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o3de/Gems/Atom/Asset/Shader/Code/Source/Editor/ShaderAssetBuilder.cpp

765 lines
43 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 "ShaderAssetBuilder.h"
#include <CommonFiles/Preprocessor.h>
#include <CommonFiles/GlobalBuildOptions.h>
#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
#include <Atom/RPI.Reflect/Shader/ShaderAssetCreator.h>
#include <Atom/RPI.Reflect/Shader/ShaderOptionGroup.h>
#include <Atom/RPI.Reflect/Shader/ShaderVariantKey.h>
#include <Atom/RHI.Edit/Utils.h>
#include <Atom/RHI.Edit/ShaderPlatformInterface.h>
#include <Atom/RPI.Edit/Common/JsonReportingHelper.h>
#include <Atom/RPI.Edit/Common/AssetUtils.h>
#include <Atom/RPI.Edit/Common/JsonUtils.h>
#include <Atom/RHI.Reflect/ConstantsLayout.h>
#include <Atom/RHI.Reflect/PipelineLayoutDescriptor.h>
#include <Atom/RHI.Reflect/ShaderStageFunction.h>
#include <AzCore/Serialization/Json/JsonUtils.h>
#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
#include <AzToolsFramework/Debug/TraceContext.h>
#include <AzFramework/API/ApplicationAPI.h>
#include <AzFramework/StringFunc/StringFunc.h>
#include <AzFramework/IO/LocalFileIO.h>
#include <AzFramework/Platform/PlatformDefaults.h>
#include <AzCore/Asset/AssetManager.h>
#include <AzCore/JSON/document.h>
#include <AzCore/IO/FileIO.h>
#include <AzCore/IO/IOUtils.h>
#include <AzCore/IO/SystemFile.h>
#include <AzCore/std/algorithm.h>
#include <AzCore/std/string/string.h>
#include <AzCore/std/sort.h>
#include <AzCore/Serialization/Json/JsonSerialization.h>
#include <AzCore/Debug/Timer.h>
#include "AzslCompiler.h"
#include "ShaderVariantAssetBuilder.h"
#include "ShaderBuilderUtility.h"
#include "ShaderPlatformInterfaceRequest.h"
#include "AtomShaderConfig.h"
#include <AssetBuilderSDK/AssetBuilderSDK.h>
#include <AssetBuilderSDK/SerializationDependencies.h>
namespace AZ
{
namespace ShaderBuilder
{
static constexpr char ShaderAssetBuilderName[] = "ShaderAssetBuilder";
static constexpr uint32_t ShaderAssetBuildTimestampParam = 0;
//! The search will start in @currentFolderPath.
//! if the file is not found then it searches in order of appearence in @includeDirectories.
//! If the search yields no existing file it returns an empty string.
static AZStd::string DiscoverFullPath(AZStd::string_view normalizedRelativePath, AZStd::string_view currentFolderPath, const AZStd::vector<AZStd::string>& includeDirectories)
{
AZStd::string fullPath;
AzFramework::StringFunc::Path::Join(currentFolderPath.data(), normalizedRelativePath.data(), fullPath);
if (AZ::IO::SystemFile::Exists(fullPath.c_str()))
{
return fullPath;
}
for (const auto &includeDir : includeDirectories)
{
AzFramework::StringFunc::Path::Join(includeDir.c_str(), normalizedRelativePath.data(), fullPath);
if (AZ::IO::SystemFile::Exists(fullPath.c_str()))
{
return fullPath;
}
}
return "";
}
// Appends to @includedFiles normalized paths of possible future locations of the file @normalizedRelativePath.
// The future locations are each directory listed in @includeDirectories joined with @normalizedRelativePath.
// This function is called when an included file doesn't exist but We need to declare source dependency so a .shader
// asset is rebuilt when the missing file appears in the future.
static void AppendListOfPossibleFutureLocations(AZStd::unordered_set<AZStd::string>& includedFiles, AZStd::string_view normalizedRelativePath, AZStd::string_view currentFolderPath, const AZStd::vector<AZStd::string>& includeDirectories)
{
AZStd::string fullPath;
AzFramework::StringFunc::Path::Join(currentFolderPath.data(), normalizedRelativePath.data(), fullPath);
includedFiles.insert(fullPath);
for (const auto &includeDir : includeDirectories)
{
AzFramework::StringFunc::Path::Join(includeDir.c_str(), normalizedRelativePath.data(), fullPath);
includedFiles.insert(fullPath);
}
}
//! Parses, using depth-first recursive approach, azsl files. Looks for '#include <foo/bar/blah.h>' or '#include "foo/bar/blah.h"' lines
//! and in turn parses the included files.
