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528 lines
24 KiB
C++
528 lines
24 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Atom/RPI.Public/Shader/Shader.h>
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#include <Atom/RHI/Factory.h>
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#include <Atom/RHI/PipelineStateCache.h>
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#include <Atom/RHI/RHISystemInterface.h>
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#include <AtomCore/Instance/InstanceDatabase.h>
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#include <Atom/RPI.Public/Shader/ShaderReloadDebugTracker.h>
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#include <Atom/RPI.Public/Shader/ShaderSystemInterface.h>
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#include <AzCore/Interface/Interface.h>
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#include <AzCore/Component/TickBus.h>
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#define PSOCacheVersion 0 // Bump this if you want to reset PSO cache for everyone
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namespace AZ
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{
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namespace RPI
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{
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Data::Instance<Shader> Shader::FindOrCreate(const Data::Asset<ShaderAsset>& shaderAsset, const Name& supervariantName)
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{
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auto anySupervariantName = AZStd::any(supervariantName);
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// retrieve the supervariant index from the shader asset
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SupervariantIndex supervariantIndex = shaderAsset->GetSupervariantIndex(supervariantName);
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if (!supervariantIndex.IsValid())
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{
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AZ_Error("Shader", false, "Supervariant with name %s, was not found in shader %s", supervariantName.GetCStr(), shaderAsset->GetName().GetCStr());
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return nullptr;
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}
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// create the InstanceId from the combined assetId and supervariantIndex
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const Data::AssetId& assetId = shaderAsset.GetId();
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uint32_t shaderSupervariantIndex = supervariantIndex.GetIndex();
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const uint32_t instanceIdDataSize = sizeof(assetId.m_guid) + sizeof(assetId.m_subId) + sizeof(shaderSupervariantIndex);
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uint8_t instanceIdData[instanceIdDataSize];
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uint8_t* instanceIdDataPtr = instanceIdData;
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memcpy(instanceIdDataPtr, &assetId.m_guid, sizeof(assetId.m_guid));
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instanceIdDataPtr += sizeof(assetId.m_guid);
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memcpy(instanceIdDataPtr, &assetId.m_subId, sizeof(assetId.m_subId));
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instanceIdDataPtr += sizeof(assetId.m_subId);
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memcpy(instanceIdDataPtr, &shaderSupervariantIndex, sizeof(shaderSupervariantIndex));
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Data::InstanceId instanceId = Data::InstanceId::CreateData(instanceIdData, instanceIdDataSize);
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// retrieve the shader instance from the Instance database
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Data::Instance<Shader> shaderInstance = Data::InstanceDatabase<Shader>::Instance().FindOrCreate(instanceId, shaderAsset, &anySupervariantName);
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return shaderInstance;
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}
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Data::Instance<Shader> Shader::FindOrCreate(const Data::Asset<ShaderAsset>& shaderAsset)
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{
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return FindOrCreate(shaderAsset, AZ::Name { "" });
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}
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Data::Instance<Shader> Shader::CreateInternal([[maybe_unused]] ShaderAsset& shaderAsset, const AZStd::any* anySupervariantName)
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{
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AZ_Assert(anySupervariantName != nullptr, "Invalid supervariant name param");
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auto supervariantName = AZStd::any_cast<AZ::Name>(*anySupervariantName);
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auto supervariantIndex = shaderAsset.GetSupervariantIndex(supervariantName);
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if (!supervariantIndex.IsValid())
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{
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AZ_Error("Shader", false, "Supervariant with name %s, was not found in shader %s", supervariantName.GetCStr(), shaderAsset.GetName().GetCStr());
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return nullptr;
