/* * 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 #include #include #include #include #include #include #include #include #include #include #include #include #include AZ_PUSH_DISABLE_WARNING(4251 4800, "-Wunknown-warning-option") // disable warnings spawned by QT #include #include #include AZ_POP_DISABLE_WARNING namespace ShaderManagementConsole { AZStd::string_view GetBuildTargetName() { #if !defined (LY_CMAKE_TARGET) #error "LY_CMAKE_TARGET must be defined in order to add this source file to a CMake executable target" #endif return AZStd::string_view{ LY_CMAKE_TARGET }; } const char* ShaderManagementConsoleApplication::GetCurrentConfigurationName() const { #if defined(_RELEASE) return "ReleaseShaderManagementConsole"; #elif defined(_DEBUG) return "DebugShaderManagementConsole"; #else return "ProfileShaderManagementConsole"; #endif } ShaderManagementConsoleApplication::ShaderManagementConsoleApplication(int* argc, char*** argv) : AtomToolsApplication(argc, argv) { QApplication::setApplicationName("O3DE Shader Management Console"); // The settings registry has been created at this point, so add the CMake target AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_AddBuildSystemTargetSpecialization( *AZ::SettingsRegistry::Get(), GetBuildTargetName()); } void ShaderManagementConsoleApplication::CreateStaticModules(AZStd::vector& outModules) { Application::CreateStaticModules(outModules); outModules.push_back(aznew AzToolsFramework::AzToolsFrameworkModule); outModules.push_back(aznew ShaderManagementConsoleDocumentModule); outModules.push_back(aznew ShaderManagementConsoleWindowModule); } void ShaderManagementConsoleApplication::OnShaderManagementConsoleWindowClosing() { ExitMainLoop(); ShaderManagementConsoleWindowNotificationBus::Handler::BusDisconnect(); AzToolsFramework::EditorPythonConsoleNotificationBus::Handler::BusDisconnect(); } void ShaderManagementConsoleApplication::Destroy() { // before modules are unloaded, destroy UI to free up any assets it cached ShaderManagementConsole::ShaderManagementConsoleWindowRequestBus::Broadcast(&ShaderManagementConsole::ShaderManagementConsoleWindowRequestBus::Handler::DestroyShaderManagementConsoleWindow); ShaderManagementConsoleWindowNotificationBus::Handler::BusDisconnect(); AzToolsFramework::AssetDatabase::AssetDatabaseRequestsBus::Handler::BusDisconnect(); AZ::Debug::TraceMessageBus::Handler::BusDisconnect(); AzFramework::AssetSystemRequestBus::Broadcast(&AzFramework::AssetSystem::AssetSystemRequests::StartDisconnectingAssetProcessor); Application::Destroy(); } void ShaderManagementConsoleApplication::AssetSystemAvailable() { // Try connect to AP first before try to launch it manually. bool connected = false; auto ConnectToAssetProcessorWithIdentifier = [&connected](AzFramework::AssetSystem::AssetSystemRequests* assetSystemRequests) { // When the AssetProcessor is already launched it should take less than a second to perform a connection // but when the AssetProcessor needs to be launch it could take up to 15 seconds to have the AssetProcessor initialize // and able to negotiate a connection when running a debug build // and to negotiate a connection AzFramework::AssetSystem::ConnectionSettings connectionSettings; AzFramework::AssetSystem::ReadConnectionSettingsFromSettingsRegistry(connectionSettings); connectionSettings.m_connectionDirection = AzFramework::AssetSystem::ConnectionSettings::ConnectionDirection::ConnectToAssetProcessor; connectionSettings.m_connectionIdentifier = "Shader Management Console"; connectionSettings.m_loggingCallback = []([[maybe_unused]] AZStd::string_view logData) { AZ_TracePrintf("Shader Management Console", "%.*s", aznumeric_cast(logData.size()), logData.data()); }; connected = assetSystemRequests->EstablishAssetProcessorConnection(connectionSettings); }; AzFramework::AssetSystemRequestBus::Broadcast(ConnectToAssetProcessorWithIdentifier); if (connected) { CompileCriticalAssets(); } AzFramework::AssetSystemStatusBus::Handler::BusDisconnect(); } void ShaderManagementConsoleApplication::CompileCriticalAssets() { AZ_TracePrintf("Shader Management Console", "Compiling critical assets.\n"); // List of common asset filters for things that need to be compiled to run // Some of these things will not be necessary once we have proper support for queued asset loading and reloading const AZStd::string assetFilterss[] = { "passes/", "config/", }; QStringList failedAssets; // Forced asset processor to synchronously process all critical assets // Note: with AssetManager's current implementation, a compiled asset won't be added in asset registry until next system tick. // So the asset id won't be found right after CompileAssetSync call. for (const AZStd::string& assetFilters : assetFilterss) { AZ_TracePrintf("Shader Management Console", "Compiling critical asset matching: %s.