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o3de/Gems/Atom/RPI/Code/Source/RPI.Public/Shader/ShaderResourceGroup.cpp

624 lines
26 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Atom/RHI.Reflect/ShaderDataMappings.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
#include <AtomCore/Instance/InstanceDatabase.h>
namespace AZ
{
namespace RPI
{
const char* ShaderResourceGroup::s_traceCategoryName = "ShaderResourceGroup";
const Data::Instance<Image> ShaderResourceGroup::s_nullImage;
const Data::Instance<Buffer> ShaderResourceGroup::s_nullBuffer;
Data::InstanceId ShaderResourceGroup::MakeInstanceId(
const Data::Asset<ShaderAsset>& shaderAsset, const SupervariantIndex& supervariantIndex, const AZ::Name& srgName)
{
AZ_Assert(!srgName.IsEmpty(), "Invalid ShaderResourceGroup name");
// Let's find the srg layout with the given name, because it contains the azsl file path of origin
// which is essential to uniquely identify an SRG and avoid redundant copies in memory.
auto srgLayout = shaderAsset->FindShaderResourceGroupLayout(srgName, supervariantIndex);
AZ_Assert(srgLayout != nullptr, "Failed to find SRG with name %s, using supervariantIndex %u from shaderAsset %s", srgName.GetCStr(),
supervariantIndex.GetIndex(), shaderAsset.GetHint().c_str());
AZStd::string idString = AZStd::string::format("%s_%u_%s", srgLayout->GetUniqueId().c_str(), supervariantIndex.GetIndex(), srgName.GetCStr());
return Data::InstanceId::CreateData(idString.data(), idString.size());
}
Data::Instance<ShaderResourceGroup> ShaderResourceGroup::Create(
const Data::Asset<ShaderAsset>& shaderAsset, const AZ::Name& srgName)
{
// retrieve the supervariantIndex by searching for the default supervariant name, this will
// allow the shader asset to properly handle the RPI::ShaderSystem supervariant
SupervariantIndex supervariantIndex = shaderAsset->GetSupervariantIndex(AZ::Name(""));
SrgInitParams initParams{ supervariantIndex, srgName };
auto anyInitParams = AZStd::any(initParams);
return Data::InstanceDatabase<ShaderResourceGroup>::Instance().FindOrCreate(
Data::InstanceId::CreateRandom(), shaderAsset, &anyInitParams);
}
Data::Instance<ShaderResourceGroup> ShaderResourceGroup::Create(
const Data::Asset<ShaderAsset>& shaderAsset, const SupervariantIndex& supervariantIndex, const AZ::Name& srgName)
{
SrgInitParams initParams{ supervariantIndex, srgName };
auto anyInitParams = AZStd::any(initParams);
return Data::InstanceDatabase<ShaderResourceGroup>::Instance().FindOrCreate(
Data::InstanceId::CreateRandom(), shaderAsset, &anyInitParams);
}
Data::Instance<ShaderResourceGroup> ShaderResourceGroup::CreateInternal(ShaderAsset& shaderAsset, const AZStd::any* anySrgInitParams)
{
AZ_Assert(anySrgInitParams, "Invalid SrgInitParams");
auto srgInitParams = AZStd::any_cast<SrgInitParams>(*anySrgInitParams);
Data::Instance<ShaderResourceGroup> srg = aznew ShaderResourceGroup();
const RHI::ResultCode resultCode = srg->Init(shaderAsset, srgInitParams.m_supervariantIndex, srgInitParams.m_srgName);
if (resultCode != RHI::ResultCode::Success)
{
return nullptr;
}
return srg;
}
RHI::ResultCode ShaderResourceGroup::Init(ShaderAsset& shaderAsset, const SupervariantIndex& supervariantIndex, const AZ::Name& srgName)
{
const auto& lay = shaderAsset.FindShaderResourceGroupLayout(srgName, supervariantIndex);
m_layout = lay.get();
if (!m_layout)
{
AZ_Assert(false, "ShaderResourceGroup cannot be initialized due to invalid ShaderResourceGroupLayout");
return RHI::ResultCode::Fail;
}
m_pool = ShaderResourceGroupPool::FindOrCreate(
AZ::Data::Asset<ShaderAsset>(&shaderAsset, AZ::Data::AssetLoadBehavior::PreLoad), supervariantIndex, srgName);
if (!m_pool)
{
return RHI::ResultCode::Fail;
}
m_shaderResourceGroup = m_pool->CreateRHIShaderResourceGroup();
if (!m_shaderResourceGroup)
{
return RHI::ResultCode::Fail;
}
m_shaderResourceGroup->SetName(m_pool->GetRHIPool()->GetName());
m_data = RHI::ShaderResourceGroupData(m_layout);
m_asset = { &shaderAsset, AZ::Data::AssetLoadBehavior::PreLoad };
// The RPI groups match the same dimensions as the RHI group.