//! The included files are searched in the directories listed in @includeDirectories. Basically it's a similar approach
//! as how most C-preprocessors would find included files.
static void GetListOfIncludedFiles(AZStd::string_view sourceFilePath, const AZStd::vector<AZStd::string>& includeDirectories,
const ShaderBuilderUtility::IncludedFilesParser& includedFilesParser, AZStd::unordered_set<AZStd::string>& includedFiles)
{
auto outcome = includedFilesParser.ParseFileAndGetIncludedFiles(sourceFilePath);
if (!outcome.IsSuccess())
{
AZ_Warning(ShaderAssetBuilderName, false, outcome.GetError().c_str());
return;
}
// Cache the path of the folder where @sourceFilePath is located.
AZStd::string sourceFileFolderPath;
{
AZStd::string drive;
AzFramework::StringFunc::Path::Split(sourceFilePath.data(), &drive, &sourceFileFolderPath);
if (!drive.empty())
{
AzFramework::StringFunc::Path::Join(drive.c_str(), sourceFileFolderPath.c_str(), sourceFileFolderPath);
}
}
auto listOfRelativePaths = outcome.TakeValue();
for (auto relativePath : listOfRelativePaths)
{
auto fullPath = DiscoverFullPath(relativePath, sourceFileFolderPath, includeDirectories);
if (fullPath.empty())
{
// The file doesn't exist in any of the includeDirectories. It doesn't exist in @sourceFileFolderPath either.
// The file may appear in the future in one of those directories, We must build an exhaustive list
// of full file paths where the file may appear in the future.
AppendListOfPossibleFutureLocations(includedFiles, relativePath, sourceFileFolderPath, includeDirectories);
continue;
}
// Add the file to the list and keep parsing recursively.
if (includedFiles.count(fullPath))
{
continue;
}
includedFiles.insert(fullPath);
GetListOfIncludedFiles(fullPath, includeDirectories, includedFilesParser, includedFiles);
}
}
void ShaderAssetBuilder::CreateJobs(const AssetBuilderSDK::CreateJobsRequest& request, AssetBuilderSDK::CreateJobsResponse& response) const
{
AZStd::string shaderAssetSourceFileFullPath;
AzFramework::StringFunc::Path::ConstructFull(request.m_watchFolder.data(), request.m_sourceFile.data(), shaderAssetSourceFileFullPath, true);
ShaderBuilderUtility::IncludedFilesParser includedFilesParser;
AZ_TracePrintf(ShaderAssetBuilderName, "CreateJobs for Shader \"%s\"\n", shaderAssetSourceFileFullPath.data());
// Used to synchronize versions of the ShaderAsset and ShaderVariantTreeAsset, especially during hot-reload.
// Note it's probably important for this to be set once outside the platform loop so every platform's ShaderAsset
// has the same value, because later the ShaderVariantTreeAsset job will fetch this value from the local ShaderAsset
// which could cross platforms (i.e. building an android ShaderVariantTreeAsset on PC would fetch the tiemstamp from
// the PC's ShaderAsset).
AZStd::sys_time_t shaderAssetBuildTimestamp = AZStd::GetTimeNowMicroSecond();
// Need to get the name of the azsl file from the .shader source asset, to be able to declare a dependency to SRG Layout Job.
// and the macro options to preprocess.
auto descriptorParseOutcome = ShaderBuilderUtility::LoadShaderDataJson(shaderAssetSourceFileFullPath);
if (!descriptorParseOutcome.IsSuccess())
{
AZ_Error(
ShaderAssetBuilderName, false, "Failed to parse Shader Descriptor JSON: %s",
descriptorParseOutcome.GetError().c_str());
return;
}
RPI::ShaderSourceData shaderSourceData = descriptorParseOutcome.TakeValue();
AZStd::string azslFullPath;
ShaderBuilderUtility::GetAbsolutePathToAzslFile(shaderAssetSourceFileFullPath, shaderSourceData.m_source, azslFullPath);
{
// Add the AZSL as source dependency
AssetBuilderSDK::SourceFileDependency azslFileDependency;
azslFileDependency.m_sourceFileDependencyPath = azslFullPath;
response.m_sourceFileDependencyList.emplace_back(azslFileDependency);
}
if (!IO::FileIOBase::GetInstance()->Exists(azslFullPath.c_str()))
{
AZ_Error(
ShaderAssetBuilderName, false, "Shader program listed as the source entry does not exist: %s.", azslFullPath.c_str());
// Even though there was an error here, don't stop, because we need to report the SourceFileDependency so when the azsl
// file shows up the AP will try to recompile. We will go ahead and create the job anyway, and then ProcessJob can
// report the failure.
