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o3de/Gems/Atom/RPI/Code/Source/RPI.Builders/Pass/PassBuilder.cpp

323 lines
13 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 <Pass/PassBuilder.h>
#include <Atom/RPI.Edit/Common/AssetUtils.h>
#include <AzCore/Asset/AssetManagerBus.h>
#include <AzCore/Serialization/Json/JsonUtils.h>
#include <Atom/RPI.Reflect/Asset/AssetReference.h>
#include <Atom/RPI.Reflect/Pass/PassAsset.h>
#include <AzFramework/IO/LocalFileIO.h>
#include <AzFramework/StringFunc/StringFunc.h>
#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
#include <AssetBuilderSDK/AssetBuilderSDK.h>
namespace AZ
{
namespace RPI
{
namespace
{
[[maybe_unused]] static const char* PassBuilderName = "PassBuilder";
static const char* PassBuilderJobKey = "Pass Asset Builder";
static const char* PassAssetExtension = "pass";
}
void PassBuilder::RegisterBuilder()
{
AssetBuilderSDK::AssetBuilderDesc builder;
builder.m_name = PassBuilderJobKey;
builder.m_version = 13; // antonmic: making .pass files declare dependency on shaders they reference
builder.m_busId = azrtti_typeid<PassBuilder>();
builder.m_createJobFunction = AZStd::bind(&PassBuilder::CreateJobs, this, AZStd::placeholders::_1, AZStd::placeholders::_2);
builder.m_processJobFunction = AZStd::bind(&PassBuilder::ProcessJob, this, AZStd::placeholders::_1, AZStd::placeholders::_2);
// Match *.pass extension
builder.m_patterns.emplace_back(
AssetBuilderSDK::AssetBuilderPattern(
AZStd::string("*.") + PassAssetExtension,
AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard
)
);
BusConnect(builder.m_busId);
AssetBuilderSDK::AssetBuilderBus::Broadcast(&AssetBuilderSDK::AssetBuilderBus::Handler::RegisterBuilderInformation, builder);
}
PassBuilder::~PassBuilder()
{
BusDisconnect();
}
void PassBuilder::ShutDown()
{
m_isShuttingDown = true;
}
// --- Code related to dependency shader asset handling ---
// Helper class to pass parameters to the AddDependency and FindReferencedAssets functions below
struct FindPassReferenceAssetParams
{
void* passAssetObject = nullptr;
Uuid passAssetUuid;
SerializeContext* serializeContext = nullptr;
AZStd::string_view passAssetSourceFile; // File path of the pass asset
AZStd::string_view dependencySourceFile; // File pass of the asset the pass asset depends on
const char* jobKey = nullptr; // Job key for adding job dependency
};
// Helper function to get a file reference and create a corresponding job dependency
bool AddDependency(FindPassReferenceAssetParams& params, AssetBuilderSDK::JobDescriptor* job)
{
AZStd::string_view& file = params.dependencySourceFile;
AZ::Data::AssetInfo sourceInfo;
AZStd::string watchFolder;
bool fileFound = false;
AzToolsFramework::AssetSystemRequestBus::BroadcastResult(fileFound, &AzToolsFramework::AssetSystem::AssetSystemRequest::GetSourceInfoBySourcePath, file.data(), sourceInfo, watchFolder);
if (fileFound)
{
AssetBuilderSDK::JobDependency jobDependency;
jobDependency.m_jobKey = params.jobKey;
jobDependency.m_type = AssetBuilderSDK::JobDependencyType::Order;
jobDependency.m_sourceFile.m_sourceFileDependencyPath = file;
job->m_jobDependencyList.push_back(jobDependency);
AZ_TracePrintf(PassBuilderName, "Creating job dependency on file [%s] \n", file.data());
return true;
}
else
{
AZ_Error(PassBuilderName, false, "Could not find referenced file [%s]", file.data());
return false;
}
}
// Helper function to find all assetId's and object references
bool FindReferencedAssets(FindPassReferenceAssetParams& params, AssetBuilderSDK::JobDescriptor* job)
{
SerializeContext::ErrorHandler errorLogger;
errorLogger.Reset();
bool success = true;
// This callback will check whether the given element is an asset reference. If so, it will add it to the list of asset references
auto beginCallback = [&](void* ptr, const SerializeContext::ClassData* classData, [[maybe_unused]] const SerializeContext::ClassElement* classElement)
{
// If the enumerated element is an asset reference
if (classData->m_typeId == azrtti_typeid<AssetReference>())
{
AssetReference* assetReference = reinterpret_cast<AssetReference*>(ptr);
// If the asset id isn't already provided, get it using the source file path
if (!assetReference->m_assetId.IsValid() && !assetReference->m_filePath.empty())
{
const AZStd::string& path = assetReference->m_filePath;
uint32_t subId = 0;
if (job != nullptr) // Create Job Phase
{
params.dependencySourceFile = path;
bool dependencyAddedSuccessfully = AddDependency(params, job);
success = dependencyAddedSuccessfully && success;
}
else // Process Job Phase
{
auto assetIdOutcome = AssetUtils::MakeAssetId(path, subId);
if (assetIdOutcome)
{
assetReference->m_assetId = assetIdOutcome.GetValue();
}
else
{
AZ_Error(PassBuilderName, false, "Could not get AssetId for [%s]", assetReference->m_filePath.c_str());
success = false;
}
}
}
}
return true;
};
// Setup enumeration context
