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

222 lines
9.2 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Atom/RHI/RHISystemInterface.h>
#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
#include <Atom/RPI.Public/RPIUtils.h>
#include <Atom/RPI.Public/Shader/Shader.h>
#include <AzFramework/Asset/AssetSystemBus.h>
namespace AZ
{
namespace RPI
{
Data::AssetId GetShaderAssetId(const AZStd::string& shaderFilePath, bool isCritical)
{
Data::AssetId shaderAssetId;
Data::AssetCatalogRequestBus::BroadcastResult(
shaderAssetId,
&Data::AssetCatalogRequestBus::Events::GetAssetIdByPath,
shaderFilePath.c_str(),
azrtti_typeid<ShaderAsset>(),
false
);
if (!shaderAssetId.IsValid())
{
if (isCritical)
{
Data::Asset<RPI::ShaderAsset> shaderAsset = RPI::AssetUtils::LoadCriticalAsset<RPI::ShaderAsset>(shaderFilePath);
if (shaderAsset.IsReady())
{
return shaderAsset.GetId();
}
else
{
AZ_Error("RPI Utils", false, "Could not load critical shader [%s]", shaderFilePath.c_str());
}
}
AZ_Error("RPI Utils", false, "Failed to get asset id for shader [%s]", shaderFilePath.c_str());
}
return shaderAssetId;
}
Data::Asset<ShaderAsset> FindShaderAsset(Data::AssetId shaderAssetId, [[maybe_unused]] const AZStd::string& shaderFilePath)
{
if (!shaderAssetId.IsValid())
{
return Data::Asset<ShaderAsset>();
}
auto shaderAsset = Data::AssetManager::Instance().GetAsset<ShaderAsset>(shaderAssetId, AZ::Data::AssetLoadBehavior::PreLoad);
shaderAsset.BlockUntilLoadComplete();
if (!shaderAsset.IsReady())
{
AZ_Error("RPI Utils", false, "Failed to find shader asset [%s] with asset ID [%s]", shaderFilePath.c_str(), shaderAssetId.ToString<AZStd::string>().c_str());
return Data::Asset<ShaderAsset>();
}
return shaderAsset;
}
Data::Instance<Shader> LoadShader(Data::AssetId shaderAssetId, const AZStd::string& shaderFilePath)
{
auto shaderAsset = FindShaderAsset(shaderAssetId, shaderFilePath);
if (!shaderAsset)
{
return nullptr;
}
Data::Instance<Shader> shader = Shader::FindOrCreate(shaderAsset);
if (!shader)
{
AZ_Error("RPI Utils", false, "Failed to find or create a shader instance from shader asset [%s] with asset ID [%s]", shaderFilePath.c_str(), shaderAssetId.ToString<AZStd::string>().c_str());
return nullptr;
}
return shader;
}
Data::Asset<ShaderAsset> FindShaderAsset(const AZStd::string& shaderFilePath)
{
return FindShaderAsset(GetShaderAssetId(shaderFilePath), shaderFilePath);
}
Data::Asset<ShaderAsset> FindCriticalShaderAsset(const AZStd::string& shaderFilePath)
{
const bool isCritical = true;
return FindShaderAsset(GetShaderAssetId(shaderFilePath, isCritical), shaderFilePath);
}
Data::Instance<Shader> LoadShader(const AZStd::string& shaderFilePath)
{
return LoadShader(GetShaderAssetId(shaderFilePath), shaderFilePath);
}
Data::Instance<Shader> LoadCriticalShader(const AZStd::string& shaderFilePath)
{
const bool isCritical = true;
return LoadShader(GetShaderAssetId(shaderFilePath, isCritical), shaderFilePath);
}
AZ::Data::Instance<RPI::StreamingImage> LoadStreamingTexture(AZStd::string_view path)
{
AzFramework::AssetSystem::AssetStatus status = AzFramework::AssetSystem::AssetStatus_Unknown;
AzFramework::AssetSystemRequestBus::BroadcastResult(
status, &AzFramework::AssetSystemRequestBus::Events::CompileAssetSync, path);
AZ_Error("RPIUtils", status == AzFramework::AssetSystem::AssetStatus_Compiled, "Could not compile image at '%s'", path.data());
Data::AssetId streamingImageAssetId;
Data::AssetCatalogRequestBus::BroadcastResult(
streamingImageAssetId, &Data::AssetCatalogRequestBus::Events::GetAssetIdByPath,
path.data(), azrtti_typeid<RPI::StreamingImageAsset>(), false);
if (!streamingImageAssetId.IsValid())
{
AZ_Error("RPI Utils", false, "Failed to get streaming image asset id with path " AZ_STRING_FORMAT, AZ_STRING_ARG(path));
return AZ::Data::Instance<RPI::StreamingImage>();
}
auto streamingImageAsset = Data::AssetManager::Instance().GetAsset<RPI::StreamingImageAsset>(streamingImageAssetId, AZ::Data::AssetLoadBehavior::PreLoad);
streamingImageAsset.BlockUntilLoadComplete();
if (!streamingImageAsset.IsReady())
{
AZ_Error("RPI Utils", false, "Failed to get streaming image asset: " AZ_STRING_FORMAT, AZ_STRING_ARG(path));
return AZ::Data::Instance<RPI::StreamingImage>();
}
return RPI::StreamingImage::FindOrCreate(streamingImageAsset);
}
//! A helper function for GetComputeShaderNumThreads(), to consolidate error messages, etc.
