You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Gems/Atom/Tools/ShaderManagementConsole/Scripts/GenerateShaderVariantListFo...

176 lines
7.1 KiB
Python

"""
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
"""
import sys
import os
import azlmbr.asset as asset
import azlmbr.atom
import azlmbr.bus
import azlmbr.math as math
import azlmbr.name
import azlmbr.paths
import azlmbr.shadermanagementconsole
import azlmbr.shader
import collections
from PySide2 import QtWidgets
PROJECT_SHADER_VARIANTS_FOLDER = "ShaderVariants"
def clean_existing_shadervariantlist_files(filePaths):
for file in filePaths:
if os.path.exists(file):
os.remove(file)
def main():
print("==== Begin shader variant script ==========================================================")
if len(sys.argv) != 2:
print("The script requires a .shader file as input argument")
return
filename = sys.argv[1]
suffix, extension = filename.split(".", 1)
if extension != "shader":
print("The input argument for the script is not a valid .shader file")
return
# Get info such as relative path of the file and asset id
shaderAssetInfo = azlmbr.shadermanagementconsole.ShaderManagementConsoleRequestBus(
azlmbr.bus.Broadcast,
'GetSourceAssetInfo',
filename
)
# 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.
materialAssetIds = azlmbr.shadermanagementconsole.ShaderManagementConsoleRequestBus(
azlmbr.bus.Broadcast,
'FindMaterialAssetsUsingShader',
shaderAssetInfo.relativePath
)
msgBox = QtWidgets.QMessageBox(
QtWidgets.QMessageBox.Question,
"Choose Save Location for .shadervariantlist File",
"Save .shadervariantlist file in Project folder or in the same folder as shader file?"
)
projectButton = msgBox.addButton("Project Folder", QtWidgets.QMessageBox.AcceptRole)
msgBox.addButton("Same Folder as Shader", QtWidgets.QMessageBox.AcceptRole)
cancelButton = msgBox.addButton("Cancel", QtWidgets.QMessageBox.RejectRole)
msgBox.exec()
is_save_in_project_folder = False
if msgBox.clickedButton() == projectButton:
is_save_in_project_folder = True
elif msgBox.clickedButton() == cancelButton:
return
# This loop collects all uniquely-identified shader items used by the materials based on its shader variant id.
shader_file = os.path.basename(filename)
shaderVariantIds = []
shaderVariantListShaderOptionGroups = []
progressDialog = QtWidgets.QProgressDialog(f"Generating .shadervariantlist file for:\n{shader_file}", "Cancel", 0, len(materialAssetIds))
progressDialog.setMaximumWidth(400)
progressDialog.setMaximumHeight(100)
progressDialog.setModal(True)
progressDialog.setWindowTitle("Generating Shader Variant List")
for i, materialAssetId in enumerate(materialAssetIds):
materialInstanceShaderItems = azlmbr.shadermanagementconsole.ShaderManagementConsoleRequestBus(azlmbr.bus.Broadcast, 'GetMaterialInstanceShaderItems', materialAssetId)
for shaderItem in materialInstanceShaderItems:
shaderAssetId = shaderItem.GetShaderAsset().get_id()
if shaderAssetInfo.assetId == shaderAssetId:
shaderVariantId = shaderItem.GetShaderVariantId()
if not shaderVariantId.IsEmpty():
# Check for repeat shader variant ids. We are using a list here
# instead of a set to check for duplicates on shaderVariantIds because
# shaderVariantId is not hashed by the ID like it is in the C++ side.
has_repeat = False
for variantId in shaderVariantIds:
if shaderVariantId == variantId:
has_repeat = True
break
if has_repeat:
continue
shaderVariantIds.append(shaderVariantId)
shaderVariantListShaderOptionGroups.append(shaderItem.GetShaderOptionGroup())
progressDialog.setValue(i)
if progressDialog.wasCanceled():
return
progressDialog.close()
# Generate the shader variant list data by collecting shader option name-value pairs.s
shaderVariantList = azlmbr.shader.ShaderVariantListSourceData()
shaderVariantList.shaderFilePath = shaderAssetInfo.relativePath
shaderVariants = []
stableId = 1
for shaderOptionGroup in shaderVariantListShaderOptionGroups:
variantInfo = azlmbr.shader.ShaderVariantInfo()
variantInfo.stableId = stableId
options = {}
shaderOptionDescriptors = shaderOptionGroup.GetShaderOptionDescriptors()
for shaderOptionDescriptor in shaderOptionDescriptors:
optionName = shaderOptionDescriptor.GetName()
optionValue = shaderOptionGroup.GetValueByOptionName(optionName)
if not optionValue.IsValid():
continue
valueName = shaderOptionDescriptor.GetValueName(optionValue)
options[optionName.ToString()] = valueName.ToString()
if len(options) != 0:
variantInfo.options = options
shaderVariants.append(variantInfo)
stableId += 1
shaderVariantList.shaderVariants = shaderVariants
# clean previously generated shader variant list file so they don't clash.
pre, ext = os.path.splitext(shaderAssetInfo.relativePath)
projectShaderVariantListFilePath = os.path.join(azlmbr.paths.projectroot, PROJECT_SHADER_VARIANTS_FOLDER, f'{pre}.shadervariantlist')
pre, ext = os.path.splitext(filename)
defaultShaderVariantListFilePath = f'{pre}.shadervariantlist'
clean_existing_shadervariantlist_files([
projectShaderVariantListFilePath
])
# Save the shader variant list file
if is_save_in_project_folder:
shaderVariantListFilePath = projectShaderVariantListFilePath
else:
shaderVariantListFilePath = defaultShaderVariantListFilePath
shaderVariantListFilePath = shaderVariantListFilePath.replace("\\", "/")
azlmbr.shader.SaveShaderVariantListSourceData(shaderVariantListFilePath, shaderVariantList)
# Open the document in shader management console
result = azlmbr.atomtools.AtomToolsDocumentSystemRequestBus(
azlmbr.bus.Broadcast,
'OpenDocument',
shaderVariantListFilePath
)
if not result.IsNull():
msgBox = QtWidgets.QMessageBox(
QtWidgets.QMessageBox.Information,
"Shader Variant List File Successfully Generated",
f".shadervariantlist file was saved in:\n{shaderVariantListFilePath}",
QtWidgets.QMessageBox.Ok
)
msgBox.exec()
print("==== End shader variant script ============================================================")
if __name__ == "__main__":
main()