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

820 lines
41 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 "ShaderBuilderUtility.h"
#include <AzFramework/API/ApplicationAPI.h>
#include <AzFramework/StringFunc/StringFunc.h>
#include <AzFramework/Asset/AssetSystemBus.h>
#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
#include <AzToolsFramework/Debug/TraceContext.h>
#include <AzToolsFramework/AssetCatalog/PlatformAddressedAssetCatalog.h>
#include <AzCore/Asset/AssetManager.h>
#include <AzCore/IO/IOUtils.h>
#include <AzCore/IO/FileIO.h>
#include <AzCore/Settings/SettingsRegistryMergeUtils.h>
#include <AzCore/Serialization/Json/JsonUtils.h>
#include <Atom/RPI.Edit/Common/JsonReportingHelper.h>
#include <Atom/RPI.Edit/Common/AssetUtils.h>
#include <Atom/RPI.Edit/Common/JsonUtils.h>
#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
#include <Atom/RPI.Reflect/Shader/ShaderOptionGroup.h>
#include <Atom/RHI.Edit/Utils.h>
#include <Atom/RHI.Edit/ShaderPlatformInterface.h>
#include <CommonFiles/Preprocessor.h>
#include <AzslCompiler.h>
#include "ShaderPlatformInterfaceRequest.h"
#include "AtomShaderConfig.h"
#include "SrgLayoutUtility.h"
namespace AZ
{
namespace ShaderBuilder
{
namespace ShaderBuilderUtility
{
[[maybe_unused]] static constexpr char ShaderBuilderUtilityName[] = "ShaderBuilderUtility";
Outcome<RPI::ShaderSourceData, AZStd::string> LoadShaderDataJson(const AZStd::string& fullPathToJsonFile)
{
RPI::ShaderSourceData shaderSourceData;
auto document = JsonSerializationUtils::ReadJsonFile(fullPathToJsonFile, AZ::RPI::JsonUtils::AtomMaxFileSize);
if (!document.IsSuccess())
{
return Failure(document.GetError());
}
JsonDeserializerSettings settings;
RPI::JsonReportingHelper reportingHelper;
reportingHelper.Attach(settings);
JsonSerialization::Load(shaderSourceData, document.GetValue(), settings);
return AZ::Success(shaderSourceData);
}
void GetAbsolutePathToAzslFile(const AZStd::string& shaderTemplatePathAndFile, AZStd::string specifiedShaderPathAndName, AZStd::string& absoluteAzslPath)
{
AZStd::string sourcePath;
AzFramework::StringFunc::Path::GetFullPath(shaderTemplatePathAndFile.data(), sourcePath);
AzFramework::StringFunc::Path::Normalize(specifiedShaderPathAndName);
bool shaderNameHasPath = (specifiedShaderPathAndName.find(AZ_CORRECT_FILESYSTEM_SEPARATOR) != AZStd::string::npos);
// Join will handle overlapping directory structures for us
AzFramework::StringFunc::Path::Join(sourcePath.data(), specifiedShaderPathAndName.data(), absoluteAzslPath, shaderNameHasPath /* handle directory overlap? */, false /* be case insensitive? */);
AzFramework::StringFunc::Path::ReplaceExtension(absoluteAzslPath, "azsl");
}
AZStd::shared_ptr<ShaderFiles> PrepareSourceInput(
[[maybe_unused]] const char* builderName,
const AZStd::string& shaderAssetSourcePath,
RPI::ShaderSourceData& sourceAsset)
{
auto shaderAssetSourceFileParseOutput = ShaderBuilderUtility::LoadShaderDataJson(shaderAssetSourcePath);
if (!shaderAssetSourceFileParseOutput.IsSuccess())
{
AZ_Error(builderName, false, "Failed to load/parse Shader Descriptor JSON: %s", shaderAssetSourceFileParseOutput.GetError().c_str());
return nullptr;
}
sourceAsset = AZStd::move(shaderAssetSourceFileParseOutput.GetValue());
AZStd::shared_ptr<ShaderFiles> files(new ShaderFiles);
const AZStd::string& specifiedAzslName = sourceAsset.m_source;
ShaderBuilderUtility::GetAbsolutePathToAzslFile(shaderAssetSourcePath, specifiedAzslName, files->m_azslSourceFullPath);
// specifiedAzslName may have a relative path on it so need to strip it
AzFramework::StringFunc::Path::GetFileName(specifiedAzslName.c_str(), files->m_azslFileName);
return files;
}
AssetBuilderSDK::ProcessJobResultCode PopulateAzslDataFromJsonFiles(
const char* builderName,
const AzslSubProducts::Paths& pathOfJsonFiles,
const bool platformUsesRegisterSpaces,
AzslData& azslData,
RPI::ShaderResourceGroupLayoutList& srgLayoutList,
RPI::Ptr<RPI::ShaderOptionGroupLayout> shaderOptionGroupLayout,
BindingDependencies& bindingDependencies,
RootConstantData& rootConstantData)
{
AzslCompiler azslc(
azslData
.m_preprocessedFullPath); // set the input file for eventual error messages, but the compiler won't be called on it.