m_imageGroup.resize(m_layout->GetGroupSizeForImages());
m_bufferGroup.resize(m_layout->GetGroupSizeForBuffers());
m_isInitialized = true;
return RHI::ResultCode::Success;
}
void ShaderResourceGroup::Compile()
{
m_shaderResourceGroup->Compile(m_data);
//Disable compilation for all resource types as a performance optimization
//No need to re-update SRG data on GPU timeline if nothing was updated.
m_data.DisableCompilationForAllResourceTypes();
}
bool ShaderResourceGroup::IsQueuedForCompile() const
{
return m_shaderResourceGroup->IsQueuedForCompile();
}
RHI::ShaderInputBufferIndex ShaderResourceGroup::FindShaderInputBufferIndex(const Name& name) const
{
return m_layout->FindShaderInputBufferIndex(name);
}
RHI::ShaderInputImageIndex ShaderResourceGroup::FindShaderInputImageIndex(const Name& name) const
{
return m_layout->FindShaderInputImageIndex(name);
}
RHI::ShaderInputSamplerIndex ShaderResourceGroup::FindShaderInputSamplerIndex(const Name& name) const
{
return m_layout->FindShaderInputSamplerIndex(name);
}
RHI::ShaderInputConstantIndex ShaderResourceGroup::FindShaderInputConstantIndex(const Name& name) const
{
return m_layout->FindShaderInputConstantIndex(name);
}
RHI::ShaderInputBufferUnboundedArrayIndex ShaderResourceGroup::FindShaderInputBufferUnboundedArrayIndex(const Name& name) const
{
return m_layout->FindShaderInputBufferUnboundedArrayIndex(name);
}
RHI::ShaderInputImageUnboundedArrayIndex ShaderResourceGroup::FindShaderInputImageUnboundedArrayIndex(const Name& name) const
{
return m_layout->FindShaderInputImageUnboundedArrayIndex(name);
}
//const Data::Asset<ShaderAsset>& ShaderResourceGroup::GetAsset() const
//{
// return m_asset;
//}
const RHI::ShaderResourceGroupLayout* ShaderResourceGroup::GetLayout() const
{
return m_layout;
}
RHI::ShaderResourceGroup* ShaderResourceGroup::GetRHIShaderResourceGroup()
{
return m_shaderResourceGroup.get();
}
bool ShaderResourceGroup::SetShaderVariantKeyFallbackValue(const ShaderVariantKey& shaderKey)
{
uint32_t keySize = GetLayout()->GetShaderVariantKeyFallbackSize();
if (keySize == 0)
{
return false;
}
auto shaderFallbackIndex = GetLayout()->GetShaderVariantKeyFallbackConstantIndex();
if (!shaderFallbackIndex.IsValid())
{
return false;
}
return SetConstantRaw(shaderFallbackIndex, shaderKey.data(), 0, AZStd::min(keySize, (uint32_t) ShaderVariantKeyBitCount) / 8);
}
bool ShaderResourceGroup::HasShaderVariantKeyFallbackEntry() const
{
return GetLayout()->HasShaderVariantKeyFallbackEntry();
}
bool ShaderResourceGroup::SetImage(RHI::ShaderInputNameIndex& inputIndex, const Data::Instance<Image>& image, uint32_t arrayIndex)
{
if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
{
return SetImage(inputIndex.GetImageIndex(), image, arrayIndex);
}
return false;
}
bool ShaderResourceGroup::SetImage(RHI::ShaderInputImageIndex inputIndex, const Data::Instance<Image>& image, uint32_t arrayIndex)
{
const RHI::ImageView* imageView = image ? image->GetImageView() : nullptr;
if (m_data.SetImageView(inputIndex, imageView, arrayIndex))
{
const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
// Track the RPI image entry at the same slot.
