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o3de/Gems/Atom/Asset/Shader/Code/Source/Editor/AzslShaderBuilderSystemComp...

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