MeshDrawPacket", false, "Material has more than the limit of %d active shader items.", RHI::DrawPacketBuilder::DrawItemCountMax); return false; } appendShader(shaderItem); } } m_drawPacket = drawPacketBuilder.End(); if (m_drawPacket) { m_activeShaders = shaderList; m_materialSrg = m_material->GetRHIShaderResourceGroup(); return true; } else { return false; } } const RHI::DrawPacket* MeshDrawPacket::GetRHIDrawPacket() const { return m_drawPacket.get(); } } // namespace RPI } // namespace AZ