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479 lines
20 KiB
C++
479 lines
20 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 <AzFramework/StringFunc/StringFunc.h>
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#include <AzFramework/IO/LocalFileIO.h>
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#include <AzFramework/Network/AssetProcessorConnection.h>
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#include <AzToolsFramework/AzToolsFrameworkModule.h>
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#include <AzToolsFramework/API/EditorPythonConsoleBus.h>
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#include <AzToolsFramework/API/EditorPythonRunnerRequestsBus.h>
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#include <AzToolsFramework/UI/UICore/QWidgetSavedState.h>
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#include <AzToolsFramework/UI/UICore/QTreeViewStateSaver.hxx>
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#include <AzToolsFramework/AssetBrowser/AssetBrowserEntry.h>
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#include <AzToolsFramework/SourceControl/PerforceComponent.h>
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#include <AzToolsFramework/Asset/AssetSystemComponent.h>
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#include <AzToolsFramework/AssetBrowser/AssetBrowserComponent.h>
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#include <AzToolsFramework/Thumbnails/ThumbnailerComponent.h>
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#include <AzToolsFramework/UI/PropertyEditor/PropertyManagerComponent.h>
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#include <AzToolsFramework/SourceControl/SourceControlAPI.h>
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#include <AtomToolsFramework/Util/Util.h>
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#include <Atom/RPI.Edit/Common/AssetUtils.h>
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#include <Atom/RPI.Public/RPISystemInterface.h>
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#include <Source/ShaderManagementConsoleApplication.h>
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#include <ShaderManagementConsole_Traits_Platform.h>
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#include <Atom/Document/ShaderManagementConsoleDocumentModule.h>
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#include <Atom/Document/ShaderManagementConsoleDocumentSystemRequestBus.h>
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#include <Atom/Window/ShaderManagementConsoleWindowModule.h>
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#include <Atom/Window/ShaderManagementConsoleWindowRequestBus.h>
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#include <AzCore/IO/Path/Path.h>
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#include <AzCore/Settings/SettingsRegistryMergeUtils.h>
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#include <AzCore/Utils/Utils.h>
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AZ_PUSH_DISABLE_WARNING(4251 4800, "-Wunknown-warning-option") // disable warnings spawned by QT
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#include <QFileInfo>
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#include <QObject>
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#include <QMessageBox>
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AZ_POP_DISABLE_WARNING
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namespace ShaderManagementConsole
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{
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AZStd::string_view GetBuildTargetName()
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{
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#if !defined (LY_CMAKE_TARGET)
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#error "LY_CMAKE_TARGET must be defined in order to add this source file to a CMake executable target"
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#endif
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return AZStd::string_view{ LY_CMAKE_TARGET };
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}
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const char* ShaderManagementConsoleApplication::GetCurrentConfigurationName() const
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{
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#if defined(_RELEASE)
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return "ReleaseShaderManagementConsole";
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#elif defined(_DEBUG)
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return "DebugShaderManagementConsole";
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#else
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return "ProfileShaderManagementConsole";
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#endif
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}
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ShaderManagementConsoleApplication::ShaderManagementConsoleApplication(int* argc, char*** argv)
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: Application(argc, argv)
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, QApplication(*argc, *argv)
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{
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// The settings registry has been created at this point, so add the CMake target
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_AddBuildSystemTargetSpecialization(
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*AZ::SettingsRegistry::Get(), GetBuildTargetName());
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connect(&m_timer, &QTimer::timeout, this, [&]()
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{
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this->PumpSystemEventLoopUntilEmpty();
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this->Tick();
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});
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}
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void ShaderManagementConsoleApplication::CreateReflectionManager()
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{
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Application::CreateReflectionManager();
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GetSerializeContext()->CreateEditContext();
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}
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void ShaderManagementConsoleApplication::Reflect(AZ::ReflectContext* context)
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{
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Application::Reflect(context);
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AzToolsFramework::AssetBrowser::AssetBrowserEntry::Reflect(context);
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AzToolsFramework::AssetBrowser::RootAssetBrowserEntry::Reflect(context);
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AzToolsFramework::AssetBrowser::FolderAssetBrowserEntry::Reflect(context);
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AzToolsFramework::AssetBrowser::SourceAssetBrowserEntry::Reflect(context);
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AzToolsFramework::AssetBrowser::ProductAssetBrowserEntry::Reflect(context);
