Files
o3de/Gems/Atom/RPI/Code/Source/RPI.Public/Shader/ShaderVariantAsyncLoader.cpp
T
amzn-phist fec77632ef Archive Component - Rewrite and additional work on Archive and Asset Bundler (#4332)
* Fix issues with seedlist for AutomatedTesting

Fixes error reporting so it will show the file hint in the tool.
Removes any missing assets from the .seed file.
Remove an unnecessary dependency from AutomatedTesting dependencies
file.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Make ArchiveComponent use AZ::IO::IArchive

Initial changes that will get the sychronous calls in ArchiveComponent
to use IArchive interface rather than external zip/7z tools.

Some of the asynchronous api are still in place, anything that wasn't
being used has been removed for now.  This may change later if we move
towards all the api being asynchronous.  Until then, we can't remove the
reliance upon the external archive tools completely.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Updates AZStd::thread constructors

Adds a variadic constructor which forwards args to the functor.
Because of our thread_desc extension, there was confusion on the
arugments, so the args were reordered to take the thread_desc first,
before the functor and args.
Also the thread_desc is taken as reference rather than by pointer.
Update callsites to account for this change.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Async operation of ArchiveComponent api

This sets up the ArchiveComponent to operate asynchronously.  It uses
promise/future to transfer results to caller.

This is still broken, there's a few things that need to get fixed up,
but this is a good checkpoint for the work as it solidifies the api,
cleans up a bunch of unused code, and compiles.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Removes the platform-specific ArchiveComponen

These are no longer needed, as they control the direct interaction with
host OS tools like 7za.exe or /bin/zip.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Removes the platform-specific files from cmake

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Removes the 7za.exe (and legal notice)

This tool is no longer needed in the repo.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Fixes usage of IArchive::GetFullPath()

This changed to return a PathView, updated to reflect that.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Fix promises and threads

Make sure promises are only set exactly once.  This meant reworking some
of the initial error checking.
Detach threads when created.  Adds [[nodiscard]] to the functions that
return a future.  Since threads are detached, the future is the main way
to get communication from the thread.
Clean up interface, add comments.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* More edits to thread creation

Changes to thread construction to account for parameter change.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Fix some remaining issues with ArchiveComponent

Put created threads inside a container, then join them at Deactivate.
Fix asset bundler case when injecting a file with no working directory.
Fix thread constructor that applies args to a function.
Fix lambdas to take string args by value rather than reference.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Fixes some remaining bugs in ArchiveComponent

Open archive as read-only during extract & list operations.
Fixes paths issues.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Fix initialize of opaque thread handle in thread_UnixLike.h

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed unused variable in AssetBundleComponent.cpp to fix compiler warning

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fix some issues with archives

File paths in the CDR and the local headers need to match, but there
were issues with path separators and case that made it possible to get
invalid headers errors in some archives.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Adds some new ArchiveComponent unit tests

Adds new tests for extraction of archive and adding files from a file
list to an archive.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Fix file data offset issues when opening archives

When opening an INestedArchive it would run through the CDR headers to
create file entries in the zip cache.  The offsets to the compressed
data were being calculated incorrectly because they were using the CDR
headers rather than jumping to the local file headers and getting
offsets from those sizes.

Removed and refactored some archive validation flow and zip cache
factory init methods to either init default or init w/ additional
validation checks.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Addresses PR feedback

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Address more points of feedback in PR

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Address additional PR feedback

 Fixes up some error checks and uses of strings vs paths.
 Enable archive component tests on Linux so we can see if they will
 pass.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Address PR feedback

Change the INestedArchive interface to list files as AZ::IO::Path.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Disabling the ArchiveComponent tests on Linux

They failed so we will revisit them to attempt a fix.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Rename a member variable to be more accurate

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Address feedback on PR

Bump version of Archive Components for serialize context.
Improve error messages during archive open and validation.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Revert recent changes

