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o3de/Gems/Atom/RPI/Code/Source/RPI.Reflect/Shader/ShaderVariantAsset2.cpp

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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.Reflect/Shader/ShaderVariantAsset2.h>
#include <AzCore/Casting/numeric_cast.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/std/algorithm.h>
#include <Atom/RPI.Reflect/Shader/ShaderCommonTypes.h>
#include <Atom/RHI.Reflect/ShaderStageFunction.h>
#include <Atom/RHI.Reflect/Limits.h>
namespace AZ
{
namespace RPI
{
uint32_t ShaderVariantAsset2::MakeAssetProductSubId(
uint32_t rhiApiUniqueIndex, uint32_t supervariantIndex, ShaderVariantStableId variantStableId, uint32_t subProductType)
{
static constexpr uint32_t SubProductTypeBitPosition = 17;
static constexpr uint32_t SubProductTypeNumBits = SupervariantIndexBitPosition - SubProductTypeBitPosition;
static constexpr uint32_t SubProductTypeMaxValue = (1 << SubProductTypeNumBits) - 1;
static constexpr uint32_t StableIdBitPosition = 0;
static constexpr uint32_t StableIdNumBits = SubProductTypeBitPosition - StableIdBitPosition;
static constexpr uint32_t StableIdMaxValue = (1 << StableIdNumBits) - 1;
static_assert(RhiIndexMaxValue == RHI::Limits::APIType::PerPlatformApiUniqueIndexMax);
// The 2 Most significant bits encode the the RHI::API unique index.
AZ_Assert(rhiApiUniqueIndex <= RhiIndexMaxValue, "Invalid rhiApiUniqueIndex [%u]", rhiApiUniqueIndex);
AZ_Assert(supervariantIndex <= SupervariantIndexMaxValue, "Invalid supervariantIndex [%u]", supervariantIndex);
AZ_Assert(subProductType <= SubProductTypeMaxValue, "Invalid subProductType [%u]", subProductType);
AZ_Assert(variantStableId.GetIndex() <= StableIdMaxValue, "Invalid variantStableId [%u]", variantStableId.GetIndex());
const uint32_t assetProductSubId = (rhiApiUniqueIndex << RhiIndexBitPosition) |
(supervariantIndex << SupervariantIndexBitPosition) | (subProductType << SubProductTypeBitPosition) |
(variantStableId.GetIndex() << StableIdBitPosition);
return assetProductSubId;
}
void ShaderVariantAsset2::Reflect(ReflectContext* context)
{
if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
{
serializeContext->Class<ShaderVariantAsset2, AZ::Data::AssetData>()
->Version(1)
->Field("StableId", &ShaderVariantAsset2::m_stableId)
->Field("ShaderVariantId", &ShaderVariantAsset2::m_shaderVariantId)
->Field("IsFullyBaked", &ShaderVariantAsset2::m_isFullyBaked)
->Field("FunctionsByStage", &ShaderVariantAsset2::m_functionsByStage)
->Field("BuildTimestamp", &ShaderVariantAsset2::m_buildTimestamp)
;
}
}
AZStd::sys_time_t ShaderVariantAsset2::GetBuildTimestamp() const
{
return m_buildTimestamp;
}
const RHI::ShaderStageFunction* ShaderVariantAsset2::GetShaderStageFunction(RHI::ShaderStage shaderStage) const
{
return m_functionsByStage[static_cast<size_t>(shaderStage)].get();
}
bool ShaderVariantAsset2::IsFullyBaked() const
{
return m_isFullyBaked;
}
void ShaderVariantAsset2::SetReady()
{
m_status = AssetStatus::Ready;
}
bool ShaderVariantAsset2::FinalizeAfterLoad()
{
return true;
}
ShaderVariantAssetHandler2::LoadResult ShaderVariantAssetHandler2::LoadAssetData(const Data::Asset<Data::AssetData>& asset, AZStd::shared_ptr<Data::AssetDataStream> stream, const AZ::Data::AssetFilterCB& assetLoadFilterCB)
{
if (Base::LoadAssetData(asset, stream, assetLoadFilterCB) == LoadResult::LoadComplete)
{
return PostLoadInit(asset) ? LoadResult::LoadComplete : LoadResult::Error;
}
return LoadResult::Error;
}
bool ShaderVariantAssetHandler2::PostLoadInit(const Data::Asset<Data::AssetData>& asset)
{
if (ShaderVariantAsset2* shaderVariantAsset = asset.GetAs<ShaderVariantAsset2>())
{
if (!shaderVariantAsset->FinalizeAfterLoad())
{
AZ_Error("ShaderVariantAssetHandler", false, "Shader asset failed to finalize.");
return false;
}
return true;
}
return false;
}
} // namespace RPI
} // namespace AZ