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o3de/Gems/Atom/RPI/Code/Source/RPI.Edit/Shader/ShaderVariantAssetCreator.cpp

165 lines
5.7 KiB
C++

/*
* 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 <Atom/RPI.Edit/Shader/ShaderVariantAssetCreator.h>
#include <AzCore/Utils/TypeHash.h>
#include <Atom/RPI.Reflect/Shader/ShaderInputContract.h>
#include <Atom/RPI.Reflect/Shader/ShaderOutputContract.h>
#include <Atom/RPI.Reflect/Shader/ShaderOptionGroup.h>
namespace AZ
{
namespace RPI
{
void ShaderVariantAssetCreator::Begin(const AZ::Data::AssetId& assetId, const ShaderVariantId& shaderVariantId, RPI::ShaderVariantStableId stableId, const ShaderOptionGroupLayout* shaderOptionGroupLayout)
{
BeginCommon(assetId);
if (ValidateIsReady())
{
m_asset->m_stableId = stableId;
m_asset->m_shaderVariantId = shaderVariantId;
if (shaderOptionGroupLayout)
{
ShaderOptionGroup shaderOptions{shaderOptionGroupLayout, shaderVariantId};
m_asset->m_isFullyBaked = shaderOptions.IsFullySpecified();
}
else if(shaderVariantId.m_mask.any())
{
ReportError("ShaderVariantId is not empty, but no ShaderOptionGroupLayout was provided");
}
}
}
bool ShaderVariantAssetCreator::End(Data::Asset<ShaderVariantAsset>& result)
{
if (!ValidateIsReady())
{
return false;
}
if (!m_asset->FinalizeAfterLoad())
{
ReportError("Failed to finalize the ShaderResourceGroupAsset.");
return false;
}
bool foundDrawFunctions = false;
bool foundDispatchFunctions = false;
if (m_asset->GetShaderStageFunction(RHI::ShaderStage::Vertex) ||
m_asset->GetShaderStageFunction(RHI::ShaderStage::Tessellation) ||
m_asset->GetShaderStageFunction(RHI::ShaderStage::Fragment))
{
foundDrawFunctions = true;
}
if (m_asset->GetShaderStageFunction(RHI::ShaderStage::Compute))
{
foundDispatchFunctions = true;
}
if (foundDrawFunctions && foundDispatchFunctions)
{
ReportError("ShaderVariant contains both Draw functions and Dispatch functions.");
return false;
}
if (m_asset->GetShaderStageFunction(RHI::ShaderStage::Fragment) &&
!m_asset->GetShaderStageFunction(RHI::ShaderStage::Vertex))
{
ReportError("Shader Variant with StableId '%u' has a fragment function but no vertex function.", m_asset->m_stableId);
return false;
}
if (m_asset->GetShaderStageFunction(RHI::ShaderStage::Tessellation) &&
!m_asset->GetShaderStageFunction(RHI::ShaderStage::Vertex))
{
ReportError("Shader Variant with StableId '%u' has a tessellation function but no vertex function.", m_asset->m_stableId);
return false;
}
const ShaderInputContract& shaderInputContract = m_asset->m_inputContract;
// Validate that each stream ID appears only once.
for (const auto& channel : shaderInputContract.m_streamChannels)
{
int count = 0;
for (const auto& searchChannel : shaderInputContract.m_streamChannels)
{
if (channel.m_semantic == searchChannel.m_semantic)
{
++count;
}
}
if (count > 1)
{
ReportError("Input stream channel '%s' appears multiple times. For Shader Variant with StableId '%u' ",
channel.m_semantic.ToString().c_str(), m_asset->m_stableId);
return false;
}
}
m_asset->SetReady();
return EndCommon(result);
}
/////////////////////////////////////////////////////////////////////
// Methods for all shader variant types
void ShaderVariantAssetCreator::SetShaderAssetBuildTimestamp(AZStd::sys_time_t shaderAssetBuildTimestamp)
{
if (ValidateIsReady())
{
m_asset->m_shaderAssetBuildTimestamp = shaderAssetBuildTimestamp;
}
}
void ShaderVariantAssetCreator::SetShaderFunction(RHI::ShaderStage shaderStage, RHI::Ptr<RHI::ShaderStageFunction> shaderStageFunction)
{
if (ValidateIsReady())
{
m_asset->m_functionsByStage[static_cast<size_t>(shaderStage)] = shaderStageFunction;
}
}
/////////////////////////////////////////////////////////////////////
// Methods for PipelineStateType::Draw variants.
void ShaderVariantAssetCreator::SetInputContract(const ShaderInputContract& contract)
{
if (ValidateIsReady())
{
m_asset->m_inputContract = contract;
}
}
void ShaderVariantAssetCreator::SetOutputContract(const ShaderOutputContract& contract)
{
if (ValidateIsReady())
{
m_asset->m_outputContract = contract;
}
}
void ShaderVariantAssetCreator::SetRenderStates(const RHI::RenderStates& renderStates)
{
if (ValidateIsReady())
{
m_asset->m_renderStates = renderStates;
}
}
} // namespace RPI
} // namespace AZ