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2021-10-01 10:15:16 -05:00

676 lines
30 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 <Atom/RPI.Public/Shader/ShaderVariantAsyncLoader.h>
#include <Atom/RPI.Public/Shader/Metrics/ShaderMetricsSystem.h>
#include <AzCore/Component/TickBus.h>
#include <Atom/RHI/Factory.h>
namespace AZ
{
namespace RPI
{
void ShaderVariantAsyncLoader::Init()
{
m_isServiceShutdown.store(false);
AZStd::thread_desc threadDesc;
threadDesc.m_name = "ShaderVariantAsyncLoader";
m_serviceThread = AZStd::thread(
threadDesc,
[this]()
{
this->ThreadServiceLoop();
});
}
void ShaderVariantAsyncLoader::ThreadServiceLoop()
{
AZStd::unordered_set<ShaderVariantAsyncLoader::TupleShaderAssetAndShaderVariantId> newShaderVariantPendingRequests;
AZStd::unordered_set<Data::AssetId> shaderVariantTreePendingRequests;
AZStd::unordered_set<Data::AssetId> shaderVariantPendingRequests;
while (true)
{
//We'll wait here until there's work to do or this service has been shutdown.
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
m_workCondition.wait(lock, [&]
{
return m_isServiceShutdown.load() ||
!m_newShaderVariantPendingRequests.empty() ||
!m_shaderVariantTreePendingRequests.empty() ||
!m_shaderVariantPendingRequests.empty() ||
!newShaderVariantPendingRequests.empty() ||
!shaderVariantTreePendingRequests.empty() ||
!shaderVariantPendingRequests.empty();
}
);
}
if (m_isServiceShutdown.load())
{
break;
}
{
//Move pending requests to the local lists.
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
AZStd::for_each(
m_newShaderVariantPendingRequests.begin(), m_newShaderVariantPendingRequests.end(),
[&](const ShaderVariantAsyncLoader::TupleShaderAssetAndShaderVariantId& tuple) {
newShaderVariantPendingRequests.insert(tuple);
});
m_newShaderVariantPendingRequests.clear();
AZStd::for_each(m_shaderVariantTreePendingRequests.begin(), m_shaderVariantTreePendingRequests.end(),
[&](const Data::AssetId& assetId)
{
shaderVariantTreePendingRequests.insert(assetId);
});
m_shaderVariantTreePendingRequests.clear();
AZStd::for_each(m_shaderVariantPendingRequests.begin(), m_shaderVariantPendingRequests.end(),
[&](const Data::AssetId& assetId)
{
shaderVariantPendingRequests.insert(assetId);
});
m_shaderVariantPendingRequests.clear();
}
// Time to work hard.
auto tupleItor = newShaderVariantPendingRequests.begin();
while (tupleItor != newShaderVariantPendingRequests.end())
{
auto shaderVariantTreeAsset = GetShaderVariantTreeAsset(tupleItor->m_shaderAsset.GetId());
if (shaderVariantTreeAsset)
{
AZ_Assert(shaderVariantTreeAsset.IsReady(), "shaderVariantTreeAsset is not ready!");
// Get the stableId from the variant tree.
auto searchResult = shaderVariantTreeAsset->FindVariantStableId(
tupleItor->m_shaderAsset->GetShaderOptionGroupLayout(), tupleItor->m_shaderVariantId);
if (searchResult.IsRoot())
{
tupleItor = newShaderVariantPendingRequests.erase(tupleItor);
continue;
}
// Record the request for metrics.
ShaderMetricsSystem::Get()->RequestShaderVariant(tupleItor->m_shaderAsset.Get(), tupleItor->m_shaderVariantId, searchResult);
uint32_t shaderVariantProductSubId = ShaderVariantAsset::MakeAssetProductSubId(
RHI::Factory::Get().GetAPIUniqueIndex(), tupleItor->m_supervariantIndex.GetIndex(), searchResult.GetStableId());
Data::AssetId shaderVariantAssetId(shaderVariantTreeAsset.GetId().m_guid, shaderVariantProductSubId);
shaderVariantPendingRequests.insert(shaderVariantAssetId);
tupleItor = newShaderVariantPendingRequests.erase(tupleItor);
continue;
}
// If we are here the shaderVariantTreeAsset is not ready, but maybe it is already queued for loading,
// but we try to queue it anyways.
