You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
185 lines
9.4 KiB
C++
185 lines
9.4 KiB
C++
/*
|
|
* 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 <Material/MaterialAssetTestUtils.h>
|
|
#include <Atom/RPI.Reflect/Shader/ShaderResourceGroupAssetCreator.h>
|
|
#include <Atom/RPI.Reflect/Shader/ShaderAssetCreator.h>
|
|
#include <Atom/RPI.Edit/Shader/ShaderVariantAssetCreator.h>
|
|
#include <Atom/RHI/Factory.h>
|
|
#include <Common/RHI/Stubs.h>
|
|
|
|
namespace UnitTest
|
|
{
|
|
void AddMaterialPropertyForSrg(
|
|
AZ::RPI::MaterialTypeAssetCreator& materialTypeCreator,
|
|
const AZ::Name& propertyName,
|
|
AZ::RPI::MaterialPropertyDataType dataType,
|
|
const AZ::Name& shaderInputName)
|
|
{
|
|
using namespace AZ::RPI;
|
|
materialTypeCreator.BeginMaterialProperty(propertyName, dataType);
|
|
materialTypeCreator.ConnectMaterialPropertyToShaderInput(shaderInputName);
|
|
if (dataType == MaterialPropertyDataType::Enum)
|
|
{
|
|
materialTypeCreator.SetMaterialPropertyEnumNames(AZStd::vector<AZStd::string>({ "Enum0", "Enum1", "Enum2" }));
|
|
}
|
|
materialTypeCreator.EndMaterialProperty();
|
|
}
|
|
|
|
void AddCommonTestMaterialProperties(AZ::RPI::MaterialTypeAssetCreator& materialTypeCreator, AZStd::string propertyGroupPrefix)
|
|
{
|
|
using namespace AZ;
|
|
using namespace RPI;
|
|
using namespace RHI;
|
|
|
|
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyBool" }, MaterialPropertyDataType::Bool, Name{ "m_bool" });
|
|
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyInt" }, MaterialPropertyDataType::Int, Name{ "m_int" });
|
|
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyUInt" }, MaterialPropertyDataType::UInt, Name{ "m_uint" });
|
|
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyFloat" }, MaterialPropertyDataType::Float, Name{ "m_float" });
|
|
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyFloat2" }, MaterialPropertyDataType::Vector2, Name{ "m_float2" });
|
|
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyFloat3" }, MaterialPropertyDataType::Vector3, Name{ "m_float3" });
|
|
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyFloat4" }, MaterialPropertyDataType::Vector4, Name{ "m_float4" });
|
|
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyColor" }, MaterialPropertyDataType::Color, Name{ "m_color" });
|
|
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyImage" }, MaterialPropertyDataType::Image, Name{ "m_image" });
|
|
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyEnum" }, MaterialPropertyDataType::Enum, Name{ "m_enum" });
|
|
}
|
|
|
|
AZ::Data::Asset<AZ::RPI::ShaderResourceGroupAsset> CreateCommonTestMaterialSrgAsset()
|
|
{
|
|
using namespace AZ;
|
|
using namespace RPI;
|
|
using namespace RHI;
|
|
|
|
// Note we specify the shader inputs and material properties in a different order so the indexes don't align
|
|
// We also include a couple unused inputs to further make sure shader and material indexes don't align
|
|
|
|
ShaderResourceGroupAssetCreator srgCreator;
|
|
srgCreator.Begin(Uuid::CreateRandom(), Name("MaterialSrg"));
|
|
srgCreator.BeginAPI(RHI::Factory::Get().GetType());
|
|
srgCreator.SetBindingSlot(SrgBindingSlot::Material);
|
|
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_unused" }, 0, 4, 0});
|
|
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_color" }, 4, 16, 0});
|
|
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float" }, 20, 4, 0});
|
|
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_int" }, 24, 4, 0});
|
|
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_uint" }, 28, 4, 0});
|
|
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float2" }, 32, 8, 0});
|
|
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float3" }, 40, 12, 0});
|
|
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float4" }, 52, 16, 0});
|
|
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_enum" }, 68, 4, 0});
|
|
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_bool" }, 72, 4, 0});
|
|
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float3x3" }, 76, 44, 0}); // See ConstantsData::SetConstant<Matrix3x3> for packing rules
|
|
srgCreator.AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float4x4" }, 120, 64, 0});
|
|
srgCreator.AddShaderInput(RHI::ShaderInputImageDescriptor{Name{ "m_unusedImage" }, RHI::ShaderInputImageAccess::Read, RHI::ShaderInputImageType::Image2D, 1, 1});
|
|
srgCreator.AddShaderInput(RHI::ShaderInputImageDescriptor{Name{ "m_image" }, RHI::ShaderInputImageAccess::Read, RHI::ShaderInputImageType::Image2D, 1, 2});
|
|
srgCreator.EndAPI();
|
|
|
|
AZ::Data::Asset<AZ::RPI::ShaderResourceGroupAsset> srgAsset;
|
|
EXPECT_TRUE(srgCreator.End(srgAsset));
|
|
|
|
return srgAsset;
|
|
}
|
|
|
|
template<class T>
|
|
void AddShaderInputToBindingInfo(AZ::RHI::ShaderResourceGroupBindingInfo& bindingInfo, const T& shaderInputs)
|
|
{
|
|
for (const auto& shaderInput : shaderInputs)
|
|
{
|
|
bindingInfo.m_resourcesRegisterMap.insert({shaderInput.m_name.GetStringView(), AZ::RHI::ResourceBindingInfo{AZ::RHI::ShaderStageMask::Vertex, shaderInput.m_registerId}});
|
|
}
|
|
}
|
|
|
|
AZ::RHI::ShaderResourceGroupBindingInfo CreateShaderResourceGroupBindingInfo(const AZ::RHI::ShaderResourceGroupLayout* layout)
|
|
{
|
|
using namespace AZ;
|
|
|
|
RHI::ShaderResourceGroupBindingInfo bindingInfo;
|
|
if (!layout)
|
|
{
|
|
return bindingInfo;
|
|
}
|
|
|
|
if (layout->GetConstantDataSize())
|
|
{
|
|
// All constant in the SRG use the same the register id.
