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113 lines
3.9 KiB
C++
113 lines
3.9 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 <Atom/RPI.Edit/Shader/ShaderVariantAssetCreator2.h>
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#include <AzCore/Utils/TypeHash.h>
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#include <Atom/RPI.Reflect/Shader/ShaderInputContract.h>
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#include <Atom/RPI.Reflect/Shader/ShaderOutputContract.h>
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#include <Atom/RPI.Reflect/Shader/ShaderOptionGroup.h>
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namespace AZ
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{
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namespace RPI
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{
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void ShaderVariantAssetCreator2::Begin(const AZ::Data::AssetId& assetId, const ShaderVariantId& shaderVariantId, RPI::ShaderVariantStableId stableId, bool isFullyBaked)
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{
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BeginCommon(assetId);
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if (ValidateIsReady())
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{
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m_asset->m_stableId = stableId;
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m_asset->m_shaderVariantId = shaderVariantId;
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m_asset->m_isFullyBaked = isFullyBaked;
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}
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}
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bool ShaderVariantAssetCreator2::End(Data::Asset<ShaderVariantAsset2>& result)
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{
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if (!ValidateIsReady())
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{
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return false;
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}
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if (!m_asset->FinalizeAfterLoad())
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{
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ReportError("Failed to finalize the ShaderResourceGroupAsset.");
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return false;
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}
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bool foundDrawFunctions = false;
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bool foundDispatchFunctions = false;
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if (m_asset->GetShaderStageFunction(RHI::ShaderStage::Vertex) ||
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m_asset->GetShaderStageFunction(RHI::ShaderStage::Tessellation) ||
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m_asset->GetShaderStageFunction(RHI::ShaderStage::Fragment))
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{
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foundDrawFunctions = true;
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}
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if (m_asset->GetShaderStageFunction(RHI::ShaderStage::Compute))
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{
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foundDispatchFunctions = true;
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}
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if (foundDrawFunctions && foundDispatchFunctions)
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{
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ReportError("ShaderVariant contains both Draw functions and Dispatch functions.");
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return false;
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}
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if (m_asset->GetShaderStageFunction(RHI::ShaderStage::Fragment) &&
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!m_asset->GetShaderStageFunction(RHI::ShaderStage::Vertex))
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{
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ReportError("Shader Variant with StableId '%u' has a fragment function but no vertex function.", m_asset->m_stableId);
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return false;
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}
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if (m_asset->GetShaderStageFunction(RHI::ShaderStage::Tessellation) &&
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!m_asset->GetShaderStageFunction(RHI::ShaderStage::Vertex))
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{
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ReportError("Shader Variant with StableId '%u' has a tessellation function but no vertex function.", m_asset->m_stableId);
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return false;
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}
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m_asset->SetReady();
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return EndCommon(result);
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}
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/////////////////////////////////////////////////////////////////////
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// Methods for all shader variant types
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void ShaderVariantAssetCreator2::SetBuildTimestamp(AZStd::sys_time_t buildTimestamp)
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{
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if (ValidateIsReady())
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{
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m_asset->m_buildTimestamp = buildTimestamp;
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}
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}
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void ShaderVariantAssetCreator2::SetShaderFunction(RHI::ShaderStage shaderStage, RHI::Ptr<RHI::ShaderStageFunction> shaderStageFunction)
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{
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if (ValidateIsReady())
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{
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m_asset->m_functionsByStage[static_cast<size_t>(shaderStage)] = shaderStageFunction;
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}
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}
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} // namespace RPI
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} // namespace AZ
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