Files
o3de/Gems/Atom/Tools/ShaderManagementConsole/Code/Source/ShaderManagementConsoleApplication.cpp
T
Dayo Lawal c1998d8d3c AtomToolsApplication working with SMC
Signed-off-by: Dayo Lawal <lawalfua@amazon.com>
2021-07-22 11:27:57 -05:00

309 lines
13 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 <AzFramework/StringFunc/StringFunc.h>
#include <AzFramework/IO/LocalFileIO.h>
#include <AzFramework/Network/AssetProcessorConnection.h>
#include <AzToolsFramework/AzToolsFrameworkModule.h>
#include <AzToolsFramework/API/EditorPythonConsoleBus.h>
#include <AzToolsFramework/API/EditorPythonRunnerRequestsBus.h>
#include <AzToolsFramework/UI/UICore/QWidgetSavedState.h>
#include <AzToolsFramework/UI/UICore/QTreeViewStateSaver.hxx>
#include <AzToolsFramework/AssetBrowser/AssetBrowserEntry.h>
#include <AzToolsFramework/SourceControl/PerforceComponent.h>
#include <AzToolsFramework/Asset/AssetSystemComponent.h>
#include <AzToolsFramework/AssetBrowser/AssetBrowserComponent.h>
#include <AzToolsFramework/Thumbnails/ThumbnailerComponent.h>
#include <AzToolsFramework/UI/PropertyEditor/PropertyManagerComponent.h>
#include <AzToolsFramework/SourceControl/SourceControlAPI.h>
#include <AtomToolsFramework/Util/Util.h>
#include <Atom/RPI.Edit/Common/AssetUtils.h>
#include <Atom/RPI.Public/RPISystemInterface.h>
#include <Source/ShaderManagementConsoleApplication.h>
#include <ShaderManagementConsole_Traits_Platform.h>
#include <Atom/Document/ShaderManagementConsoleDocumentModule.h>
#include <Atom/Document/ShaderManagementConsoleDocumentSystemRequestBus.h>
#include <Atom/Window/ShaderManagementConsoleWindowModule.h>
#include <Atom/Window/ShaderManagementConsoleWindowRequestBus.h>
#include <AzCore/IO/Path/Path.h>
#include <AzCore/Settings/SettingsRegistryMergeUtils.h>
#include <AzCore/Utils/Utils.h>
AZ_PUSH_DISABLE_WARNING(4251 4800, "-Wunknown-warning-option") // disable warnings spawned by QT
#include <QFileInfo>
#include <QObject>
#include <QMessageBox>
AZ_POP_DISABLE_WARNING
namespace ShaderManagementConsole
{
AZStd::string_view GetBuildTargetName()
{
#if !defined (LY_CMAKE_TARGET)
#error "LY_CMAKE_TARGET must be defined in order to add this source file to a CMake executable target"
#endif
return AZStd::string_view{ LY_CMAKE_TARGET };
}
const char* ShaderManagementConsoleApplication::GetCurrentConfigurationName() const
{
#if defined(_RELEASE)
return "ReleaseShaderManagementConsole";
#elif defined(_DEBUG)
return "DebugShaderManagementConsole";
#else
return "ProfileShaderManagementConsole";
#endif
}
ShaderManagementConsoleApplication::ShaderManagementConsoleApplication(int* argc, char*** argv)
: AtomToolsApplication(argc, argv)
{
QApplication::setApplicationName("O3DE Shader Management Console");
// The settings registry has been created at this point, so add the CMake target
AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_AddBuildSystemTargetSpecialization(
*AZ::SettingsRegistry::Get(), GetBuildTargetName());
}
void ShaderManagementConsoleApplication::CreateStaticModules(AZStd::vector<AZ::Module*>& outModules)
{
Application::CreateStaticModules(outModules);
outModules.push_back(aznew AzToolsFramework::AzToolsFrameworkModule);
outModules.push_back(aznew ShaderManagementConsoleDocumentModule);
outModules.push_back(aznew ShaderManagementConsoleWindowModule);
}
void ShaderManagementConsoleApplication::OnShaderManagementConsoleWindowClosing()
{
ExitMainLoop();
ShaderManagementConsoleWindowNotificationBus::Handler::BusDisconnect();
AzToolsFramework::EditorPythonConsoleNotificationBus::Handler::BusDisconnect();
}
void ShaderManagementConsoleApplication::Destroy()
{
// before modules are unloaded, destroy UI to free up any assets it cached
ShaderManagementConsole::ShaderManagementConsoleWindowRequestBus::Broadcast(&ShaderManagementConsole::ShaderManagementConsoleWindowRequestBus::Handler::DestroyShaderManagementConsoleWindow);
ShaderManagementConsoleWindowNotificationBus::Handler::BusDisconnect();
AzToolsFramework::AssetDatabase::AssetDatabaseRequestsBus::Handler::BusDisconnect();
AZ::Debug::TraceMessageBus::Handler::BusDisconnect();
AzFramework::AssetSystemRequestBus::Broadcast(&AzFramework::AssetSystem::AssetSystemRequests::StartDisconnectingAssetProcessor);
Application::Destroy();
}
void ShaderManagementConsoleApplication::AssetSystemAvailable()
{
// Try connect to AP first before try to launch it manually.