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}
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Data::Instance<Shader> shader = aznew Shader(supervariantIndex);
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const RHI::ResultCode resultCode = shader->Init(shaderAsset);
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if (resultCode != RHI::ResultCode::Success)
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{
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return nullptr;
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}
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return shader;
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}
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Shader::~Shader()
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{
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Shutdown();
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}
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static bool GetPipelineLibraryPath(char* pipelineLibraryPath, size_t pipelineLibraryPathLength, const ShaderAsset& shaderAsset)
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{
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if (auto* fileIOBase = IO::FileIOBase::GetInstance())
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{
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const Data::AssetId& assetId = shaderAsset.GetId();
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Name platformName = RHI::Factory::Get().GetName();
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Name shaderName = shaderAsset.GetName();
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AZStd::string uuidString;
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assetId.m_guid.ToString<AZStd::string>(uuidString, false, false);
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RHI::RHISystemInterface* rhiSystem = RHI::RHISystemInterface::Get();
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RHI::PhysicalDeviceDescriptor physicalDeviceDesc = rhiSystem->GetPhysicalDeviceDescriptor();
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char pipelineLibraryPathTemp[AZ_MAX_PATH_LEN];
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azsnprintf(
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pipelineLibraryPathTemp, AZ_MAX_PATH_LEN, "@user@/Atom/PipelineStateCache_%s_%u_%u_Ver_%i/%s/%s_%s_%d.bin",
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ToString(physicalDeviceDesc.m_vendorId).data(), physicalDeviceDesc.m_deviceId, physicalDeviceDesc.m_driverVersion, PSOCacheVersion,
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platformName.GetCStr(),
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shaderName.GetCStr(),
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uuidString.data(),
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assetId.m_subId);
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fileIOBase->ResolvePath(pipelineLibraryPathTemp, pipelineLibraryPath, pipelineLibraryPathLength);
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return true;
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}
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return false;
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}
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RHI::ResultCode Shader::Init(ShaderAsset& shaderAsset)
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{
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Data::AssetBus::MultiHandler::BusDisconnect();
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ShaderVariantFinderNotificationBus::Handler::BusDisconnect();
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RHI::RHISystemInterface* rhiSystem = RHI::RHISystemInterface::Get();
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RHI::DrawListTagRegistry* drawListTagRegistry = rhiSystem->GetDrawListTagRegistry();
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m_asset = { &shaderAsset, AZ::Data::AssetLoadBehavior::PreLoad };
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m_pipelineStateType = shaderAsset.GetPipelineStateType();
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GetPipelineLibraryPath(m_pipelineLibraryPath, AZ_MAX_PATH_LEN, *m_asset);
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{
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AZStd::unique_lock<decltype(m_variantCacheMutex)> lock(m_variantCacheMutex);
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m_shaderVariants.clear();
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}
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auto rootShaderVariantAsset = shaderAsset.GetRootVariant(m_supervariantIndex);
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m_rootVariant.Init(m_asset, rootShaderVariantAsset, m_supervariantIndex);
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if (m_pipelineLibraryHandle.IsNull())
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{
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// We set up a pipeline library only once for the lifetime of the Shader instance.
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// This should allow the Shader to be reloaded at runtime many times, and cache and reuse PipelineState objects rather than rebuild them.
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// It also fixes a particular TDR crash that occurred on some hardware when hot-reloading shaders and building pipeline states
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// in a new pipeline library every time.