m_imageGroup[interval.m_min + arrayIndex] = image;
return true;
}
return false;
}
bool ShaderResourceGroup::SetImageArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::span<const Data::Instance<Image>> images, uint32_t arrayIndex)
{
if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
{
return SetImageArray(inputIndex.GetImageIndex(), images, arrayIndex);
}
return false;
}
bool ShaderResourceGroup::SetImageArray(RHI::ShaderInputImageIndex inputIndex, AZStd::span<const Data::Instance<Image>> images, uint32_t arrayIndex)
{
if (GetLayout()->ValidateAccess(inputIndex, arrayIndex + static_cast<uint32_t>(images.size()) - 1))
{
bool isValidAll = true;
for (size_t i = 0; i < images.size(); ++i)
{
isValidAll &= SetImage(inputIndex, images[i], static_cast<uint32_t>(arrayIndex + i));
}
return isValidAll;
}
return false;
}
const Data::Instance<Image>& ShaderResourceGroup::GetImage(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
{
if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
{
return GetImage(inputIndex.GetImageIndex(), arrayIndex);
}
return s_nullImage;
}
const Data::Instance<Image>& ShaderResourceGroup::GetImage(RHI::ShaderInputImageIndex inputIndex, uint32_t arrayIndex) const
{
if (m_layout->ValidateAccess(inputIndex, arrayIndex))
{
const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
return m_imageGroup[interval.m_min + arrayIndex];
}
return s_nullImage;
}
AZStd::span<const Data::Instance<Image>> ShaderResourceGroup::GetImageArray(RHI::ShaderInputNameIndex& inputIndex) const
{
if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
{
return GetImageArray(inputIndex.GetImageIndex());
}
return {};
}
AZStd::span<const Data::Instance<Image>> ShaderResourceGroup::GetImageArray(RHI::ShaderInputImageIndex inputIndex) const
{
if (m_layout->ValidateAccess(inputIndex, 0))
{
const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
return AZStd::span<const Data::Instance<Image>>(&m_imageGroup[interval.m_min], interval.m_max - interval.m_min);
}
return {};
}
bool ShaderResourceGroup::SetImageView(RHI::ShaderInputNameIndex& inputIndex, const RHI::ImageView* imageView, uint32_t arrayIndex)
{
if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
{
return SetImageView(inputIndex.GetImageIndex(), imageView, arrayIndex);
}
return false;
}
bool ShaderResourceGroup::SetImageView(RHI::ShaderInputImageIndex inputIndex, const RHI::ImageView* imageView, uint32_t arrayIndex)
{
if (m_data.SetImageView(inputIndex, imageView, arrayIndex))
{
const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
// Reset the RPI image entry, since an RHI version now takes precedence.
m_imageGroup[interval.m_min + arrayIndex] = nullptr;
return true;
}
return false;
}
bool ShaderResourceGroup::SetImageViewArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::span<const RHI::ImageView* const> imageViews, uint32_t arrayIndex)
{
if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
{
return SetImageViewArray(inputIndex.GetImageIndex(), imageViews, arrayIndex);
}
return false;
}
bool ShaderResourceGroup::SetImageViewArray(RHI::ShaderInputImageIndex inputIndex, AZStd::span<const RHI::ImageView* const> imageViews, uint32_t arrayIndex)
{
if (GetLayout()->ValidateAccess(inputIndex, arrayIndex + static_cast<uint32_t>(imageViews.size()) - 1))
{
bool isValidAll = true;
for (size_t i = 0; i < imageViews.size(); ++i)
{
isValidAll &= SetImageView(inputIndex, imageViews[i], static_cast<uint32_t>(arrayIndex + i));
}
return isValidAll;
}
return false;
}
bool ShaderResourceGroup::SetImageViewUnboundedArray(RHI::ShaderInputImageUnboundedArrayIndex inputIndex, AZStd::span<const RHI::ImageView* const> imageViews)
{
return m_data.SetImageViewUnboundedArray(inputIndex, imageViews);
}
bool ShaderResourceGroup::SetBufferView(RHI::ShaderInputNameIndex& inputIndex, const RHI::BufferView* bufferView, uint32_t arrayIndex)
{
if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
{
return SetBufferView(inputIndex.GetBufferIndex(), bufferView, arrayIndex);
}
return false;
}
bool ShaderResourceGroup::SetBufferView(RHI::ShaderInputBufferIndex inputIndex, const RHI::BufferView* bufferView, uint32_t arrayIndex)
{
if (m_data.SetBufferView(inputIndex, bufferView, arrayIndex))
{
const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
// Reset the RPI image entry, since an RHI version now takes precedence.
