cc615a8f32
* [ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Functions That Predate The Shader Supervariants These are the essential impactful changes as a result of deprecating the ShaderResourceGroupAsset. * Addressed feedback by @moudgils. Better comments in header files. * More updates related with deprecation of ShaderResourceGroupAsset * Deleted the temporary version 2 classes. * Updated version of the shader asset builders. * Updated version of all the shader related classes impacted by the Supervariant concept and deprecation of ShaderResourceGroupAsset * Changes to *.pass and DGI, Reflections and RayTracing. * changes to material related assets * changes to core lights * Changes to auxgeom/dynamic draw. * changes to decals, lyshine, imguipass * changes to RPI Pass classes * Shader for SceneSrg, ViewSrg and ForwardPass Srgs. * changes to mesh, skinned mesh, Morphtarget. * Fixes to RayTracingPass.cpp & now allow empty srg in shaders. * Updated Atom_RPI.Tests * Simplified InstanceDatabase by removing AddHandler ------------------------------------------------------------------------------------ * Updated DiffuseGI precompiled shaders. Added RayTracingSceneSrg and RayTracingMaterialSrg shader asset. Updated ShaderAssetCreator::Clone to handle the supervariant when processing root variants. Co-authored-by: Doug McDiarmid <dmcdiar@amazon.com> ------------------------------------------------------------------------------------ * Changed semantics for some PassSrg to SRG_PerPass_WithFallback. AuxGeom/FixedShapeProcessor.cpp requires SRG_PerDraw on ObjectSrg. Removed names of SceneSrg and ViewSrg from RPISystemDescriptor.cpp * Moved ShaderLib/Atom/Features/DummyEntryFunctions.azsli To Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/DummyEntryFunctions.azsli Removed redundant checking for finalization in ShaderResourceGroupLayout.cpp * Fixed race condition bug for Shader::FindOrCreate. InstanceDatabase<>::CreateInstance() needs to be atomic for instance creation and initialization. Added optional InstanceHandler::CreateFunctionWithParams to accomodate to the needs of Instances that need more than an asset reference to be able to be created an initialzed. Removed ShaderResourceGroup::FindOrCreate() only ::Create is available now. * Renamed scene_and_view_srgs.* as SceneAndViewSrgs.* Changed GetAzslFileOfOrigin for GetUniqueId * Fixed unit tests. * Reverted the serialization name of m_uniqueId back to "m_azslFileOfOrigin" so precompiled shaders don't fail in layout comparison. * Fixed AtomCore.Tests Removed non-applicable test. InstanceDatabase.AddHandler() is not available anymore. * The Null rhi is re-enabled for shader compilation. Signed-off-by: garrieta <garrieta@amazon.com>
125 lines
5.6 KiB
C++
125 lines
5.6 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <AzCore/Component/Entity.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Script/ScriptAsset.h>
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#include <Atom/RPI.Edit/Material/MaterialTypeSourceData.h>
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#include <Atom/RPI.Edit/Material/MaterialSourceData.h>
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#include <Atom/RPI.Edit/Material/MaterialPropertyValueSourceData.h>
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#include <Atom/RPI.Edit/Material/LuaMaterialFunctorSourceData.h>
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#include <Atom/RPI.Edit/Shader/ShaderSourceData.h>
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#include <Atom/RPI.Edit/Shader/ShaderVariantListSourceData.h>
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#include <Atom/RPI.Edit/Common/AssetAliasesSourceData.h>
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#include <Atom/RPI.Reflect/Asset/AssetHandler.h>
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#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
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#include <Atom/RPI.Reflect/Image/StreamingImagePoolAsset.h>
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#include <Atom/RPI.Reflect/Buffer/BufferAsset.h>
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#include <Atom/RPI.Reflect/Model/ModelLodAsset.h>
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#include <Atom/RPI.Reflect/Model/ModelAsset.h>
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#include <Atom/RPI.Reflect/Model/MorphTargetMetaAsset.h>
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#include <Atom/RPI.Reflect/Model/SkinMetaAsset.h>
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#include <Atom/RPI.Reflect/Pass/PassAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderVariantAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderVariantTreeAsset.h>
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#include <BuilderComponent.h>
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#include <Common/AnyAssetBuilder.h>
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#include <Material/MaterialBuilder.h>
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#include <ResourcePool/ResourcePoolBuilder.h>
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#include <Pass/PassBuilder.h>
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namespace AZ
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{
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namespace RPI
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{
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void BuilderComponent::Reflect(AZ::ReflectContext* context)
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{
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if (auto* serialize = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serialize->Class<BuilderComponent, AZ::Component>()
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->Version(0)
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->Attribute(AZ::Edit::Attributes::SystemComponentTags, AZStd::vector<AZ::Crc32>({ AssetBuilderSDK::ComponentTags::AssetBuilder }))
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;
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}
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MaterialTypeSourceData::Reflect(context);
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MaterialSourceData::Reflect(context);
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MaterialPropertyValueSourceData::Reflect(context);
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MaterialFunctorSourceDataHolder::Reflect(context);
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LuaMaterialFunctorSourceData::Reflect(context);
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ResourcePoolSourceData::Reflect(context);
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ConvertibleSource::Reflect(context);
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AssetAliasesSourceData::Reflect(context);
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ShaderSourceData::Reflect(context);
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ShaderVariantListSourceData::Reflect(context);
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}
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BuilderComponent::BuilderComponent()
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{
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m_materialFunctorRegistration.Init();
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}
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BuilderComponent::~BuilderComponent()
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{
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m_materialFunctorRegistration.Shutdown();
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}
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void BuilderComponent::Activate()
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{
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// Register asset workers
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m_assetWorkers.emplace_back(MakeAssetBuilder<MaterialBuilder>());
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m_assetWorkers.emplace_back(MakeAssetBuilder<ResourcePoolBuilder>());
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m_assetWorkers.emplace_back(MakeAssetBuilder<AnyAssetBuilder>());
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m_assetWorkers.emplace_back(MakeAssetBuilder<PassBuilder>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ShaderAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<MaterialTypeAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<MaterialAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ResourcePoolAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<StreamingImagePoolAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<BufferAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ModelLodAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ModelAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<PassAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantTreeAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<SkinMetaAssetHandler>());
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m_assetHandlers.emplace_back(MakeAssetHandler<MorphTargetMetaAssetHandler>());
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RPI::MaterialFunctorSourceDataRegistration* materialFunctorRegistration = RPI::MaterialFunctorSourceDataRegistration::Get();
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AZ_Assert(materialFunctorRegistration,
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"MaterialFunctorSourceDataRegistration must be added to a component of the current module, "
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"and initialize it in the component's Init() call.");
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materialFunctorRegistration->RegisterMaterialFunctor("Lua", azrtti_typeid<LuaMaterialFunctorSourceData>());
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// Add asset types and extensions to AssetCatalog. Uses "AssetCatalogService".
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auto assetCatalog = AZ::Data::AssetCatalogRequestBus::FindFirstHandler();
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if (assetCatalog)
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{
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assetCatalog->EnableCatalogForAsset(AZ::AzTypeInfo<AZ::ScriptAsset>::Uuid());
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}
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}
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void BuilderComponent::Deactivate()
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{
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m_assetHandlers.clear();
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m_assetWorkers.clear();
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}
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} // namespace RPI
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} // namespace AZ
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