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AzToolsFramework::QTreeViewWithStateSaving::Reflect(context);
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AzToolsFramework::QWidgetSavedState::Reflect(context);
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if (auto behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
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{
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// this will put these methods into the 'azlmbr.shadermanagementconsole.general' module
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auto addGeneral = [](AZ::BehaviorContext::GlobalMethodBuilder methodBuilder)
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{
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methodBuilder->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Automation)
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->Attribute(AZ::Script::Attributes::Category, "Editor")
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->Attribute(AZ::Script::Attributes::Module, "shadermanagementconsole.general");
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};
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// The reflection here is based on patterns in CryEditPythonHandler::Reflect
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addGeneral(behaviorContext->Method("idle_wait_frames", &ShaderManagementConsoleApplication::PyIdleWaitFrames, nullptr, "Waits idling for a frames. Primarily used for auto-testing."));
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}
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}
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void ShaderManagementConsoleApplication::RegisterCoreComponents()
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{
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Application::RegisterCoreComponents();
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RegisterComponentDescriptor(AzToolsFramework::AssetBrowser::AssetBrowserComponent::CreateDescriptor());
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RegisterComponentDescriptor(AzToolsFramework::Thumbnailer::ThumbnailerComponent::CreateDescriptor());
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RegisterComponentDescriptor(AzToolsFramework::Components::PropertyManagerComponent::CreateDescriptor());
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RegisterComponentDescriptor(AzToolsFramework::AssetSystem::AssetSystemComponent::CreateDescriptor());
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RegisterComponentDescriptor(AzToolsFramework::PerforceComponent::CreateDescriptor());
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}
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AZ::ComponentTypeList ShaderManagementConsoleApplication::GetRequiredSystemComponents() const
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{
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AZ::ComponentTypeList components = Application::GetRequiredSystemComponents();
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components.insert(components.end(), {
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azrtti_typeid<AzToolsFramework::AssetBrowser::AssetBrowserComponent>(),
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azrtti_typeid<AzToolsFramework::Thumbnailer::ThumbnailerComponent>(),
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azrtti_typeid<AzToolsFramework::Components::PropertyManagerComponent>(),
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azrtti_typeid<AzToolsFramework::PerforceComponent>(),
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});
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return components;
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}
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void ShaderManagementConsoleApplication::CreateStaticModules(AZStd::vector<AZ::Module*>& outModules)
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{
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Application::CreateStaticModules(outModules);
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outModules.push_back(aznew AzToolsFramework::AzToolsFrameworkModule);
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outModules.push_back(aznew ShaderManagementConsoleDocumentModule);
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outModules.push_back(aznew ShaderManagementConsoleWindowModule);
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}
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void ShaderManagementConsoleApplication::StartCommon(AZ::Entity* systemEntity)
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{
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AzFramework::AssetSystemStatusBus::Handler::BusConnect();
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AzToolsFramework::EditorPythonConsoleNotificationBus::Handler::BusConnect();
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AZ::Debug::TraceMessageBus::Handler::BusConnect();
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AzFramework::Application::StartCommon(systemEntity);
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StartInternal();
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m_timer.start();
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}
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void ShaderManagementConsoleApplication::OnShaderManagementConsoleWindowClosing()
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{
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ExitMainLoop();
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AZ::Debug::TraceMessageBus::Handler::BusDisconnect();
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ShaderManagementConsoleWindowNotificationBus::Handler::BusDisconnect();
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AzToolsFramework::EditorPythonConsoleNotificationBus::Handler::BusDisconnect();
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}
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void ShaderManagementConsoleApplication::Destroy()
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{
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// before modules are unloaded, destroy UI to free up any assets it cached
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ShaderManagementConsole::ShaderManagementConsoleWindowRequestBus::Broadcast(&ShaderManagementConsole::ShaderManagementConsoleWindowRequestBus::Handler::DestroyShaderManagementConsoleWindow);
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ShaderManagementConsoleWindowNotificationBus::Handler::BusDisconnect();
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AzToolsFramework::AssetDatabase::AssetDatabaseRequestsBus::Handler::BusDisconnect();
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AzFramework::AssetSystemRequestBus::Broadcast(&AzFramework::AssetSystem::AssetSystemRequests::StartDisconnectingAssetProcessor);
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Application::Destroy();
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}
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void ShaderManagementConsoleApplication::AssetSystemAvailable()
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{
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// Try connect to AP first before try to launch it manually.