m_bufferGroup[interval.m_min + arrayIndex] = nullptr;
return true;
}
return false;
}
bool ShaderResourceGroup::SetBufferViewArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::span<const RHI::BufferView* const> bufferViews, uint32_t arrayIndex)
{
if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
{
return SetBufferViewArray(inputIndex.GetBufferIndex(), bufferViews, arrayIndex);
}
return false;
}
bool ShaderResourceGroup::SetBufferViewArray(RHI::ShaderInputBufferIndex inputIndex, AZStd::span<const RHI::BufferView* const> bufferViews, uint32_t arrayIndex)
{
if (GetLayout()->ValidateAccess(inputIndex, arrayIndex + static_cast<uint32_t>(bufferViews.size()) - 1))
{
bool isValidAll = true;
for (size_t i = 0; i < bufferViews.size(); ++i)
{
isValidAll &= SetBufferView(inputIndex, bufferViews[i], static_cast<uint32_t>(arrayIndex + i));
}
return isValidAll;
}
return false;
}
bool ShaderResourceGroup::SetBufferViewUnboundedArray(RHI::ShaderInputBufferUnboundedArrayIndex inputIndex, AZStd::span<const RHI::BufferView* const> bufferViews)
{
return m_data.SetBufferViewUnboundedArray(inputIndex, bufferViews);
}
bool ShaderResourceGroup::SetSampler(RHI::ShaderInputNameIndex& inputIndex, const RHI::SamplerState& sampler, uint32_t arrayIndex)
{
if (inputIndex.ValidateOrFindSamplerIndex(GetLayout()))
{
return SetSampler(inputIndex.GetSamplerIndex(), sampler, arrayIndex);
}
return false;
}
bool ShaderResourceGroup::SetSampler(RHI::ShaderInputSamplerIndex inputIndex, const RHI::SamplerState& sampler, uint32_t arrayIndex)
{
return m_data.SetSampler(inputIndex, sampler, arrayIndex);
}
bool ShaderResourceGroup::SetSamplerArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::span<const RHI::SamplerState> samplers, uint32_t arrayIndex)
{
if (inputIndex.ValidateOrFindSamplerIndex(GetLayout()))
{
return SetSamplerArray(inputIndex.GetSamplerIndex(), samplers, arrayIndex);
}
return false;
}
bool ShaderResourceGroup::SetSamplerArray(RHI::ShaderInputSamplerIndex inputIndex, AZStd::span<const RHI::SamplerState> samplers, uint32_t arrayIndex)
{
return m_data.SetSamplerArray(inputIndex, samplers, arrayIndex);
}
bool ShaderResourceGroup::SetConstantRaw(RHI::ShaderInputNameIndex& inputIndex, const void* bytes, uint32_t byteCount)
{
if (inputIndex.ValidateOrFindConstantIndex(GetLayout()))
{
return SetConstantRaw(inputIndex.GetConstantIndex(), bytes, byteCount);
}
return false;
}
bool ShaderResourceGroup::SetConstantRaw(RHI::ShaderInputConstantIndex inputIndex, const void* bytes, uint32_t byteCount)
{
return m_data.SetConstantRaw(inputIndex, bytes, byteCount);
}
bool ShaderResourceGroup::SetConstantRaw(RHI::ShaderInputNameIndex& inputIndex, const void* bytes, uint32_t byteOffset, uint32_t byteCount)
{
if (inputIndex.ValidateOrFindConstantIndex(GetLayout()))
{
return SetConstantRaw(inputIndex.GetConstantIndex(), bytes, byteOffset, byteCount);
}
return false;
}
bool ShaderResourceGroup::SetConstantRaw(RHI::ShaderInputConstantIndex inputIndex, const void* bytes, uint32_t byteOffset, uint32_t byteCount)
{
return m_data.SetConstantRaw(inputIndex, bytes, byteOffset, byteCount);