QueueShaderVariantTreeForLoading(*tupleItor, shaderVariantTreePendingRequests);
tupleItor++;
}
auto variantTreeItor = shaderVariantTreePendingRequests.begin();
while (variantTreeItor != shaderVariantTreePendingRequests.end())
{
if (TryToLoadShaderVariantTreeAsset(*variantTreeItor))
{
variantTreeItor = shaderVariantTreePendingRequests.erase(variantTreeItor);
}
else
{
variantTreeItor++;
}
}
auto variantItor = shaderVariantPendingRequests.begin();
while (variantItor != shaderVariantPendingRequests.end())
{
if (TryToLoadShaderVariantAsset(*variantItor))
{
variantItor = shaderVariantPendingRequests.erase(variantItor);
}
else
{
variantItor++;
}
}
AZStd::this_thread::sleep_for(AZStd::chrono::milliseconds(1000));
}
}
void ShaderVariantAsyncLoader::Shutdown()
{
if (m_isServiceShutdown.load())
{
return;
}
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
m_isServiceShutdown.store(true);
}
m_workCondition.notify_one();
m_serviceThread.join();
Data::AssetBus::MultiHandler::BusDisconnect();
m_newShaderVariantPendingRequests.clear();
m_shaderVariantTreePendingRequests.clear();
m_shaderVariantPendingRequests.clear();
m_shaderVariantData.clear();
m_shaderAssetIdToShaderVariantTreeAssetId.clear();
}
///////////////////////////////////////////////////////////////////
// IShaderVariantFinder overrides
bool ShaderVariantAsyncLoader::QueueLoadShaderVariantAssetByVariantId(
Data::Asset<ShaderAsset> shaderAsset, const ShaderVariantId& shaderVariantId, SupervariantIndex supervariantIndex)
{
if (m_isServiceShutdown.load())
{
return false;
}
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
TupleShaderAssetAndShaderVariantId tuple = {shaderAsset, shaderVariantId, supervariantIndex};
m_newShaderVariantPendingRequests.push_back(tuple);
}
m_workCondition.notify_one();
return true;
}
bool ShaderVariantAsyncLoader::QueueLoadShaderVariantAsset(
const Data::AssetId& shaderVariantTreeAssetId, ShaderVariantStableId variantStableId, SupervariantIndex supervariantIndex)
{
if (m_isServiceShutdown.load())
{
return false;
}
AZ_Assert(variantStableId != RootShaderVariantStableId, "Root Variants Are Found inside ShaderAssets");
uint32_t shaderVariantProductSubId =
ShaderVariantAsset::MakeAssetProductSubId(RHI::Factory::Get().GetAPIUniqueIndex(), supervariantIndex.GetIndex(), variantStableId);
Data::AssetId shaderVariantAssetId(shaderVariantTreeAssetId.m_guid, shaderVariantProductSubId);
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
m_shaderVariantPendingRequests.push_back(shaderVariantAssetId);
}
m_workCondition.notify_one();
return true;
}
bool ShaderVariantAsyncLoader::QueueLoadShaderVariantTreeAsset(const Data::AssetId& shaderAssetId)
{
if (m_isServiceShutdown.load())
{
return false;
}
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
m_shaderVariantTreePendingRequests.push_back(shaderAssetId);
}
m_workCondition.notify_one();
return true;
}
Data::Asset<ShaderVariantAsset> ShaderVariantAsyncLoader::GetShaderVariantAssetByVariantId(
Data::Asset<ShaderAsset> shaderAsset, const ShaderVariantId& shaderVariantId, SupervariantIndex supervariantIndex)
{
Data::Asset<ShaderVariantTreeAsset> shaderVariantTreeAsset = GetShaderVariantTreeAsset(shaderAsset.GetId());
if (!shaderVariantTreeAsset)
{
return {};
}
// Find the stable id.
ShaderVariantSearchResult searchResult =
shaderVariantTreeAsset->FindVariantStableId(shaderAsset->GetShaderOptionGroupLayout(), shaderVariantId);
if (searchResult.IsRoot())
{
return shaderAsset->GetRootVariant();
}
// Record the request for metrics.
ShaderMetricsSystem::Get()->RequestShaderVariant(shaderAsset.Get(), shaderVariantId, searchResult);
