Files
o3de/Gems/Atom/Asset/Shader/Code/Source/Editor/PrecompiledShaderBuilder.h
T
Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213)
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines

Signed-off-by: Steve Pham <spham@amazon.com>
2021-07-16 15:25:48 -07:00

46 lines
1.5 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AssetBuilderSDK/AssetBuilderBusses.h>
#include <AzCore/Serialization/SerializeContext.h>
namespace AZ
{
//! AssetBuilder that takes precompiled azshader product file and produces an output
//! products with the correct dependent asset GUIDs.
class PrecompiledShaderBuilder final
: public AssetBuilderSDK::AssetBuilderCommandBus::Handler
{
public:
AZ_TYPE_INFO(PrecompiledShaderBuilder, "{50D3185B-489C-4C8E-84DC-F99A75FDB72F}");
static constexpr const char* Extension = "precompiledshader";
PrecompiledShaderBuilder() = default;
~PrecompiledShaderBuilder() = default;
// Asset Builder Callback Functions
void CreateJobs(const AssetBuilderSDK::CreateJobsRequest& request, AssetBuilderSDK::CreateJobsResponse& response) const;
void ProcessJob(const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response) const;
// AssetBuilderSDK::AssetBuilderCommandBus interface
void ShutDown() override;
/// Register to builder and listen to builder command
void RegisterBuilder();
private:
template<typename T>
T* LoadSourceAsset(SerializeContext* context, const AZStd::string& shaderAssetPath) const;
bool m_isShuttingDown = false;
};
} // namespace AZ