}
bool ShaderResourceGroup::ApplyDataMappings(const RHI::ShaderDataMappings& mappings)
{
bool success = true;
success = success && ApplyDataMappingArray(mappings.m_colorMappings);
success = success && ApplyDataMappingArray(mappings.m_uintMappings);
success = success && ApplyDataMappingArray(mappings.m_floatMappings);
success = success && ApplyDataMappingArray(mappings.m_float2Mappings);
success = success && ApplyDataMappingArray(mappings.m_float3Mappings);
success = success && ApplyDataMappingArray(mappings.m_float4Mappings);
success = success && ApplyDataMappingArray(mappings.m_matrix3x3Mappings);
success = success && ApplyDataMappingArray(mappings.m_matrix4x4Mappings);
return success;
}
const RHI::ConstPtr<RHI::ImageView>& ShaderResourceGroup::GetImageView(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
{
inputIndex.ValidateOrFindImageIndex(GetLayout());
return GetImageView(inputIndex.GetImageIndex(), arrayIndex);
}
const RHI::ConstPtr<RHI::ImageView>& ShaderResourceGroup::GetImageView(RHI::ShaderInputImageIndex inputIndex, uint32_t arrayIndex) const
{
return m_data.GetImageView(inputIndex, arrayIndex);
}
AZStd::span<const RHI::ConstPtr<RHI::ImageView>> ShaderResourceGroup::GetImageViewArray(RHI::ShaderInputNameIndex& inputIndex) const
{
inputIndex.ValidateOrFindImageIndex(GetLayout());
return GetImageViewArray(inputIndex.GetImageIndex());
}
AZStd::span<const RHI::ConstPtr<RHI::ImageView>> ShaderResourceGroup::GetImageViewArray(RHI::ShaderInputImageIndex inputIndex) const
{
return m_data.GetImageViewArray(inputIndex);
}
const RHI::ConstPtr<RHI::BufferView>& ShaderResourceGroup::GetBufferView(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
{
inputIndex.ValidateOrFindBufferIndex(GetLayout());
return GetBufferView(inputIndex.GetBufferIndex(), arrayIndex);
}
const RHI::ConstPtr<RHI::BufferView>& ShaderResourceGroup::GetBufferView(RHI::ShaderInputBufferIndex inputIndex, uint32_t arrayIndex) const
{
return m_data.GetBufferView(inputIndex, arrayIndex);
}
AZStd::span<const RHI::ConstPtr<RHI::BufferView>> ShaderResourceGroup::GetBufferViewArray(RHI::ShaderInputNameIndex& inputIndex) const
{
inputIndex.ValidateOrFindBufferIndex(GetLayout());
return GetBufferViewArray(inputIndex.GetBufferIndex());
}
AZStd::span<const RHI::ConstPtr<RHI::BufferView>> ShaderResourceGroup::GetBufferViewArray(RHI::ShaderInputBufferIndex inputIndex) const
{
return m_data.GetBufferViewArray(inputIndex);
}
bool ShaderResourceGroup::SetBuffer(RHI::ShaderInputNameIndex& inputIndex, const Data::Instance<Buffer>& buffer, uint32_t arrayIndex)
{
if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
{
return SetBuffer(inputIndex.GetBufferIndex(), buffer, arrayIndex);
}
return false;
}
bool ShaderResourceGroup::SetBuffer(RHI::ShaderInputBufferIndex inputIndex, const Data::Instance<Buffer>& buffer, uint32_t arrayIndex)
{
const RHI::BufferView* bufferView = buffer ? buffer->GetBufferView() : nullptr;
if (m_data.SetBufferView(inputIndex, bufferView, arrayIndex))
{
const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
// Track the RPI buffer entry at the same slot.
