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252 lines
16 KiB
C++
252 lines
16 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <AzslShaderBuilderSystemComponent.h>
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#include <AssetBuilderSDK/AssetBuilderSDK.h>
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#include <AssetBuilderSDK/AssetBuilderBusses.h>
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#include <Atom/RHI.Edit/ShaderPlatformInterface.h>
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#include <Atom/RHI.Edit/Utils.h>
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#include <Atom/RPI.Reflect/Asset/AssetHandler.h>
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#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
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#include <Atom/RPI.Edit/Shader/ShaderSourceData.h>
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#include <Atom/RPI.Edit/Shader/ShaderVariantListSourceData.h>
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#include <Atom/RPI.Reflect/Shader/ShaderResourceGroupAsset.h>
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#include <AzToolsFramework/ToolsComponents/ToolsAssetCatalogBus.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <CommonFiles/Preprocessor.h>
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#include <CommonFiles/GlobalBuildOptions.h>
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#include <Editor/AtomShaderCapabilitiesConfigFile.h>
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namespace AZ
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{
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namespace ShaderBuilder
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{
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void AzslShaderBuilderSystemComponent::Reflect(ReflectContext* context)
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{
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if (SerializeContext* serialize = azrtti_cast<SerializeContext*>(context))
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{
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serialize->Class<AzslShaderBuilderSystemComponent, Component>()
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->Version(0)
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->Attribute(Edit::Attributes::SystemComponentTags, AZStd::vector<Crc32>({ AssetBuilderSDK::ComponentTags::AssetBuilder }))
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;
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}
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PreprocessorOptions::Reflect(context);
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RHI::ShaderCompilerProfiling::Reflect(context);
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AtomShaderConfig::CapabilitiesConfigFile::Reflect(context);
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GlobalBuildOptions::Reflect(context);
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RHI::ShaderCompilerArguments::Reflect(context);
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}
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void AzslShaderBuilderSystemComponent::GetProvidedServices(ComponentDescriptor::DependencyArrayType& provided)
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{
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provided.push_back(AZ_CRC("AzslShaderBuilderService", 0x09315a40));
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}
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void AzslShaderBuilderSystemComponent::GetIncompatibleServices(ComponentDescriptor::DependencyArrayType& incompatible)
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{
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incompatible.push_back(AZ_CRC("AzslShaderBuilderService", 0x09315a40));
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}
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void AzslShaderBuilderSystemComponent::GetRequiredServices(ComponentDescriptor::DependencyArrayType& required)
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{
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(void)required;
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}
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void AzslShaderBuilderSystemComponent::GetDependentServices(ComponentDescriptor::DependencyArrayType& dependent)
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{
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dependent.push_back(AZ_CRC("AssetCatalogService", 0xc68ffc57));
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}
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void AzslShaderBuilderSystemComponent::Init()
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{
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}
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void AzslShaderBuilderSystemComponent::Activate()
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{
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RHI::ShaderPlatformInterfaceRegisterBus::Handler::BusConnect();
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ShaderPlatformInterfaceRequestBus::Handler::BusConnect();
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// Register AZSL's compilation products Builder
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AssetBuilderSDK::AssetBuilderDesc azslBuilderDescriptor;
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azslBuilderDescriptor.m_name = "AZSL Builder";
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azslBuilderDescriptor.m_version = 8; // ATOM-15276
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// register all extensions thay may carry azsl code. header. main shader. or SRG