}
GlobalBuildOptions buildOptions = ReadBuildOptions(ShaderAssetBuilderName);
AZStd::unordered_set<AZStd::string> includedFiles;
GetListOfIncludedFiles(azslFullPath, buildOptions.m_preprocessorSettings.m_projectIncludePaths, includedFilesParser, includedFiles);
for (auto includePath : includedFiles)
{
AssetBuilderSDK::SourceFileDependency includeFileDependency;
includeFileDependency.m_sourceFileDependencyPath = includePath;
response.m_sourceFileDependencyList.emplace_back(includeFileDependency);
}
for (const AssetBuilderSDK::PlatformInfo& platformInfo : request.m_enabledPlatforms)
{
AZ_TraceContext("For platform", platformInfo.m_identifier.data());
// Get the platform interfaces to be able to access the prepend file
AZStd::vector<RHI::ShaderPlatformInterface*> platformInterfaces = ShaderBuilderUtility::DiscoverValidShaderPlatformInterfaces(platformInfo);
if (platformInterfaces.empty())
{
continue;
}
AssetBuilderSDK::JobDescriptor jobDescriptor;
jobDescriptor.m_priority = 2;
jobDescriptor.m_critical = false;
jobDescriptor.m_jobKey = ShaderAssetBuilderJobKey;
jobDescriptor.SetPlatformIdentifier(platformInfo.m_identifier.c_str());
jobDescriptor.m_jobParameters.emplace(ShaderAssetBuildTimestampParam, AZStd::to_string(shaderAssetBuildTimestamp));
response.m_createJobOutputs.push_back(jobDescriptor);
} // for all request.m_enabledPlatforms
AZ_TracePrintf(
ShaderAssetBuilderName, "CreateJobs for %s took %llu microseconds", shaderAssetSourceFileFullPath.c_str(),
AZStd::GetTimeNowMicroSecond() - shaderAssetBuildTimestamp);
response.m_result = AssetBuilderSDK::CreateJobsResultCode::Success;
}
static bool SerializeOutShaderAsset(Data::Asset<RPI::ShaderAsset> shaderAsset,
const AZStd::string& tempDirPath,
AssetBuilderSDK::ProcessJobResponse& response)
{
AZStd::string shaderAssetFileName = AZStd::string::format("%s.%s", shaderAsset->GetName().GetCStr(), RPI::ShaderAsset::Extension);
AZStd::string shaderAssetOutputPath;
AzFramework::StringFunc::Path::ConstructFull(tempDirPath.data(), shaderAssetFileName.data(), shaderAssetOutputPath, true);
if (!Utils::SaveObjectToFile(shaderAssetOutputPath, DataStream::ST_BINARY, shaderAsset.Get()))
{
AZ_Error(ShaderAssetBuilderName, false, "Failed to output Shader Descriptor");
return false;
}
AssetBuilderSDK::JobProduct shaderJobProduct;
if (!AssetBuilderSDK::OutputObject(shaderAsset.Get(), shaderAssetOutputPath, azrtti_typeid<RPI::ShaderAsset>(),
aznumeric_cast<uint32_t>(RPI::ShaderAssetSubId::ShaderAsset), shaderJobProduct))
{
AZ_Error(ShaderAssetBuilderName, false, "Failed to output product dependencies.");
return false;
}
response.m_outputProducts.push_back(AZStd::move(shaderJobProduct));
return true;
}
static AZ::Outcome<RHI::ShaderStageAttributeMapList, AZStd::string> BuildAttributesMap(
const RHI::ShaderPlatformInterface* shaderPlatformInterface,
const AzslData& azslData,
const MapOfStringToStageType& shaderEntryPoints,
bool& hasRasterProgram)
{
hasRasterProgram = false;
bool hasComputeProgram = false;
bool hasRayTracingProgram = false;
RHI::ShaderStageAttributeMapList attributeMaps;
attributeMaps.resize(RHI::ShaderStageCount);
for (const auto& shaderEntryPoint : shaderEntryPoints)
{
auto shaderEntryName = shaderEntryPoint.first;
auto shaderStageType = shaderEntryPoint.second;
auto assetBuilderShaderType = ShaderBuilderUtility::ToAssetBuilderShaderType(shaderStageType);
hasRasterProgram |= shaderPlatformInterface->IsShaderStageForRaster(assetBuilderShaderType);
hasComputeProgram |= shaderPlatformInterface->IsShaderStageForCompute(assetBuilderShaderType);
hasRayTracingProgram |= shaderPlatformInterface->IsShaderStageForRayTracing(assetBuilderShaderType);
auto findId = AZStd::find_if(AZ_BEGIN_END(azslData.m_functions), [&shaderEntryPoint](const auto& func) {
return func.m_name == shaderEntryPoint.first;
});
if (findId == azslData.m_functions.end())
{
// shaderData.m_functions only contains Vertex, Fragment and Compute entries for now
// Tessellation shaders will need to be handled too
continue;
}
const auto shaderStage = ToRHIShaderStage(assetBuilderShaderType);
for (const auto& attr : findId->attributesList)
{
// Some stages like RHI::ShaderStage::Tessellation are compound and consist of two or more shader entries
const Name& attributeName = attr.first;
const RHI::ShaderStageAttributeArguments& args = attr.second;
const auto stageIndex = static_cast<uint32_t>(shaderStage);
AZ_Assert(stageIndex < RHI::ShaderStageCount, "Invalid shader stage specified!");
attributeMaps[stageIndex][attributeName] = args;
}
}
if (hasRasterProgram && hasComputeProgram)
{
return AZ::Failure(AZStd::string(" Shader asset descriptor defines both a raster entry point and a compute entry point."));
}
if (!hasRasterProgram && !hasComputeProgram && !hasRayTracingProgram)
{
return AZ::Failure(
AZStd::string( "Shader asset descriptor has a program variant that does not define any entry points."
