Files
o3de/Gems/Atom/RPI/Code/Source/RPI.Edit/Shader/ShaderVariantAssetCreator.cpp
T
galibzon cc615a8f32 [ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Funct… (#1079)
* [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>
2021-06-11 07:48:23 -05:00

117 lines
3.9 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 <Atom/RPI.Edit/Shader/ShaderVariantAssetCreator.h>
#include <AzCore/Utils/TypeHash.h>
#include <Atom/RPI.Reflect/Shader/ShaderOptionGroup.h>
namespace AZ
{
namespace RPI
{
void ShaderVariantAssetCreator::Begin(const AZ::Data::AssetId& assetId, const ShaderVariantId& shaderVariantId, RPI::ShaderVariantStableId stableId, bool isFullyBaked)
{
BeginCommon(assetId);
if (ValidateIsReady())
{
m_asset->m_stableId = stableId;
m_asset->m_shaderVariantId = shaderVariantId;
m_asset->m_isFullyBaked = isFullyBaked;
}
}
bool ShaderVariantAssetCreator::End(Data::Asset<ShaderVariantAsset>& result)
{
if (!ValidateIsReady())
{
return false;
}
if (!m_asset->FinalizeAfterLoad())
{
ReportError("Failed to finalize the ShaderResourceGroupAsset.");
return false;
}
if (!m_asset->m_buildTimestamp)
{
ReportError("Invalid timestamp");
return false;
}
bool foundDrawFunctions = false;
bool foundDispatchFunctions = false;
if (m_asset->GetShaderStageFunction(RHI::ShaderStage::Vertex) ||
m_asset->GetShaderStageFunction(RHI::ShaderStage::Tessellation) ||
m_asset->GetShaderStageFunction(RHI::ShaderStage::Fragment))
{
foundDrawFunctions = true;
}
if (m_asset->GetShaderStageFunction(RHI::ShaderStage::Compute))
{
foundDispatchFunctions = true;
}
if (foundDrawFunctions && foundDispatchFunctions)
{
ReportError("ShaderVariant contains both Draw functions and Dispatch functions.");
return false;
}
if (m_asset->GetShaderStageFunction(RHI::ShaderStage::Fragment) &&
!m_asset->GetShaderStageFunction(RHI::ShaderStage::Vertex))
{
ReportError("Shader Variant with StableId '%u' has a fragment function but no vertex function.", m_asset->m_stableId);
return false;
}
if (m_asset->GetShaderStageFunction(RHI::ShaderStage::Tessellation) &&
!m_asset->GetShaderStageFunction(RHI::ShaderStage::Vertex))
{
ReportError("Shader Variant with StableId '%u' has a tessellation function but no vertex function.", m_asset->m_stableId);
return false;
}
m_asset->SetReady();
return EndCommon(result);
}
/////////////////////////////////////////////////////////////////////
// Methods for all shader variant types
void ShaderVariantAssetCreator::SetBuildTimestamp(AZStd::sys_time_t buildTimestamp)
{
if (ValidateIsReady())
{
m_asset->m_buildTimestamp = buildTimestamp;
}
}
void ShaderVariantAssetCreator::SetShaderFunction(RHI::ShaderStage shaderStage, RHI::Ptr<RHI::ShaderStageFunction> shaderStageFunction)
{
if (ValidateIsReady())
{
m_asset->m_functionsByStage[static_cast<size_t>(shaderStage)] = shaderStageFunction;
}
}
} // namespace RPI
} // namespace AZ