bool allReadSuccess = true;
// read: input assembly reflection
// shader resource group reflection
// options reflection
// binding dependencies reflection
int indicesOfInterest[] = {
AzslSubProducts::ia, AzslSubProducts::srg, AzslSubProducts::options, AzslSubProducts::bindingdep};
AZStd::unordered_map<int, Outcome<rapidjson::Document, AZStd::string>> outcomes;
for (int i : indicesOfInterest)
{
outcomes[i] = JsonSerializationUtils::ReadJsonFile(pathOfJsonFiles[i], AZ::RPI::JsonUtils::AtomMaxFileSize);
if (!outcomes[i].IsSuccess())
{
AZ_Error(builderName, false, "%s", outcomes[i].GetError().c_str());
allReadSuccess = false;
}
}
if (!allReadSuccess)
{
return AssetBuilderSDK::ProcessJobResult_Failed;
}
// Get full list of functions eligible for vertex shader entry points
// along with metadata for constructing the InputAssembly for each of them
if (!azslc.ParseIaPopulateFunctionData(outcomes[AzslSubProducts::ia].GetValue(), azslData.m_functions))
{
return AssetBuilderSDK::ProcessJobResult_Failed;
}
// Each SRG is built as a separate asset in the SrgLayoutBuilder, here we just
// build the list and load the data from multiple dependency assets.
if (!azslc.ParseSrgPopulateSrgData(outcomes[AzslSubProducts::srg].GetValue(), azslData.m_srgData))
{
return AssetBuilderSDK::ProcessJobResult_Failed;
}
// Add all Shader Resource Group Assets that were defined in the shader code to the shader asset
if (!SrgLayoutUtility::LoadShaderResourceGroupLayouts(builderName, azslData.m_srgData, platformUsesRegisterSpaces, srgLayoutList))
{
AZ_Error(builderName, false, "Failed to obtain shader resource group assets");
return AssetBuilderSDK::ProcessJobResult_Failed;
}
// The shader options define what options are available, what are the allowed values/range
// for each option and what is its default value.
if (!azslc.ParseOptionsPopulateOptionGroupLayout(outcomes[AzslSubProducts::options].GetValue(), shaderOptionGroupLayout))
{
AZ_Error(builderName, false, "Failed to find a valid list of shader options!");
return AssetBuilderSDK::ProcessJobResult_Failed;
}
// It analyzes the shader external bindings (all SRG contents)
// and informs us on register indexes and shader stages using these resources
if (!azslc.ParseBindingdepPopulateBindingDependencies(
outcomes[AzslSubProducts::bindingdep].GetValue(), bindingDependencies)) // consuming data from binding-dep
{
AZ_Error(builderName, false, "Failed to obtain shader resource binding reflection");
return AssetBuilderSDK::ProcessJobResult_Failed;
}
// access the root constants reflection
if (!azslc.ParseSrgPopulateRootConstantData(
outcomes[AzslSubProducts::srg].GetValue(),
rootConstantData)) // consuming data from --srg ("InlineConstantBuffer" subjson section)
{
AZ_Error(builderName, false, "Failed to obtain root constant data reflection");
return AssetBuilderSDK::ProcessJobResult_Failed;
}
return AssetBuilderSDK::ProcessJobResult_Success;
}
RHI::ShaderHardwareStage ToAssetBuilderShaderType(RPI::ShaderStageType stageType)
{
switch (stageType)
{
case RPI::ShaderStageType::Compute:
return RHI::ShaderHardwareStage::Compute;
case RPI::ShaderStageType::Fragment:
return RHI::ShaderHardwareStage::Fragment;
case RPI::ShaderStageType::Geometry:
return RHI::ShaderHardwareStage::Geometry;
case RPI::ShaderStageType::TessellationControl:
return RHI::ShaderHardwareStage::TessellationControl;
case RPI::ShaderStageType::TessellationEvaluation:
return RHI::ShaderHardwareStage::TessellationEvaluation;
case RPI::ShaderStageType::Vertex:
return RHI::ShaderHardwareStage::Vertex;
case RPI::ShaderStageType::RayTracing:
return RHI::ShaderHardwareStage::RayTracing;
}
AZ_Assert(false, "Unable to find Shader stage given RPI ShaderStage %d", stageType);
