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134 lines
5.6 KiB
C++
134 lines
5.6 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.Reflect/Shader/ShaderVariantAsset.h>
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#include <AzCore/Casting/numeric_cast.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/std/algorithm.h>
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#include <Atom/RHI.Reflect/ShaderStageFunction.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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uint32_t ShaderVariantAsset::MakeAssetProductSubId(
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uint32_t rhiApiUniqueIndex, ShaderVariantStableId variantStableId, uint32_t subProductType)
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{
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static constexpr uint32_t RhiIndexBitPosition = 30;
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static constexpr uint32_t RhiIndexNumBits = 32 - RhiIndexBitPosition;
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static constexpr uint32_t RhiIndexMaxValue = (1 << RhiIndexNumBits) - 1;
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static constexpr uint32_t SubProductTypeBitPosition = 17;
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static constexpr uint32_t SubProductTypeNumBits = RhiIndexBitPosition - SubProductTypeBitPosition;
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static constexpr uint32_t SubProductTypeMaxValue = (1 << SubProductTypeNumBits) - 1;
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static constexpr uint32_t StableIdBitPosition = 0;
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static constexpr uint32_t StableIdNumBits = SubProductTypeBitPosition - StableIdBitPosition;
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static constexpr uint32_t StableIdMaxValue = (1 << StableIdNumBits) - 1;
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static_assert(RhiIndexMaxValue == RHI::Limits::APIType::PerPlatformApiUniqueIndexMax);
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// The 2 Most significant bits encode the the RHI::API unique index.
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AZ_Assert(rhiApiUniqueIndex <= RhiIndexMaxValue, "Invalid rhiApiUniqueIndex [%u]", rhiApiUniqueIndex);
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AZ_Assert(subProductType <= SubProductTypeMaxValue, "Invalid subProductType [%u]", subProductType);
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AZ_Assert(variantStableId.GetIndex() <= StableIdMaxValue, "Invalid variantStableId [%u]", variantStableId.GetIndex());
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const uint32_t assetProductSubId = (rhiApiUniqueIndex << RhiIndexBitPosition) |
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(subProductType << SubProductTypeBitPosition) |
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(variantStableId.GetIndex() << StableIdBitPosition);
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return assetProductSubId;
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}
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void ShaderVariantAsset::Reflect(ReflectContext* context)
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{
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if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
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{
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serializeContext->Class<ShaderVariantAsset, AZ::Data::AssetData>()
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->Version(3)
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->Field("StableId", &ShaderVariantAsset::m_stableId)
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->Field("ShaderVariantId", &ShaderVariantAsset::m_shaderVariantId)
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->Field("IsFullyBaked", &ShaderVariantAsset::m_isFullyBaked)
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->Field("InputContract", &ShaderVariantAsset::m_inputContract)
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->Field("OutputContract", &ShaderVariantAsset::m_outputContract)
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->Field("RenderStates", &ShaderVariantAsset::m_renderStates)
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->Field("FunctionsByStage", &ShaderVariantAsset::m_functionsByStage)
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->Field("shaderAssetBuildTimestamp", &ShaderVariantAsset::m_shaderAssetBuildTimestamp)
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;
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}
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}
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AZStd::sys_time_t ShaderVariantAsset::GetShaderAssetBuildTimestamp() const
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{
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return m_shaderAssetBuildTimestamp;
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}
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const RHI::ShaderStageFunction* ShaderVariantAsset::GetShaderStageFunction(RHI::ShaderStage shaderStage) const
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{
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return m_functionsByStage[static_cast<size_t>(shaderStage)].get();
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}
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const ShaderInputContract& ShaderVariantAsset::GetInputContract() const
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{
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return m_inputContract;
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}
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const ShaderOutputContract& ShaderVariantAsset::GetOutputContract() const
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{
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return m_outputContract;
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}
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const RHI::RenderStates& ShaderVariantAsset::GetRenderStates() const
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{
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return m_renderStates;
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}
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bool ShaderVariantAsset::IsFullyBaked() const
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{
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return m_isFullyBaked;
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}
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void ShaderVariantAsset::SetReady()
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{
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m_status = AssetStatus::Ready;
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}
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bool ShaderVariantAsset::FinalizeAfterLoad()
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{
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return true;
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}
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ShaderVariantAssetHandler::LoadResult ShaderVariantAssetHandler::LoadAssetData(const Data::Asset<Data::AssetData>& asset, AZStd::shared_ptr<Data::AssetDataStream> stream, const AZ::Data::AssetFilterCB& assetLoadFilterCB)
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{
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if (Base::LoadAssetData(asset, stream, assetLoadFilterCB) == LoadResult::LoadComplete)
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{
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return PostLoadInit(asset) ? LoadResult::LoadComplete : LoadResult::Error;
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}
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return LoadResult::Error;
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}
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bool ShaderVariantAssetHandler::PostLoadInit(const Data::Asset<Data::AssetData>& asset)
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{
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if (ShaderVariantAsset* shaderVariantAsset = asset.GetAs<ShaderVariantAsset>())
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{
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if (!shaderVariantAsset->FinalizeAfterLoad())
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{
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AZ_Error("ShaderVariantAssetHandler", false, "Shader asset failed to finalize.");
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return false;
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}
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return true;
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}
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return false;
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}
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} // namespace RPI
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} // namespace AZ
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