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o3de/Gems/Atom/RPI/Code/Source/RPI.Public/Shader/Shader.cpp

390 lines
17 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.
*
*/
#include <Atom/RPI.Public/Shader/Shader.h>
#include <AzCore/IO/SystemFile.h>
#include <Atom/RHI/RHISystemInterface.h>
#include <Atom/RHI/PipelineStateCache.h>
#include <Atom/RHI/Factory.h>
#include <AtomCore/Instance/InstanceDatabase.h>
#include <AzCore/Interface/Interface.h>
#include <Atom/RPI.Public/Shader/ShaderReloadDebugTracker.h>
namespace AZ
{
namespace RPI
{
Data::Instance<Shader> Shader::FindOrCreate(const Data::Asset<ShaderAsset>& shaderAsset)
{
return Data::InstanceDatabase<Shader>::Instance().FindOrCreate(
Data::InstanceId::CreateFromAssetId(shaderAsset.GetId()),
shaderAsset);
}
Data::Instance<Shader> Shader::CreateInternal(ShaderAsset& shaderAsset)
{
Data::Instance<Shader> shader = aznew Shader();
const RHI::ResultCode resultCode = shader->Init(shaderAsset);
if (resultCode == RHI::ResultCode::Success)
{
return shader;
}
return nullptr;
}
Shader::~Shader()
{
Shutdown();
}
RHI::ResultCode Shader::Init(ShaderAsset& shaderAsset)
{
Data::AssetBus::Handler::BusDisconnect();
ShaderReloadNotificationBus::Handler::BusDisconnect();
ShaderVariantFinderNotificationBus::Handler::BusDisconnect();
RHI::RHISystemInterface* rhiSystem = RHI::RHISystemInterface::Get();
RHI::DrawListTagRegistry* drawListTagRegistry = rhiSystem->GetDrawListTagRegistry();
m_asset = { &shaderAsset, AZ::Data::AssetLoadBehavior::PreLoad };
m_pipelineStateType = shaderAsset.GetPipelineStateType();
{
AZStd::unique_lock<decltype(m_variantCacheMutex)> lock(m_variantCacheMutex);
m_shaderVariants.clear();
}
m_rootVariant.Init(shaderAsset, shaderAsset.GetRootVariant());
if (m_pipelineLibraryHandle.IsNull())
{
// We set up a pipeline library only once for the lifetime of the Shader instance.
// This should allow the Shader to be reloaded at runtime many times, and cache and reuse PipelineState objects rather than rebuild them.
// It also fixes a particular TDR crash that occurred on some hardware when hot-reloading shaders and building pipeline states
// in a new pipeline library every time.
RHI::PipelineStateCache* pipelineStateCache = rhiSystem->GetPipelineStateCache();
ConstPtr<RHI::PipelineLibraryData> serializedData = LoadPipelineLibrary();
RHI::PipelineLibraryHandle pipelineLibraryHandle = pipelineStateCache->CreateLibrary(serializedData.get());
if (pipelineLibraryHandle.IsNull())
{
AZ_Error("Shader", false, "Failed to create pipeline library from pipeline state cache.");
return RHI::ResultCode::Fail;
}
m_pipelineLibraryHandle = pipelineLibraryHandle;
m_pipelineStateCache = pipelineStateCache;
}
const Name& drawListName = shaderAsset.GetDrawListName();
if (!drawListName.IsEmpty())
{
m_drawListTag = drawListTagRegistry->AcquireTag(drawListName);
if (!m_drawListTag.IsValid())
{
AZ_Error("Shader", false, "Failed to acquire a DrawListTag. Entries are full.");
}
}
ShaderVariantFinderNotificationBus::Handler::BusConnect(m_asset.GetId());
Data::AssetBus::Handler::BusConnect(m_asset.GetId());
ShaderReloadNotificationBus::Handler::BusConnect(m_asset.GetId());
return RHI::ResultCode::Success;
}
void Shader::Shutdown()
{
ShaderVariantFinderNotificationBus::Handler::BusDisconnect();
Data::AssetBus::Handler::BusDisconnect();
ShaderReloadNotificationBus::Handler::BusDisconnect();
if (m_pipelineLibraryHandle.IsValid())
{
SavePipelineLibrary();
m_pipelineStateCache->ReleaseLibrary(m_pipelineLibraryHandle);
m_pipelineStateCache = nullptr;
m_pipelineLibraryHandle = {};
}
if (m_drawListTag.IsValid())
{
RHI::DrawListTagRegistry* drawListTagRegistry = RHI::RHISystemInterface::Get()->GetDrawListTagRegistry();
drawListTagRegistry->ReleaseTag(m_drawListTag);
m_drawListTag.Reset();
}
}
///////////////////////////////////////////////////////////////////////
// AssetBus overrides
void Shader::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
{
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Shader::OnAssetReloaded %s", this, asset.GetHint().c_str());
if (asset->GetId() == m_asset->GetId())
{
Data::Asset<ShaderAsset> newAsset = { asset.GetAs<ShaderAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