return RHI::ShaderHardwareStage::Invalid;
}
//! the binding dependency structure may store lots of high level function names which are not entry points
static void PruneNonEntryFunctions(
BindingDependencies& bindingDependencies /*inout*/, const MapOfStringToStageType& shaderEntryPoints)
{
auto cleaner = [&shaderEntryPoints](BindingDependencies::FunctionsNameVector& functionVector)
{
functionVector.erase(
AZStd::remove_if(
functionVector.begin(),
functionVector.end(),
[&shaderEntryPoints](const AZStd::string& functionName)
{
return shaderEntryPoints.find(functionName) == shaderEntryPoints.end();
}),
functionVector.end());
};
for (auto& srg : bindingDependencies.m_orderedSrgs)
{
cleaner(srg.m_srgConstantsDependencies.m_binding.m_dependentFunctions);
AZStd::for_each(
srg.m_resources.begin(),
srg.m_resources.end(),
[&cleaner](decltype(*srg.m_resources.begin())& nameResourcePair)
{
cleaner(nameResourcePair.second.m_dependentFunctions);
});
}
}
static AZStd::string DumpCode(
[[maybe_unused]] const char* builderName,
const AZStd::string& codeInString,
const AZStd::string& dumpDirectory,
const AZStd::string& stemName,
const AZStd::string& apiTypeString,
const AZStd::string& extension)
{
AZStd::string finalFilePath;
AZStd::string formatted;
if (apiTypeString.empty())
{
formatted = AZStd::string::format("%s.%s", stemName.c_str(), extension.c_str());
}
else
{
formatted = AZStd::string::format("%s_%s.%s", stemName.c_str(), apiTypeString.c_str(), extension.c_str());
}
AzFramework::StringFunc::Path::Join(dumpDirectory.c_str(), formatted.c_str(), finalFilePath, true, true);
AZ::IO::FileIOStream outFileStream(finalFilePath.data(), AZ::IO::OpenMode::ModeWrite);
if (!outFileStream.IsOpen())
{
AZ_Error(builderName, false, "Failed to open file to write (%s)\n", finalFilePath.data());
return "";
}
outFileStream.Write(codeInString.size(), codeInString.data());
// Prevent warning: "warning: End of input with no newline"
static constexpr char newLine[] = "\n";
outFileStream.Write(sizeof(newLine) - 1, newLine);
outFileStream.Close();
return finalFilePath;
}
AZStd::string DumpPreprocessedCode(const char* builderName, const AZStd::string& preprocessedCode, const AZStd::string& tempDirPath, const AZStd::string& stemName, const AZStd::string& apiTypeString)
{
return DumpCode(builderName, preprocessedCode, tempDirPath, stemName, apiTypeString, "azslin");
}
AZStd::string DumpAzslPrependedCode(const char* builderName, const AZStd::string& nonPreprocessedYetAzslSource, const AZStd::string& tempDirPath, const AZStd::string& stemName, const AZStd::string& apiTypeString)
{
return DumpCode(builderName, nonPreprocessedYetAzslSource, tempDirPath, stemName, apiTypeString, "azslprepend");
}
AZStd::string ExtractStemName(const char* path)
{
AZStd::string result;
AzFramework::StringFunc::Path::GetFileName(path, result);
return result;
}
AZStd::vector<RHI::ShaderPlatformInterface*> DiscoverValidShaderPlatformInterfaces(const AssetBuilderSDK::PlatformInfo& info)
{
AZStd::vector<RHI::ShaderPlatformInterface*> platformInterfaces;
ShaderPlatformInterfaceRequestBus::BroadcastResult(platformInterfaces, &ShaderPlatformInterfaceRequest::GetShaderPlatformInterface, info);
// filter out nulls:
platformInterfaces.erase(AZStd::remove_if(AZ_BEGIN_END(platformInterfaces), [](auto* element) { return element == nullptr; }), platformInterfaces.end());
return platformInterfaces;
}
AZStd::vector<RHI::ShaderPlatformInterface*> DiscoverEnabledShaderPlatformInterfaces(const AssetBuilderSDK::PlatformInfo& info, const RPI::ShaderSourceData& shaderSourceData)
{
// Request the list of valid shader platform interfaces for the target platform.