return GetShaderVariantAsset(shaderVariantTreeAsset.GetId(), searchResult.GetStableId(), supervariantIndex);
}
Data::Asset<ShaderVariantAsset> ShaderVariantAsyncLoader::GetShaderVariantAssetByStableId(
Data::Asset<ShaderAsset> shaderAsset, ShaderVariantStableId shaderVariantStableId, SupervariantIndex supervariantIndex)
{
AZ_Assert(shaderVariantStableId != RootShaderVariantStableId, "Root Variants Are Found inside ShaderAssets");
Data::Asset<ShaderVariantTreeAsset> shaderVariantTreeAsset = GetShaderVariantTreeAsset(shaderAsset.GetId());
if (!shaderVariantTreeAsset)
{
return {};
}
return GetShaderVariantAsset(shaderVariantTreeAsset.GetId(), shaderVariantStableId, supervariantIndex);
}
Data::Asset<ShaderVariantTreeAsset> ShaderVariantAsyncLoader::GetShaderVariantTreeAsset(const Data::AssetId& shaderAssetId)
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
auto assetIdFindIt = m_shaderAssetIdToShaderVariantTreeAssetId.find(shaderAssetId);
if (assetIdFindIt == m_shaderAssetIdToShaderVariantTreeAssetId.end())
{
return {};
}
const Data::AssetId& shaderVariantTreeAssetId = assetIdFindIt->second;
auto findIt = m_shaderVariantData.find(shaderVariantTreeAssetId);
if (findIt == m_shaderVariantData.end())
{
return {};
}
ShaderVariantCollection& shaderVariantCollection = findIt->second;
if (shaderVariantCollection.m_shaderVariantTree.IsReady())
{
return shaderVariantCollection.m_shaderVariantTree;
}
return {};
}
Data::Asset<ShaderVariantAsset> ShaderVariantAsyncLoader::GetShaderVariantAsset(
const Data::AssetId& shaderVariantTreeAssetId, ShaderVariantStableId variantStableId, SupervariantIndex supervariantIndex)
{
AZ_Assert(variantStableId != RootShaderVariantStableId, "Root Variants Are Found inside ShaderAssets");
uint32_t shaderVariantProductSubId =
ShaderVariantAsset::MakeAssetProductSubId(RHI::Factory::Get().GetAPIUniqueIndex(), supervariantIndex.GetIndex(), variantStableId);
Data::AssetId shaderVariantAssetId(shaderVariantTreeAssetId.m_guid, shaderVariantProductSubId);
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
auto findIt = m_shaderVariantData.find(shaderVariantTreeAssetId);
if (findIt == m_shaderVariantData.end())
{
return {};
}
ShaderVariantCollection& shaderVariantCollection = findIt->second;
auto& shaderVariantsMap = shaderVariantCollection.m_shaderVariantsMap;
auto variantFindIt = shaderVariantsMap.find(shaderVariantAssetId);
if (variantFindIt == shaderVariantsMap.end())
{
return {};
}
Data::Asset<ShaderVariantAsset> shaderVariantAsset = variantFindIt->second;
if (shaderVariantAsset.IsReady())
{
return shaderVariantAsset;
}
return {};
}
void ShaderVariantAsyncLoader::Reset()
{
Shutdown();
Init();
}
///////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// AZ::Data::AssetBus::Handler overrides
void ShaderVariantAsyncLoader::OnAssetReady(Data::Asset<Data::AssetData> asset)
{
//Cast it to our known asset types.
if (asset.GetType() == AZ::AzTypeInfo<ShaderVariantTreeAsset>::Uuid())
{
OnShaderVariantTreeAssetReady(Data::static_pointer_cast<ShaderVariantTreeAsset>(asset));
return;
}
if (asset.GetType() == AZ::AzTypeInfo<ShaderVariantAsset>::Uuid())
{
OnShaderVariantAssetReady(Data::static_pointer_cast<ShaderVariantAsset>(asset));
return;
}
AZ_Error(LogName, false, "Got OnAssetReady for unknown asset type with id=%s and hint=%s\n", asset.GetId().ToString<AZStd::string>().c_str(), asset.GetHint().c_str());
}
void ShaderVariantAsyncLoader::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
{
return OnAssetReady(asset);
}
void ShaderVariantAsyncLoader::OnAssetError(Data::Asset<Data::AssetData> asset)
{
Data::AssetBus::MultiHandler::BusDisconnect(asset.GetId());
//Cast it to our known asset types.
