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o3de/Gems/Atom/Tools/ShaderManagementConsole/Code/Source/Document/ShaderManagementConsoleDocu...

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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 <AssetDatabase/AssetDatabaseConnection.h>
#include <Atom/RPI.Edit/Common/AssetUtils.h>
#include <Atom/RPI.Edit/Common/JsonUtils.h>
#include <Atom/RPI.Public/Material/Material.h>
#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
#include <AtomToolsFramework/Document/AtomToolsDocumentNotificationBus.h>
#include <AzCore/Utils/Utils.h>
#include <AzFramework/StringFunc/StringFunc.h>
#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
#include <AzToolsFramework/API/ToolsApplicationAPI.h>
#include <Document/ShaderManagementConsoleDocument.h>
namespace ShaderManagementConsole
{
ShaderManagementConsoleDocument::ShaderManagementConsoleDocument(const AZ::Crc32& toolId)
: AtomToolsFramework::AtomToolsDocument(toolId)
{
ShaderManagementConsoleDocumentRequestBus::Handler::BusConnect(m_id);
}
ShaderManagementConsoleDocument::~ShaderManagementConsoleDocument()
{
ShaderManagementConsoleDocumentRequestBus::Handler::BusDisconnect();
}
void ShaderManagementConsoleDocument::SetShaderVariantListSourceData(const AZ::RPI::ShaderVariantListSourceData& sourceData)
{
m_shaderVariantListSourceData = sourceData;
AZStd::string shaderPath = m_shaderVariantListSourceData.m_shaderFilePath;
AzFramework::StringFunc::Path::ReplaceExtension(shaderPath, AZ::RPI::ShaderAsset::Extension);
m_shaderAsset = AZ::RPI::AssetUtils::LoadAssetByProductPath<AZ::RPI::ShaderAsset>(shaderPath.c_str());
AZ_Error("ShaderManagementConsoleDocument", m_shaderAsset.IsReady(), "Could not load shader asset: %s.", shaderPath.c_str());
AtomToolsFramework::AtomToolsDocumentNotificationBus::Event(
m_toolId, &AtomToolsFramework::AtomToolsDocumentNotificationBus::Events::OnDocumentModified, m_id);
}
const AZ::RPI::ShaderVariantListSourceData& ShaderManagementConsoleDocument::GetShaderVariantListSourceData() const
{
return m_shaderVariantListSourceData;
}
size_t ShaderManagementConsoleDocument::GetShaderVariantCount() const
{
return m_shaderVariantListSourceData.m_shaderVariants.size();
}
const AZ::RPI::ShaderVariantListSourceData::VariantInfo& ShaderManagementConsoleDocument::GetShaderVariantInfo(size_t index) const
{
return m_shaderVariantListSourceData.m_shaderVariants[index];
}
size_t ShaderManagementConsoleDocument::GetShaderOptionCount() const
{
if (IsOpen())
{
const auto& layout = m_shaderAsset->GetShaderOptionGroupLayout();
const auto& shaderOptionDescriptors = layout->GetShaderOptions();
return shaderOptionDescriptors.size();
}
return 0;
}
const AZ::RPI::ShaderOptionDescriptor& ShaderManagementConsoleDocument::GetShaderOptionDescriptor(size_t index) const
{
if (IsOpen())
{
const auto& layout = m_shaderAsset->GetShaderOptionGroupLayout();
const auto& shaderOptionDescriptors = layout->GetShaderOptions();
return shaderOptionDescriptors.at(index);
}
return m_invalidDescriptor;
}
AZStd::vector<AtomToolsFramework::DocumentObjectInfo> ShaderManagementConsoleDocument::GetObjectInfo() const
{
if (!IsOpen())
{
AZ_Error("ShaderManagementConsoleDocument", false, "Document is not open.");
return {};
}
AZStd::vector<AtomToolsFramework::DocumentObjectInfo> objects;
AtomToolsFramework::DocumentObjectInfo objectInfo;
objectInfo.m_visible = true;
objectInfo.m_name = "Shader Variant List";
objectInfo.m_displayName = "Shader Variant List";
objectInfo.m_description = "Shader Variant List";
objectInfo.m_objectType = azrtti_typeid<AZ::RPI::ShaderVariantListSourceData>();
objectInfo.m_objectPtr = const_cast<AZ::RPI::ShaderVariantListSourceData*>(&m_shaderVariantListSourceData);
objects.push_back(AZStd::move(objectInfo));
return objects;
}
bool ShaderManagementConsoleDocument::Open(AZStd::string_view loadPath)
{
if (!AtomToolsDocument::Open(loadPath))
{
return false;
}
if (AzFramework::StringFunc::Path::IsExtension(m_absolutePath.c_str(), AZ::RPI::ShaderVariantListSourceData::Extension))
{
// Load the shader config data and create a shader config asset from it
AZ::RPI::ShaderVariantListSourceData sourceData;
if (!AZ::RPI::JsonUtils::LoadObjectFromFile(m_absolutePath, sourceData))
{
AZ_Error(
"ShaderManagementConsoleDocument", false, "Failed loading shader variant list data: '%s.'", m_absolutePath.c_str());
return OpenFailed();
}
SetShaderVariantListSourceData(sourceData);
return IsOpen() ? OpenSucceeded() : OpenFailed();
}
if (AzFramework::StringFunc::Path::IsExtension(m_absolutePath.c_str(), AZ::RPI::ShaderSourceData::Extension))
{
// Get info such as relative path of the file and asset id
bool result = false;
AZ::Data::AssetInfo shaderAssetInfo;
AZStd::string watchFolder;
AzToolsFramework::AssetSystemRequestBus::BroadcastResult(
result, &AzToolsFramework::AssetSystem::AssetSystemRequest::GetSourceInfoBySourcePath, m_absolutePath.c_str(),
shaderAssetInfo, watchFolder);
if (!result)
{
AZ_Error(
"ShaderManagementConsoleDocument", false, "Failed to get the asset info for the file: %s.", m_absolutePath.c_str());
return OpenFailed();
}
// retrieves a list of all material source files that use the shader. Note that materials inherit from materialtype files, which
// are actual files that refer to shader files.