AZ_Assert(newAsset, "Reloaded ShaderAsset is null");
Init(*newAsset.Get());
ShaderReloadNotificationBus::Event(asset.GetId(), &ShaderReloadNotificationBus::Events::OnShaderReinitialized, *this);
}
}
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
/// ShaderVariantFinderNotificationBus overrides
void Shader::OnShaderVariantAssetReady(Data::Asset<ShaderVariantAsset> shaderVariantAsset, bool isError)
{
AZ_Assert(shaderVariantAsset, "Reloaded ShaderVariantAsset is null");
const ShaderVariantStableId stableId = shaderVariantAsset->GetStableId();
const ShaderVariantId& shaderVariantId = shaderVariantAsset->GetShaderVariantId();
if (isError)
{
//Remark: We do not assert if the stableId == RootShaderVariantStableId, because we can not trust in the asset data
//on error. so it is possible that on error the stbleId == RootShaderVariantStableId;
if (stableId == RootShaderVariantStableId)
{
return;
}
AZStd::unique_lock<decltype(m_variantCacheMutex)> lock(m_variantCacheMutex);
m_shaderVariants.erase(stableId);
}
else
{
AZ_Assert(stableId != RootShaderVariantStableId,
"The root variant is expected to be updated by the ShaderAsset.");
AZStd::unique_lock<decltype(m_variantCacheMutex)> lock(m_variantCacheMutex);
auto iter = m_shaderVariants.find(stableId);
if (iter != m_shaderVariants.end())
{
ShaderVariant& shaderVariant = iter->second;
if (!shaderVariant.Init(*m_asset.Get(), shaderVariantAsset))
{
AZ_Error("Shader", false, "Failed to init shaderVariant with StableId=%u", shaderVariantAsset->GetStableId());
m_shaderVariants.erase(stableId);
}
}
else
{
//This is the first time the shader variant asset comes to life.
ShaderVariant newVariant;
newVariant.Init(*m_asset, shaderVariantAsset);
m_shaderVariants.emplace(stableId, newVariant);
}
}
//Even if there was an error, the interested parties should be notified.
ShaderReloadNotificationBus::Event(m_asset.GetId(), &ShaderReloadNotificationBus::Events::OnShaderVariantReinitialized, *this, shaderVariantId, stableId);
}
///////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
// ShaderReloadNotificationBus overrides...
void Shader::OnShaderAssetReinitialized(const Data::Asset<ShaderAsset>& shaderAsset)
{
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Shader::OnShaderAssetReinitialized %s", this, shaderAsset.GetHint().c_str());
Init(*m_asset.Get());
ShaderReloadNotificationBus::Event(shaderAsset.GetId(), &ShaderReloadNotificationBus::Events::OnShaderReinitialized, *this);
}
///////////////////////////////////////////////////////////////////
ConstPtr<RHI::PipelineLibraryData> Shader::LoadPipelineLibrary() const
{
if (IO::FileIOBase::GetInstance())
{
return Utils::LoadObjectFromFile<RHI::PipelineLibraryData>(GetPipelineLibraryPath());
}
return nullptr;
}
void Shader::SavePipelineLibrary() const
{
if (auto* fileIOBase = IO::FileIOBase::GetInstance())
{
RHI::ConstPtr<RHI::PipelineLibraryData> serializedData = m_pipelineStateCache->GetLibrarySerializedData(m_pipelineLibraryHandle);
if (serializedData)
{
const AZStd::string pipelineLibraryPath = GetPipelineLibraryPath();
char pipelineLibraryPathResolved[AZ_MAX_PATH_LEN] = { 0 };
fileIOBase->ResolvePath(pipelineLibraryPath.c_str(), pipelineLibraryPathResolved, AZ_MAX_PATH_LEN);
Utils::SaveObjectToFile(pipelineLibraryPathResolved, DataStream::ST_BINARY, serializedData.get());
}
}
else
{
AZ_Error("Shader", false, "FileIOBase is not initialized");
}
}
AZStd::string Shader::GetPipelineLibraryPath() const
{
const Data::InstanceId& instanceId = GetId();
Name platformName = RHI::Factory::Get().GetName();
Name shaderName = m_asset->GetName();
AZStd::string uuidString;
instanceId.m_guid.ToString<AZStd::string>(uuidString, false, false);
return AZStd::string::format("@user@/Atom/PipelineStateCache/%s/%s_%s_%d.bin", platformName.GetCStr(), shaderName.GetCStr(), uuidString.data(), instanceId.m_subId);
}
ShaderOptionGroup Shader::CreateShaderOptionGroup() const
{
return ShaderOptionGroup(m_asset->GetShaderOptionGroupLayout());
}
const ShaderVariant& Shader::GetVariant(const ShaderVariantId& shaderVariantId)
{
AZ_PROFILE_FUNCTION(Debug::ProfileCategory::AzRender);