AZStd::vector<RHI::ShaderPlatformInterface*> platformInterfaces;
ShaderPlatformInterfaceRequestBus::BroadcastResult(
platformInterfaces, &ShaderPlatformInterfaceRequest::GetShaderPlatformInterface, info);
// Let's remove the unwanted RHI interfaces from the list.
platformInterfaces.erase(
AZStd::remove_if(AZ_BEGIN_END(platformInterfaces),
[&](const RHI::ShaderPlatformInterface* shaderPlatformInterface) {
return !shaderPlatformInterface ||
shaderSourceData.IsRhiBackendDisabled(shaderPlatformInterface->GetAPIName());
}),
platformInterfaces.end());
return platformInterfaces;
}
static bool IsValidSupervariantName(const AZStd::string& supervariantName)
{
return AZStd::all_of(AZ_BEGIN_END(supervariantName),
[](AZStd::string::value_type ch)
{
return AZStd::is_alnum(ch); // allow alpha numeric only
}
);
}
AZStd::vector<RPI::ShaderSourceData::SupervariantInfo> GetSupervariantListFromShaderSourceData(
const RPI::ShaderSourceData& shaderSourceData)
{
AZStd::vector<RPI::ShaderSourceData::SupervariantInfo> supervariants;
supervariants.reserve(shaderSourceData.m_supervariants.size() + 1);
// Add the supervariants, always making sure that:
// 1- The default, nameless, supervariant goes to the front.
// 2- Each supervariant has a unique name
AZStd::unordered_set<AZ::Name> uniqueSuperVariants; // This set helps duplicate detection.
// Although it is not common, it is possible to declare a nameless supervariant.
bool addedNamelessSupervariant = false;
for (const auto& supervariantInfo : shaderSourceData.m_supervariants)
{
if (!IsValidSupervariantName(supervariantInfo.m_name.GetStringView()))
{
AZ_Error(
ShaderBuilderUtilityName, false, "The supervariant name: [%s] contains invalid characters. Only [a-zA-Z0-9] are supported",
supervariantInfo.m_name.GetCStr());
return {}; // Return an empty vector.
}
if (uniqueSuperVariants.count(supervariantInfo.m_name))
{
AZ_Error(
ShaderBuilderUtilityName, false, "It is invalid to specify more than one supervariant with the same name: [%s]",
supervariantInfo.m_name.GetCStr());
return {}; // Return an empty vector.
}
uniqueSuperVariants.emplace(supervariantInfo.m_name);
supervariants.push_back(supervariantInfo);
if (supervariantInfo.m_name.IsEmpty())
{
addedNamelessSupervariant = true;
// Always move the default, nameless, variant to the begining of the list.
AZStd::swap(supervariants.front(), supervariants.back());
}
}
if (!addedNamelessSupervariant)
{
supervariants.push_back({});
// Always move the default, nameless, variant to the begining of the list.
AZStd::swap(supervariants.front(), supervariants.back());
}
return supervariants;
}
static void ReadShaderCompilerProfiling([[maybe_unused]] const char* builderName, RHI::ShaderCompilerProfiling& shaderCompilerProfiling, AZStd::string_view shaderPath)
{
AZStd::string folderPath;
AzFramework::StringFunc::Path::GetFullPath(shaderPath.data(), folderPath);
AZStd::vector<AZStd::string> fileNames;
IO::FileIOBase::GetInstance()->FindFiles(folderPath.c_str(), "*.profiling", [&](const char* filePath) -> bool
{
fileNames.push_back(AZStd::string(filePath));
return true;
});
for (const AZStd::string& fileName : fileNames)
{
RHI::ShaderCompilerProfiling profiling;
auto loadResult = AZ::JsonSerializationUtils::LoadObjectFromFile<RHI::ShaderCompilerProfiling>(profiling, fileName);
if (!loadResult.IsSuccess())
{
AZ_Error(builderName, false, "Failed to load shader compiler profiling from file [%s]", fileName.data());
AZ_Error(builderName, false, "Loading issues: %s", loadResult.GetError().data());
continue;
}
shaderCompilerProfiling.m_entries.insert(
shaderCompilerProfiling.m_entries.begin(),
profiling.m_entries.begin(), profiling.m_entries.end());
}
}
void LogProfilingData(const char* builderName, AZStd::string_view shaderPath)
{
RHI::ShaderCompilerProfiling shaderCompilerProfiling;
ReadShaderCompilerProfiling(builderName, shaderCompilerProfiling, shaderPath);
struct ProfilingPerCompiler
{
size_t m_calls;
float m_totalElapsedTime;
};
// The key is the compiler executable path.
