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