const auto& materialAssetIds = FindMaterialAssetsUsingShader(shaderAssetInfo.m_relativePath);
// This loop collects all uniquely-identified shader items used by the materials based on its shader variant id.
AZStd::set<AZ::RPI::ShaderVariantId> shaderVariantIds;
AZStd::vector<AZ::RPI::ShaderOptionGroup> shaderVariantListShaderOptionGroups;
for (const auto& materialAssetId : materialAssetIds)
{
const auto& materialInstanceShaderItems = GetMaterialInstanceShaderItems(materialAssetId);
for (const auto& shaderItem : materialInstanceShaderItems)
{
const auto& shaderAssetId = shaderItem.GetShaderAsset().GetId();
if (shaderAssetInfo.m_assetId == shaderAssetId)
{
const auto& shaderVariantId = shaderItem.GetShaderVariantId();
if (!shaderVariantId.IsEmpty() && shaderVariantIds.insert(shaderVariantId).second)
{
shaderVariantListShaderOptionGroups.push_back(shaderItem.GetShaderOptionGroup());
}
}
}
}
// Generate the shader variant list data by collecting shader option name-value pairs.s
AZ::RPI::ShaderVariantListSourceData shaderVariantList;
shaderVariantList.m_shaderFilePath = shaderAssetInfo.m_relativePath;
int stableId = 1;
for (const auto& shaderOptionGroup : shaderVariantListShaderOptionGroups)
{
AZ::RPI::ShaderVariantListSourceData::VariantInfo variantInfo;
variantInfo.m_stableId = stableId;
const auto& shaderOptionDescriptors = shaderOptionGroup.GetShaderOptionDescriptors();
for (const auto& shaderOptionDescriptor : shaderOptionDescriptors)
{
const auto& optionName = shaderOptionDescriptor.GetName();
const auto& optionValue = shaderOptionGroup.GetValue(optionName);
if (!optionValue.IsValid())
{
continue;
}
const auto& valueName = shaderOptionDescriptor.GetValueName(optionValue);
variantInfo.m_options[optionName.GetStringView()] = valueName.GetStringView();
}
if (!variantInfo.m_options.empty())
{
shaderVariantList.m_shaderVariants.push_back(variantInfo);
stableId++;
}
}
SetShaderVariantListSourceData(shaderVariantList);
return IsOpen() ? OpenSucceeded() : OpenFailed();
}
AZ_Error("ShaderManagementConsoleDocument", false, "Document extension is not supported: '%s.'", m_absolutePath.c_str());
return OpenFailed();
}
bool ShaderManagementConsoleDocument::Save()
{
if (!AtomToolsDocument::Save())
{
// SaveFailed has already been called so just forward the result without additional notifications.
// TODO Replace bool return value with enum for open and save states.
return false;
}
return SaveSourceData();
}
bool ShaderManagementConsoleDocument::SaveAsCopy(AZStd::string_view savePath)
{
if (!AtomToolsDocument::SaveAsCopy(savePath))
{
// SaveFailed has already been called so just forward the result without additional notifications.
// TODO Replace bool return value with enum for open and save states.
return false;
}
return SaveSourceData();
}
bool ShaderManagementConsoleDocument::SaveAsChild(AZStd::string_view savePath)
{
if (!AtomToolsDocument::SaveAsChild(savePath))
{
// SaveFailed has already been called so just forward the result without additional notifications.