" Please declare entry points in the .shader file."));
}
return AZ::Success(attributeMaps);
}
void ShaderAssetBuilder::ProcessJob(const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response) const
{
AZ::Debug::Timer timer;
timer.Stamp();
AZStd::string shaderFullPath;
AzFramework::StringFunc::Path::ConstructFull(request.m_watchFolder.c_str(), request.m_sourceFile.c_str(), shaderFullPath, true);
// Save .shader file name (no extension and no parent directory path)
AZStd::string shaderFileName;
AzFramework::StringFunc::Path::GetFileName(request.m_sourceFile.c_str(), shaderFileName);
// No error checking because the same calls were already executed during CreateJobs()
auto descriptorParseOutcome = ShaderBuilderUtility::LoadShaderDataJson(shaderFullPath);
RPI::ShaderSourceData shaderSourceData = descriptorParseOutcome.TakeValue();
AZStd::string azslFullPath;
ShaderBuilderUtility::GetAbsolutePathToAzslFile(shaderFullPath, shaderSourceData.m_source, azslFullPath);
AZ_TracePrintf(ShaderAssetBuilderName, "Original AZSL File: %s \n", azslFullPath.c_str());
// The directory where the Azsl file was found must be added to the list of include paths
AZStd::string azslFolderPath;
AzFramework::StringFunc::Path::GetFolderPath(azslFullPath.c_str(), azslFolderPath);
GlobalBuildOptions buildOptions = ReadBuildOptions(ShaderAssetBuilderName, azslFolderPath.c_str());
// Request the list of valid shader platform interfaces for the target platform.
AZStd::vector<RHI::ShaderPlatformInterface*> platformInterfaces = ShaderBuilderUtility::DiscoverEnabledShaderPlatformInterfaces(
request.m_platformInfo, shaderSourceData);
if (platformInterfaces.empty())
{
//No work to do. Exit gracefully.
AZ_TracePrintf(ShaderAssetBuilderName,
"No azshader is produced on behalf of %s because all valid RHI backends were disabled for this shader.\n",
shaderFullPath.c_str());
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Success;
return;
}
// Get the time stamp string as sys_time_t, and also convert back to string to make sure it was converted correctly.
AZStd::sys_time_t shaderAssetBuildTimestamp = 0;
auto shaderAssetBuildTimestampIterator = request.m_jobDescription.m_jobParameters.find(ShaderAssetBuildTimestampParam);
if (shaderAssetBuildTimestampIterator != request.m_jobDescription.m_jobParameters.end())
{
shaderAssetBuildTimestamp = AZStd::stoull(shaderAssetBuildTimestampIterator->second);
if (AZStd::to_string(shaderAssetBuildTimestamp) != shaderAssetBuildTimestampIterator->second)
{
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
AZ_Assert(false, "Incorrect conversion of ShaderAssetBuildTimestampParam");
return;
}
}
else
{
// CreateJobs was not successful if there's no timestamp property in m_jobParameters.
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
AZ_Assert(false, "Missing ShaderAssetBuildTimestampParam");
return;
}
auto supervariantList = ShaderBuilderUtility::GetSupervariantListFromShaderSourceData(shaderSourceData);
RPI::ShaderAssetCreator shaderAssetCreator;
shaderAssetCreator.Begin(Uuid::CreateRandom());
shaderAssetCreator.SetName(AZ::Name{shaderFileName.c_str()});
shaderAssetCreator.SetDrawListName(Name(shaderSourceData.m_drawListName));
shaderAssetCreator.SetShaderAssetBuildTimestamp(shaderAssetBuildTimestamp);
// The ShaderOptionGroupLayout must be the same across all supervariants because
// there can be only a single ShaderVariantTreeAsset per ShaderAsset.
