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84 lines
3.2 KiB
C++
84 lines
3.2 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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#pragma once
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#include <AzCore/base.h>
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#include <AzCore/std/smart_ptr/unique_ptr.h>
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#include <AzCore/std/string/string.h>
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#include <AzCore/std/containers/vector.h>
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#include <AssetBuilderSDK/AssetBuilderBusses.h>
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#include <AssetBuilderSDK/AssetBuilderSDK.h>
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#include <CommonFiles/CommonTypes.h>
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#include <AzslData.h>
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#include "AzslBuilder.h"
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namespace AZ
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{
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namespace Data
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{
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class AssetHandler;
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}
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namespace ShaderBuilder
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{
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struct SrgData;
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struct TypeIdPair;
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class SrgLayoutBuilder
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: public AssetBuilderSDK::AssetBuilderCommandBus::Handler
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{
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public:
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SrgLayoutBuilder();
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~SrgLayoutBuilder();
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// An *.srgi file is nothing more than a regular azsl file that simply includes a set of srg/azsli
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// files, and in turn each one of those included files define "partial ShaderResourceGroup"s, which are
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// merged into a single ShaderResourceGroup by the shader compiler.
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// So, *.srgi are supposed to include files that only define "partial" SRGs.
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// And any file that defines a ShaderResourceGroup it should not be "partial" unless it is supposed
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// to be included by a *.srgi file.
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static constexpr const char* MergedPartialSrgsExtension = AzslBuilder::SrgIncludeExtension;
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static constexpr const char* SrgLayoutBuilderName = "SrgLayoutBuilder";
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static constexpr const char* SrgLayoutBuilderJobKey = "Shader Resource Group Layout";
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// Asset Builder Callback Functions
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void CreateJobs(const AssetBuilderSDK::CreateJobsRequest& request, AssetBuilderSDK::CreateJobsResponse& response) const;
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void ProcessJob(const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response) const;
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//////////////////////////////////////////////////////////////////////////
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// AssetBuilderSDK::AssetBuilderCommandBus interface
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void ShutDown() override;
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//////////////////////////////////////////////////////////////////////////
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void Activate();
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void Deactivate();
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static AZ::Uuid GetUUID();
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static void Reflect(AZ::ReflectContext* context);
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private:
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AZ_DISABLE_COPY_MOVE(SrgLayoutBuilder);
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static void CreateSRGAsset(
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AZStd::string fullSourcePath,
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const AssetBuilderSDK::ProcessJobRequest& request,
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AssetBuilderSDK::ProcessJobResponse& response,
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AssetBuilderSDK::JobCancelListener& jobCancelListener);
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};
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} // ShaderBuilder
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} // AZ
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