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o3de/Gems/Atom/RPI/Code/Source/RPI.Edit/Shader/ShaderVariantAssetCreator2.cpp

113 lines
3.9 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 <Atom/RPI.Edit/Shader/ShaderVariantAssetCreator2.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 ShaderVariantAssetCreator2::Begin(const AZ::Data::AssetId& assetId, const ShaderVariantId& shaderVariantId, RPI::ShaderVariantStableId stableId, bool isFullyBaked)
{
BeginCommon(assetId);
if (ValidateIsReady())
{
m_asset->m_stableId = stableId;
m_asset->m_shaderVariantId = shaderVariantId;
m_asset->m_isFullyBaked = isFullyBaked;
}
}
bool ShaderVariantAssetCreator2::End(Data::Asset<ShaderVariantAsset2>& 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;
}
m_asset->SetReady();
return EndCommon(result);
}
/////////////////////////////////////////////////////////////////////
// Methods for all shader variant types
void ShaderVariantAssetCreator2::SetBuildTimestamp(AZStd::sys_time_t buildTimestamp)
{
if (ValidateIsReady())
{
m_asset->m_buildTimestamp = buildTimestamp;
}
}
void ShaderVariantAssetCreator2::SetShaderFunction(RHI::ShaderStage shaderStage, RHI::Ptr<RHI::ShaderStageFunction> shaderStageFunction)
{
if (ValidateIsReady())
{
m_asset->m_functionsByStage[static_cast<size_t>(shaderStage)] = shaderStageFunction;
}
}
} // namespace RPI
} // namespace AZ