// We will store here the one that results when the *.azslin file is
// compiled for the default, nameless, supervariant.
// For all other supervariants we just make sure the hashes are the same
// as this one.
RPI::Ptr<RPI::ShaderOptionGroupLayout> finalShaderOptionGroupLayout = nullptr;
// Time to describe the big picture.
// 1- Preprocess an AZSL file with MCPP (a C-Preprocessor), and generate a flat AZSL file without #include lines and any macros in it.
// Let's call it the Flat-AZSL file. There are two levels of macro definition that need to be merged before we can invoke MCPP:
// 1.1- From <GameProject>/Config/shader_global_build_options.json, which we have stored in the local variable @buildOptions.
// 1.2- From the "Supervariant" definition key, which can be different for each supervariant.
// 2- There will be one Flat-AZSL per supervariant. Each Flat-AZSL will be transpiled to HLSL with AZSLc. This means there will be one HLSL file
// per supervariant.
// 3- The generated HLSL (one HLSL per supervariant) file may contain C-Preprocessor Macros inserted by AZSLc. And that file will be given to DXC.
// DXC has a preprocessor embedded in it. DXC will be executed once for each entry function listed in the .shader file.
// There will be one DXIL compiled binary for each entry function. All the DXIL compiled binaries for each supervariant will be combined
// in the ROOT ShaderVariantAsset.
// Remark: In general, the work done by the ShaderVariantAssetBuilder is similar, but it will start from the HLSL file created; in step 2, mentioned above; by this builder,
// for each supervariant.
// At this moment We have global build options that should be merged with the build options that are common
// to all the supervariants of this shader.
buildOptions.m_compilerArguments.Merge(shaderSourceData.m_compiler);
for (RHI::ShaderPlatformInterface* shaderPlatformInterface : platformInterfaces)
{
AZStd::string apiName(shaderPlatformInterface->GetAPIName().GetCStr());
AZ_TraceContext("Platform API", apiName);
// Signal the begin of shader data for an RHI API.
shaderAssetCreator.BeginAPI(shaderPlatformInterface->GetAPIType());
// Each shaderPlatformInterface has its own azsli header that needs to be prepended to the AZSL file before
// preprocessing. We will create a new temporary file that contains the combined data.
RHI::PrependArguments args;
args.m_sourceFile = azslFullPath.c_str();
args.m_prependFile = shaderPlatformInterface->GetAzslHeader(request.m_platformInfo);
args.m_addSuffixToFileName = apiName.c_str();
args.m_destinationFolder = request.m_tempDirPath.c_str();
AZStd::string prependedAzslFilePath = RHI::PrependFile(args);
if (prependedAzslFilePath == azslFullPath)
{
// The specific error is already reported by RHI::PrependFile().
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
return;
}
// Cache common AZSLC invokation arguments related with the current RHI Backend.
// Each supervariant can, optionally, remove or add more arguments for AZSLc.
AZStd::string commonAzslcCompilerParameters =
shaderPlatformInterface->GetAzslCompilerParameters(buildOptions.m_compilerArguments);
commonAzslcCompilerParameters += " ";
commonAzslcCompilerParameters +=
shaderPlatformInterface->GetAzslCompilerWarningParameters(buildOptions.m_compilerArguments);
AtomShaderConfig::AddParametersFromConfigFile(commonAzslcCompilerParameters, request.m_platformInfo);
// The register number only makes sense if the platform uses "spaces",
// since the register Id of the resource will not change even if the pipeline layout changes.
// We can pass in a default ShaderCompilerArguments because all we care about is whether the shaderPlatformInterface
// appends the "--use-spaces" flag.
const bool platformUsesRegisterSpaces =
(AzFramework::StringFunc::Find(commonAzslcCompilerParameters, "--use-spaces") != AZStd::string::npos);
uint32_t supervariantIndex = 0;
for (const auto& supervariantInfo : supervariantList)
{
AssetBuilderSDK::JobCancelListener jobCancelListener(request.m_jobId);
if (jobCancelListener.IsCancelled())
{
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Cancelled;
return;
}
shaderAssetCreator.BeginSupervariant(supervariantInfo.m_name);
// Let's combine the global macro definitions, with the macro definitions particular to this
// supervariant. Two steps:
// 1- Supervariants can specify which macros to remove from the global definitions.
