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

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/*
* 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/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;
}
}