if (asset.GetType() == AZ::AzTypeInfo<ShaderVariantTreeAsset>::Uuid())
{
OnShaderVariantTreeAssetError(Data::static_pointer_cast<ShaderVariantTreeAsset>(asset));
return;
}
if (asset.GetType() == AZ::AzTypeInfo<ShaderVariantAsset>::Uuid())
{
OnShaderVariantAssetError(Data::static_pointer_cast<ShaderVariantAsset>(asset));
return;
}
AZ_Error(LogName, false, "Got OnAssetError for unknown asset type with id=%s and hint=%s\n", asset.GetId().ToString<AZStd::string>().c_str(), asset.GetHint().c_str());
}
///////////////////////////////////////////////////////////////////////
void ShaderVariantAsyncLoader::OnShaderVariantTreeAssetReady(Data::Asset<ShaderVariantTreeAsset> shaderVariantTreeAsset)
{
// Will be used to address the notification bus.
Data::AssetId shaderAssetId;
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
auto findIt = m_shaderVariantData.find(shaderVariantTreeAsset.GetId());
if (findIt != m_shaderVariantData.end())
{
ShaderVariantCollection& shaderVariantCollection = findIt->second;
shaderAssetId = shaderVariantCollection.m_shaderAssetId;
shaderVariantCollection.m_shaderVariantTree = shaderVariantTreeAsset;
}
else
{
AZ_Assert(false, "Was expecting a ShaderVariantCollection for shader variant tree asset with id=%s and hint=%s",
shaderVariantTreeAsset.GetId().ToString<AZStd::string>().c_str(), shaderVariantTreeAsset.GetHint().c_str());
return;
}
}
AZ::TickBus::QueueFunction([shaderAssetId, shaderVariantTreeAsset]()
{
ShaderVariantFinderNotificationBus::Event(
shaderAssetId,
&ShaderVariantFinderNotification::OnShaderVariantTreeAssetReady, shaderVariantTreeAsset, false /*isError*/);
});
}
void ShaderVariantAsyncLoader::OnShaderVariantAssetReady(Data::Asset<ShaderVariantAsset> shaderVariantAsset)
{
// Will be used to address the notification bus.
Data::AssetId shaderAssetId;
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
Data::AssetId shaderVariantTreeAssetId(shaderVariantAsset.GetId().m_guid, 0);
auto findIt = m_shaderVariantData.find(shaderVariantTreeAssetId);
if (findIt != m_shaderVariantData.end())
{
ShaderVariantCollection& shaderVariantCollection = findIt->second;
shaderAssetId = shaderVariantCollection.m_shaderAssetId;
auto& shaderVariantMap = shaderVariantCollection.m_shaderVariantsMap;
shaderVariantMap.emplace(shaderVariantAsset.GetId(), shaderVariantAsset);
}
else
{
AZ_Assert(false, "Was expecting a ShaderVariantCollection for shader variant asset with id=%s and hint=%s",
shaderVariantAsset.GetId().ToString<AZStd::string>().c_str(), shaderVariantAsset.GetHint().c_str());
return;
}
}
AZ::TickBus::QueueFunction([shaderAssetId, shaderVariantAsset]()
{
ShaderVariantFinderNotificationBus::Event(
shaderAssetId,
&ShaderVariantFinderNotification::OnShaderVariantAssetReady, shaderVariantAsset, false /*isError*/);
});
}
void ShaderVariantAsyncLoader::OnShaderVariantTreeAssetError(Data::Asset<ShaderVariantTreeAsset> shaderVariantTreeAsset)
{
// Will be used to address the notification bus.
Data::AssetId shaderAssetId;
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
auto findIt = m_shaderVariantData.find(shaderVariantTreeAsset.GetId());
if (findIt != m_shaderVariantData.end())
{
ShaderVariantCollection& shaderVariantCollection = findIt->second;
shaderAssetId = shaderVariantCollection.m_shaderAssetId;
m_shaderVariantData.erase(findIt);
}
else
{
AZ_Warning(LogName, false, "Was expecting a ShaderVariantCollection for shader variant tree asset with id=%s and hint=%s",
shaderVariantTreeAsset.GetId().ToString<AZStd::string>().c_str(), shaderVariantTreeAsset.GetHint().c_str());
return;
}
}
AZ::TickBus::QueueFunction([shaderAssetId, shaderVariantTreeAsset]()
{
ShaderVariantFinderNotificationBus::Event(