AZStd::vector<AZStd::string> macroDefinitionNamesToRemove = supervariantInfo.GetCombinedListOfMacroDefinitionNamesToRemove();
PreprocessorOptions preprocessorOptions = buildOptions.m_preprocessorSettings;
preprocessorOptions.RemovePredefinedMacros(macroDefinitionNamesToRemove);
// 2- Supervariants can specify which macros to add.
AZStd::vector<AZStd::string> macroDefinitionsToAdd = supervariantInfo.GetMacroDefinitionsToAdd();
preprocessorOptions.m_predefinedMacros.insert(
preprocessorOptions.m_predefinedMacros.end(), macroDefinitionsToAdd.begin(), macroDefinitionsToAdd.end());
// Run the preprocessor.
PreprocessorData output;
PreprocessFile(prependedAzslFilePath, output, preprocessorOptions, true, true);
RHI::ReportErrorMessages(ShaderAssetBuilderName, output.diagnostics);
// Dump the preprocessed string as a flat AZSL file with extension .azslin, which will be given to AZSLc to generate the HLSL file.
AZStd::string superVariantAzslinStemName = shaderFileName;
if (!supervariantInfo.m_name.IsEmpty())
{
superVariantAzslinStemName += AZStd::string::format("-%s", supervariantInfo.m_name.GetCStr());
}
AZStd::string azslinFullPath = ShaderBuilderUtility::DumpPreprocessedCode(
ShaderAssetBuilderName, output.code, request.m_tempDirPath, superVariantAzslinStemName,
apiName);
if (azslinFullPath.empty())
{
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
return;
}
AZ_TracePrintf(ShaderAssetBuilderName, "Preprocessed AZSL File: %s \n", prependedAzslFilePath.c_str());
// Before transpiling the flat-AZSL(.azslin) file into HLSL it is necessary
// to setup the AZSLc arguments as required by the current supervariant.
AZStd::string azslcCompilerParameters = supervariantInfo.GetCustomizedArgumentsForAzslc(commonAzslcCompilerParameters);
// Ready to transpile the azslin file into HLSL.
ShaderBuilder::AzslCompiler azslc(azslinFullPath);
AZStd::string hlslFullPath = AZStd::string::format("%s_%s.hlsl", superVariantAzslinStemName.c_str(), apiName.c_str());
AzFramework::StringFunc::Path::Join(request.m_tempDirPath.c_str(), hlslFullPath.c_str(), hlslFullPath, true);
auto emitFullOutcome = azslc.EmitFullData(azslcCompilerParameters, hlslFullPath);
if (!emitFullOutcome.IsSuccess())
{
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
return;
}
ShaderBuilderUtility::AzslSubProducts::Paths subProductsPaths = emitFullOutcome.TakeValue();
// In addition to the hlsl file, there are other json files that were generated.
// Each output file will become a product.
for (int i = 0; i < subProductsPaths.size(); ++i)
{
AssetBuilderSDK::JobProduct jobProduct;
jobProduct.m_productFileName = subProductsPaths[i];
static const AZ::Uuid AzslOutcomeType = "{6977AEB1-17AD-4992-957B-23BB2E85B18B}";
jobProduct.m_productAssetType = AzslOutcomeType;
// uint32_t rhiApiUniqueIndex, uint32_t supervariantIndex, uint32_t subProductType
jobProduct.m_productSubID = RPI::ShaderAsset::MakeProductAssetSubId(
shaderPlatformInterface->GetAPIUniqueIndex(), supervariantIndex,
aznumeric_cast<uint32_t>(ShaderBuilderUtility::AzslSubProducts::SubList[i]));
jobProduct.m_dependenciesHandled = true;
// Note that the output products are not traditional product assets that will be used by the game project.
// They are artifacts that are produced once, cached, and used later by other AssetBuilders as a way to centralize
// build organization.
