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o3de/Gems/Atom/RPI/Code/Tests/Common/ShaderAssetTestUtils.cpp

145 lines
5.3 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/RHI/Factory.h>
#include <Atom/RHI/RHISystemInterface.h>
#include <Atom/RHI.Reflect/ShaderStageFunction.h>
#include <Atom/RPI.Reflect/Shader/ShaderAssetCreator.h>
#include <Atom/RPI.Edit/Shader/ShaderVariantAssetCreator.h>
#include <Common/RHI/Stubs.h>
#include "ShaderAssetTestUtils.h"
namespace UnitTest
{
template<class T>
void AddShaderInputToBindingInfo(AZ::RHI::ShaderResourceGroupBindingInfo& bindingInfo, const T& shaderInputs)
{
for (const auto& shaderInput : shaderInputs)
{
bindingInfo.m_resourcesRegisterMap.insert(
{ shaderInput.m_name.GetStringView(),
AZ::RHI::ResourceBindingInfo{ AZ::RHI::ShaderStageMask::Vertex, shaderInput.m_registerId } });
}
}
static AZ::RHI::ShaderResourceGroupBindingInfo CreateShaderResourceGroupBindingInfo(const AZ::RHI::ShaderResourceGroupLayout* layout)
{
using namespace AZ;
RHI::ShaderResourceGroupBindingInfo bindingInfo;
if (!layout)
{
return bindingInfo;
}
if (layout->GetConstantDataSize())
{
// All constant in the SRG use the same the register id.
bindingInfo.m_constantDataBindingInfo.m_registerId = layout->GetShaderInputListForConstants()[0].m_registerId;
}
AddShaderInputToBindingInfo(bindingInfo, layout->GetShaderInputListForBuffers());
AddShaderInputToBindingInfo(bindingInfo, layout->GetShaderInputListForSamplers());
AddShaderInputToBindingInfo(bindingInfo, layout->GetShaderInputListForImages());
AddShaderInputToBindingInfo(bindingInfo, layout->GetStaticSamplers());
return bindingInfo;
}
static AZ::Data::Asset<AZ::RPI::ShaderVariantAsset> CreateTestShaderVariantAsset(
AZ::RPI::ShaderVariantId id,
AZ::RPI::ShaderVariantStableId stableId,
const AZStd::vector<AZ::RHI::ShaderStage>& stagesToActivate = { AZ::RHI::ShaderStage::Vertex, AZ::RHI::ShaderStage::Fragment })
{
using namespace AZ;
RPI::ShaderVariantAssetCreator shaderVariantAssetCreator;
shaderVariantAssetCreator.Begin(Uuid::CreateRandom(), id, stableId, false);
shaderVariantAssetCreator.SetBuildTimestamp(AZStd::sys_time_t(1)); // Make non-zero.
for (RHI::ShaderStage rhiStage : stagesToActivate)
{
RHI::Ptr<RHI::ShaderStageFunction> shaderStageFunction = aznew StubRHI::ShaderStageFunction;
shaderVariantAssetCreator.SetShaderFunction(rhiStage, shaderStageFunction);
}
Data::Asset<RPI::ShaderVariantAsset> shaderVariantAsset;
shaderVariantAssetCreator.End(shaderVariantAsset);
return shaderVariantAsset;
}
AZ::Data::Asset<AZ::RPI::ShaderAsset> CreateTestShaderAsset(
const AZ::Data::AssetId& shaderAssetId,
AZ::RHI::Ptr<AZ::RHI::ShaderResourceGroupLayout> optionalSrgLayout,
AZ::RPI::Ptr<AZ::RPI::ShaderOptionGroupLayout> optionalShaderOptions,
const AZ::Name& shaderName,
const AZ::Name& drawListName)
{
using namespace AZ;
using namespace RPI;
using namespace RHI;
Data::Asset<ShaderAsset> shaderAsset;
RHI::Ptr<RHI::PipelineLayoutDescriptor> pipelineLayoutDescriptor = RHI::PipelineLayoutDescriptor::Create();
if (optionalSrgLayout)
{
const RHI::ShaderResourceGroupLayout* layout = optionalSrgLayout.get();
RHI::ShaderResourceGroupBindingInfo bindingInfo = CreateShaderResourceGroupBindingInfo(layout);
pipelineLayoutDescriptor->AddShaderResourceGroupLayoutInfo(*layout, bindingInfo);
}
pipelineLayoutDescriptor->Finalize();
if (!optionalShaderOptions)
{
optionalShaderOptions = RPI::ShaderOptionGroupLayout::Create();
optionalShaderOptions->Finalize();
}
ShaderAssetCreator creator;
creator.Begin(shaderAssetId);
creator.SetName(shaderName);
creator.SetDrawListName(drawListName);
creator.SetDrawListName(drawListName);
creator.SetShaderOptionGroupLayout(optionalShaderOptions);
creator.BeginAPI(RHI::Factory::Get().GetType());
creator.BeginSupervariant(AZ::Name{}); // The default (first) supervariant MUST be nameless.
if (optionalSrgLayout)
{
creator.SetSrgLayoutList({ optionalSrgLayout });
}
creator.SetPipelineLayout(pipelineLayoutDescriptor);
//creator.SetRenderStates(m_renderStates);
//creator.SetInputContract(CreateSimpleShaderInputContract());
//creator.SetOutputContract(CreateSimpleShaderOutputContract());
RHI::ShaderStageAttributeMapList attributeMaps;
attributeMaps.resize(RHI::ShaderStageCount);
creator.SetShaderStageAttributeMapList(attributeMaps);
Data::Asset<RPI::ShaderVariantAsset> shaderVariantAsset =
CreateTestShaderVariantAsset(RPI::ShaderVariantId{}, RPI::ShaderVariantStableId{ 0 });
creator.SetRootShaderVariantAsset(shaderVariantAsset);
creator.EndSupervariant();
creator.EndAPI();
creator.End(shaderAsset);
return shaderAsset;
}
}