shaderAssetId,
&ShaderVariantFinderNotification::OnShaderVariantTreeAssetReady, shaderVariantTreeAsset, true /*isError*/);
});
}
void ShaderVariantAsyncLoader::OnShaderVariantAssetError(Data::Asset<ShaderVariantAsset> shaderVariantAsset)
{
// Will be used to address the notification bus.
Data::AssetId shaderAssetId;
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
Data::AssetId shaderVariantTreeAssetId(shaderVariantAsset.GetId().m_guid, 0);
auto findIt = m_shaderVariantData.find(shaderVariantTreeAssetId);
if (findIt != m_shaderVariantData.end())
{
ShaderVariantCollection& shaderVariantCollection = findIt->second;
shaderAssetId = shaderVariantCollection.m_shaderAssetId;
auto& shaderVariantMap = shaderVariantCollection.m_shaderVariantsMap;
auto shaderVariantFindIt = shaderVariantMap.find(shaderVariantAsset.GetId());
if (shaderVariantFindIt != shaderVariantMap.end())
{
shaderVariantMap.erase(shaderVariantFindIt);
}
}
}
AZ::TickBus::QueueFunction([shaderAssetId, shaderVariantAsset]()
{
ShaderVariantFinderNotificationBus::Event(
shaderAssetId,
&ShaderVariantFinderNotification::OnShaderVariantAssetReady, shaderVariantAsset, true /*isError*/);
});
}
void ShaderVariantAsyncLoader::QueueShaderVariantTreeForLoading(
const TupleShaderAssetAndShaderVariantId& shaderAndVariantTuple,
AZStd::unordered_set<Data::AssetId>& shaderVariantTreePendingRequests)
{
auto shaderAssetId = shaderAndVariantTuple.m_shaderAsset.GetId();
if (shaderVariantTreePendingRequests.count(shaderAndVariantTuple.m_shaderAsset.GetId()))
{
// Already queued.
return;
}
Data::AssetId shaderVariantTreeAssetId = ShaderVariantTreeAsset::GetShaderVariantTreeAssetIdFromShaderAssetId(shaderAssetId);
if (!shaderVariantTreeAssetId.IsValid())
{
shaderVariantTreePendingRequests.insert(shaderAssetId);
return;
}
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
auto findIt = m_shaderVariantData.find(shaderVariantTreeAssetId);
if (findIt != m_shaderVariantData.end())
{
// Already queued.
return;
}
}
shaderVariantTreePendingRequests.insert(shaderAssetId);
}
bool ShaderVariantAsyncLoader::TryToLoadShaderVariantTreeAsset(const Data::AssetId& shaderAssetId)
{
Data::AssetId shaderVariantTreeAssetId = ShaderVariantTreeAsset::GetShaderVariantTreeAssetIdFromShaderAssetId(shaderAssetId);
if (!shaderVariantTreeAssetId.IsValid())
{
// Return false in hope to retry later.
return false;
}
//If we already loaded such asset let's simply dispatch the notification on the next tick.
Data::Asset<ShaderVariantTreeAsset> shaderVariantTreeAsset;
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
m_shaderAssetIdToShaderVariantTreeAssetId.emplace(shaderAssetId, shaderVariantTreeAssetId);
auto findIt = m_shaderVariantData.find(shaderVariantTreeAssetId);
if (findIt != m_shaderVariantData.end())
{
shaderVariantTreeAsset = findIt->second.m_shaderVariantTree;
}
}
if (shaderVariantTreeAsset.IsReady())
{
AZ::TickBus::QueueFunction([shaderAssetId, shaderVariantTreeAsset]()
{
ShaderVariantFinderNotificationBus::Event(
shaderAssetId,
&ShaderVariantFinderNotification::OnShaderVariantTreeAssetReady, shaderVariantTreeAsset, false /*isError*/);
});
return true;
}
Data::AssetBus::MultiHandler::BusDisconnect(shaderVariantTreeAssetId);
//Let's queue the asset for loading.
shaderVariantTreeAsset = Data::AssetManager::Instance().GetAsset<AZ::RPI::ShaderVariantTreeAsset>(shaderVariantTreeAssetId, AZ::Data::AssetLoadBehavior::QueueLoad);
if (shaderVariantTreeAsset.IsError())
{
// The asset doesn't exist in the database yet. Return false in hope to retry later.
return false;
}
// We need to preserve a reference to shaderVariantTreeAsset, otherwise the asset load will be cancelled.