response.m_outputProducts.push_back(AZStd::move(jobProduct));
}
AZStd::shared_ptr<ShaderFiles> files(new ShaderFiles);
AzslData azslData(files);
azslData.m_preprocessedFullPath = azslinFullPath;
RPI::ShaderResourceGroupLayoutList srgLayoutList;
RPI::Ptr<RPI::ShaderOptionGroupLayout> shaderOptionGroupLayout = RPI::ShaderOptionGroupLayout::Create();
BindingDependencies bindingDependencies;
RootConstantData rootConstantData;
AssetBuilderSDK::ProcessJobResultCode azslJsonReadResult = ShaderBuilderUtility::PopulateAzslDataFromJsonFiles(
ShaderAssetBuilderName, subProductsPaths, platformUsesRegisterSpaces, azslData, srgLayoutList, shaderOptionGroupLayout,
bindingDependencies, rootConstantData);
if (azslJsonReadResult != AssetBuilderSDK::ProcessJobResult_Success)
{
response.m_resultCode = azslJsonReadResult;
return;
}
shaderAssetCreator.SetSrgLayoutList(srgLayoutList);
if (!finalShaderOptionGroupLayout)
{
finalShaderOptionGroupLayout = shaderOptionGroupLayout;
shaderAssetCreator.SetShaderOptionGroupLayout(finalShaderOptionGroupLayout);
[[maybe_unused]] const uint32_t usedShaderOptionBits = shaderOptionGroupLayout->GetBitSize();
AZ_TracePrintf(
ShaderAssetBuilderName, "Note: This shader uses %u of %u available shader variant key bits. \n",
usedShaderOptionBits, RPI::ShaderVariantKeyBitCount);
}
else
{
if (finalShaderOptionGroupLayout->GetHash() != shaderOptionGroupLayout->GetHash())
{
AZ_Error(
ShaderAssetBuilderName, false, "Supervariant %s has a different ShaderOptionGroupLayout",
supervariantInfo.m_name.GetCStr())
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
return;
}
}
if (shaderSourceData.m_programSettings.m_entryPoints.empty())
{
AZ_Error( ShaderAssetBuilderName, false, "ProgramSettings must specify entry points.");
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
return;
}
// Discover entry points & type of programs.
MapOfStringToStageType shaderEntryPoints;
for (const auto& entryPoint : shaderSourceData.m_programSettings.m_entryPoints)
{
shaderEntryPoints[entryPoint.m_name] = entryPoint.m_type;
}
bool hasRasterProgram = false;
auto attributeMapsOutcome = BuildAttributesMap(shaderPlatformInterface, azslData, shaderEntryPoints, hasRasterProgram);
if (!attributeMapsOutcome.IsSuccess())
{
AZ_Error(ShaderAssetBuilderName, false, "%s\n", attributeMapsOutcome.GetError().c_str());
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
return;
}
shaderAssetCreator.SetShaderStageAttributeMapList(attributeMapsOutcome.TakeValue());
// Check if we were canceled before we do any heavy processing of
// the shader data (compiling the shader kernels, processing SRG
// and pipeline layout data, etc.).
if (jobCancelListener.IsCancelled())
{
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Cancelled;
return;
}
RHI::Ptr<RHI::PipelineLayoutDescriptor> pipelineLayoutDescriptor =
ShaderBuilderUtility::BuildPipelineLayoutDescriptorForApi(
ShaderAssetBuilderName, srgLayoutList, shaderEntryPoints, buildOptions.m_compilerArguments, rootConstantData,
shaderPlatformInterface, bindingDependencies);
if (!pipelineLayoutDescriptor)
{
AZ_Error(
ShaderAssetBuilderName, false, "Failed to build pipeline layout descriptor for api=[%s]",
shaderPlatformInterface->GetAPIName().GetCStr());
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
return;
}
shaderAssetCreator.SetPipelineLayout(pipelineLayoutDescriptor);
RPI::ShaderInputContract shaderInputContract;
RPI::ShaderOutputContract shaderOutputContract;
size_t colorAttachmentCount = 0;
ShaderBuilderUtility::CreateShaderInputAndOutputContracts(
azslData, shaderEntryPoints, *shaderOptionGroupLayout.get(),
subProductsPaths[ShaderBuilderUtility::AzslSubProducts::om],
subProductsPaths[ShaderBuilderUtility::AzslSubProducts::ia],
shaderInputContract, shaderOutputContract, colorAttachmentCount);
shaderAssetCreator.SetInputContract(shaderInputContract);
shaderAssetCreator.SetOutputContract(shaderOutputContract);
if (hasRasterProgram)
{
// Set the various states to what is in the descriptor.
const RHI::TargetBlendState& targetBlendState = shaderSourceData.m_blendState;
RHI::RenderStates renderStates;
renderStates.m_rasterState = shaderSourceData.m_rasterState;
renderStates.m_depthStencilState = shaderSourceData.m_depthStencilState;
// [GFX TODO][ATOM-930] We should support unique blend states per RT
for (size_t i = 0; i < colorAttachmentCount; ++i)
{
renderStates.m_blendState.m_targets[i] = targetBlendState;
}
shaderAssetCreator.SetRenderStates(renderStates);
}
Outcome<AZStd::string, AZStd::string> hlslSourceCodeOutcome = Utils::ReadFile(hlslFullPath, AZ::RPI::JsonUtils::DefaultMaxFileSize);
if (!hlslSourceCodeOutcome.IsSuccess())
{
AZ_Error(
ShaderAssetBuilderName, false, "Failed to obtain shader source from %s. [%s]", hlslFullPath.c_str(),
hlslSourceCodeOutcome.GetError().c_str());
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
return;
}
AZStd::string hlslSourceCode = hlslSourceCodeOutcome.TakeValue();
// The root ShaderVariantAsset needs to be created with the known uuid of the source .shader asset because
// the ShaderAsset owns a Data::Asset<> reference that gets serialized. It must have the correct uuid
// so the root ShaderVariantAsset is found when the ShaderAsset is deserialized.