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RHI::PipelineStateCache* pipelineStateCache = rhiSystem->GetPipelineStateCache();
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ConstPtr<RHI::PipelineLibraryData> serializedData = LoadPipelineLibrary();
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RHI::PipelineLibraryHandle pipelineLibraryHandle = pipelineStateCache->CreateLibrary(serializedData.get(), m_pipelineLibraryPath);
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if (pipelineLibraryHandle.IsNull())
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{
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AZ_Error("Shader", false, "Failed to create pipeline library from pipeline state cache.");
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return RHI::ResultCode::Fail;
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}
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m_pipelineLibraryHandle = pipelineLibraryHandle;
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m_pipelineStateCache = pipelineStateCache;
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}
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const Name& drawListName = shaderAsset.GetDrawListName();
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if (!drawListName.IsEmpty())
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{
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m_drawListTag = drawListTagRegistry->AcquireTag(drawListName);
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if (!m_drawListTag.IsValid())
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{
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AZ_Error("Shader", false, "Failed to acquire a DrawListTag. Entries are full.");
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}
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}
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ShaderVariantFinderNotificationBus::Handler::BusConnect(m_asset.GetId());
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Data::AssetBus::MultiHandler::BusConnect(rootShaderVariantAsset.GetId());
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Data::AssetBus::MultiHandler::BusConnect(m_asset.GetId());
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return RHI::ResultCode::Success;
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}
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void Shader::Shutdown()
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{
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ShaderVariantFinderNotificationBus::Handler::BusDisconnect();
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Data::AssetBus::MultiHandler::BusDisconnect();
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if (m_pipelineLibraryHandle.IsValid())
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{
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SavePipelineLibrary();
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m_pipelineStateCache->ReleaseLibrary(m_pipelineLibraryHandle);
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m_pipelineStateCache = nullptr;
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m_pipelineLibraryHandle = {};
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}
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if (m_drawListTag.IsValid())
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{
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RHI::DrawListTagRegistry* drawListTagRegistry = RHI::RHISystemInterface::Get()->GetDrawListTagRegistry();
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drawListTagRegistry->ReleaseTag(m_drawListTag);
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m_drawListTag.Reset();
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}
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}
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///////////////////////////////////////////////////////////////////////
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// AssetBus overrides
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void Shader::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
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{
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ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Shader::OnAssetReloaded %s", this, asset.GetHint().c_str());
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if (asset.GetAs<ShaderVariantAsset>())
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{
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m_reloadedRootShaderVariantAsset = Data::static_pointer_cast<ShaderVariantAsset>(asset);
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if (m_asset->m_buildTimestamp == m_reloadedRootShaderVariantAsset->GetBuildTimestamp())
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{
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Init(*m_asset.Get());
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ShaderReloadNotificationBus::Event(asset.GetId(), &ShaderReloadNotificationBus::Events::OnShaderReinitialized, *this);
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}
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return;
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}
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if (asset.GetAs<ShaderAsset>())
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{
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m_asset = Data::static_pointer_cast<ShaderAsset>(asset);
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if (!m_reloadedRootShaderVariantAsset.IsReady())
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{
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// Do nothing, as We should not re-initilize until the root shader variant asset has been reloaded.
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return;
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}
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AZ_Assert(m_asset->m_buildTimestamp == m_reloadedRootShaderVariantAsset->GetBuildTimestamp(),
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"shaderAsset '%s' timeStamp=%lld, but Root ShaderVariantAsset timeStamp=%lld", m_asset.GetHint().c_str(),
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m_asset->m_buildTimestamp, m_reloadedRootShaderVariantAsset->GetBuildTimestamp());
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m_asset->UpdateRootShaderVariantAsset(m_supervariantIndex, m_reloadedRootShaderVariantAsset);
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m_reloadedRootShaderVariantAsset = {}; // Clear the temporary reference.
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if (ShaderReloadDebugTracker::IsEnabled())
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{
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auto makeTimeString = [](AZ::u64 timestamp, AZ::u64 now)
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{
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AZ::u64 elapsedMillis = now - timestamp;
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double elapsedSeconds = aznumeric_cast<double>(elapsedMillis / 1'000);
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AZStd::string timeString = AZStd::string::format("%lld (%f seconds ago)", timestamp, elapsedSeconds);
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return timeString;
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};
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AZStd::sys_time_t now = AZStd::GetTimeNowMicroSecond();
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const auto shaderVariantAsset = m_asset->GetRootVariant();
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ShaderReloadDebugTracker::Printf("{%p}->Shader::OnAssetReloaded for shader '%s' [build time %s] found variant '%s' [build time %s]", this,
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m_asset.GetHint().c_str(), makeTimeString(m_asset->m_buildTimestamp, now).c_str(),
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shaderVariantAsset.GetHint().c_str(), makeTimeString(shaderVariantAsset->GetBuildTimestamp(), now).c_str());
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}
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Init(*m_asset.Get());
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ShaderReloadNotificationBus::Event(asset.GetId(), &ShaderReloadNotificationBus::Events::OnShaderReinitialized, *this);
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}
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}
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///////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////
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/// ShaderVariantFinderNotificationBus overrides
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void Shader::OnShaderVariantAssetReady(Data::Asset<ShaderVariantAsset> shaderVariantAsset, bool isError)
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{
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ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Shader::OnShaderVariantAssetReady %s", this, shaderVariantAsset.GetHint().c_str());
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AZ_Assert(shaderVariantAsset, "Reloaded ShaderVariantAsset is null");
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const ShaderVariantStableId stableId = shaderVariantAsset->GetStableId();
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// check the supervariantIndex of the ShaderVariantAsset to make sure it matches the supervariantIndex of this shader instance
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if (shaderVariantAsset->GetSupervariantIndex() != m_supervariantIndex.GetIndex())
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{
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return;
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}
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// We make a copy of the updated variant because OnShaderVariantReinitialized must not be called inside
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// m_variantCacheMutex or deadlocks may occur.