AZStd::unordered_map<AZStd::string, ProfilingPerCompiler> profilingPerCompiler;
for (const RHI::ShaderCompilerProfiling::Entry& shaderCompilerProfilingEntry : shaderCompilerProfiling.m_entries)
{
auto it = profilingPerCompiler.find(shaderCompilerProfilingEntry.m_executablePath);
if (it == profilingPerCompiler.end())
{
profilingPerCompiler.emplace(
shaderCompilerProfilingEntry.m_executablePath,
ProfilingPerCompiler{ 1, shaderCompilerProfilingEntry.m_elapsedTimeSeconds });
}
else
{
(*it).second.m_calls++;
(*it).second.m_totalElapsedTime += shaderCompilerProfilingEntry.m_elapsedTimeSeconds;
}
}
#if defined(AZ_ENABLE_TRACING)
for (const auto& profiling : profilingPerCompiler)
{
AZ_TracePrintf(builderName, "Compiler: %s\n>\tCalls: %d\n>\tTime: %.2f seconds\n",
profiling.first.c_str(), profiling.second.m_calls, profiling.second.m_totalElapsedTime);
}
#endif
}
Outcome<AZStd::string, AZStd::string> ObtainBuildArtifactPathFromShaderAssetBuilder(
const uint32_t rhiUniqueIndex, const AZStd::string& platformIdentifier, const AZStd::string& shaderJsonPath,
const uint32_t supervariantIndex, RPI::ShaderAssetSubId shaderAssetSubId)
{
// platform id from identifier
AzFramework::PlatformId platformId = AzFramework::PlatformId::PC;
if (platformIdentifier == "pc")
{
platformId = AzFramework::PlatformId::PC;
}
else if (platformIdentifier == "linux")
{
platformId = AzFramework::PlatformId::LINUX_ID;
}
else if (platformIdentifier == "mac")
{
platformId = AzFramework::PlatformId::MAC_ID;
}
else if (platformIdentifier == "android")
{
platformId = AzFramework::PlatformId::ANDROID_ID;
}
else if (platformIdentifier == "ios")
{
platformId = AzFramework::PlatformId::IOS;
}
uint32_t assetSubId = RPI::ShaderAsset::MakeProductAssetSubId(rhiUniqueIndex, supervariantIndex, aznumeric_cast<uint32_t>(shaderAssetSubId));
auto assetIdOutcome = RPI::AssetUtils::MakeAssetId(shaderJsonPath, assetSubId);
if (!assetIdOutcome.IsSuccess())
{
return Failure(AZStd::string::format(
"Missing ShaderAssetBuilder product %s, for sub %d", shaderJsonPath.c_str(), (uint32_t)shaderAssetSubId));
}
Data::AssetId assetId = assetIdOutcome.TakeValue();
// get the relative path:
AZStd::string assetPath;
Data::AssetCatalogRequestBus::BroadcastResult(assetPath, &Data::AssetCatalogRequests::GetAssetPathById, assetId);
// get the root:
AZStd::string assetRoot = AzToolsFramework::PlatformAddressedAssetCatalog::GetAssetRootForPlatform(platformId);
// join
AZStd::string assetFullPath;
AzFramework::StringFunc::Path::Join(assetRoot.c_str(), assetPath.c_str(), assetFullPath);
bool fileExists = IO::FileIOBase::GetInstance()->Exists(assetFullPath.c_str()) &&
!IO::FileIOBase::GetInstance()->IsDirectory(assetFullPath.c_str());
if (!fileExists)
{
return Failure(AZStd::string::format(
"asset [%s] from shader source %s and subId %d doesn't exist", assetFullPath.c_str(), shaderJsonPath.c_str(),
(uint32_t)shaderAssetSubId));
}
return AZ::Success(assetFullPath);
}
RHI::Ptr<RHI::PipelineLayoutDescriptor> BuildPipelineLayoutDescriptorForApi(
[[maybe_unused]] const char* builderName, const RPI::ShaderResourceGroupLayoutList& srgLayoutList, const MapOfStringToStageType& shaderEntryPoints,
const RHI::ShaderCompilerArguments& shaderCompilerArguments, const RootConstantData& rootConstantData,
RHI::ShaderPlatformInterface* shaderPlatformInterface, BindingDependencies& bindingDependencies /*inout*/)
{
PruneNonEntryFunctions(bindingDependencies, shaderEntryPoints);
// Translates from a list of function names that use a resource to a shader stage mask.
