/* * 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 #include #include #include #include #include namespace AZ { namespace RPI { ComputePass::~ComputePass() { ShaderReloadNotificationBus::Handler::BusDisconnect(); } Ptr ComputePass::Create(const PassDescriptor& descriptor) { Ptr pass = aznew ComputePass(descriptor); return pass; } ComputePass::ComputePass(const PassDescriptor& descriptor) : RenderPass(descriptor) , m_passDescriptor(descriptor) { LoadShader(); } void ComputePass::LoadShader() { // Load ComputePassData... const ComputePassData* passData = PassUtils::GetPassData(m_passDescriptor); if (passData == nullptr) { AZ_Error("PassSystem", false, "[ComputePass '%s']: Trying to construct without valid ComputePassData!", GetPathName().GetCStr()); return; } // Hardware Queue Class if (passData->m_useAsyncCompute) { m_hardwareQueueClass = RHI::HardwareQueueClass::Compute; } // Load Shader Data::Asset shaderAsset; if (passData->m_shaderReference.m_assetId.IsValid()) { shaderAsset = RPI::FindShaderAsset(passData->m_shaderReference.m_assetId, passData->m_shaderReference.m_filePath); } if (!shaderAsset.GetId().IsValid()) { AZ_Error("PassSystem", false, "[ComputePass '%s']: Failed to load shader '%s'!", GetPathName().GetCStr(), passData->m_shaderReference.m_filePath.data()); return; } m_shader = Shader::FindOrCreate(shaderAsset); if (m_shader == nullptr) { AZ_Error("PassSystem", false, "[ComputePass '%s']: Failed to load shader '%s'!", GetPathName().GetCStr(), passData->m_shaderReference.m_filePath.data()); return; } // Load Pass SRG... const auto passSrgLayout = m_shader->FindShaderResourceGroupLayout(SrgBindingSlot::Pass); if (passSrgLayout) { m_shaderResourceGroup = ShaderResourceGroup::Create(shaderAsset, m_shader->GetSupervariantIndex(), passSrgLayout->GetName()); AZ_Assert(m_shaderResourceGroup, "[ComputePass '%s']: Failed to create SRG from shader asset '%s'", GetPathName().GetCStr(), passData->m_shaderReference.m_filePath.data()); PassUtils::BindDataMappingsToSrg(m_passDescriptor, m_shaderResourceGroup.get()); } // Load Draw SRG... const auto drawSrgLayout = m_shader->FindShaderResourceGroupLayout(SrgBindingSlot::Draw); if (drawSrgLayout) { m_drawSrg = ShaderResourceGroup::Create(shaderAsset, m_shader->GetSupervariantIndex(), drawSrgLayout->GetName()); } RHI::DispatchDirect dispatchArgs; dispatchArgs.m_totalNumberOfThreadsX = passData->m_totalNumberOfThreadsX; dispatchArgs.m_totalNumberOfThreadsY = passData->m_totalNumberOfThreadsY; dispatchArgs.m_totalNumberOfThreadsZ = passData->m_totalNumberOfThreadsZ; const auto outcome = RPI::GetComputeShaderNumThreads(m_shader->GetAsset(), dispatchArgs); if (!outcome.IsSuccess()) { AZ_Error("PassSystem", false, "[ComputePass '%s']: Shader '%.*s' contains invalid numthreads arguments:\n%s", GetPathName().GetCStr(), passData->m_shaderReference.m_filePath.size(), passData->m_shaderReference.m_filePath.data(), outcome.GetError().c_str()); } m_dispatchItem.m_arguments = dispatchArgs; m_isFullscreenPass = passData->m_makeFullscreenPass; // Setup pipeline state... RHI::PipelineStateDescriptorForDispatch pipelineStateDescriptor; const auto& shaderVariant = m_shader->GetVariant(RPI::ShaderAsset::RootShaderVariantStableId); shaderVariant.ConfigurePipelineState(pipelineStateDescriptor); m_dispatchItem.m_pipelineState = m_shader->AcquirePipelineState(pipelineStateDescriptor); ShaderReloadNotificationBus::Handler::BusDisconnect(); ShaderReloadNotificationBus::Handler::BusConnect(passData->m_shaderReference.m_assetId); } // Scope producer functions void ComputePass::SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph) { RenderPass::SetupFrameGraphDependencies(frameGraph); frameGraph.SetEstimatedItemCount(1); } void ComputePass::CompileResources(const RHI::FrameGraphCompileContext& context) { if (m_shaderResourceGroup != nullptr) { BindPassSrg(context, m_shaderResourceGroup); m_shaderResourceGroup->Compile(); } if (m_drawSrg != nullptr) { BindSrg(m_drawSrg->GetRHIShaderResourceGroup()); m_drawSrg->Compile(); } } void ComputePass::BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context) { RHI::CommandList* commandList = context.GetCommandList(); SetSrgsForDispatch(commandList); commandList->Submit(m_dispatchItem); } void ComputePass::MatchDimensionsToOutput() { PassAttachment* outputAttachment = nullptr; if (GetOutputCount() > 0) { outputAttachment = GetOutputBinding(0).m_attachment.get(); } else if (GetInputOutputCount() > 0) { outputAttachment = GetInputOutputBinding(0).m_attachment.get(); } AZ_Assert(outputAttachment != nullptr, "[ComputePass '%s']: A fullscreen compute pass must have a valid output or input/output.", GetPathName().GetCStr()); AZ_Assert(outputAttachment->GetAttachmentType() == RHI::AttachmentType::Image, "[ComputePass '%s']: The output of a fullscreen compute pass must be an image.", GetPathName().GetCStr()); RHI::Size targetImageSize = outputAttachment->m_descriptor.m_image.m_size; SetTargetThreadCounts(targetImageSize.m_width, targetImageSize.m_height, targetImageSize.m_depth); } void ComputePass::SetTargetThreadCounts(uint32_t targetThreadCountX, uint32_t targetThreadCountY, uint32_t targetThreadCountZ) { auto& arguments = m_dispatchItem.m_arguments.m_direct; arguments.m_totalNumberOfThreadsX = targetThreadCountX; arguments.m_totalNumberOfThreadsY = targetThreadCountY; arguments.m_totalNumberOfThreadsZ = targetThreadCountZ; } Data::Instance ComputePass::GetShaderResourceGroup() { return m_shaderResourceGroup; } void ComputePass::FrameBeginInternal(FramePrepareParams params) { if (m_isFullscreenPass) { MatchDimensionsToOutput(); } RenderPass::FrameBeginInternal(params); } void ComputePass::OnShaderReinitialized(const Shader& shader) { AZ_UNUSED(shader); LoadShader(); } void ComputePass::OnShaderAssetReinitialized(const Data::Asset& shaderAsset) { AZ_UNUSED(shaderAsset); LoadShader(); } void ComputePass::OnShaderVariantReinitialized(const ShaderVariant&) { LoadShader(); } } // namespace RPI } // namespace AZ