uint32_t rootVariantProductSubId = RPI::ShaderAsset::MakeProductAssetSubId(
shaderPlatformInterface->GetAPIUniqueIndex(), supervariantIndex,
aznumeric_cast<uint32_t>(RPI::ShaderAssetSubId::RootShaderVariantAsset));
auto assetIdOutcome = RPI::AssetUtils::MakeAssetId(shaderFullPath, rootVariantProductSubId);
AZ_Assert(assetIdOutcome.IsSuccess(), "Failed to get AssetId from shader %s", shaderFullPath.c_str());
const Data::AssetId variantAssetId = assetIdOutcome.TakeValue();
RPI::ShaderVariantListSourceData::VariantInfo rootVariantInfo;
ShaderVariantCreationContext shaderVariantCreationContext = {
*shaderPlatformInterface,
request.m_platformInfo,
buildOptions.m_compilerArguments,
request.m_tempDirPath,
shaderAssetBuildTimestamp,
shaderSourceData,
*shaderOptionGroupLayout.get(),
shaderEntryPoints,
variantAssetId,
superVariantAzslinStemName,
hlslFullPath,
hlslSourceCode};
AZStd::optional<RHI::ShaderPlatformInterface::ByProducts> outputByproducts;
auto rootShaderVariantAssetOutcome = ShaderVariantAssetBuilder::CreateShaderVariantAsset(rootVariantInfo, shaderVariantCreationContext, outputByproducts);
if (!rootShaderVariantAssetOutcome.IsSuccess())
{
AZ_Error(ShaderAssetBuilderName, false, "%s\n", rootShaderVariantAssetOutcome.GetError().c_str())
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
return;
}
Data::Asset<RPI::ShaderVariantAsset> rootShaderVariantAsset = rootShaderVariantAssetOutcome.TakeValue();
shaderAssetCreator.SetRootShaderVariantAsset(rootShaderVariantAsset);
if (!shaderAssetCreator.EndSupervariant())
{
AZ_Error(
ShaderAssetBuilderName, false, "Failed to create shader asset for supervariant [%s]", supervariantInfo.m_name.GetCStr())
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
return;
}
// Time to save the root variant related assets in the cache.
AssetBuilderSDK::JobProduct assetProduct;
if (!ShaderVariantAssetBuilder::SerializeOutShaderVariantAsset(
rootShaderVariantAsset, superVariantAzslinStemName, request.m_tempDirPath, *shaderPlatformInterface,
rootVariantProductSubId,
assetProduct))
{
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
return;
}
response.m_outputProducts.push_back(assetProduct);
if (outputByproducts)
{
// add byproducts as job output products:
uint32_t subProductType = aznumeric_cast<uint32_t>(RPI::ShaderAssetSubId::FirstByProduct);
for (const AZStd::string& byproduct : outputByproducts.value().m_intermediatePaths)
{
AssetBuilderSDK::JobProduct jobProduct;
jobProduct.m_productFileName = byproduct;
jobProduct.m_productAssetType = Uuid::CreateName("DebugInfoByProduct-PdbOrDxilTxt");
jobProduct.m_productSubID = RPI::ShaderAsset::MakeProductAssetSubId(
shaderPlatformInterface->GetAPIUniqueIndex(), supervariantIndex,
subProductType++);
response.m_outputProducts.push_back(AZStd::move(jobProduct));
}
}
supervariantIndex++;
} // end for the supervariant
shaderAssetCreator.EndAPI();
} // end for all ShaderPlatformInterfaces
Data::Asset<RPI::ShaderAsset> shaderAsset;
if (!shaderAssetCreator.End(shaderAsset))
{
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
return;
}
if (!SerializeOutShaderAsset(shaderAsset, request.m_tempDirPath, response))
{
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
return;
}
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Success;
AZ_TracePrintf(ShaderAssetBuilderName, "Finished processing %s in %.3f seconds\n", request.m_sourceFile.c_str(), timer.GetDeltaTimeInSeconds());
ShaderBuilderUtility::LogProfilingData(ShaderAssetBuilderName, shaderFileName);
}
} // ShaderBuilder
} // AZ