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azslBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern(AZStd::string::format("*.%s", RPI::ShaderSourceData::Extension), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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azslBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern("*.azsl", AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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azslBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern("*.azsli", AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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azslBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern(AZStd::string::format("*.%s", SrgLayoutBuilder::MergedPartialSrgsExtension), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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azslBuilderDescriptor.m_busId = AzslBuilder::GetUUID();
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azslBuilderDescriptor.m_createJobFunction = AZStd::bind(&AzslBuilder::CreateJobs, &m_azslBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
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azslBuilderDescriptor.m_processJobFunction = AZStd::bind(&AzslBuilder::ProcessJob, &m_azslBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
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m_azslBuilder.BusConnect(azslBuilderDescriptor.m_busId);
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AssetBuilderSDK::AssetBuilderBus::Broadcast(&AssetBuilderSDK::AssetBuilderBus::Handler::RegisterBuilderInformation, azslBuilderDescriptor);
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// Register Shader Resource Group Layout Builder
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AssetBuilderSDK::AssetBuilderDesc srgLayoutBuilderDescriptor;
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srgLayoutBuilderDescriptor.m_name = "Shader Resource Group Layout Builder";
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srgLayoutBuilderDescriptor.m_version = 55; // ATOM-15276
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srgLayoutBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern("*.azsl", AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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srgLayoutBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern("*.azsli", AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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srgLayoutBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern(AZStd::string::format("*.%s", SrgLayoutBuilder::MergedPartialSrgsExtension), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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srgLayoutBuilderDescriptor.m_busId = SrgLayoutBuilder::GetUUID();
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srgLayoutBuilderDescriptor.m_createJobFunction = AZStd::bind(&SrgLayoutBuilder::CreateJobs, &m_srgLayoutBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
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srgLayoutBuilderDescriptor.m_processJobFunction = AZStd::bind(&SrgLayoutBuilder::ProcessJob, &m_srgLayoutBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
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m_srgLayoutBuilder.BusConnect(srgLayoutBuilderDescriptor.m_busId);
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AssetBuilderSDK::AssetBuilderBus::Broadcast(&AssetBuilderSDK::AssetBuilderBus::Handler::RegisterBuilderInformation, srgLayoutBuilderDescriptor);
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m_srgLayoutBuilder.Activate();
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// Register Shader Asset Builder
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AssetBuilderSDK::AssetBuilderDesc shaderAssetBuilderDescriptor;
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shaderAssetBuilderDescriptor.m_name = "Shader Asset Builder";
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shaderAssetBuilderDescriptor.m_version = 99; // ATOM-15276
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// .shader file changes trigger rebuilds
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shaderAssetBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern( AZStd::string::format("*.%s", RPI::ShaderSourceData::Extension), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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shaderAssetBuilderDescriptor.m_busId = azrtti_typeid<ShaderAssetBuilder>();
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shaderAssetBuilderDescriptor.m_createJobFunction = AZStd::bind(&ShaderAssetBuilder::CreateJobs, &m_shaderAssetBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
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shaderAssetBuilderDescriptor.m_processJobFunction = AZStd::bind(&ShaderAssetBuilder::ProcessJob, &m_shaderAssetBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
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m_shaderAssetBuilder.BusConnect(shaderAssetBuilderDescriptor.m_busId);
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AssetBuilderSDK::AssetBuilderBus::Broadcast(&AssetBuilderSDK::AssetBuilderBus::Handler::RegisterBuilderInformation, shaderAssetBuilderDescriptor);
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// Register Shader Variant Asset Builder
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AssetBuilderSDK::AssetBuilderDesc shaderVariantAssetBuilderDescriptor;
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shaderVariantAssetBuilderDescriptor.m_name = "Shader Variant Asset Builder";
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// Both "Shader Variant Asset Builder" and "Shader Asset Builder" produce ShaderVariantAsset products. If you update
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// ShaderVariantAsset you will need to update BOTH version numbers, not just "Shader Variant Asset Builder".
