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>
226 lines
9.1 KiB
C++
226 lines
9.1 KiB
C++
/*
|
|
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
|
* its licensors.
|
|
*
|
|
* For complete copyright and license terms please see the LICENSE at the root of this
|
|
* distribution (the "License"). All use of this software is governed by the License,
|
|
* or, if provided, by the license below or the license accompanying this file. Do not
|
|
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
|
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
*
|
|
*/
|
|
|
|
#include <Pass/PassBuilder.h>
|
|
#include <Atom/RPI.Edit/Common/AssetUtils.h>
|
|
|
|
#include <AzCore/Asset/AssetManagerBus.h>
|
|
|
|
#include <AtomCore/Serialization/Json/JsonUtils.h>
|
|
|
|
#include <Atom/RPI.Reflect/Asset/AssetReference.h>
|
|
#include <Atom/RPI.Reflect/Pass/PassAsset.h>
|
|
|
|
#include <AzFramework/IO/LocalFileIO.h>
|
|
#include <AzFramework/StringFunc/StringFunc.h>
|
|
#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
|
|
|
|
#include <AssetBuilderSDK/AssetBuilderSDK.h>
|
|
|
|
namespace AZ
|
|
{
|
|
namespace RPI
|
|
{
|
|
namespace
|
|
{
|
|
static const char* PassBuilderName = "PassBuilder";
|
|
static const char* PassBuilderJobKey = "Pass Asset Builder";
|
|
static const char* PassAssetExtension = "pass";
|
|
}
|
|
|
|
void PassBuilder::RegisterBuilder()
|
|
{
|
|
AssetBuilderSDK::AssetBuilderDesc builder;
|
|
builder.m_name = PassBuilderJobKey;
|
|
builder.m_version = 12; // ATOM-15472
|
|
builder.m_busId = azrtti_typeid<PassBuilder>();
|
|
builder.m_createJobFunction = AZStd::bind(&PassBuilder::CreateJobs, this, AZStd::placeholders::_1, AZStd::placeholders::_2);
|
|
builder.m_processJobFunction = AZStd::bind(&PassBuilder::ProcessJob, this, AZStd::placeholders::_1, AZStd::placeholders::_2);
|
|
|
|
// Match *.pass extension
|
|
builder.m_patterns.emplace_back(
|
|
AssetBuilderSDK::AssetBuilderPattern(
|
|
AZStd::string("*.") + PassAssetExtension,
|
|
AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard
|
|
)
|
|
);
|
|
|
|
BusConnect(builder.m_busId);
|
|
|
|
AssetBuilderSDK::AssetBuilderBus::Broadcast(&AssetBuilderSDK::AssetBuilderBus::Handler::RegisterBuilderInformation, builder);
|
|
}
|
|
|
|
PassBuilder::~PassBuilder()
|
|
{
|
|
BusDisconnect();
|
|
}
|
|
|
|
void PassBuilder::ShutDown()
|
|
{
|
|
m_isShuttingDown = true;
|
|
}
|
|
|
|
void PassBuilder::CreateJobs(const AssetBuilderSDK::CreateJobsRequest& request, AssetBuilderSDK::CreateJobsResponse& response) const
|
|
{
|
|
if (m_isShuttingDown)
|
|
{
|
|
response.m_result = AssetBuilderSDK::CreateJobsResultCode::ShuttingDown;
|
|
return;
|
|
}
|
|
|
|
for (const AssetBuilderSDK::PlatformInfo& platformInfo : request.m_enabledPlatforms)
|
|
{
|
|
AssetBuilderSDK::JobDescriptor job;
|
|
job.m_jobKey = PassBuilderJobKey;
|
|
job.SetPlatformIdentifier(platformInfo.m_identifier.c_str());
|
|
|
|
// Passes are a critical part of the rendering system
|
|
job.m_critical = true;
|
|
|
|
response.m_createJobOutputs.push_back(job);
|
|
}
|
|
|
|
response.m_result = AssetBuilderSDK::CreateJobsResultCode::Success;
|
|
}
|
|
|
|
// Helper function to find all assetId's and object references
|
|
bool PassBuilder::FindPassReferencedAssets(void* objectPtr, Uuid passAssetUuid, SerializeContext* context, AZStd::unordered_set<Data::AssetId> &referencedAssetList) const
|
|
{
|
|
SerializeContext::ErrorHandler errorLogger;
|
|
errorLogger.Reset();
|
|
|
|
bool foundProblems = false;
|
|
|
|
// This callback will check whether the given element is an asset reference. If so, it will add it to the list of asset references
|
|
auto beginCallback = [&](void* ptr, const SerializeContext::ClassData* classData, [[maybe_unused]] const SerializeContext::ClassElement* classElement)
|
|
{
|
|
// If the enumerated element is an asset reference
|
|
if (classData->m_typeId == azrtti_typeid<AssetReference>())
|
|
{
|
|