static bool GetAttributeArgumentByIndex(const Data::Asset<ShaderAsset>& shaderAsset, const AZ::Name& attributeName, const RHI::ShaderStageAttributeArguments& args, const size_t argIndex, uint16_t* value, AZStd::string& errorMsg)
{
if (value)
{
const auto numArguments = args.size();
if (numArguments > argIndex)
{
if (args[argIndex].type() == azrtti_typeid<int>())
{
*value = aznumeric_caster(AZStd::any_cast<int>(args[argIndex]));
}
else
{
errorMsg = AZStd::string::format("Was expecting argument '%zu' in attribute '%s' to be of type 'int' from shader asset '%s'", argIndex, attributeName.GetCStr(), shaderAsset.GetHint().c_str());
return false;
}
}
else
{
errorMsg = AZStd::string::format("Was expecting at least '%zu' arguments in attribute '%s' from shader asset '%s'", argIndex + 1, attributeName.GetCStr(), shaderAsset.GetHint().c_str());
return false;
}
}
return true;
}
AZ::Outcome<void, AZStd::string> GetComputeShaderNumThreads(const Data::Asset<ShaderAsset>& shaderAsset, const AZ::Name& attributeName, uint16_t* numThreadsX, uint16_t* numThreadsY, uint16_t* numThreadsZ)
{
// Set default 1, 1, 1 now. In case of errors later this is what the caller will get.
if (numThreadsX)
{
*numThreadsX = 1;
}
if (numThreadsY)
{
*numThreadsY = 1;
}
if (numThreadsZ)
{
*numThreadsZ = 1;
}
const auto numThreads = shaderAsset->GetAttribute(RHI::ShaderStage::Compute, attributeName);
if (!numThreads)
{
return AZ::Failure(AZStd::string::format("Couldn't find attribute '%s' in shader asset '%s'", attributeName.GetCStr(), shaderAsset.GetHint().c_str()));
}
const RHI::ShaderStageAttributeArguments& args = *numThreads;
AZStd::string errorMsg;
if (!GetAttributeArgumentByIndex(shaderAsset, attributeName, args, 0, numThreadsX, errorMsg))
{
return AZ::Failure(errorMsg);
}
if (!GetAttributeArgumentByIndex(shaderAsset, attributeName, args, 1, numThreadsY, errorMsg))
{
return AZ::Failure(errorMsg);
}
if (!GetAttributeArgumentByIndex(shaderAsset, attributeName, args, 2, numThreadsZ, errorMsg))
{
return AZ::Failure(errorMsg);
}
return AZ::Success();
}
AZ::Outcome<void, AZStd::string> GetComputeShaderNumThreads(const Data::Asset<ShaderAsset>& shaderAsset, uint16_t* numThreadsX, uint16_t* numThreadsY, uint16_t* numThreadsZ)
{
return GetComputeShaderNumThreads(shaderAsset, Name{ "numthreads" }, numThreadsX, numThreadsY, numThreadsZ);
}
AZ::Outcome<void, AZStd::string> GetComputeShaderNumThreads(const Data::Asset<ShaderAsset>& shaderAsset, RHI::DispatchDirect& dispatchDirect)
{
return GetComputeShaderNumThreads(shaderAsset, &dispatchDirect.m_threadsPerGroupX, &dispatchDirect.m_threadsPerGroupY, &dispatchDirect.m_threadsPerGroupZ);
}
}
}