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>
116 lines
5.1 KiB
C++
116 lines
5.1 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 <Atom/RPI.Reflect/Shader/ShaderVariantAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderCommonTypes.h>
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#include <AzCore/Casting/numeric_cast.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/std/algorithm.h>
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#include <Atom/RPI.Reflect/Shader/ShaderCommonTypes.h>
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#include <Atom/RHI.Reflect/ShaderStageFunction.h>
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#include <Atom/RHI.Reflect/Limits.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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uint32_t ShaderVariantAsset::MakeAssetProductSubId(
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uint32_t rhiApiUniqueIndex, uint32_t supervariantIndex, ShaderVariantStableId variantStableId, uint32_t subProductType)
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{
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static constexpr uint32_t SubProductTypeBitPosition = 17;
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static constexpr uint32_t SubProductTypeNumBits = SupervariantIndexBitPosition - SubProductTypeBitPosition;
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static constexpr uint32_t SubProductTypeMaxValue = (1 << SubProductTypeNumBits) - 1;
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static constexpr uint32_t StableIdBitPosition = 0;
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static constexpr uint32_t StableIdNumBits = SubProductTypeBitPosition - StableIdBitPosition;
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static constexpr uint32_t StableIdMaxValue = (1 << StableIdNumBits) - 1;
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static_assert(RhiIndexMaxValue == RHI::Limits::APIType::PerPlatformApiUniqueIndexMax);
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// The 2 Most significant bits encode the the RHI::API unique index.
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AZ_Assert(rhiApiUniqueIndex <= RhiIndexMaxValue, "Invalid rhiApiUniqueIndex [%u]", rhiApiUniqueIndex);
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AZ_Assert(supervariantIndex <= SupervariantIndexMaxValue, "Invalid supervariantIndex [%u]", supervariantIndex);
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AZ_Assert(subProductType <= SubProductTypeMaxValue, "Invalid subProductType [%u]", subProductType);
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AZ_Assert(variantStableId.GetIndex() <= StableIdMaxValue, "Invalid variantStableId [%u]", variantStableId.GetIndex());
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const uint32_t assetProductSubId = (rhiApiUniqueIndex << RhiIndexBitPosition) |
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(supervariantIndex << SupervariantIndexBitPosition) | (subProductType << SubProductTypeBitPosition) |
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(variantStableId.GetIndex() << StableIdBitPosition);
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return assetProductSubId;
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}
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void ShaderVariantAsset::Reflect(ReflectContext* context)
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{
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if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
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{
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serializeContext->Class<ShaderVariantAsset, AZ::Data::AssetData>()
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->Version(1)
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->Field("StableId", &ShaderVariantAsset::m_stableId)
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->Field("ShaderVariantId", &ShaderVariantAsset::m_shaderVariantId)
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->Field("IsFullyBaked", &ShaderVariantAsset::m_isFullyBaked)
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->Field("FunctionsByStage", &ShaderVariantAsset::m_functionsByStage)
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->Field("BuildTimestamp", &ShaderVariantAsset::m_buildTimestamp)
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;
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}
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}
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AZStd::sys_time_t ShaderVariantAsset::GetBuildTimestamp() const
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{
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return m_buildTimestamp;
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}
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const RHI::ShaderStageFunction* ShaderVariantAsset::GetShaderStageFunction(RHI::ShaderStage shaderStage) const
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{
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return m_functionsByStage[static_cast<size_t>(shaderStage)].get();
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}
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bool ShaderVariantAsset::IsFullyBaked() const
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{
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return m_isFullyBaked;
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}
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void ShaderVariantAsset::SetReady()
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{
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m_status = AssetStatus::Ready;
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}
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bool ShaderVariantAsset::FinalizeAfterLoad()
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{
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return true;
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}
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ShaderVariantAssetHandler::LoadResult ShaderVariantAssetHandler::LoadAssetData(const Data::Asset<Data::AssetData>& asset, AZStd::shared_ptr<Data::AssetDataStream> stream, const AZ::Data::AssetFilterCB& assetLoadFilterCB)
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{
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if (Base::LoadAssetData(asset, stream, assetLoadFilterCB) == LoadResult::LoadComplete)
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{
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return PostLoadInit(asset) ? LoadResult::LoadComplete : LoadResult::Error;
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}
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return LoadResult::Error;
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}
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bool ShaderVariantAssetHandler::PostLoadInit(const Data::Asset<Data::AssetData>& asset)
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{
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if (ShaderVariantAsset* shaderVariantAsset = asset.GetAs<ShaderVariantAsset>())
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{
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if (!shaderVariantAsset->FinalizeAfterLoad())
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{
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AZ_Error("ShaderVariantAssetHandler", false, "Shader asset failed to finalize.");
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return false;
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}
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return true;
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}
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return false;
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}
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} // namespace RPI
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} // namespace AZ
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