AssetReference* assetReference = reinterpret_cast<AssetReference*>(ptr);
|
|
|
|
// If the asset id isn't already provided, get it using the source file path
|
|
if (!assetReference->m_assetId.IsValid() && !assetReference->m_filePath.empty())
|
|
{
|
|
AZStd::string path = assetReference->m_filePath;
|
|
uint32_t subId = 0;
|
|
|
|
auto assetIdOutcome = AssetUtils::MakeAssetId(path, subId);
|
|
|
|
if (assetIdOutcome)
|
|
{
|
|
assetReference->m_assetId = assetIdOutcome.GetValue();
|
|
}
|
|
else
|
|
{
|
|
AZ_Error(PassBuilderName, false, "Could not get AssetId for [%s]", assetReference->m_filePath.c_str());
|
|
foundProblems = true;
|
|
}
|
|
}
|
|
|
|
// If the asset ID is valid, add it as a dependency
|
|
if (assetReference->m_assetId.IsValid())
|
|
{
|
|
referencedAssetList.insert(assetReference->m_assetId);
|
|
}
|
|
}
|
|
return true;
|
|
};
|
|
|
|
// Setup enumeration context
|
|
SerializeContext::EnumerateInstanceCallContext callContext(
|
|
AZStd::move(beginCallback),
|
|
nullptr,
|
|
context,
|
|
SerializeContext::ENUM_ACCESS_FOR_READ,
|
|
&errorLogger
|
|
);
|
|
|
|
// Recursively iterate over all elements in the object to find asset references with the above callback
|
|
context->EnumerateInstance(
|
|
&callContext
|
|
, objectPtr
|
|
, passAssetUuid
|
|
, nullptr
|
|
, nullptr
|
|
);
|
|
|
|
return !foundProblems;
|
|
}
|
|
|
|
void PassBuilder::ProcessJob(const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response) const
|
|
{
|
|
// Handle job cancellation and shutdown cases
|
|
AssetBuilderSDK::JobCancelListener jobCancelListener(request.m_jobId);
|
|
if (jobCancelListener.IsCancelled() || m_isShuttingDown)
|
|
{
|
|
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Cancelled;
|
|
return;
|
|
}
|
|
|
|
// Get serialization context
|
|
SerializeContext* context = nullptr;
|
|
ComponentApplicationBus::BroadcastResult(context, &ComponentApplicationBus::Events::GetSerializeContext);
|
|
if (!context)
|
|
{
|
|
AZ_Assert(false, "No serialize context");
|
|
return;
|
|
}
|
|
|
|
// Load PassAsset
|
|
PassAsset passAsset;
|
|
AZ::Outcome<void, AZStd::string> loadResult = JsonSerializationUtils::LoadObjectFromFile(passAsset, request.m_fullPath);
|
|
|
|
if (!loadResult.IsSuccess())
|
|
{
|
|
AZ_Error(PassBuilderName, false, "Failed to load pass asset [%s]", request.m_fullPath.c_str());
|
|
AZ_Error(PassBuilderName, false, "Loading issues: %s", loadResult.GetError().data());
|
|
return;
|
|
}
|
|
|
|
// Find all Asset IDs we depend on
|
|
AZStd::unordered_set<Data::AssetId> dependentList;
|
|
Uuid passAssetUuid = AzTypeInfo<PassAsset>::Uuid();
|
|
if (!FindPassReferencedAssets(&passAsset, passAssetUuid, context, dependentList))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Get destination file name and path
|
|
AZStd::string destFileName;
|
|
AZStd::string destPath;
|
|
AzFramework::StringFunc::Path::GetFullFileName(request.m_fullPath.c_str(), destFileName);
|
|
AzFramework::StringFunc::Path::ConstructFull(request.m_tempDirPath.c_str(), destFileName.c_str(), destPath, true);
|
|
|
|
// Save the asset to binary format for production
|
|
bool result = Utils::SaveObjectToFile(destPath, DataStream::ST_BINARY, &passAsset, passAssetUuid, context);
|
|
if (result == false)
|
|
{
|
|
AZ_Error(PassBuilderName, false, "Failed to save asset to %s", destPath.c_str());
|
|
return;
|
|
}
|
|
|
|
// Success. Save output product(s) to response
|
|
AssetBuilderSDK::JobProduct jobProduct(destPath, PassAsset::RTTI_Type(), 0);
|
|
for (auto& assetId : dependentList)
|
|
{
|
|
jobProduct.m_dependencies.emplace_back(AssetBuilderSDK::ProductDependency(assetId, 0));
|
|
}
|
|
|
|
jobProduct.m_dependenciesHandled = true; // We've output the dependencies immediately above so it's OK to tell the AP we've handled dependencies
|
|
response.m_outputProducts.push_back(jobProduct);
|
|
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Success;
|
|
}
|
|
|
|
} // namespace RPI
|
|
} // namespace AZ
|