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.
o3de/Gems/Atom/RPI/Code/Tests/Material/MaterialAssetTestUtils.cpp

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;
}
}