Files
o3de/Gems/Atom/RPI/Code/Tests/Material/MaterialAssetTestUtils.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 <Material/MaterialAssetTestUtils.h>
#include <Atom/RPI.Reflect/Shader/ShaderAssetCreator.h>
#include <Atom/RPI.Edit/Shader/ShaderVariantAssetCreator.h>
#include <Atom/RHI/Factory.h>
#include <Common/RHI/Stubs.h>
namespace UnitTest
{
void AddMaterialPropertyForSrg(
AZ::RPI::MaterialTypeAssetCreator& materialTypeCreator,
const AZ::Name& propertyName,
AZ::RPI::MaterialPropertyDataType dataType,
const AZ::Name& shaderInputName)
{
using namespace AZ::RPI;
materialTypeCreator.BeginMaterialProperty(propertyName, dataType);
materialTypeCreator.ConnectMaterialPropertyToShaderInput(shaderInputName);
if (dataType == MaterialPropertyDataType::Enum)
{
materialTypeCreator.SetMaterialPropertyEnumNames(AZStd::vector<AZStd::string>({ "Enum0", "Enum1", "Enum2" }));
}
materialTypeCreator.EndMaterialProperty();
}
void AddCommonTestMaterialProperties(AZ::RPI::MaterialTypeAssetCreator& materialTypeCreator, AZStd::string propertyGroupPrefix)
{
using namespace AZ;
using namespace RPI;
using namespace RHI;
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyBool" }, MaterialPropertyDataType::Bool, Name{ "m_bool" });
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyInt" }, MaterialPropertyDataType::Int, Name{ "m_int" });
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyUInt" }, MaterialPropertyDataType::UInt, Name{ "m_uint" });
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyFloat" }, MaterialPropertyDataType::Float, Name{ "m_float" });
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyFloat2" }, MaterialPropertyDataType::Vector2, Name{ "m_float2" });
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyFloat3" }, MaterialPropertyDataType::Vector3, Name{ "m_float3" });
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyFloat4" }, MaterialPropertyDataType::Vector4, Name{ "m_float4" });
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyColor" }, MaterialPropertyDataType::Color, Name{ "m_color" });
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyImage" }, MaterialPropertyDataType::Image, Name{ "m_image" });
AddMaterialPropertyForSrg(materialTypeCreator, Name{ propertyGroupPrefix + "MyEnum" }, MaterialPropertyDataType::Enum, Name{ "m_enum" });
}
AZ::RHI::Ptr<AZ::RHI::ShaderResourceGroupLayout> CreateCommonTestMaterialSrgLayout()
{
using namespace AZ;
using namespace RPI;
using namespace RHI;
// Note we specify the shader inputs and material properties in a different order so the indexes don't align
// We also include a couple unused inputs to further make sure shader and material indexes don't align
AZ::RHI::Ptr<AZ::RHI::ShaderResourceGroupLayout> srgLayout = RHI::ShaderResourceGroupLayout::Create();
srgLayout->SetName(Name("MaterialSrg"));
srgLayout->SetUniqueId(Uuid::CreateRandom().ToString<AZStd::string>()); // Any random string will suffice.
srgLayout->SetBindingSlot(SrgBindingSlot::Material);
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_unused" }, 0, 4, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_color" }, 4, 16, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float" }, 20, 4, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_int" }, 24, 4, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_uint" }, 28, 4, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float2" }, 32, 8, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float3" }, 40, 12, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float4" }, 52, 16, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_enum" }, 68, 4, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_bool" }, 72, 4, 0});
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float3x3" }, 76, 44, 0}); // See ConstantsData::SetConstant<Matrix3x3> for packing rules
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{Name{ "m_float4x4" }, 120, 64, 0});
srgLayout->AddShaderInput(RHI::ShaderInputImageDescriptor{Name{ "m_unusedImage" }, RHI::ShaderInputImageAccess::Read, RHI::ShaderInputImageType::Image2D, 1, 1});
srgLayout->AddShaderInput(RHI::ShaderInputImageDescriptor{Name{ "m_image" }, RHI::ShaderInputImageAccess::Read, RHI::ShaderInputImageType::Image2D, 1, 2});
EXPECT_TRUE(srgLayout->Finalize());
return srgLayout;
}
} // namespace UnitTest