Files
o3de/Gems/Atom/Tools/ShaderManagementConsole/Scripts/GenerateShaderVariantListForMaterials.py
T
lumberyard-employee-dm f648cb1fd8 Update the FileIO Aliases (#4186)
* Update the FileIOAlias naming to make the cache, project root and engine
root paths more clear

The alias of `@root@`, `@assets@`, and `@projectplatformcache@` has been
collapsed to `@projectproductassets@`

The alias of `@devroot@` and `@engroot@` has been collapsed to
`@engroot@`

The alias of `@devassets@` and `@projectroot@` has been collapsed to
`@projectroot@`

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

* Updated use of devassets and devroot properties in python

Those properties now use projectroot and engroot

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

* Updating the alias @engroot@ alias path comment in each platform specific LocalFileIO_*.cpp file

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

* Removed hardcoded size of 9 for the product asset alias.

The ResolvePath function now just appends the @projectproductassets@
alias with the input path

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

* Remove duplicate @projectproductassets@ check in ProcessFileTreeRequest

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

* Fix for typos in Hydra python test

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

* Updated LocalFileIO::Copy call on Windows to use the Unicode aware CopyFileW API

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

* Updated the AWSMetreicsGemAllocatorFixture to properly suppress asset
cache write errors for Test file creation.

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

* Removed unneeded call to set the @projectproductasstes@ alias at the bottom of the AssetSeedManagerTest SetUp

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

* Added a deprecated alias map to the FileIO System

When a deprecated alias is accessed, the FileIO System logs an AZ_Error and indicates the alias that should be used

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

* Updated python test scripts to use the projectroot binding

Retrieving the AutomatedTesting project path based on "<devroot>/AutomatedTesting" has been removed.

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

* Updated references to devroot and devgame within the codebase

The GetAbsoluteDevGameFolderPath functions has been replaced with direct call to AZ::Utils::GetProjectPath
The GetAbsoluteDevRootFolderPath functions has been replaced with direct calls to AZ::Utils::GetEnginePath

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

* Updated <engroot>/AutomatedTesting references to projectroot


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

* Replaced references that assumes the project path is <engroot>/AutomatedTesting with <projectroot> in the AutomatedTesting python test

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

* Correct casing in emfxworkspace file


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

* Removed newly added AppendPathParts function
Removed the Path constructors which accepts a PathIterable instance

The PathIterable isn't safe to return to a user of the Path class as it might be referencing temporary paths supplied via PathView arguments

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

* Fixed unused parameter warning

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

* Undid change to the LexicallyProximate function to set the path result to the base path.

It needs to return the *this path if the pathResult is empty

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

* Moved the LocalFileIO ConvertToAbsolutePath implementations to AZ::Utils

Fixed the ConvertToAbsolutePath implementation for Unix platforms to use a buffer that is size PATH_MAX(4096 on all our supported Unix platforms).
Because the buffer before was AZ::IO::MaxPathLength which as a size of 1024, this was resulting in the Unix `realpath` function smashing the stack when it converts a path to an absolute path that is longer than 1024 characters

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

* Updated the EditorCore.Tests to attach the AZ Environment to the EditorCore shared library that is statically loaded on launch.

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

* Fixed for DeprecatedAlaisesKeyVisitor Visit function causing the non string_view overloads being hidden causing a hidden base class function warning

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

* Changed the AWSMetricsGemMock to use a temporary for writing test assets

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

* Updated the LocalFileIO::ResolvePath function to use HasRootPath to determine if a path starts with a root path such as "D:", "D:/" or "/"

IsAbsolute was not the corect check as the path of "D:" is a relative
path.
To be absolute according to the Windows the path must have a root
directory. i.e "D:/" or "D:\"

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

* Removed absolute path comment from LocalFile_UnixLike.cpp and LocalFile_Android.cpp FindFiles implementations
Updated the ConvertToAlias to supply an AZ::IO::FixedMaxPath