bool connected = false;
auto ConnectToAssetProcessorWithIdentifier = [&connected](AzFramework::AssetSystem::AssetSystemRequests* assetSystemRequests)
{
// When the AssetProcessor is already launched it should take less than a second to perform a connection
// but when the AssetProcessor needs to be launch it could take up to 15 seconds to have the AssetProcessor initialize
// and able to negotiate a connection when running a debug build
// and to negotiate a connection
AzFramework::AssetSystem::ConnectionSettings connectionSettings;
AzFramework::AssetSystem::ReadConnectionSettingsFromSettingsRegistry(connectionSettings);
connectionSettings.m_connectionDirection = AzFramework::AssetSystem::ConnectionSettings::ConnectionDirection::ConnectToAssetProcessor;
connectionSettings.m_connectionIdentifier = "Shader Management Console";
connectionSettings.m_loggingCallback = []([[maybe_unused]] AZStd::string_view logData)
{
AZ_TracePrintf("Shader Management Console", "%.*s", aznumeric_cast<int>(logData.size()), logData.data());
};
connected = assetSystemRequests->EstablishAssetProcessorConnection(connectionSettings);
};
AzFramework::AssetSystemRequestBus::Broadcast(ConnectToAssetProcessorWithIdentifier);
if (connected)
{
CompileCriticalAssets();
}
AzFramework::AssetSystemStatusBus::Handler::BusDisconnect();
}
void ShaderManagementConsoleApplication::CompileCriticalAssets()
{
AZ_TracePrintf("Shader Management Console", "Compiling critical assets.\n");
// List of common asset filters for things that need to be compiled to run
// Some of these things will not be necessary once we have proper support for queued asset loading and reloading
const AZStd::string assetFilterss[] =
{
"passes/",
"config/",
};
QStringList failedAssets;
// Forced asset processor to synchronously process all critical assets
// Note: with AssetManager's current implementation, a compiled asset won't be added in asset registry until next system tick.
// So the asset id won't be found right after CompileAssetSync call.
for (const AZStd::string& assetFilters : assetFilterss)
{
AZ_TracePrintf("Shader Management Console", "Compiling critical asset matching: %s.\n", assetFilters.c_str());
// Wait for the asset be compiled
AzFramework::AssetSystem::AssetStatus status = AzFramework::AssetSystem::AssetStatus_Unknown;
AzFramework::AssetSystemRequestBus::BroadcastResult(
status, &AzFramework::AssetSystemRequestBus::Events::CompileAssetSync, assetFilters);
if (status != AzFramework::AssetSystem::AssetStatus_Compiled)
{
failedAssets.append(assetFilters.c_str());
}
}
if (!failedAssets.empty())
{
QMessageBox::critical(activeWindow(),
QString("Failed to compile critical assets"),
QString("Failed to compile the following critical assets:\n%1\n%2")
.arg(failedAssets.join(",\n"))
.arg("Make sure this is an Atom project."));
ExitMainLoop();
}
}
bool ShaderManagementConsoleApplication::OnPrintf(const char* window, const char* /*message*/)
{
// Suppress spam from the Source Control system
if (0 == strncmp(window, AzToolsFramework::SCC_WINDOW, AZ_ARRAY_SIZE(AzToolsFramework::SCC_WINDOW)))
{
return true;
}
return false;
}
void ShaderManagementConsoleApplication::ProcessCommandLine()
{
// Process command line options for running one or more python scripts on startup
const AZStd::string runPythonScriptSwitchName = "runpython";
size_t runPythonScriptCount = m_commandLine.GetNumSwitchValues(runPythonScriptSwitchName);
for (size_t runPythonScriptIndex = 0; runPythonScriptIndex < runPythonScriptCount; ++runPythonScriptIndex)
{
const AZStd::string runPythonScriptPath = m_commandLine.GetSwitchValue(runPythonScriptSwitchName, runPythonScriptIndex);
AZStd::vector<AZStd::string_view> runPythonArgs;
