Files
o3de/Gems/Atom/RPI/Code/Source/RPI.Public/Shader/ShaderResourceGroupPool.cpp
T
galibzon cc615a8f32 [ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Funct… (#1079)
* [ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Functions That
Predate The Shader Supervariants

These are the essential impactful changes as a result of deprecating the
ShaderResourceGroupAsset.

* Addressed feedback by @moudgils. Better comments in header files.

* More updates related with deprecation of ShaderResourceGroupAsset

* Deleted the temporary version 2 classes.

* Updated version of the shader asset builders.

* Updated version of all the shader related classes impacted
by the Supervariant concept and deprecation of ShaderResourceGroupAsset

* Changes to *.pass and DGI, Reflections and RayTracing.

* changes to material related assets

* changes to core lights

* Changes to auxgeom/dynamic draw.

* changes to decals, lyshine, imguipass

* changes to RPI Pass classes

* Shader for SceneSrg, ViewSrg and ForwardPass Srgs.

* changes to mesh, skinned mesh, Morphtarget.

* Fixes to RayTracingPass.cpp & now allow empty srg in shaders.

* Updated Atom_RPI.Tests

* Simplified InstanceDatabase by removing AddHandler

------------------------------------------------------------------------------------
* Updated DiffuseGI precompiled shaders.
Added RayTracingSceneSrg and RayTracingMaterialSrg shader asset.
Updated ShaderAssetCreator::Clone to handle the supervariant when processing root variants.
Co-authored-by: Doug McDiarmid <dmcdiar@amazon.com>
------------------------------------------------------------------------------------

* Changed semantics for some PassSrg to SRG_PerPass_WithFallback.

AuxGeom/FixedShapeProcessor.cpp requires SRG_PerDraw on ObjectSrg.

Removed names of SceneSrg and ViewSrg from RPISystemDescriptor.cpp

* Moved ShaderLib/Atom/Features/DummyEntryFunctions.azsli
To  Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/DummyEntryFunctions.azsli

Removed redundant checking for finalization in
ShaderResourceGroupLayout.cpp

* Fixed race condition bug for Shader::FindOrCreate.
InstanceDatabase<>::CreateInstance() needs to be atomic
for instance creation and initialization.

Added optional InstanceHandler::CreateFunctionWithParams to accomodate
to the needs of Instances that need more than an asset reference
to be able to be created an initialzed.

Removed ShaderResourceGroup::FindOrCreate() only ::Create is available
now.

* Renamed scene_and_view_srgs.* as SceneAndViewSrgs.*

Changed GetAzslFileOfOrigin for GetUniqueId

* Fixed unit tests.

* Reverted the serialization name of m_uniqueId back to
"m_azslFileOfOrigin" so precompiled shaders don't fail
in layout comparison.

* Fixed AtomCore.Tests
Removed non-applicable test. InstanceDatabase.AddHandler() is not
available anymore.

* The Null rhi is re-enabled for shader compilation.

Signed-off-by: garrieta <garrieta@amazon.com>
2021-06-11 07:48:23 -05:00

101 lines
4.0 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/ShaderResourceGroupPool.h>
#include <Atom/RHI/Factory.h>
#include <Atom/RHI/RHISystemInterface.h>
#include <AtomCore/Instance/InstanceDatabase.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
namespace AZ
{
namespace RPI
{
Data::Instance<ShaderResourceGroupPool> ShaderResourceGroupPool::FindOrCreate(
const Data::Asset<ShaderAsset>& shaderAsset, const SupervariantIndex& supervariantIndex, const AZ::Name& srgName)
{
auto instanceId = ShaderResourceGroup::MakeInstanceId(shaderAsset, supervariantIndex, srgName);
ShaderResourceGroup::SrgInitParams srgInitParams{ supervariantIndex, srgName };
auto anyArgInitParams = AZStd::any(srgInitParams);
return Data::InstanceDatabase<ShaderResourceGroupPool>::Instance().FindOrCreate(instanceId,
shaderAsset, &anyArgInitParams);
}
Data::Instance<ShaderResourceGroupPool> ShaderResourceGroupPool::CreateInternal(
[[maybe_unused]] ShaderAsset& shaderAsset, const AZStd::any* anySrgInitParams)
{
AZ_Assert(anySrgInitParams, "Invalid SrgInitParams");
auto srgInitParams = AZStd::any_cast<ShaderResourceGroup::SrgInitParams>(*anySrgInitParams);
Data::Instance<ShaderResourceGroupPool> srgPool = aznew ShaderResourceGroupPool();
const RHI::ResultCode resultCode = srgPool->Init(shaderAsset, srgInitParams.m_supervariantIndex, srgInitParams.m_srgName);
if (resultCode != RHI::ResultCode::Success)
{
return nullptr;
}
return srgPool;
}
RHI::ResultCode ShaderResourceGroupPool::Init(
ShaderAsset& shaderAsset, const SupervariantIndex& supervariantIndex, const AZ::Name& srgName)
{
RHI::Ptr<RHI::Device> device = RHI::RHISystemInterface::Get()->GetDevice();
m_pool = RHI::Factory::Get().CreateShaderResourceGroupPool();
if (!m_pool)
{
AZ_Error("ShaderResourceGroupPool", false, "Failed to create RHI::ShaderResourceGroupPool");
return RHI::ResultCode::Fail;
}
RHI::ShaderResourceGroupPoolDescriptor poolDescriptor;
poolDescriptor.m_layout = shaderAsset.FindShaderResourceGroupLayout(srgName, supervariantIndex).get();
m_pool->SetName(srgName);
const RHI::ResultCode resultCode = m_pool->Init(*device, poolDescriptor);
return resultCode;
}
RHI::Ptr<RHI::ShaderResourceGroup> ShaderResourceGroupPool::CreateRHIShaderResourceGroup()
{
RHI::Ptr<RHI::ShaderResourceGroup> srg = RHI::Factory::Get().CreateShaderResourceGroup();
AZ_Error("ShaderResourceGroupPool", srg, "Failed to create RHI::ShaderResourceGroup");
if (srg)
{
RHI::ResultCode result = m_pool->InitGroup(*srg);
if (result != RHI::ResultCode::Success)
{
srg.reset();
AZ_Error("ShaderResourceGroupPool", false, "Failed to initialize RHI::ShaderResourceGroup");
}
}
return srg;
}
RHI::ShaderResourceGroupPool* ShaderResourceGroupPool::GetRHIPool()
{
return m_pool.get();
}
const RHI::ShaderResourceGroupPool* ShaderResourceGroupPool::GetRHIPool() const
{
return m_pool.get();
}
}
}