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174 lines
6.9 KiB
C++
174 lines
6.9 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.Public/Shader/ShaderSystem.h>
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#include <Atom/RPI.Public/Shader/Shader.h>
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#include <Atom/RPI.Public/Shader/Shader2.h>
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#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
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#include <Atom/RPI.Public/Shader/ShaderResourceGroupPool.h>
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#include <Atom/RPI.Reflect/Asset/AssetHandler.h>
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#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
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#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderAsset2.h>
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#include <Atom/RPI.Reflect/Shader/ShaderOptionGroup.h>
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#include <Atom/RPI.Reflect/Shader/ShaderResourceGroupAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderVariantAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderVariantAsset2.h>
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#include <Atom/RPI.Reflect/Shader/ShaderVariantTreeAsset.h>
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#include <Atom/RPI.Reflect/Shader/PrecompiledShaderAssetSourceData.h>
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#include <AtomCore/Instance/InstanceDatabase.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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static constexpr char ShaderSystemLog[] = "ShaderSystem";
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void ShaderSystem::Reflect(ReflectContext* context)
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{
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ShaderResourceGroupAsset::Reflect(context);
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ShaderOptionDescriptor::Reflect(context);
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ShaderOptionGroupLayout::Reflect(context);
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ShaderOptionGroupHints::Reflect(context);
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ShaderOptionGroup::Reflect(context);
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ShaderVariantId::Reflect(context);
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ShaderVariantStableId::Reflect(context);
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ShaderAsset::Reflect(context);
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ShaderAsset2::Reflect(context);
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ShaderInputContract::Reflect(context);
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ShaderOutputContract::Reflect(context);
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ShaderVariantAsset::Reflect(context);
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ShaderVariantAsset2::Reflect(context);
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ShaderVariantTreeAsset::Reflect(context);
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ReflectShaderStageType(context);
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PrecompiledShaderAssetSourceData::Reflect(context);
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}
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ShaderSystemInterface* ShaderSystemInterface::Get()
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{
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return Interface<ShaderSystemInterface>::Get();
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}
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void ShaderSystem::GetAssetHandlers(AssetHandlerPtrList& assetHandlers)
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{
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assetHandlers.emplace_back(MakeAssetHandler<ShaderAssetHandler>());
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assetHandlers.emplace_back(MakeAssetHandler<ShaderAssetHandler2>());
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assetHandlers.emplace_back(MakeAssetHandler<ShaderResourceGroupAssetHandler>());
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assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantAssetHandler>());
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assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantAssetHandler2>());
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assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantTreeAssetHandler>());
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}
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void ShaderSystem::Init()
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{
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m_shaderVariantAsyncLoader.Init();
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Interface<ShaderSystemInterface>::Register(this);
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{
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Data::InstanceHandler<Shader> handler;
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handler.m_createFunction = [](Data::AssetData* shaderAsset)
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{
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return Shader::CreateInternal(*(azrtti_cast<ShaderAsset*>(shaderAsset)));
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};
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Data::InstanceDatabase<Shader>::Create(azrtti_typeid<ShaderAsset>(), handler);
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}
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{
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Data::InstanceHandler<Shader2> handler;
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handler.m_createFunction = [](Data::AssetData* shaderAsset) {
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return Shader2::CreateInternal(*(azrtti_cast<ShaderAsset2*>(shaderAsset)));
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};
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Data::InstanceDatabase<Shader2>::Create(azrtti_typeid<ShaderAsset2>(), handler);
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}
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{
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Data::InstanceHandler<ShaderResourceGroup> handler;
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handler.m_createFunction = [](Data::AssetData* srgAsset)
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{
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return ShaderResourceGroup::CreateInternal(*(azrtti_cast<ShaderResourceGroupAsset*>(srgAsset)));
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};
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Data::InstanceDatabase<ShaderResourceGroup>::Create(azrtti_typeid<ShaderResourceGroupAsset>(), handler);
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}
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{
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Data::InstanceHandler<ShaderResourceGroupPool> handler;
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handler.m_createFunction = [](Data::AssetData* srgAsset)
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{
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return ShaderResourceGroupPool::CreateInternal(*(azrtti_cast<ShaderResourceGroupAsset*>(srgAsset)));
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};
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Data::InstanceDatabase<ShaderResourceGroupPool>::Create(azrtti_typeid<ShaderResourceGroupAsset>(), handler);
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}
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}
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void ShaderSystem::Shutdown()
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{
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Data::InstanceDatabase<Shader>::Destroy();
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Data::InstanceDatabase<Shader2>::Destroy();
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Data::InstanceDatabase<ShaderResourceGroup>::Destroy();
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Data::InstanceDatabase<ShaderResourceGroupPool>::Destroy();
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Interface<ShaderSystemInterface>::Unregister(this);
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m_shaderVariantAsyncLoader.Shutdown();
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}
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///////////////////////////////////////////////////////////////////
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// ShaderSystemInterface overrides
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void ShaderSystem::SetGlobalShaderOption(const AZ::Name& shaderOptionName, ShaderOptionValue value)
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{
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bool changed = false;
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auto iter = m_globalShaderOptionValues.find(shaderOptionName);
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if (iter == m_globalShaderOptionValues.end())
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{
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changed = true;
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m_globalShaderOptionValues[shaderOptionName] = value;
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}
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else if (iter->second != value)
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{
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iter->second = value;
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changed = true;
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}
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if (changed)
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{
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m_globalShaderOptionUpdatedEvent.Signal(shaderOptionName, AZStd::move(value));
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}
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}
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ShaderOptionValue ShaderSystem::GetGlobalShaderOption(const AZ::Name& shaderOptionName)
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{
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ShaderOptionValue value;
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auto iter = m_globalShaderOptionValues.find(shaderOptionName);
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if (iter != m_globalShaderOptionValues.end())
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{
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value = iter->second;
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}
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return value;
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}
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const ShaderSystem::GlobalShaderOptionMap& ShaderSystem::GetGlobalShaderOptions() const
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{
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return m_globalShaderOptionValues;
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}
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void ShaderSystem::Connect(GlobalShaderOptionUpdatedEvent::Handler& handler)
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{
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handler.Connect(m_globalShaderOptionUpdatedEvent);
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}
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///////////////////////////////////////////////////////////////////
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} // namespace RPI
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} // namespace AZ
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