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// Or if there is an error, we leave this object in its default state to indicate there was an error.
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// [GFX TODO] We really should have a dedicated message/event for this, but that will be covered by a future task where
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// we will merge ShaderReloadNotificationBus messages into one. For now, we just indicate the error by passing an empty ShaderVariant,
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// all our call sites don't use this data anyway.
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ShaderVariant updatedVariant;
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if (isError)
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{
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//Remark: We do not assert if the stableId == RootShaderVariantStableId, because we can not trust in the asset data
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//on error. so it is possible that on error the stbleId == RootShaderVariantStableId;
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if (stableId == RootShaderVariantStableId)
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{
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return;
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}
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AZStd::unique_lock<decltype(m_variantCacheMutex)> lock(m_variantCacheMutex);
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m_shaderVariants.erase(stableId);
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}
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else
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{
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AZ_Assert(stableId != RootShaderVariantStableId,
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"The root variant is expected to be updated by the ShaderAsset.");
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AZStd::unique_lock<decltype(m_variantCacheMutex)> lock(m_variantCacheMutex);
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auto iter = m_shaderVariants.find(stableId);
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if (iter != m_shaderVariants.end())
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{
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ShaderVariant& shaderVariant = iter->second;
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if (!shaderVariant.Init(m_asset, shaderVariantAsset, m_supervariantIndex))
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{
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AZ_Error("Shader", false, "Failed to init shaderVariant with StableId=%u", shaderVariantAsset->GetStableId());
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m_shaderVariants.erase(stableId);
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}
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else
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{
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updatedVariant = shaderVariant;
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}
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}
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else
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{
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//This is the first time the shader variant asset comes to life.
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updatedVariant.Init(m_asset, shaderVariantAsset, m_supervariantIndex);
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m_shaderVariants.emplace(stableId, updatedVariant);
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}
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}
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// [GFX TODO] It might make more sense to call OnShaderReinitialized here
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ShaderReloadNotificationBus::Event(m_asset.GetId(), &ShaderReloadNotificationBus::Events::OnShaderVariantReinitialized, updatedVariant);
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}
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///////////////////////////////////////////////////////////////////
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ConstPtr<RHI::PipelineLibraryData> Shader::LoadPipelineLibrary() const
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{
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RHI::Device* device = RHI::RHISystemInterface::Get()->GetDevice();
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//Check if explicit file load/save operation is needed as the RHI backend api may not support it
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if (m_pipelineLibraryPath[0] != 0 && device->GetFeatures().m_isPsoCacheFileOperationsNeeded)
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{
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return Utils::LoadObjectFromFile<RHI::PipelineLibraryData>(m_pipelineLibraryPath);
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}
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return nullptr;
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}
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void Shader::SavePipelineLibrary() const
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{
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RHI::Device* device = RHI::RHISystemInterface::Get()->GetDevice();
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if (m_pipelineLibraryPath[0] != 0)
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{
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RHI::ConstPtr<RHI::PipelineLibrary> pipelineLib = m_pipelineStateCache->GetMergedLibrary(m_pipelineLibraryHandle);
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if(!pipelineLib)
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{
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return;
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}
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//Check if explicit file load/save operation is needed as the RHI backend api may not support it
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if (device->GetFeatures().m_isPsoCacheFileOperationsNeeded)
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{
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RHI::ConstPtr<RHI::PipelineLibraryData> serializedData = pipelineLib->GetSerializedData();
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if(serializedData)
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{
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Utils::SaveObjectToFile<RHI::PipelineLibraryData>(m_pipelineLibraryPath, DataStream::ST_BINARY, serializedData.get());