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shaderVariantAssetBuilderDescriptor.m_version = 20; // ATOM-15276
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shaderVariantAssetBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern(AZStd::string::format("*.%s", RPI::ShaderVariantListSourceData::Extension), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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shaderVariantAssetBuilderDescriptor.m_busId = azrtti_typeid<ShaderVariantAssetBuilder>();
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shaderVariantAssetBuilderDescriptor.m_createJobFunction = AZStd::bind(&ShaderVariantAssetBuilder::CreateJobs, &m_shaderVariantAssetBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
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shaderVariantAssetBuilderDescriptor.m_processJobFunction = AZStd::bind(&ShaderVariantAssetBuilder::ProcessJob, &m_shaderVariantAssetBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
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m_shaderVariantAssetBuilder.BusConnect(shaderVariantAssetBuilderDescriptor.m_busId);
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AssetBuilderSDK::AssetBuilderBus::Broadcast(&AssetBuilderSDK::AssetBuilderBus::Handler::RegisterBuilderInformation, shaderVariantAssetBuilderDescriptor);
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// Register Precompiled Shader Builder
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AssetBuilderSDK::AssetBuilderDesc precompiledShaderBuilderDescriptor;
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precompiledShaderBuilderDescriptor.m_name = "Precompiled Shader Builder";
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precompiledShaderBuilderDescriptor.m_version = 8; // ATOM-15276
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precompiledShaderBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern(AZStd::string::format("*.%s", AZ::PrecompiledShaderBuilder::Extension), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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precompiledShaderBuilderDescriptor.m_busId = azrtti_typeid<PrecompiledShaderBuilder>();
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precompiledShaderBuilderDescriptor.m_createJobFunction = AZStd::bind(&PrecompiledShaderBuilder::CreateJobs, &m_precompiledShaderBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
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precompiledShaderBuilderDescriptor.m_processJobFunction = AZStd::bind(&PrecompiledShaderBuilder::ProcessJob, &m_precompiledShaderBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
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m_precompiledShaderBuilder.BusConnect(precompiledShaderBuilderDescriptor.m_busId);
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AssetBuilderSDK::AssetBuilderBus::Broadcast(&AssetBuilderSDK::AssetBuilderBus::Handler::RegisterBuilderInformation, precompiledShaderBuilderDescriptor);
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// Register Shader Asset Builder 2
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AssetBuilderSDK::AssetBuilderDesc shaderAssetBuilder2Descriptor;
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shaderAssetBuilder2Descriptor.m_name = "Shader Asset Builder 2";
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shaderAssetBuilder2Descriptor.m_version = 1; // ATOM-15276
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// .shader2 file changes trigger rebuilds
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shaderAssetBuilder2Descriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern(
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AZStd::string::format("*.%s", RPI::ShaderSourceData::Extension2),
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AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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shaderAssetBuilder2Descriptor.m_busId = azrtti_typeid<ShaderAssetBuilder2>();
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shaderAssetBuilder2Descriptor.m_createJobFunction =
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AZStd::bind(&ShaderAssetBuilder2::CreateJobs, &m_shaderAssetBuilder2, AZStd::placeholders::_1, AZStd::placeholders::_2);
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shaderAssetBuilder2Descriptor.m_processJobFunction =
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AZStd::bind(&ShaderAssetBuilder2::ProcessJob, &m_shaderAssetBuilder2, AZStd::placeholders::_1, AZStd::placeholders::_2);
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m_shaderAssetBuilder2.BusConnect(shaderAssetBuilder2Descriptor.m_busId);
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AssetBuilderSDK::AssetBuilderBus::Broadcast(
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&AssetBuilderSDK::AssetBuilderBus::Handler::RegisterBuilderInformation, shaderAssetBuilder2Descriptor);
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// Register Shader Variant Asset Builder 2
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AssetBuilderSDK::AssetBuilderDesc shaderVariantAssetBuilder2Descriptor;
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shaderVariantAssetBuilder2Descriptor.m_name = "Shader Variant Asset Builder 2";
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// Both "Shader Variant Asset Builder" and "Shader Asset Builder" produce ShaderVariantAsset products. If you update
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// ShaderVariantAsset you will need to update BOTH version numbers, not just "Shader Variant Asset Builder".