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bool connected = false;
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auto ConnectToAssetProcessorWithIdentifier = [&connected](AzFramework::AssetSystem::AssetSystemRequests* assetSystemRequests)
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{
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// When the AssetProcessor is already launched it should take less than a second to perform a connection
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// but when the AssetProcessor needs to be launch it could take up to 15 seconds to have the AssetProcessor initialize
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// and able to negotiate a connection when running a debug build
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// and to negotiate a connection
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AzFramework::AssetSystem::ConnectionSettings connectionSettings;
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AzFramework::AssetSystem::ReadConnectionSettingsFromSettingsRegistry(connectionSettings);
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connectionSettings.m_connectionDirection = AzFramework::AssetSystem::ConnectionSettings::ConnectionDirection::ConnectToAssetProcessor;
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connectionSettings.m_connectionIdentifier = "Shader Management Console";
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connectionSettings.m_loggingCallback = []([[maybe_unused]] AZStd::string_view logData)
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{
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AZ_TracePrintf("Shader Management Console", "%.*s", aznumeric_cast<int>(logData.size()), logData.data());
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};
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connected = assetSystemRequests->EstablishAssetProcessorConnection(connectionSettings);
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};
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AzFramework::AssetSystemRequestBus::Broadcast(ConnectToAssetProcessorWithIdentifier);
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if (connected)
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{
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CompileCriticalAssets();
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}
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AzFramework::AssetSystemStatusBus::Handler::BusDisconnect();
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}
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void ShaderManagementConsoleApplication::CompileCriticalAssets()
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{
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AZ_TracePrintf("Shader Management Console", "Compiling critical assets.\n");
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// List of common asset filters for things that need to be compiled to run
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// Some of these things will not be necessary once we have proper support for queued asset loading and reloading
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const AZStd::string assetFilterss[] =
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{
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"passes/",
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"config/",
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};
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QStringList failedAssets;
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// Forced asset processor to synchronously process all critical assets
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// Note: with AssetManager's current implementation, a compiled asset won't be added in asset registry until next system tick.
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// So the asset id won't be found right after CompileAssetSync call.
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for (const AZStd::string& assetFilters : assetFilterss)
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{
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AZ_TracePrintf("Shader Management Console", "Compiling critical asset matching: %s.\n", assetFilters.c_str());
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// Wait for the asset be compiled
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AzFramework::AssetSystem::AssetStatus status = AzFramework::AssetSystem::AssetStatus_Unknown;
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AzFramework::AssetSystemRequestBus::BroadcastResult(
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status, &AzFramework::AssetSystemRequestBus::Events::CompileAssetSync, assetFilters);
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if (status != AzFramework::AssetSystem::AssetStatus_Compiled)
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{
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failedAssets.append(assetFilters.c_str());
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}
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}
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if (!failedAssets.empty())
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{
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QMessageBox::critical(activeWindow(),
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QString("Failed to compile critical assets"),
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QString("Failed to compile the following critical assets:\n%1\n%2")
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.arg(failedAssets.join(",\n"))
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.arg("Make sure this is an Atom project."));
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m_closing = true;
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}
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}
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void ShaderManagementConsoleApplication::SaveSettings()
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{
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if (m_activatedLocalUserSettings)
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{
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AZ::SerializeContext* context = nullptr;
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AZ::ComponentApplicationBus::BroadcastResult(context, &AZ::ComponentApplicationRequests::GetSerializeContext);
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AZ_Assert(context, "No serialize context");
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char resolvedPath[AZ_MAX_PATH_LEN] = "";
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AZ::IO::FileIOBase::GetInstance()->ResolvePath("@user@/EditorUserSettings.xml", resolvedPath, AZ_ARRAY_SIZE(resolvedPath));
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m_localUserSettings.Save(resolvedPath, context);
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}
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}
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bool ShaderManagementConsoleApplication::OnPrintf(const char* window, const char* /*message*/)
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{
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// Suppress spam from the Source Control system
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if (0 == strncmp(window, AzToolsFramework::SCC_WINDOW, AZ_ARRAY_SIZE(AzToolsFramework::SCC_WINDOW)))