auto getRHIShaderStageMask = [&shaderEntryPoints](const BindingDependencies::FunctionsNameVector& functions) {
RHI::ShaderStageMask mask = RHI::ShaderStageMask::None;
// Iterate through all the functions that are using the resource.
for (const auto& functionName : functions)
{
// Search the function name into the list of valid entry points into the shader.
auto findId =
AZStd::find_if(shaderEntryPoints.begin(), shaderEntryPoints.end(), [&functionName](const auto& item) {
return item.first == functionName;
});
if (findId != shaderEntryPoints.end())
{
// Use the entry point shader stage type to calculate the mask.
RHI::ShaderHardwareStage hardwareStage = ToAssetBuilderShaderType(findId->second);
mask |= static_cast<RHI::ShaderStageMask>(AZ_BIT(static_cast<uint32_t>(RHI::ToRHIShaderStage(hardwareStage))));
}
}
return mask;
};
// Build general PipelineLayoutDescriptor data that is provided for all platforms
RHI::Ptr<RHI::PipelineLayoutDescriptor> pipelineLayoutDescriptor =
shaderPlatformInterface->CreatePipelineLayoutDescriptor();
RHI::ShaderPlatformInterface::ShaderResourceGroupInfoList srgInfos;
for (const auto& srgLayout : srgLayoutList)
{
// Search the binding info for a Shader Resource Group.
AZStd::string_view srgName = srgLayout->GetName().GetStringView();
const BindingDependencies::SrgResources* srgResources = bindingDependencies.GetSrg(srgName);
if (!srgResources)
{
AZ_Error(builderName, false, "SRG %s not found in the dependency dataset", srgName.data());
return nullptr;
}
RHI::ShaderResourceGroupBindingInfo srgBindingInfo;
srgBindingInfo.m_spaceId = srgResources->m_registerSpace;
const RHI::ShaderResourceGroupLayout* layout = srgLayout.get();
// Calculate the binding in for the constant data. All constant data share the same binding info.
srgBindingInfo.m_constantDataBindingInfo = {
getRHIShaderStageMask(srgResources->m_srgConstantsDependencies.m_binding.m_dependentFunctions),
srgResources->m_srgConstantsDependencies.m_binding.m_registerId};
// Calculate the binding info for each resource of the Shader Resource Group.