Data::Asset<ShaderVariantAsset> shaderVariantAsset = m_asset->GetVariant(shaderVariantId);
if (!shaderVariantAsset || shaderVariantAsset->IsRootVariant())
{
return m_rootVariant;
}
return GetVariant(shaderVariantAsset->GetStableId());
}
const ShaderVariant& Shader::GetRootVariant()
{
return m_rootVariant;
}
ShaderVariantSearchResult Shader::FindVariantStableId(const ShaderVariantId& shaderVariantId) const
{
AZ_PROFILE_FUNCTION(Debug::ProfileCategory::AzRender);
ShaderVariantSearchResult variantSearchResult = m_asset->FindVariantStableId(shaderVariantId);
return variantSearchResult;
}
const ShaderVariant& Shader::GetVariant(ShaderVariantStableId shaderVariantStableId)
{
AZ_PROFILE_FUNCTION(Debug::ProfileCategory::AzRender);
if (!shaderVariantStableId.IsValid() || shaderVariantStableId == ShaderAsset::RootShaderVariantStableId)
{
return m_rootVariant;
}
{
AZStd::shared_lock<decltype(m_variantCacheMutex)> lock(m_variantCacheMutex);
auto findIt = m_shaderVariants.find(shaderVariantStableId);
if (findIt != m_shaderVariants.end())
{
// When rebuilding shaders we may be in a state where the ShaderAsset and root ShaderVariantAsset have been rebuilt and
// reloaded, but some (or all) shader variants haven't been built yet. Since we want to use the latest version of the
// shader code, ignore the old variants and fall back to the newer root variant instead. There's no need to report a
// warning here because m_asset->GetVariant below will report one.
if (findIt->second.GetShaderAssetBuildTimestamp() == m_asset->GetShaderAssetBuildTimestamp())
{
return findIt->second;
}
}
}
// By calling GetVariant, an asynchronous asset load request is enqueued if the variant
// is not fully ready.
Data::Asset<ShaderVariantAsset> shaderVariantAsset = m_asset->GetVariant(shaderVariantStableId);
if (!shaderVariantAsset || shaderVariantAsset == m_asset->GetRootVariant())
{
// Return the root variant when the requested variant is not ready.
return m_rootVariant;
}
AZStd::unique_lock<decltype(m_variantCacheMutex)> lock(m_variantCacheMutex);
// For performance reasons We are breaking this function into two locking steps.
// which means We must check again if the variant is already in the cache.
auto findIt = m_shaderVariants.find(shaderVariantStableId);
if (findIt != m_shaderVariants.end())
{
if (findIt->second.GetShaderAssetBuildTimestamp() == m_asset->GetShaderAssetBuildTimestamp())
{
return findIt->second;
}
else
{
// This is probably very rare, but if the variant was loaded on another thread and it's out of date
// we just return the root variant. Otherwise we could end up replacing the variant in the map below while
// it's being used for rendering.
AZ_Warning(
"Shader", false,
"Detected an uncommon state during shader reload. Returning the root variant instead of replacing the old one.");
return m_rootVariant;
}
}
ShaderVariant newVariant;
newVariant.Init(*m_asset, shaderVariantAsset);
m_shaderVariants.emplace(shaderVariantStableId, newVariant);
return m_shaderVariants.at(shaderVariantStableId);
}
RHI::PipelineStateType Shader::GetPipelineStateType() const
{
return m_pipelineStateType;
}
const RHI::PipelineState* Shader::AcquirePipelineState(const RHI::PipelineStateDescriptor& descriptor) const
{
return m_pipelineStateCache->AcquirePipelineState(m_pipelineLibraryHandle, descriptor);
}
const Data::Asset<ShaderResourceGroupAsset>& Shader::FindShaderResourceGroupAsset(const Name& shaderResourceGroupName) const
{
return m_asset->FindShaderResourceGroupAsset(shaderResourceGroupName);
}
const Data::Asset<ShaderResourceGroupAsset>& Shader::FindShaderResourceGroupAsset(uint32_t bindingSlot) const
{
return m_asset->FindShaderResourceGroupAsset(bindingSlot);
}
const Data::Asset<ShaderResourceGroupAsset>& Shader::FindFallbackShaderResourceGroupAsset() const
{
return m_asset->FindFallbackShaderResourceGroupAsset();
}
AZStd::array_view<Data::Asset<ShaderResourceGroupAsset>> Shader::GetShaderResourceGroupAssets() const
{
return m_asset->GetShaderResourceGroupAssets();
}
const Data::Asset<ShaderAsset>& Shader::GetAsset() const
{
return m_asset;
}
RHI::DrawListTag Shader::GetDrawListTag() const
{
return m_drawListTag;
}
} // namespace RPI
} // namespace AZ