|
|
bindingInfo.m_constantDataBindingInfo.m_registerId = layout->GetShaderInputListForConstants()[0].m_registerId;
|
|
}
|
|
|
|
AddShaderInputToBindingInfo(bindingInfo, layout->GetShaderInputListForBuffers());
|
|
AddShaderInputToBindingInfo(bindingInfo, layout->GetShaderInputListForSamplers());
|
|
AddShaderInputToBindingInfo(bindingInfo, layout->GetShaderInputListForImages());
|
|
AddShaderInputToBindingInfo(bindingInfo, layout->GetStaticSamplers());
|
|
|
|
return bindingInfo;
|
|
}
|
|
|
|
AZ::Data::Asset<AZ::RPI::ShaderAsset> CreateTestShaderAsset(
|
|
const AZ::Data::AssetId& shaderAssetId,
|
|
AZ::Data::Asset<AZ::RPI::ShaderResourceGroupAsset> optionalMaterialSrg,
|
|
AZ::RPI::Ptr<AZ::RPI::ShaderOptionGroupLayout> optionalShaderOptions)
|
|
{
|
|
using namespace AZ;
|
|
using namespace RPI;
|
|
using namespace RHI;
|
|
|
|
Data::Asset<ShaderAsset> shaderAsset;
|
|
|
|
RHI::Ptr<RHI::PipelineLayoutDescriptor> pipelineLayoutDescriptor = RHI::PipelineLayoutDescriptor::Create();
|
|
if (optionalMaterialSrg.IsReady())
|
|
{
|
|
const RHI::ShaderResourceGroupLayout* layout = optionalMaterialSrg->GetLayout();
|
|
RHI::ShaderResourceGroupBindingInfo bindingInfo = CreateShaderResourceGroupBindingInfo(layout);
|
|
pipelineLayoutDescriptor->AddShaderResourceGroupLayoutInfo(*layout, bindingInfo);
|
|
}
|
|
pipelineLayoutDescriptor->Finalize();
|
|
|
|
if (!optionalShaderOptions)
|
|
{
|
|
optionalShaderOptions = RPI::ShaderOptionGroupLayout::Create();
|
|
optionalShaderOptions->Finalize();
|
|
}
|
|
|
|
ShaderAssetCreator shaderAssetCreator;
|
|
shaderAssetCreator.Begin(shaderAssetId);
|
|
|
|
shaderAssetCreator.SetDrawListName(Name{"depth"});
|
|
if (optionalMaterialSrg.IsReady())
|
|
{
|
|
shaderAssetCreator.AddShaderResourceGroupAsset(optionalMaterialSrg);
|
|
}
|
|
shaderAssetCreator.SetShaderOptionGroupLayout(optionalShaderOptions);
|
|
|
|
shaderAssetCreator.BeginAPI(RHI::Factory::Get().GetType());
|
|
|
|
RHI::ShaderStageAttributeMapList attributeMaps;
|
|
attributeMaps.resize(RHI::ShaderStageCount);
|
|
shaderAssetCreator.SetShaderStageAttributeMapList(attributeMaps);
|
|
|
|
ShaderVariantAssetCreator shaderVariantAssetCreator;
|
|
shaderVariantAssetCreator.Begin(Uuid::CreateRandom(), RPI::ShaderVariantId(), RootShaderVariantStableId, optionalShaderOptions.get());
|
|
|
|
RHI::Ptr<RHI::ShaderStageFunction> shaderStageFunction = aznew StubRHI::ShaderStageFunction;
|
|
shaderVariantAssetCreator.SetShaderFunction(RHI::ShaderStage::Vertex, shaderStageFunction);
|
|
|
|
Data::Asset<ShaderVariantAsset> shaderVariantAsset;
|
|
EXPECT_TRUE(shaderVariantAssetCreator.End(shaderVariantAsset));
|
|
|
|
shaderAssetCreator.SetRootShaderVariantAsset(shaderVariantAsset);
|
|
shaderAssetCreator.SetPipelineLayout(pipelineLayoutDescriptor);
|
|
|
|
EXPECT_TRUE(shaderAssetCreator.EndAPI());
|
|
EXPECT_TRUE(shaderAssetCreator.End(shaderAsset));
|
|
|
|
return shaderAsset;
|
|
}
|
|
|
|
}
|