for (auto const& resource : srgResources->m_resources)
{
auto const& resourceInfo = resource.second;
srgBindingInfo.m_resourcesRegisterMap.insert(
{AZ::Name(resourceInfo.m_selfName),
RHI::ResourceBindingInfo(
getRHIShaderStageMask(resourceInfo.m_dependentFunctions), resourceInfo.m_registerId)});
}
pipelineLayoutDescriptor->AddShaderResourceGroupLayoutInfo(*layout, srgBindingInfo);
srgInfos.push_back(RHI::ShaderPlatformInterface::ShaderResourceGroupInfo{layout, srgBindingInfo});
}
RHI::Ptr<RHI::ConstantsLayout> rootConstantsLayout = RHI::ConstantsLayout::Create();
for (const auto& constantData : rootConstantData.m_constants)
{
RHI::ShaderInputConstantDescriptor rootConstantDesc(
constantData.m_nameId, constantData.m_constantByteOffset, constantData.m_constantByteSize,
rootConstantData.m_bindingInfo.m_registerId);
rootConstantsLayout->AddShaderInput(rootConstantDesc);
}
if (!rootConstantsLayout->Finalize())
{
AZ_Error(builderName, false, "Failed to finalize root constants layout");
return nullptr;
}
pipelineLayoutDescriptor->SetRootConstantsLayout(*rootConstantsLayout);
RHI::ShaderPlatformInterface::RootConstantsInfo rootConstantInfo;
rootConstantInfo.m_spaceId = rootConstantData.m_bindingInfo.m_space;
rootConstantInfo.m_registerId = rootConstantData.m_bindingInfo.m_registerId;
rootConstantInfo.m_totalSizeInBytes = rootConstantsLayout->GetDataSize();
// Build platform-specific PipelineLayoutDescriptor data, and finalize
if (!shaderPlatformInterface->BuildPipelineLayoutDescriptor(
pipelineLayoutDescriptor, srgInfos, rootConstantInfo, shaderCompilerArguments))
{
AZ_Error(builderName, false, "Failed to build pipeline layout descriptor");
return nullptr;
}
return pipelineLayoutDescriptor;
}
static bool IsSystemValueSemantic(const AZStd::string_view semantic)
{
// https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-semantics#system-value-semantics
return AzFramework::StringFunc::StartsWith(semantic, "sv_", false);
}
static bool CreateShaderInputContract(
const AzslData& azslData,
const AZStd::string& vertexShaderName,
const RPI::ShaderOptionGroupLayout& shaderOptionGroupLayout,
const AZStd::string& pathToIaJson,
RPI::ShaderInputContract& contract)
{
StructData inputStruct;
inputStruct.m_id = "";
auto jsonOutcome = JsonSerializationUtils::ReadJsonFile(pathToIaJson, AZ::RPI::JsonUtils::AtomMaxFileSize);
if (!jsonOutcome.IsSuccess())
{
AZ_Error(ShaderBuilderUtilityName, false, "%s", jsonOutcome.GetError().c_str());
return AssetBuilderSDK::ProcessJobResult_Failed;
}
AzslCompiler azslc(azslData.m_preprocessedFullPath);
if (!azslc.ParseIaPopulateStructData(jsonOutcome.GetValue(), vertexShaderName, inputStruct))
{
AZ_Error(ShaderBuilderUtilityName, false, "Failed to parse input layout\n");
return false;
}
if (inputStruct.m_id.empty())
{
AZ_Error(
ShaderBuilderUtilityName, false, "Failed to find the input struct for vertex shader %s.",
vertexShaderName.c_str());
return false;
}
for (const auto& member : inputStruct.m_members)
{
RHI::ShaderSemantic streamChannelSemantic{Name{member.m_semanticText}, static_cast<uint32_t>(member.m_semanticIndex)};
// Semantics that represent a system-generated value do not map to an input stream
if (IsSystemValueSemantic(streamChannelSemantic.m_name.GetStringView()))
{
continue;
}
contract.m_streamChannels.push_back();
contract.m_streamChannels.back().m_semantic = streamChannelSemantic;
if (member.m_variable.m_typeModifier == MatrixMajor::ColumnMajor)
{
contract.m_streamChannels.back().m_componentCount = member.m_variable.m_cols;
}
else
{
contract.m_streamChannels.back().m_componentCount = member.m_variable.m_rows;
}
// [GFX_TODO][ATOM-14475]: Come up with a more elegant way to mark optional channels and their corresponding shader
// option
static const char OptionalInputStreamPrefix[] = "m_optional_";
if (AzFramework::StringFunc::StartsWith(member.m_variable.m_name, OptionalInputStreamPrefix, true))
{
AZStd::string expectedOptionName = AZStd::string::format(
"o_%s_isBound", member.m_variable.m_name.substr(strlen(OptionalInputStreamPrefix)).c_str());
RPI::ShaderOptionIndex shaderOptionIndex = shaderOptionGroupLayout.FindShaderOptionIndex(Name{expectedOptionName});