SerializeContext::EnumerateInstanceCallContext callContext(
AZStd::move(beginCallback),
nullptr,
params.serializeContext,
SerializeContext::ENUM_ACCESS_FOR_READ,
&errorLogger
);
// Recursively iterate over all elements in the object to find asset references with the above callback
params.serializeContext->EnumerateInstance(
&callContext
, params.passAssetObject
, params.passAssetUuid
, nullptr
, nullptr
);
return success;
}
// --- Code related to dependency shader asset handling ---
void PassBuilder::CreateJobs(const AssetBuilderSDK::CreateJobsRequest& request, AssetBuilderSDK::CreateJobsResponse& response) const
{
// --- Handle shutdown case ---
if (m_isShuttingDown)
{
response.m_result = AssetBuilderSDK::CreateJobsResultCode::ShuttingDown;
return;
}
// --- Get serialization context ---
SerializeContext* serializeContext = nullptr;
ComponentApplicationBus::BroadcastResult(serializeContext, &ComponentApplicationBus::Events::GetSerializeContext);
if (!serializeContext)
{
AZ_Assert(false, "No serialize context");
return;
}
// --- Load PassAsset ---
AZStd::string fullPath;
AzFramework::StringFunc::Path::ConstructFull(request.m_watchFolder.c_str(), request.m_sourceFile.c_str(), fullPath, true);
PassAsset passAsset;
AZ::Outcome<void, AZStd::string> loadResult = JsonSerializationUtils::LoadObjectFromFile(passAsset, fullPath);
if (!loadResult.IsSuccess())
{
AZ_Error(PassBuilderName, false, "Failed to load pass asset [%s]", request.m_sourceFile.c_str());
AZ_Error(PassBuilderName, false, "Loading issues: %s", loadResult.GetError().data());
return;
}
AssetBuilderSDK::JobDescriptor job;
job.m_jobKey = PassBuilderJobKey;
job.m_critical = true; // Passes are a critical part of the rendering system
// --- Find all dependencies ---
AZStd::unordered_set<Data::AssetId> dependentList;
Uuid passAssetUuid = AzTypeInfo<PassAsset>::Uuid();
FindPassReferenceAssetParams params;
params.passAssetObject = &passAsset;
params.passAssetSourceFile = request.m_sourceFile;
params.passAssetUuid = passAssetUuid;
params.serializeContext = serializeContext;
params.jobKey = "Shader Asset";
if (!FindReferencedAssets(params, &job))
{
return;
}
// --- Create a job per platform ---
for (const AssetBuilderSDK::PlatformInfo& platformInfo : request.m_enabledPlatforms)
{
for (auto& jobDependency : job.m_jobDependencyList)
{
jobDependency.m_platformIdentifier = platformInfo.m_identifier.c_str();
}
job.SetPlatformIdentifier(platformInfo.m_identifier.c_str());
response.m_createJobOutputs.push_back(job);
}
response.m_result = AssetBuilderSDK::CreateJobsResultCode::Success;
}
void PassBuilder::ProcessJob(const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response) const
{
// --- Handle job cancellation and shutdown cases ---
AssetBuilderSDK::JobCancelListener jobCancelListener(request.m_jobId);
if (jobCancelListener.IsCancelled() || m_isShuttingDown)
{
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Cancelled;
return;
}
// --- Get serialization context ---
SerializeContext* serializeContext = nullptr;
ComponentApplicationBus::BroadcastResult(serializeContext, &ComponentApplicationBus::Events::GetSerializeContext);
if (!serializeContext)
{
AZ_Assert(false, "No serialize context");
return;
}
// --- Load PassAsset ---
PassAsset passAsset;
AZ::Outcome<void, AZStd::string> loadResult = JsonSerializationUtils::LoadObjectFromFile(passAsset, request.m_fullPath);
if (!loadResult.IsSuccess())
{
AZ_Error(PassBuilderName, false, "Failed to load pass asset [%s]", request.m_fullPath.c_str());
AZ_Error(PassBuilderName, false, "Loading issues: %s", loadResult.GetError().data());
return;
}
// --- Find all dependencies ---
Uuid passAssetUuid = AzTypeInfo<PassAsset>::Uuid();
FindPassReferenceAssetParams params;
params.passAssetObject = &passAsset;
params.passAssetSourceFile = request.m_sourceFile;
params.passAssetUuid = passAssetUuid;
params.serializeContext = serializeContext;
params.jobKey = "Shader Asset";
if (!FindReferencedAssets(params, nullptr))
{
return;
}
// --- Get destination file name and path ---
AZStd::string destFileName;
AZStd::string destPath;
AzFramework::StringFunc::Path::GetFullFileName(request.m_fullPath.c_str(), destFileName);
AzFramework::StringFunc::Path::ConstructFull(request.m_tempDirPath.c_str(), destFileName.c_str(), destPath, true);
// --- Save the asset to binary format for production ---
bool result = Utils::SaveObjectToFile(destPath, DataStream::ST_BINARY, &passAsset, passAssetUuid, serializeContext);
if (result == false)
{
AZ_Error(PassBuilderName, false, "Failed to save asset to %s", destPath.c_str());
return;
}
// --- Save output product(s) to response ---
AssetBuilderSDK::JobProduct jobProduct(destPath, PassAsset::RTTI_Type(), 0);
jobProduct.m_dependenciesHandled = true;
response.m_outputProducts.push_back(jobProduct);
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Success;
}
} // namespace RPI
} // namespace AZ