/* * 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 namespace AZ { namespace RPI { Data::Instance ShaderResourceGroupPool::FindOrCreate(const Data::Asset& srgAsset) { return Data::InstanceDatabase::Instance().FindOrCreate( Data::InstanceId::CreateFromAssetId(srgAsset.GetId()), srgAsset); } Data::Instance ShaderResourceGroupPool::CreateInternal(ShaderResourceGroupAsset& srgAsset) { Data::Instance srgPool = aznew ShaderResourceGroupPool(); const RHI::ResultCode resultCode = srgPool->Init(srgAsset); if (resultCode == RHI::ResultCode::Success) { return srgPool; } return nullptr; } RHI::ResultCode ShaderResourceGroupPool::Init(ShaderResourceGroupAsset& srgAsset) { RHI::Ptr device = RHI::RHISystemInterface::Get()->GetDevice(); m_pool = RHI::Factory::Get().CreateShaderResourceGroupPool(); if (!m_pool) { AZ_Error("ShaderResourceGroupPool", false, "Failed to create RHI::ShaderResourceGroupPool"); return RHI::ResultCode::Fail; } RHI::ShaderResourceGroupPoolDescriptor poolDescriptor; poolDescriptor.m_layout = srgAsset.GetLayout(); m_pool->SetName(Name(srgAsset.GetName())); const RHI::ResultCode resultCode = m_pool->Init(*device, poolDescriptor); AZ_Error("ShaderResourceGroupPool", resultCode == RHI::ResultCode::Success, "Failed to initialize RHI::ShaderResourceGroupPool"); return resultCode; } RHI::Ptr ShaderResourceGroupPool::CreateRHIShaderResourceGroup() { RHI::Ptr srg = RHI::Factory::Get().CreateShaderResourceGroup(); AZ_Error("ShaderResourceGroupPool", srg, "Failed to create RHI::ShaderResourceGroup"); if (srg) { RHI::ResultCode result = m_pool->InitGroup(*srg); if (result != RHI::ResultCode::Success) { srg.reset(); AZ_Error("ShaderResourceGroupPool", false, "Failed to initialize RHI::ShaderResourceGroup"); } } return srg; } RHI::ShaderResourceGroupPool* ShaderResourceGroupPool::GetRHIPool() { return m_pool.get(); } const RHI::ShaderResourceGroupPool* ShaderResourceGroupPool::GetRHIPool() const { return m_pool.get(); } } }