if (!shaderOptionIndex.IsValid())
{
AZ_Error(
ShaderBuilderUtilityName, false, "Shader option '%s' not found for optional input stream '%s'",
expectedOptionName.c_str(), member.m_variable.m_name.c_str());
return false;
}
const RPI::ShaderOptionDescriptor& option = shaderOptionGroupLayout.GetShaderOption(shaderOptionIndex);
if (option.GetType() != RPI::ShaderOptionType::Boolean)
{
AZ_Error(ShaderBuilderUtilityName, false, "Shader option '%s' must be a bool.", expectedOptionName.c_str());
return false;
}
if (option.GetDefaultValue().GetStringView() != "false")
{
AZ_Error(
ShaderBuilderUtilityName, false, "Shader option '%s' must default to false.",
expectedOptionName.c_str());
return false;
}
contract.m_streamChannels.back().m_isOptional = true;
contract.m_streamChannels.back().m_streamBoundIndicatorIndex = shaderOptionIndex;
}
}
return true;
}
static bool CreateShaderOutputContract(
const AzslData& azslData,
const AZStd::string& fragmentShaderName,
const AZStd::string& pathToOmJson,
RPI::ShaderOutputContract& contract)
{
StructData outputStruct;
outputStruct.m_id = "";
auto jsonOutcome = JsonSerializationUtils::ReadJsonFile(pathToOmJson, AZ::RPI::JsonUtils::AtomMaxFileSize);
if (!jsonOutcome.IsSuccess())
{
AZ_Error(ShaderBuilderUtilityName, false, "%s", jsonOutcome.GetError().c_str());
return AssetBuilderSDK::ProcessJobResult_Failed;
}
AzslCompiler azslc(azslData.m_preprocessedFullPath);
if (!azslc.ParseOmPopulateStructData(jsonOutcome.GetValue(), fragmentShaderName, outputStruct))
{
AZ_Error(ShaderBuilderUtilityName, false, "Failed to parse output layout\n");
return false;
}
for (const auto& member : outputStruct.m_members)
{
RHI::ShaderSemantic semantic = RHI::ShaderSemantic::Parse(member.m_semanticText);
bool depthFound = false;
if (semantic.m_name.GetStringView() == "SV_Target")
{
contract.m_requiredColorAttachments.push_back();
// Render targets only support 1-D vector types and those are always column-major (per DXC)
contract.m_requiredColorAttachments.back().m_componentCount = member.m_variable.m_cols;
}
else if (
semantic.m_name.GetStringView() == "SV_Depth" || semantic.m_name.GetStringView() == "SV_DepthGreaterEqual" ||
semantic.m_name.GetStringView() == "SV_DepthLessEqual")
{
if (depthFound)
{
AZ_Error(
ShaderBuilderUtilityName, false,
"SV_Depth specified more than once in the fragment shader output structure");
return false;
}
depthFound = true;
}
else
{
AZ_Error(
ShaderBuilderUtilityName, false, "Unsupported shader output semantic '%s'.", semantic.m_name.GetCStr());
return false;
}
}
return true;
}
bool CreateShaderInputAndOutputContracts(
const AzslData& azslData,
const MapOfStringToStageType& shaderEntryPoints,
const RPI::ShaderOptionGroupLayout& shaderOptionGroupLayout,
const AZStd::string& pathToOmJson,
const AZStd::string& pathToIaJson,
RPI::ShaderInputContract& shaderInputContract,
RPI::ShaderOutputContract& shaderOutputContract,
size_t& colorAttachmentCount)
{
bool success = true;
for (const auto& shaderEntryPoint : shaderEntryPoints)
{
auto shaderEntryName = shaderEntryPoint.first;
auto shaderStageType = shaderEntryPoint.second;
if (shaderStageType == RPI::ShaderStageType::Vertex)
{
const bool layoutCreated = CreateShaderInputContract(azslData, shaderEntryName, shaderOptionGroupLayout, pathToIaJson, shaderInputContract);
if (!layoutCreated)
{
success = false;
AZ_Error(
ShaderBuilderUtilityName, false, "Could not create the input contract for the vertex function %s",
shaderEntryName.c_str());
continue; // Using continue to report all the errors found
}
}
if (shaderStageType == RPI::ShaderStageType::Fragment)
{
const bool layoutCreated =
CreateShaderOutputContract(azslData, shaderEntryName, pathToOmJson, shaderOutputContract);
if (!layoutCreated)
{
success = false;
AZ_Error(
ShaderBuilderUtilityName, false, "Could not create the output contract for the fragment function %s",
shaderEntryName.c_str());
continue; // Using continue to report all the errors found
}
colorAttachmentCount = shaderOutputContract.m_requiredColorAttachments.size();
}
}
return success;
}
} // namespace ShaderBuilderUtility
} // namespace ShaderBuilder
} // AZ