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

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