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80 lines
2.4 KiB
C++
80 lines
2.4 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Atom/RPI.Reflect/Image/AttachmentImageAssetCreator.h>
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#include <AzCore/Asset/AssetManager.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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void AttachmentImageAssetCreator::Begin(const Data::AssetId& assetId)
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{
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BeginCommon(assetId);
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}
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void AttachmentImageAssetCreator::SetImageDescriptor(const RHI::ImageDescriptor& descriptor)
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{
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if (ValidateIsReady())
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{
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m_asset->m_imageDescriptor = descriptor;
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}
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}
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void AttachmentImageAssetCreator::SetImageViewDescriptor(const RHI::ImageViewDescriptor& descriptor)
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{
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if (ValidateIsReady())
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{
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m_asset->m_imageViewDescriptor = descriptor;
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}
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}
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void AttachmentImageAssetCreator::SetPoolAsset(const Data::Asset<ResourcePoolAsset>& poolAsset)
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{
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if (ValidateIsReady())
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{
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m_asset->m_poolAsset = poolAsset;
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}
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}
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void AttachmentImageAssetCreator::SetOptimizedClearValue(const RHI::ClearValue& clearValue)
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{
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if (ValidateIsReady())
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{
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m_asset->m_isClearValueValid = true;
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m_asset->m_optimizedClearValue = clearValue;
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}
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}
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bool AttachmentImageAssetCreator::End(Data::Asset<AttachmentImageAsset>& result)
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{
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if (!ValidateIsReady())
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{
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return false;
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}
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// Validate assetId instead of validate AssetData* exist. This is mainly because the Asset<T> 's serializer only need serialize asset id instead of asset data
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// Instead of create a complete Asset<T>, we could use new Asset(assetId, type, hint) to create a placeholder to save the asset id for serialization.
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if (!m_asset->m_poolAsset.GetId().IsValid())
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{
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ReportError("You must assign a pool asset before calling End().");
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return false;
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}
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m_asset->SetReady();
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return EndCommon(result);
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}
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void AttachmentImageAssetCreator::SetAssetHint(AZStd::string_view hint)
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{
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m_asset.SetHint(hint);
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}
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}
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}
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