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shaderVariantAssetBuilder2Descriptor.m_version = 1; // ATOM-15276
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shaderVariantAssetBuilder2Descriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern(
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AZStd::string::format("*.%s", RPI::ShaderVariantListSourceData::Extension2),
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AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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shaderVariantAssetBuilder2Descriptor.m_busId = azrtti_typeid<ShaderVariantAssetBuilder2>();
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shaderVariantAssetBuilder2Descriptor.m_createJobFunction = AZStd::bind(
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&ShaderVariantAssetBuilder2::CreateJobs, &m_shaderVariantAssetBuilder2, AZStd::placeholders::_1, AZStd::placeholders::_2);
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shaderVariantAssetBuilder2Descriptor.m_processJobFunction = AZStd::bind(
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&ShaderVariantAssetBuilder2::ProcessJob, &m_shaderVariantAssetBuilder2, AZStd::placeholders::_1, AZStd::placeholders::_2);
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m_shaderVariantAssetBuilder2.BusConnect(shaderVariantAssetBuilder2Descriptor.m_busId);
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AssetBuilderSDK::AssetBuilderBus::Broadcast(
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&AssetBuilderSDK::AssetBuilderBus::Handler::RegisterBuilderInformation, shaderVariantAssetBuilder2Descriptor);
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}
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void AzslShaderBuilderSystemComponent::Deactivate()
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{
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m_shaderAssetBuilder.BusDisconnect();
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m_srgLayoutBuilder.BusDisconnect();
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m_shaderVariantAssetBuilder.BusDisconnect();
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m_precompiledShaderBuilder.BusDisconnect();
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m_shaderAssetBuilder2.BusDisconnect();
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m_shaderVariantAssetBuilder2.BusDisconnect();
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RHI::ShaderPlatformInterfaceRegisterBus::Handler::BusDisconnect();
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ShaderPlatformInterfaceRequestBus::Handler::BusDisconnect();
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}
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void AzslShaderBuilderSystemComponent::RegisterShaderPlatformHandler(RHI::ShaderPlatformInterface* shaderPlatformInterface)
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{
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m_shaderPlatformInterfaces[shaderPlatformInterface->GetAPIType()] = shaderPlatformInterface;
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}
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void AzslShaderBuilderSystemComponent::UnregisterShaderPlatformHandler(RHI::ShaderPlatformInterface* shaderPlatformInterface)
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{
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m_shaderPlatformInterfaces.erase(shaderPlatformInterface->GetAPIType());
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}
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AZStd::vector<RHI::ShaderPlatformInterface*> AzslShaderBuilderSystemComponent::GetShaderPlatformInterface(const AssetBuilderSDK::PlatformInfo& platformInfo)
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{
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//Used to validate that each ShaderPlatformInterface returns a unique index.
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AZStd::unordered_map<uint32_t, Name> apiUniqueIndexToName;
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AZStd::vector<RHI::ShaderPlatformInterface*> results;
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results.reserve(platformInfo.m_tags.size());
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for (const AZStd::string& tag : platformInfo.m_tags)
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{
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// Use the platform tags to find the proper ShaderPlatformInterface
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auto findIt = m_shaderPlatformInterfaces.find(RHI::APIType(tag.c_str()));
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if (findIt != m_shaderPlatformInterfaces.end())
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{
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RHI::ShaderPlatformInterface* rhiApi = findIt->second;
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const uint32_t uniqueIndex = rhiApi->GetAPIUniqueIndex();
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auto uniqueIt = apiUniqueIndexToName.find(uniqueIndex);
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if (uniqueIt != apiUniqueIndexToName.end())
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{
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AZ_Assert(false, "The ShaderPlatformInterface with name [%s] is providing a unique api index [%u] which was already provided by the ShaderPlatformInterface [%s]",
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rhiApi->GetAPIName().GetCStr(), uniqueIndex, uniqueIt->second.GetCStr());
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continue;
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}
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AZ_Assert(uniqueIndex <= RHI::Limits::APIType::PerPlatformApiUniqueIndexMax, "The api index [%u] from ShaderPlatformInterface [%s] is invalid", uniqueIndex, rhiApi->GetAPIName().GetCStr());
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apiUniqueIndexToName[uniqueIndex] = rhiApi->GetAPIName();
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results.push_back(rhiApi);
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}
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}
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return results;
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}
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} // namespace ShaderBuilder
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} // namespace AZ
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