\n", assetFilters.c_str()); // Wait for the asset be compiled AzFramework::AssetSystem::AssetStatus status = AzFramework::AssetSystem::AssetStatus_Unknown; AzFramework::AssetSystemRequestBus::BroadcastResult( status, &AzFramework::AssetSystemRequestBus::Events::CompileAssetSync, assetFilters); if (status != AzFramework::AssetSystem::AssetStatus_Compiled) { failedAssets.append(assetFilters.c_str()); } } if (!failedAssets.empty()) { QMessageBox::critical(activeWindow(), QString("Failed to compile critical assets"), QString("Failed to compile the following critical assets:\n%1\n%2") .arg(failedAssets.join(",\n")) .arg("Make sure this is an Atom project.")); ExitMainLoop(); } } bool ShaderManagementConsoleApplication::OnPrintf(const char* window, const char* /*message*/) { // Suppress spam from the Source Control system if (0 == strncmp(window, AzToolsFramework::SCC_WINDOW, AZ_ARRAY_SIZE(AzToolsFramework::SCC_WINDOW))) { return true; } return false; } void ShaderManagementConsoleApplication::ProcessCommandLine() { // Process command line options for running one or more python scripts on startup const AZStd::string runPythonScriptSwitchName = "runpython"; size_t runPythonScriptCount = m_commandLine.GetNumSwitchValues(runPythonScriptSwitchName); for (size_t runPythonScriptIndex = 0; runPythonScriptIndex < runPythonScriptCount; ++runPythonScriptIndex) { const AZStd::string runPythonScriptPath = m_commandLine.GetSwitchValue(runPythonScriptSwitchName, runPythonScriptIndex); AZStd::vector runPythonArgs; AzToolsFramework::EditorPythonRunnerRequestBus::Broadcast( &AzToolsFramework::EditorPythonRunnerRequestBus::Events::ExecuteByFilenameWithArgs, runPythonScriptPath, runPythonArgs); } // Process command line options for opening one or more documents on startup size_t openDocumentCount = m_commandLine.GetNumMiscValues(); for (size_t openDocumentIndex = 0; openDocumentIndex < openDocumentCount; ++openDocumentIndex) { const AZStd::string openDocumentPath = m_commandLine.GetMiscValue(openDocumentIndex); ShaderManagementConsoleDocumentSystemRequestBus::Broadcast(&ShaderManagementConsoleDocumentSystemRequestBus::Events::OpenDocument, openDocumentPath); } } void ShaderManagementConsoleApplication::StartInternal() { if (WasExitMainLoopRequested()) { return; } m_traceLogger.WriteStartupLog("ShaderManagementConsole.log"); //[GFX TODO][ATOM-415] Try to factor out some of this stuff with AtomSampleViewerApplication AzToolsFramework::AssetDatabase::AssetDatabaseRequestsBus::Handler::BusConnect(); AzToolsFramework::AssetBrowser::AssetDatabaseLocationNotificationBus::Broadcast(&AzToolsFramework::AssetBrowser::AssetDatabaseLocationNotifications::OnDatabaseInitialized); AZ::Data::AssetCatalogRequestBus::Broadcast(&AZ::Data::AssetCatalogRequestBus::Events::LoadCatalog, "@assets@/assetcatalog.xml"); AZ::RPI::RPISystemInterface::Get()->InitializeSystemAssets(); LoadSettings(); LaunchDiscoveryService(); ShaderManagementConsoleWindowNotificationBus::Handler::BusConnect(); ShaderManagementConsole::ShaderManagementConsoleWindowRequestBus::Broadcast(&ShaderManagementConsole::ShaderManagementConsoleWindowRequestBus::Handler::CreateShaderManagementConsoleWindow); auto editorPythonEventsInterface = AZ::Interface::Get(); if (editorPythonEventsInterface) { // The PythonSystemComponent does not call StartPython to allow for lazy python initialization, so start it here // The PythonSystemComponent will call StopPython when it deactivates, so we do not need our own corresponding call to StopPython editorPythonEventsInterface->StartPython(); } ProcessCommandLine(); } bool ShaderManagementConsoleApplication::GetAssetDatabaseLocation(AZStd::string& result) { AZ::SettingsRegistryInterface* settingsRegistry = AZ::SettingsRegistry::Get(); AZ::IO::FixedMaxPath assetDatabaseSqlitePath; if (settingsRegistry && settingsRegistry->Get(assetDatabaseSqlitePath.Native(), AZ::SettingsRegistryMergeUtils::FilePathKey_CacheProjectRootFolder)) { assetDatabaseSqlitePath /= "assetdb.sqlite"; result = AZStd::string_view(assetDatabaseSqlitePath.Native()); return true; } return false; } void ShaderManagementConsoleApplication::Tick(float deltaOverride) { TickSystem(); Application::Tick(deltaOverride); if (WasExitMainLoopRequested()) { m_timer.disconnect(); quit(); } } void ShaderManagementConsoleApplication::OnTraceMessage([[maybe_unused]] AZStd::string_view message) { #if defined(AZ_ENABLE_TRACING) AZStd::vector lines; AzFramework::StringFunc::Tokenize( message, lines, "\n", false, // Keep empty strings false // Keep space strings ); for (auto& line : lines) { AZ_TracePrintf("Shader Management Console", "Python: %s\n", line.c_str()); } #endif } void ShaderManagementConsoleApplication::OnErrorMessage(AZStd::string_view message) { // Use AZ_TracePrintf instead of AZ_Error or AZ_Warning to avoid all the metadata noise OnTraceMessage(message); } void ShaderManagementConsoleApplication::OnExceptionMessage([[maybe_unused]] AZStd::string_view message) { AZ_Error("Shader Management Console", false, "Python: " AZ_STRING_FORMAT, AZ_STRING_ARG(message)); } } // namespace ShaderManagementConsole