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o3de/Gems/Atom/Asset/Shader/Code/Source/Editor/AzslBuilder.h

69 lines
3.1 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.
*
*/
#pragma once
#include <Atom/RHI.Edit/Utils.h>
#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
#include <Atom/RPI.Reflect/Shader/ShaderOptionGroup.h>
#include <AzCore/Asset/AssetManager.h>
#include <AzCore/IO/FileIO.h>
#include <AzFramework/Asset/AssetSystemBus.h>
#include <AzFramework/StringFunc/StringFunc.h>
#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
#include <AzToolsFramework/Debug/TraceContext.h>
#include <CommonFiles/Preprocessor.h>
#include <AzslCompiler.h>
#include "AtomShaderConfig.h"
#include "ShaderBuilderUtility.h"
namespace AZ
{
namespace ShaderBuilder
{
static constexpr char AzslBuilderName[] = "AzslBuilder";
//! This builder is the forerunner of the shader build pipeline.
//! It will perform the first 3 transformations on shader files (.shader) and AZSL-containing files (.azsl/.azsli/.srgi)
//! Which are: [prepend common header -> preprocess -> transpile AZSL to HLSL & reflect all shader program properties of interest into json files]
//! The next builders in the chain: SRG/Shader/Variant, will consume the output products of this builder, without having to re-run Azslc nor Mcpp
//! Note that the output products are not traditional product assets that will be used by the game project.
//! They are artifacts that are produced once, cached, and used later by other AssetBuilders as a way to centralize build organization.
class AzslBuilder
: public AssetBuilderSDK::AssetBuilderCommandBus::Handler
{
public:
static constexpr const char* BuilderName = AzslBuilderName;
static constexpr char JobKey[] = "AZSL Build";
static constexpr char SrgIncludeExtension[] = "srgi";
// 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 {};
//////////////////////////////////////////////////////////////////////////
static AZ::Uuid GetUUID();
};
//! Helper for dependent builders
void AddAzslBuilderJobDependency(AssetBuilderSDK::JobDescriptor& jobDescriptor, const AZStd::string& platformInfoIdentifier, AZStd::string_view apiName, AZStd::string_view fullFilePath);
} // ShaderBuilder
} // AZ