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

* Replaced usage of the @projectproductassets@ alias with @engroot@ when referring to the LmbrCentral source folder in the CopyDependencyBuilderTest and the SeedBuilderTests

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

* Updated the ScriptCanvas Upgrade Tool to output backed up files to the
Project User Path instead of the engine root

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

* Fixed whitespacing issues in Application.cpp

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

* Remove unnecessary creation of a FixedMaxPath in the UpgradeTool.cpp

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

* Modified testSeedFolder variable in the SeedBuilderTests to use the
@engroot@ alias instead of @projectproductassets@/.. alias when
referring to the LmbrCentral Gem source path

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

* Updated references to the Project Asset Cache in the PythonTests.

Those tests no longer use the logic `azlmbr.paths.projectroot / "Cache" / "pc"` to retrieve a path to the cache root but instead the `azlmbr.paths.projectproductassets` constant

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

* Fixed the FileIO Deprecated Alias test on Windows

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

* Removing @projectsourceassets@ alias, as it is only used once.

Updated the PhysX EditorSystemComponent.cpp to query the ProjectPath
form the SettingsRegistry.

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

* Replaced @projectproductassets@ alias with @products@

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

* Rollback changes to the PhysX EditorSystemComponent.cpp

The changes to use the ProjectPath from the SettingsRegistry has been implemented in PR #4497