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}
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}
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else
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{
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[[maybe_unused]] bool result = pipelineLib->SaveSerializedData(m_pipelineLibraryPath);
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AZ_Error("Shader", result, "Pipeline Library %s was not saved", &m_pipelineLibraryPath);
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}
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}
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}
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ShaderOptionGroup Shader::CreateShaderOptionGroup() const
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{
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return ShaderOptionGroup(m_asset->GetShaderOptionGroupLayout());
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}
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const ShaderVariant& Shader::GetVariant(const ShaderVariantId& shaderVariantId)
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{
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Data::Asset<ShaderVariantAsset> shaderVariantAsset = m_asset->GetVariant(shaderVariantId, m_supervariantIndex);
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if (!shaderVariantAsset || shaderVariantAsset->IsRootVariant())
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{
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return m_rootVariant;
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}
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return GetVariant(shaderVariantAsset->GetStableId());
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}
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const ShaderVariant& Shader::GetRootVariant()
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{
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return m_rootVariant;
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}
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ShaderVariantSearchResult Shader::FindVariantStableId(const ShaderVariantId& shaderVariantId) const
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{
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ShaderVariantSearchResult variantSearchResult = m_asset->FindVariantStableId(shaderVariantId);
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return variantSearchResult;
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}
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const ShaderVariant& Shader::GetVariant(ShaderVariantStableId shaderVariantStableId)
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{
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const ShaderVariant& variant = GetVariantInternal(shaderVariantStableId);
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if (ShaderReloadDebugTracker::IsEnabled())
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{
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auto makeTimeString = [](AZStd::sys_time_t timestamp, AZStd::sys_time_t now)
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{
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AZStd::sys_time_t elapsedMicroseconds = now - timestamp;
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double elapsedSeconds = aznumeric_cast<double>(elapsedMicroseconds / 1'000'000);
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AZStd::string timeString = AZStd::string::format("%lld (%f seconds ago)", timestamp, elapsedSeconds);
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return timeString;
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};
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AZStd::sys_time_t now = AZStd::GetTimeNowMicroSecond();
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ShaderReloadDebugTracker::Printf("{%p}->Shader::GetVariant for shader '%s' [build time %s] found variant '%s' [build time %s]", this,
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m_asset.GetHint().c_str(), makeTimeString(m_asset->GetBuildTimestamp(), now).c_str(),
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variant.GetShaderVariantAsset().GetHint().c_str(), makeTimeString(variant.GetShaderVariantAsset()->GetBuildTimestamp(), now).c_str());
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}
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return variant;
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}
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const ShaderVariant& Shader::GetVariantInternal(ShaderVariantStableId shaderVariantStableId)
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{
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if (!shaderVariantStableId.IsValid() || shaderVariantStableId == ShaderAsset::RootShaderVariantStableId)
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{
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return m_rootVariant;
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}
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{
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AZStd::shared_lock<decltype(m_variantCacheMutex)> lock(m_variantCacheMutex);
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auto findIt = m_shaderVariants.find(shaderVariantStableId);
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if (findIt != m_shaderVariants.end())
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{
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// When rebuilding shaders we may be in a state where the ShaderAsset and root ShaderVariantAsset have been rebuilt and
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// reloaded, but some (or all) shader variants haven't been built yet. Since we want to use the latest version of the
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// shader code, ignore the old variants and fall back to the newer root variant instead. There's no need to report a
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// warning here because m_asset->GetVariant below will report one.
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if (findIt->second.GetBuildTimestamp() >= m_asset->GetBuildTimestamp())
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{
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return findIt->second;
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}
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}
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}
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// By calling GetVariant, an asynchronous asset load request is enqueued if the variant
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// is not fully ready.
