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>
149 lines
5.6 KiB
C++
149 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 <Atom/RHI/Factory.h>
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#include <Atom/RHI/RHISystemInterface.h>
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#include <Atom/RHI.Reflect/ShaderStageFunction.h>
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#include <Atom/RPI.Reflect/Shader/ShaderAssetCreator.h>
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#include <Atom/RPI.Edit/Shader/ShaderVariantAssetCreator.h>
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#include <Common/RHI/Stubs.h>
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#include "ShaderAssetTestUtils.h"
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namespace UnitTest
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{
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template<class T>
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void AddShaderInputToBindingInfo(AZ::RHI::ShaderResourceGroupBindingInfo& bindingInfo, const T& shaderInputs)
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{
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for (const auto& shaderInput : shaderInputs)
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{
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bindingInfo.m_resourcesRegisterMap.insert(
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{ shaderInput.m_name.GetStringView(),
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AZ::RHI::ResourceBindingInfo{ AZ::RHI::ShaderStageMask::Vertex, shaderInput.m_registerId } });
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}
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}
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static AZ::RHI::ShaderResourceGroupBindingInfo CreateShaderResourceGroupBindingInfo(const AZ::RHI::ShaderResourceGroupLayout* layout)
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{
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using namespace AZ;
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RHI::ShaderResourceGroupBindingInfo bindingInfo;
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if (!layout)
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{
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return bindingInfo;
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}
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if (layout->GetConstantDataSize())
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{
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// All constant in the SRG use the same the register id.
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bindingInfo.m_constantDataBindingInfo.m_registerId = layout->GetShaderInputListForConstants()[0].m_registerId;
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}
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AddShaderInputToBindingInfo(bindingInfo, layout->GetShaderInputListForBuffers());
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AddShaderInputToBindingInfo(bindingInfo, layout->GetShaderInputListForSamplers());
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AddShaderInputToBindingInfo(bindingInfo, layout->GetShaderInputListForImages());
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AddShaderInputToBindingInfo(bindingInfo, layout->GetStaticSamplers());
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return bindingInfo;
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}
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static AZ::Data::Asset<AZ::RPI::ShaderVariantAsset> CreateTestShaderVariantAsset(
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AZ::RPI::ShaderVariantId id,
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AZ::RPI::ShaderVariantStableId stableId,
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const AZStd::vector<AZ::RHI::ShaderStage>& stagesToActivate = { AZ::RHI::ShaderStage::Vertex, AZ::RHI::ShaderStage::Fragment })
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{
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using namespace AZ;
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RPI::ShaderVariantAssetCreator shaderVariantAssetCreator;
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shaderVariantAssetCreator.Begin(Uuid::CreateRandom(), id, stableId, false);
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shaderVariantAssetCreator.SetBuildTimestamp(AZStd::sys_time_t(1)); // Make non-zero.
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for (RHI::ShaderStage rhiStage : stagesToActivate)
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{
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RHI::Ptr<RHI::ShaderStageFunction> shaderStageFunction = aznew StubRHI::ShaderStageFunction;
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shaderVariantAssetCreator.SetShaderFunction(rhiStage, shaderStageFunction);
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}
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Data::Asset<RPI::ShaderVariantAsset> shaderVariantAsset;
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shaderVariantAssetCreator.End(shaderVariantAsset);
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return shaderVariantAsset;
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}
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AZ::Data::Asset<AZ::RPI::ShaderAsset> CreateTestShaderAsset(
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const AZ::Data::AssetId& shaderAssetId,
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AZ::RHI::Ptr<AZ::RHI::ShaderResourceGroupLayout> optionalSrgLayout,
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AZ::RPI::Ptr<AZ::RPI::ShaderOptionGroupLayout> optionalShaderOptions,
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const AZ::Name& shaderName,
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const AZ::Name& drawListName)
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{
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using namespace AZ;
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using namespace RPI;
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using namespace RHI;
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Data::Asset<ShaderAsset> shaderAsset;
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RHI::Ptr<RHI::PipelineLayoutDescriptor> pipelineLayoutDescriptor = RHI::PipelineLayoutDescriptor::Create();
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if (optionalSrgLayout)
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{
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const RHI::ShaderResourceGroupLayout* layout = optionalSrgLayout.get();
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RHI::ShaderResourceGroupBindingInfo bindingInfo = CreateShaderResourceGroupBindingInfo(layout);
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pipelineLayoutDescriptor->AddShaderResourceGroupLayoutInfo(*layout, bindingInfo);
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}
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pipelineLayoutDescriptor->Finalize();
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if (!optionalShaderOptions)
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{
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optionalShaderOptions = RPI::ShaderOptionGroupLayout::Create();
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optionalShaderOptions->Finalize();
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}
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ShaderAssetCreator creator;
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creator.Begin(shaderAssetId);
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creator.SetName(shaderName);
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creator.SetDrawListName(drawListName);
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creator.SetDrawListName(drawListName);
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creator.SetShaderOptionGroupLayout(optionalShaderOptions);
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creator.BeginAPI(RHI::Factory::Get().GetType());
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creator.BeginSupervariant(AZ::Name{}); // The default (first) supervariant MUST be nameless.
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if (optionalSrgLayout)
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{
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creator.SetSrgLayoutList({ optionalSrgLayout });
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}
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creator.SetPipelineLayout(pipelineLayoutDescriptor);
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//creator.SetRenderStates(m_renderStates);
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//creator.SetInputContract(CreateSimpleShaderInputContract());
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//creator.SetOutputContract(CreateSimpleShaderOutputContract());
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RHI::ShaderStageAttributeMapList attributeMaps;
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attributeMaps.resize(RHI::ShaderStageCount);
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creator.SetShaderStageAttributeMapList(attributeMaps);
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Data::Asset<RPI::ShaderVariantAsset> shaderVariantAsset =
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CreateTestShaderVariantAsset(RPI::ShaderVariantId{}, RPI::ShaderVariantStableId{ 0 });
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creator.SetRootShaderVariantAsset(shaderVariantAsset);
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creator.EndSupervariant();
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creator.EndAPI();
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creator.End(shaderAsset);
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return shaderAsset;
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}
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}
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