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2021-10-05 15:12:53 -05:00

176 lines
7.1 KiB
Python
Executable File

"""
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
"""
import sys
import os
import azlmbr.asset as asset
import azlmbr.atom
import azlmbr.bus
import azlmbr.math as math
import azlmbr.name
import azlmbr.paths
import azlmbr.shadermanagementconsole
import azlmbr.shader
import collections
from PySide2 import QtWidgets
PROJECT_SHADER_VARIANTS_FOLDER = "ShaderVariants"
def clean_existing_shadervariantlist_files(filePaths):
for file in filePaths:
if os.path.exists(file):
os.remove(file)
def main():
print("==== Begin shader variant script ==========================================================")
if len(sys.argv) != 2:
print("The script requires a .shader file as input argument")
return
filename = sys.argv[1]
suffix, extension = filename.split(".", 1)
if extension != "shader":
print("The input argument for the script is not a valid .shader file")
return
# Get info such as relative path of the file and asset id
shaderAssetInfo = azlmbr.shadermanagementconsole.ShaderManagementConsoleRequestBus(
azlmbr.bus.Broadcast,
'GetSourceAssetInfo',
filename
)
# retrieves a list of all material source files that use the shader. Note that materials inherit from materialtype files, which are actual files that refer to shader files.
materialAssetIds = azlmbr.shadermanagementconsole.ShaderManagementConsoleRequestBus(
azlmbr.bus.Broadcast,
'FindMaterialAssetsUsingShader',
shaderAssetInfo.relativePath
)
msgBox = QtWidgets.QMessageBox(
QtWidgets.QMessageBox.Question,
"Choose Save Location for .shadervariantlist File",
"Save .shadervariantlist file in Project folder or in the same folder as shader file?"
)
projectButton = msgBox.addButton("Project Folder", QtWidgets.QMessageBox.AcceptRole)
msgBox.addButton("Same Folder as Shader", QtWidgets.QMessageBox.AcceptRole)
cancelButton = msgBox.addButton("Cancel", QtWidgets.QMessageBox.RejectRole)
msgBox.exec()
is_save_in_project_folder = False
if msgBox.clickedButton() == projectButton:
is_save_in_project_folder = True
elif msgBox.clickedButton() == cancelButton:
return
# This loop collects all uniquely-identified shader items used by the materials based on its shader variant id.
shader_file = os.path.basename(filename)
shaderVariantIds = []
shaderVariantListShaderOptionGroups = []
progressDialog = QtWidgets.QProgressDialog(f"Generating .shadervariantlist file for:\n{shader_file}", "Cancel", 0, len(materialAssetIds))
progressDialog.setMaximumWidth(400)
progressDialog.setMaximumHeight(100)
progressDialog.setModal(True)
progressDialog.setWindowTitle("Generating Shader Variant List")
for i, materialAssetId in enumerate(materialAssetIds):
materialInstanceShaderItems = azlmbr.shadermanagementconsole.ShaderManagementConsoleRequestBus(azlmbr.bus.Broadcast, 'GetMaterialInstanceShaderItems', materialAssetId)
for shaderItem in materialInstanceShaderItems:
shaderAssetId = shaderItem.GetShaderAsset().get_id()
if shaderAssetInfo.assetId == shaderAssetId:
shaderVariantId = shaderItem.GetShaderVariantId()
if not shaderVariantId.IsEmpty():
# Check for repeat shader variant ids. We are using a list here
# instead of a set to check for duplicates on shaderVariantIds because
# shaderVariantId is not hashed by the ID like it is in the C++ side.
has_repeat = False
for variantId in shaderVariantIds:
if shaderVariantId == variantId:
has_repeat = True
break
if has_repeat:
continue
shaderVariantIds.append(shaderVariantId)
shaderVariantListShaderOptionGroups.append(shaderItem.GetShaderOptionGroup())
progressDialog.setValue(i)
if progressDialog.wasCanceled():
return
progressDialog.close()
# Generate the shader variant list data by collecting shader option name-value pairs.s
shaderVariantList = azlmbr.shader.ShaderVariantListSourceData()
shaderVariantList.shaderFilePath = shaderAssetInfo.relativePath
shaderVariants = []
stableId = 1
for shaderOptionGroup in shaderVariantListShaderOptionGroups:
variantInfo = azlmbr.shader.ShaderVariantInfo()
variantInfo.stableId = stableId
options = {}
shaderOptionDescriptors = shaderOptionGroup.GetShaderOptionDescriptors()
for shaderOptionDescriptor in shaderOptionDescriptors:
optionName = shaderOptionDescriptor.GetName()
optionValue = shaderOptionGroup.GetValueByOptionName(optionName)
if not optionValue.IsValid():
continue
valueName = shaderOptionDescriptor.GetValueName(optionValue)
options[optionName.ToString()] = valueName.ToString()
if len(options) != 0:
variantInfo.options = options
shaderVariants.append(variantInfo)
stableId += 1
shaderVariantList.shaderVariants = shaderVariants
# clean previously generated shader variant list file so they don't clash.
pre, ext = os.path.splitext(shaderAssetInfo.relativePath)
projectShaderVariantListFilePath = os.path.join(azlmbr.paths.projectroot, PROJECT_SHADER_VARIANTS_FOLDER, f'{pre}.shadervariantlist')
pre, ext = os.path.splitext(filename)
defaultShaderVariantListFilePath = f'{pre}.shadervariantlist'
clean_existing_shadervariantlist_files([
projectShaderVariantListFilePath
])
# Save the shader variant list file
if is_save_in_project_folder:
shaderVariantListFilePath = projectShaderVariantListFilePath
else:
shaderVariantListFilePath = defaultShaderVariantListFilePath
shaderVariantListFilePath = shaderVariantListFilePath.replace("\\", "/")
azlmbr.shader.SaveShaderVariantListSourceData(shaderVariantListFilePath, shaderVariantList)
# Open the document in shader management console
result = azlmbr.atomtools.AtomToolsDocumentSystemRequestBus(
azlmbr.bus.Broadcast,
'OpenDocument',
shaderVariantListFilePath
)
if not result.IsNull():
msgBox = QtWidgets.QMessageBox(
QtWidgets.QMessageBox.Information,
"Shader Variant List File Successfully Generated",
f".shadervariantlist file was saved in:\n{shaderVariantListFilePath}",
QtWidgets.QMessageBox.Ok
)
msgBox.exec()
print("==== End shader variant script ============================================================")
if __name__ == "__main__":
main()