m_bufferGroup[interval.m_min + arrayIndex] = buffer;
return true;
}
return false;
}
bool ShaderResourceGroup::SetBufferArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::span<const Data::Instance<Buffer>> buffers, uint32_t arrayIndex)
{
if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
{
return SetBufferArray(inputIndex.GetBufferIndex(), buffers, arrayIndex);
}
return false;
}
bool ShaderResourceGroup::SetBufferArray(RHI::ShaderInputBufferIndex inputIndex, AZStd::span<const Data::Instance<Buffer>> buffers, uint32_t arrayIndex)
{
if (GetLayout()->ValidateAccess(inputIndex, arrayIndex + static_cast<uint32_t>(buffers.size()) - 1))
{
bool isValidAll = true;
for (size_t i = 0; i < buffers.size(); ++i)
{
isValidAll &= SetBuffer(inputIndex, buffers[i], static_cast<uint32_t>(arrayIndex + i));
}
return isValidAll;
}
return false;
}
const Data::Instance<Buffer>& ShaderResourceGroup::GetBuffer(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
{
if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
{
return GetBuffer(inputIndex.GetBufferIndex(), arrayIndex);
}
return s_nullBuffer;
}
const Data::Instance<Buffer>& ShaderResourceGroup::GetBuffer(RHI::ShaderInputBufferIndex inputIndex, uint32_t arrayIndex) const
{
if (m_layout->ValidateAccess(inputIndex, arrayIndex))
{
const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
return m_bufferGroup[interval.m_min + arrayIndex];
}
return s_nullBuffer;
}
AZStd::span<const Data::Instance<Buffer>> ShaderResourceGroup::GetBufferArray(RHI::ShaderInputNameIndex& inputIndex) const
{
if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
{
return GetBufferArray(inputIndex.GetBufferIndex());
}
return {};
}
AZStd::span<const Data::Instance<Buffer>> ShaderResourceGroup::GetBufferArray(RHI::ShaderInputBufferIndex inputIndex) const
{
if (m_layout->ValidateAccess(inputIndex, 0))
{
const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
return AZStd::span<const Data::Instance<Buffer>>(&m_bufferGroup[interval.m_min], interval.m_max - interval.m_min);
}
return {};
}
void ShaderResourceGroup::ResetViews()
{
m_data.ResetViews();
}
const RHI::SamplerState& ShaderResourceGroup::GetSampler(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
{
inputIndex.ValidateOrFindSamplerIndex(GetLayout());
return GetSampler(inputIndex.GetSamplerIndex(), arrayIndex);
}
const RHI::SamplerState& ShaderResourceGroup::GetSampler(RHI::ShaderInputSamplerIndex inputIndex, uint32_t arrayIndex) const
{
return m_data.GetSampler(inputIndex, arrayIndex);
}
AZStd::span<const RHI::SamplerState> ShaderResourceGroup::GetSamplerArray(RHI::ShaderInputNameIndex& inputIndex) const
{
inputIndex.ValidateOrFindSamplerIndex(GetLayout());
return GetSamplerArray(inputIndex.GetSamplerIndex());
}
AZStd::span<const RHI::SamplerState> ShaderResourceGroup::GetSamplerArray(RHI::ShaderInputSamplerIndex inputIndex) const
{
return m_data.GetSamplerArray(inputIndex);
}
AZStd::span<const uint8_t> ShaderResourceGroup::GetConstantRaw(RHI::ShaderInputNameIndex& inputIndex) const
{
inputIndex.ValidateOrFindConstantIndex(GetLayout());
return GetConstantRaw(inputIndex.GetConstantIndex());
}
AZStd::span<const uint8_t> ShaderResourceGroup::GetConstantRaw(RHI::ShaderInputConstantIndex inputIndex) const
{
return m_data.GetConstantRaw(inputIndex);
}
} // namespace RPI
} // namespace AZ