// TODO Replace bool return value with enum for open and save states.
return false;
}
return SaveSourceData();
}
bool ShaderManagementConsoleDocument::IsOpen() const
{
return AtomToolsDocument::IsOpen() && m_shaderAsset.IsReady();
}
bool ShaderManagementConsoleDocument::IsModified() const
{
return false;
}
bool ShaderManagementConsoleDocument::IsSavable() const
{
return IsOpen() &&
AzFramework::StringFunc::Path::IsExtension(m_absolutePath.c_str(), AZ::RPI::ShaderVariantListSourceData::Extension);
}
void ShaderManagementConsoleDocument::Clear()
{
AtomToolsFramework::AtomToolsDocument::Clear();
m_shaderVariantListSourceData = {};
m_shaderAsset = {};
}
bool ShaderManagementConsoleDocument::SaveSourceData()
{
if (!AZ::RPI::JsonUtils::SaveObjectToFile(m_savePathNormalized, m_shaderVariantListSourceData))
{
AZ_Error("ShaderManagementConsoleDocument", false, "Document could not be saved: '%s'.", m_savePathNormalized.c_str());
return SaveFailed();
}
m_absolutePath = m_savePathNormalized;
return SaveSucceeded();
}
AZStd::vector<AZ::Data::AssetId> ShaderManagementConsoleDocument::FindMaterialAssetsUsingShader(const AZStd::string& shaderFilePath)
{
// Collect the material types referencing the shader
AZStd::vector<AZStd::string> materialTypeSources;
AzToolsFramework::AssetDatabase::AssetDatabaseConnection assetDatabaseConnection;
assetDatabaseConnection.OpenDatabase();
assetDatabaseConnection.QuerySourceDependencyByDependsOnSource(
shaderFilePath.c_str(), nullptr, AzToolsFramework::AssetDatabase::SourceFileDependencyEntry::DEP_Any,
[&](AzToolsFramework::AssetDatabase::SourceFileDependencyEntry& sourceFileDependencyEntry)
{
AZStd::string assetExtension;
if (AzFramework::StringFunc::Path::GetExtension(sourceFileDependencyEntry.m_source.c_str(), assetExtension, false))
{
if (assetExtension == "materialtype")
{
materialTypeSources.push_back(sourceFileDependencyEntry.m_source);
}
}
return true;
});
AzToolsFramework::AssetDatabase::ProductDatabaseEntryContainer productDependencies;
for (const auto& materialTypeSource : materialTypeSources)
{
bool result = false;
AZ::Data::AssetInfo materialTypeSourceAssetInfo;
AZStd::string watchFolder;
AzToolsFramework::AssetSystemRequestBus::BroadcastResult(
result, &AzToolsFramework::AssetSystem::AssetSystemRequest::GetSourceInfoBySourcePath, materialTypeSource.c_str(),
materialTypeSourceAssetInfo, watchFolder);
assetDatabaseConnection.QueryDirectReverseProductDependenciesBySourceGuidSubId(
materialTypeSourceAssetInfo.m_assetId.m_guid, materialTypeSourceAssetInfo.m_assetId.m_subId,
[&](AzToolsFramework::AssetDatabase::ProductDatabaseEntry& entry)
{
AZStd::string assetExtension;
if (AzFramework::StringFunc::Path::GetExtension(entry.m_productName.c_str(), assetExtension, false))
{
if (assetExtension == "azmaterial")
{
productDependencies.push_back(entry);
}
}
return true;
});
}
AZStd::vector<AZ::Data::AssetId> results;
results.reserve(productDependencies.size());
for (auto product : productDependencies)
{
assetDatabaseConnection.QueryCombinedByProductID(
product.m_productID,
[&](AzToolsFramework::AssetDatabase::CombinedDatabaseEntry& combined)
{
results.push_back({ combined.m_sourceGuid, combined.m_subID });
return false;
},
nullptr);
}
return results;
}
AZStd::vector<AZ::RPI::ShaderCollection::Item> ShaderManagementConsoleDocument::GetMaterialInstanceShaderItems(
const AZ::Data::AssetId& assetId)
{
auto materialAsset = AZ::RPI::AssetUtils::LoadAssetById<AZ::RPI::MaterialAsset>(assetId, AZ::RPI::AssetUtils::TraceLevel::Error);
if (!materialAsset.IsReady())
{
AZ_Error(
"ShaderManagementConsoleDocument", false, "Failed to load material asset from asset id: %s",
assetId.ToString<AZStd::string>().c_str());
return AZStd::vector<AZ::RPI::ShaderCollection::Item>();
}
auto materialInstance = AZ::RPI::Material::Create(materialAsset);
if (!materialInstance)
{
AZ_Error(
"ShaderManagementConsoleDocument", false, "Failed to create material instance from asset: %s",
materialAsset.ToString<AZStd::string>().c_str());
return AZStd::vector<AZ::RPI::ShaderCollection::Item>();
}
return AZStd::vector<AZ::RPI::ShaderCollection::Item>(
materialInstance->GetShaderCollection().begin(), materialInstance->GetShaderCollection().end());
}
} // namespace ShaderManagementConsole