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{
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return true;
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}
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return false;
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}
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void ShaderManagementConsoleApplication::ProcessCommandLine()
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{
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// Process command line options for running one or more python scripts on startup
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const AZStd::string runPythonScriptSwitchName = "runpython";
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size_t runPythonScriptCount = m_commandLine.GetNumSwitchValues(runPythonScriptSwitchName);
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for (size_t runPythonScriptIndex = 0; runPythonScriptIndex < runPythonScriptCount; ++runPythonScriptIndex)
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{
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const AZStd::string runPythonScriptPath = m_commandLine.GetSwitchValue(runPythonScriptSwitchName, runPythonScriptIndex);
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AZStd::vector<AZStd::string_view> runPythonArgs;
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AzToolsFramework::EditorPythonRunnerRequestBus::Broadcast(
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&AzToolsFramework::EditorPythonRunnerRequestBus::Events::ExecuteByFilenameWithArgs,
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runPythonScriptPath,
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runPythonArgs);
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}
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// Process command line options for opening one or more documents on startup
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size_t openDocumentCount = m_commandLine.GetNumMiscValues();
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for (size_t openDocumentIndex = 0; openDocumentIndex < openDocumentCount; ++openDocumentIndex)
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{
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const AZStd::string openDocumentPath = m_commandLine.GetMiscValue(openDocumentIndex);
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ShaderManagementConsoleDocumentSystemRequestBus::Broadcast(&ShaderManagementConsoleDocumentSystemRequestBus::Events::OpenDocument, openDocumentPath);
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}
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}
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void ShaderManagementConsoleApplication::LoadSettings()
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{
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AZ::SerializeContext* context = nullptr;
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AZ::ComponentApplicationBus::BroadcastResult(context, &AZ::ComponentApplicationRequests::GetSerializeContext);
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AZ_Assert(context, "No serialize context");
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char resolvedPath[AZ_MAX_PATH_LEN] = "";
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AZ::IO::FileIOBase::GetInstance()->ResolvePath("@user@/EditorUserSettings.xml", resolvedPath, AZ_MAX_PATH_LEN);
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m_localUserSettings.Load(resolvedPath, context);
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m_localUserSettings.Activate(AZ::UserSettings::CT_LOCAL);
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AZ::UserSettingsOwnerRequestBus::Handler::BusConnect(AZ::UserSettings::CT_LOCAL);
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m_activatedLocalUserSettings = true;
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}
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void ShaderManagementConsoleApplication::UnloadSettings()
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{
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if (m_activatedLocalUserSettings)
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{
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SaveSettings();
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m_localUserSettings.Deactivate();
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AZ::UserSettingsOwnerRequestBus::Handler::BusDisconnect();
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m_activatedLocalUserSettings = false;
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}
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}
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bool ShaderManagementConsoleApplication::LaunchDiscoveryService()
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{
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const QStringList arguments = { "-fail_silently" };
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return AtomToolsFramework::LaunchTool("GridHub", AZ_TRAIT_SHADER_MANAGEMENT_CONSOLE_EXT, arguments);
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}
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void ShaderManagementConsoleApplication::StartInternal()
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{
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if (m_closing)
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{
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return;
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}
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//[GFX TODO][ATOM-415] Try to factor out some of this stuff with AtomSampleViewerApplication
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AzToolsFramework::AssetDatabase::AssetDatabaseRequestsBus::Handler::BusConnect();
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AzToolsFramework::AssetBrowser::AssetDatabaseLocationNotificationBus::Broadcast(&AzToolsFramework::AssetBrowser::AssetDatabaseLocationNotifications::OnDatabaseInitialized);
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AZ::Data::AssetCatalogRequestBus::Broadcast(&AZ::Data::AssetCatalogRequestBus::Events::LoadCatalog, "@assets@/assetcatalog.xml");
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AZ::RPI::RPISystemInterface::Get()->InitializeSystemAssets();
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LoadSettings();
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LaunchDiscoveryService();
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ShaderManagementConsoleWindowNotificationBus::Handler::BusConnect();
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ShaderManagementConsole::ShaderManagementConsoleWindowRequestBus::Broadcast(&ShaderManagementConsole::ShaderManagementConsoleWindowRequestBus::Handler::CreateShaderManagementConsoleWindow);
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auto editorPythonEventsInterface = AZ::Interface<AzToolsFramework::EditorPythonEventsInterface>::Get();
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if (editorPythonEventsInterface)
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{
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// The PythonSystemComponent does not call StartPython to allow for lazy python initialization, so start it here