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Data::Asset<ShaderVariantAsset> shaderVariantAsset = m_asset->GetVariant(shaderVariantStableId, m_supervariantIndex);
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if (!shaderVariantAsset || shaderVariantAsset == m_asset->GetRootVariant())
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{
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// Return the root variant when the requested variant is not ready.
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return m_rootVariant;
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}
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AZStd::unique_lock<decltype(m_variantCacheMutex)> lock(m_variantCacheMutex);
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// For performance reasons We are breaking this function into two locking steps.
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// which means We must check again if the variant is already in the cache.
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auto findIt = m_shaderVariants.find(shaderVariantStableId);
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if (findIt != m_shaderVariants.end())
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{
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if (findIt->second.GetBuildTimestamp() >= m_asset->GetBuildTimestamp())
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{
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return findIt->second;
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}
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else
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|
{
|
|
// This is probably very rare, but if the variant was loaded on another thread and it's out of date
|
|
// we just return the root variant. Otherwise we could end up replacing the variant in the map below while
|
|
// it's being used for rendering.
|
|
AZ_Warning(
|
|
"Shader", false,
|
|
"Detected an uncommon state during shader reload. Returning the root variant instead of replacing the old one.");
|
|
return m_rootVariant;
|
|
}
|
|
}
|
|
|
|
ShaderVariant newVariant;
|
|
newVariant.Init(m_asset, shaderVariantAsset, m_supervariantIndex);
|
|
m_shaderVariants.emplace(shaderVariantStableId, newVariant);
|
|
|
|
return m_shaderVariants.at(shaderVariantStableId);
|
|
}
|
|
|
|
RHI::PipelineStateType Shader::GetPipelineStateType() const
|
|
{
|
|
return m_pipelineStateType;
|
|
}
|
|
|
|
const ShaderInputContract& Shader::GetInputContract() const
|
|
{
|
|
return m_asset->GetInputContract(m_supervariantIndex);
|
|
}
|
|
|
|
const ShaderOutputContract& Shader::GetOutputContract() const
|
|
{
|
|
return m_asset->GetOutputContract(m_supervariantIndex);
|
|
}
|
|
|
|
const RHI::PipelineState* Shader::AcquirePipelineState(const RHI::PipelineStateDescriptor& descriptor) const
|
|
{
|
|
return m_pipelineStateCache->AcquirePipelineState(m_pipelineLibraryHandle, descriptor);
|
|
}
|
|
|
|
const RHI::Ptr<RHI::ShaderResourceGroupLayout>& Shader::FindShaderResourceGroupLayout(const Name& shaderResourceGroupName) const
|
|
{
|
|
return m_asset->FindShaderResourceGroupLayout(shaderResourceGroupName, m_supervariantIndex);
|
|
}
|
|
|
|
const RHI::Ptr<RHI::ShaderResourceGroupLayout>& Shader::FindShaderResourceGroupLayout(uint32_t bindingSlot) const
|
|
{
|
|
return m_asset->FindShaderResourceGroupLayout(bindingSlot, m_supervariantIndex);
|
|
}
|
|
|
|
const RHI::Ptr<RHI::ShaderResourceGroupLayout>& Shader::FindFallbackShaderResourceGroupLayout() const
|
|
{
|
|
return m_asset->FindFallbackShaderResourceGroupLayout(m_supervariantIndex);
|
|
}
|
|
|
|
AZStd::span<const RHI::Ptr<RHI::ShaderResourceGroupLayout>> Shader::GetShaderResourceGroupLayouts() const
|
|
{
|
|
return m_asset->GetShaderResourceGroupLayouts(m_supervariantIndex);
|
|
}
|
|
|
|
const Data::Asset<ShaderAsset>& Shader::GetAsset() const
|
|
{
|
|
return m_asset;
|
|
}
|
|
|
|
RHI::DrawListTag Shader::GetDrawListTag() const
|
|
{
|
|
return m_drawListTag;
|
|
}
|
|
|
|
} // namespace RPI
|
|
} // namespace AZ
|