AzToolsFramework::EditorPythonRunnerRequestBus::Broadcast(
&AzToolsFramework::EditorPythonRunnerRequestBus::Events::ExecuteByFilenameWithArgs,
runPythonScriptPath,
runPythonArgs);
}
// Process command line options for opening one or more documents on startup
size_t openDocumentCount = m_commandLine.GetNumMiscValues();
for (size_t openDocumentIndex = 0; openDocumentIndex < openDocumentCount; ++openDocumentIndex)
{
const AZStd::string openDocumentPath = m_commandLine.GetMiscValue(openDocumentIndex);
ShaderManagementConsoleDocumentSystemRequestBus::Broadcast(&ShaderManagementConsoleDocumentSystemRequestBus::Events::OpenDocument, openDocumentPath);
}
}
void ShaderManagementConsoleApplication::StartInternal()
{
if (WasExitMainLoopRequested())
{
return;
}
m_traceLogger.WriteStartupLog("ShaderManagementConsole.log");
//[GFX TODO][ATOM-415] Try to factor out some of this stuff with AtomSampleViewerApplication
AzToolsFramework::AssetDatabase::AssetDatabaseRequestsBus::Handler::BusConnect();
AzToolsFramework::AssetBrowser::AssetDatabaseLocationNotificationBus::Broadcast(&AzToolsFramework::AssetBrowser::AssetDatabaseLocationNotifications::OnDatabaseInitialized);
AZ::Data::AssetCatalogRequestBus::Broadcast(&AZ::Data::AssetCatalogRequestBus::Events::LoadCatalog, "@assets@/assetcatalog.xml");
AZ::RPI::RPISystemInterface::Get()->InitializeSystemAssets();
LoadSettings();
LaunchDiscoveryService();
ShaderManagementConsoleWindowNotificationBus::Handler::BusConnect();
ShaderManagementConsole::ShaderManagementConsoleWindowRequestBus::Broadcast(&ShaderManagementConsole::ShaderManagementConsoleWindowRequestBus::Handler::CreateShaderManagementConsoleWindow);
auto editorPythonEventsInterface = AZ::Interface<AzToolsFramework::EditorPythonEventsInterface>::Get();
if (editorPythonEventsInterface)
{
// The PythonSystemComponent does not call StartPython to allow for lazy python initialization, so start it here
// The PythonSystemComponent will call StopPython when it deactivates, so we do not need our own corresponding call to StopPython
editorPythonEventsInterface->StartPython();
}
ProcessCommandLine();
}
bool ShaderManagementConsoleApplication::GetAssetDatabaseLocation(AZStd::string& result)
{
AZ::SettingsRegistryInterface* settingsRegistry = AZ::SettingsRegistry::Get();
AZ::IO::FixedMaxPath assetDatabaseSqlitePath;
if (settingsRegistry && settingsRegistry->Get(assetDatabaseSqlitePath.Native(), AZ::SettingsRegistryMergeUtils::FilePathKey_CacheProjectRootFolder))
{
assetDatabaseSqlitePath /= "assetdb.sqlite";
result = AZStd::string_view(assetDatabaseSqlitePath.Native());
return true;
}
return false;
}
void ShaderManagementConsoleApplication::Tick(float deltaOverride)
{
TickSystem();
Application::Tick(deltaOverride);
if (WasExitMainLoopRequested())
{
m_timer.disconnect();
quit();
}
}
void ShaderManagementConsoleApplication::OnTraceMessage([[maybe_unused]] AZStd::string_view message)
{
#if defined(AZ_ENABLE_TRACING)
AZStd::vector<AZStd::string> lines;
AzFramework::StringFunc::Tokenize(
message,
lines,
"\n",
false, // Keep empty strings
false // Keep space strings
);
for (auto& line : lines)
{
AZ_TracePrintf("Shader Management Console", "Python: %s\n", line.c_str());
}
#endif
}
void ShaderManagementConsoleApplication::OnErrorMessage(AZStd::string_view message)
{
// Use AZ_TracePrintf instead of AZ_Error or AZ_Warning to avoid all the metadata noise
OnTraceMessage(message);
}
void ShaderManagementConsoleApplication::OnExceptionMessage([[maybe_unused]] AZStd::string_view message)
{
AZ_Error("Shader Management Console", false, "Python: " AZ_STRING_FORMAT, AZ_STRING_ARG(message));
}
} // namespace ShaderManagementConsole