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// The PythonSystemComponent will call StopPython when it deactivates, so we do not need our own corresponding call to StopPython
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editorPythonEventsInterface->StartPython();
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}
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ProcessCommandLine();
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}
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bool ShaderManagementConsoleApplication::GetAssetDatabaseLocation(AZStd::string& result)
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{
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AZ::SettingsRegistryInterface* settingsRegistry = AZ::SettingsRegistry::Get();
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AZ::IO::FixedMaxPath assetDatabaseSqlitePath;
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if (settingsRegistry && settingsRegistry->Get(assetDatabaseSqlitePath.Native(), AZ::SettingsRegistryMergeUtils::FilePathKey_CacheProjectRootFolder))
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{
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assetDatabaseSqlitePath /= "assetdb.sqlite";
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result = AZStd::string_view(assetDatabaseSqlitePath.Native());
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return true;
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}
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return false;
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}
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void ShaderManagementConsoleApplication::Tick(float deltaOverride)
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{
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TickSystem();
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Application::Tick(deltaOverride);
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if (m_closing)
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{
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m_timer.disconnect();
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quit();
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}
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}
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void ShaderManagementConsoleApplication::Stop()
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{
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UnloadSettings();
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AzFramework::Application::Stop();
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}
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void ShaderManagementConsoleApplication::QueryApplicationType(AZ::ApplicationTypeQuery& appType) const
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{
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appType.m_maskValue = AZ::ApplicationTypeQuery::Masks::Game;
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}
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void ShaderManagementConsoleApplication::OnTraceMessage([[maybe_unused]] AZStd::string_view message)
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{
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#if defined(AZ_ENABLE_TRACING)
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AZStd::vector<AZStd::string> lines;
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AzFramework::StringFunc::Tokenize(
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message,
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lines,
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"\n",
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false, // Keep empty strings
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false // Keep space strings
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);
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for (auto& line : lines)
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{
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AZ_TracePrintf("Shader Management Console", "Python: %s\n", line.c_str());
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}
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#endif
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}
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void ShaderManagementConsoleApplication::OnErrorMessage(AZStd::string_view message)
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{
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// Use AZ_TracePrintf instead of AZ_Error or AZ_Warning to avoid all the metadata noise
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OnTraceMessage(message);
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}
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void ShaderManagementConsoleApplication::OnExceptionMessage([[maybe_unused]] AZStd::string_view message)
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{
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AZ_Error("Shader Management Console", false, "Python: " AZ_STRING_FORMAT, AZ_STRING_ARG(message));
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}
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// Copied from PyIdleWaitFrames in CryEdit.cpp
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void ShaderManagementConsoleApplication::PyIdleWaitFrames(uint32_t frames)
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{
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struct Ticker : public AZ::TickBus::Handler
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{
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Ticker(QEventLoop* loop, uint32_t targetFrames) : m_loop(loop), m_targetFrames(targetFrames)
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{
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AZ::TickBus::Handler::BusConnect();
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}
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~Ticker()
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{
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AZ::TickBus::Handler::BusDisconnect();
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}
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void OnTick(float deltaTime, AZ::ScriptTimePoint time) override
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{
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AZ_UNUSED(deltaTime);
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AZ_UNUSED(time);
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if (++m_elapsedFrames == m_targetFrames)
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{
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m_loop->quit();
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}
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}
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QEventLoop* m_loop = nullptr;
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uint32_t m_elapsedFrames = 0;
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uint32_t m_targetFrames = 0;
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};
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QEventLoop loop;
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Ticker ticker(&loop, frames);
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loop.exec();
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}
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} // namespace ShaderManagementConsole
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