Files
o3de/Gems/Atom/RPI/Code/Tests/ShaderResourceGroup/ShaderResourceGroupGeneralTests.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

116 lines
6.4 KiB
C++

/*
* 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 <AzTest/AzTest.h>
#include <Common/RPITestFixture.h>
#include <Common/ShaderAssetTestUtils.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
namespace UnitTest
{
using namespace AZ;
using namespace RPI;
class ShaderResourceGroupGeneralTests
: public RPITestFixture
{
protected:
RHI::Ptr<RHI::ShaderResourceGroupLayout> m_testSrgLayout;
Data::Asset<ShaderAsset> m_testShaderAsset;
RHI::Ptr<RHI::ShaderResourceGroupLayout> CreateTestSrgLayout(const char* nameId)
{
RHI::Ptr<RHI::ShaderResourceGroupLayout> srgLayout = RHI::ShaderResourceGroupLayout::Create();
srgLayout->SetName(Name(nameId));
srgLayout->SetBindingSlot(0);
srgLayout->AddShaderInput(RHI::ShaderInputBufferDescriptor{ Name{ "MyBufferA" }, RHI::ShaderInputBufferAccess::ReadWrite, RHI::ShaderInputBufferType::Raw, 1, 4, 1 });
srgLayout->AddShaderInput(RHI::ShaderInputBufferDescriptor{ Name{ "MyBufferB" }, RHI::ShaderInputBufferAccess::ReadWrite, RHI::ShaderInputBufferType::Raw, 1, 4, 2 });
srgLayout->AddShaderInput(RHI::ShaderInputImageDescriptor{ Name{ "MyImageA" }, RHI::ShaderInputImageAccess::Read, RHI::ShaderInputImageType::Image2D, 1, 3 });
srgLayout->AddShaderInput(RHI::ShaderInputImageDescriptor{ Name{ "MyImageB" }, RHI::ShaderInputImageAccess::Read, RHI::ShaderInputImageType::Image2D, 1, 4 });
srgLayout->AddShaderInput(RHI::ShaderInputSamplerDescriptor{ Name{ "MySamplerA" }, 1, 5 });
srgLayout->AddShaderInput(RHI::ShaderInputSamplerDescriptor{ Name{ "MySamplerB" }, 1, 6 });
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{ Name{ "MyFloatA" }, 0, 4, 0 });
srgLayout->AddShaderInput(RHI::ShaderInputConstantDescriptor{ Name{ "MyFloatB" }, 4, 4, 0 });
srgLayout->Finalize();
return srgLayout;
}
void SetUp() override
{
RPITestFixture::SetUp();
m_testSrgLayout = CreateTestSrgLayout("TestSrg");
m_testShaderAsset = CreateTestShaderAsset(Uuid::CreateRandom(), m_testSrgLayout);
}
void TearDown() override
{
m_testSrgLayout = nullptr;
m_testShaderAsset.Reset();
RPITestFixture::TearDown();
}
};
TEST_F(ShaderResourceGroupGeneralTests, TestCreate)
{
Data::Instance<ShaderResourceGroup> srgInstance3 = ShaderResourceGroup::Create(m_testShaderAsset, AZ::RPI::DefaultSupervariantIndex, m_testSrgLayout->GetName());
Data::Instance<ShaderResourceGroup> srgInstance4 = ShaderResourceGroup::Create(m_testShaderAsset, AZ::RPI::DefaultSupervariantIndex, m_testSrgLayout->GetName());
EXPECT_TRUE(srgInstance3);
EXPECT_TRUE(srgInstance4);
// Instances created via Create should be the same object
EXPECT_NE(srgInstance3, srgInstance4);
}
TEST_F(ShaderResourceGroupGeneralTests, TestResourcePool)
{
Data::Instance<ShaderResourceGroup> srgA_instance1 = ShaderResourceGroup::Create(m_testShaderAsset, AZ::RPI::DefaultSupervariantIndex, m_testSrgLayout->GetName());
Data::Instance<ShaderResourceGroup> srgA_instance2 = ShaderResourceGroup::Create(m_testShaderAsset, AZ::RPI::DefaultSupervariantIndex, m_testSrgLayout->GetName());
auto srgLayoutB = CreateTestSrgLayout("TestSrgB");
auto shaderAssetB = CreateTestShaderAsset(Uuid::CreateRandom(), srgLayoutB);
Data::Instance<ShaderResourceGroup> srgB_instance1 = ShaderResourceGroup::Create(shaderAssetB, AZ::RPI::DefaultSupervariantIndex, srgLayoutB->GetName());
Data::Instance<ShaderResourceGroup> srgB_instance2 = ShaderResourceGroup::Create(shaderAssetB, AZ::RPI::DefaultSupervariantIndex, srgLayoutB->GetName());
// All instances based on the same asset should have the same pool
EXPECT_EQ(srgA_instance1->GetRHIShaderResourceGroup()->GetPool(), srgA_instance2->GetRHIShaderResourceGroup()->GetPool());
EXPECT_EQ(srgB_instance1->GetRHIShaderResourceGroup()->GetPool(), srgB_instance2->GetRHIShaderResourceGroup()->GetPool());
// Instances based on a different asset should have a different pool
EXPECT_NE(srgA_instance1->GetRHIShaderResourceGroup()->GetPool(), srgB_instance1->GetRHIShaderResourceGroup()->GetPool());
EXPECT_NE(srgA_instance1->GetRHIShaderResourceGroup()->GetPool(), srgB_instance2->GetRHIShaderResourceGroup()->GetPool());
}
TEST_F(ShaderResourceGroupGeneralTests, TestLayoutWrapperFunctions)
{
Data::Instance<ShaderResourceGroup> testSrg = ShaderResourceGroup::Create(m_testShaderAsset, AZ::RPI::DefaultSupervariantIndex, m_testSrgLayout->GetName());
EXPECT_TRUE(testSrg->GetLayout());
EXPECT_EQ(testSrg->FindShaderInputBufferIndex(Name{ "MyBufferA" }), testSrg->GetLayout()->FindShaderInputBufferIndex(Name{ "MyBufferA" }));
EXPECT_EQ(testSrg->FindShaderInputBufferIndex(Name{ "MyBufferB" }), testSrg->GetLayout()->FindShaderInputBufferIndex(Name{ "MyBufferB" }));
EXPECT_EQ(testSrg->FindShaderInputImageIndex(Name{ "MyImageA" }), testSrg->GetLayout()->FindShaderInputImageIndex(Name{ "MyImageA" }));
EXPECT_EQ(testSrg->FindShaderInputImageIndex(Name{ "MyImageB" }), testSrg->GetLayout()->FindShaderInputImageIndex(Name{ "MyImageB" }));
EXPECT_EQ(testSrg->FindShaderInputSamplerIndex(Name{ "MySamplerA" }), testSrg->GetLayout()->FindShaderInputSamplerIndex(Name{ "MySamplerA" }));
EXPECT_EQ(testSrg->FindShaderInputSamplerIndex(Name{ "MySamplerB" }), testSrg->GetLayout()->FindShaderInputSamplerIndex(Name{ "MySamplerB" }));
EXPECT_EQ(testSrg->FindShaderInputConstantIndex(Name{ "MyFloatA" }), testSrg->GetLayout()->FindShaderInputConstantIndex(Name{ "MyFloatA" }));
EXPECT_EQ(testSrg->FindShaderInputConstantIndex(Name{ "MyFloatB" }), testSrg->GetLayout()->FindShaderInputConstantIndex(Name{ "MyFloatB" }));
}
}