// This means we have to create the ShaderVariantCollection struct before OnAssetReady is called.
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
auto findIt = m_shaderVariantData.find(shaderVariantTreeAssetId);
if (findIt != m_shaderVariantData.end())
{
ShaderVariantCollection& shaderVariantCollection = findIt->second;
shaderVariantCollection.m_shaderVariantTree = shaderVariantTreeAsset;
shaderVariantCollection.m_shaderAssetId = shaderAssetId;
}
else
{
m_shaderVariantData.emplace(shaderVariantTreeAssetId, ShaderVariantCollection());
ShaderVariantCollection& collection = m_shaderVariantData[shaderVariantTreeAssetId];
collection.m_shaderAssetId = shaderAssetId;
collection.m_shaderVariantTree = shaderVariantTreeAsset;
}
}
Data::AssetBus::MultiHandler::BusConnect(shaderVariantTreeAssetId);
return true;
}
bool ShaderVariantAsyncLoader::TryToLoadShaderVariantAsset(const Data::AssetId& shaderVariantAssetId)
{
// Will be used to address the notification bus.
Data::AssetId shaderAssetId;
//If we already loaded such asset let's simply dispatch the notification on the next tick.
Data::Asset<ShaderVariantAsset> shaderVariantAsset;
Data::AssetId shaderVariantTreeAssetId(shaderVariantAssetId.m_guid, 0);
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
auto findIt = m_shaderVariantData.find(shaderVariantTreeAssetId);
if (findIt != m_shaderVariantData.end())
{
ShaderVariantCollection& shaderVariantCollection = findIt->second;
shaderAssetId = shaderVariantCollection.m_shaderAssetId;
auto& shaderVariantMap = shaderVariantCollection.m_shaderVariantsMap;
auto variantFindIt = shaderVariantMap.find(shaderVariantAssetId);
if (variantFindIt != shaderVariantMap.end())
{
shaderVariantAsset = variantFindIt->second;
}
}
else
{
AZ_Assert(false, "Looking for a variant without a tree.");
return true; //Returning true means the requested asset should be removed from the queue.
}
}
if (shaderVariantAsset.IsReady())
{
AZ::TickBus::QueueFunction([shaderAssetId, shaderVariantAsset]()
{
ShaderVariantFinderNotificationBus::Event(
shaderAssetId,
&ShaderVariantFinderNotification::OnShaderVariantAssetReady, shaderVariantAsset, false /*isError*/);
});
return true;
}
Data::AssetBus::MultiHandler::BusDisconnect(shaderVariantAssetId);
// Make sure the asset actually exists
Data::AssetInfo assetInfo;
Data::AssetCatalogRequestBus::BroadcastResult(assetInfo, &Data::AssetCatalogRequestBus::Events::GetAssetInfoById, shaderVariantAssetId);
if (!assetInfo.m_assetId.IsValid())
{
// The asset doesn't exist in the database yet. Return false to retry later.
return false;
}
// Let's queue the asset for loading.
shaderVariantAsset = Data::AssetManager::Instance().GetAsset<AZ::RPI::ShaderVariantAsset>(shaderVariantAssetId, AZ::Data::AssetLoadBehavior::QueueLoad);
if (shaderVariantAsset.IsError())
{
// The asset exists (we just checked GetAssetInfoById above) but some error occurred.
return false;
}
// We need to preserve a reference to shaderVariantAsset, otherwise the asset load will be cancelled.
{
AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
auto findIt = m_shaderVariantData.find(shaderVariantTreeAssetId);
if (findIt != m_shaderVariantData.end())
{
ShaderVariantCollection& shaderVariantCollection = findIt->second;
auto& shaderVariantMap = shaderVariantCollection.m_shaderVariantsMap;
shaderVariantMap.emplace(shaderVariantAssetId, shaderVariantAsset);
}
else
{
AZ_Assert(false, "Looking for a variant without a tree.");
return true; //Returning true means the requested asset should be removed from the queue.
}
}
Data::AssetBus::MultiHandler::BusConnect(shaderVariantAssetId);
return true;
}
} // namespace RPI
} // namespace AZ