cc615a8f32
* [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>
155 lines
6.0 KiB
C++
155 lines
6.0 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <Atom/RPI.Public/Shader/ShaderSystem.h>
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#include <Atom/RPI.Public/Shader/Shader.h>
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#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
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#include <Atom/RPI.Public/Shader/ShaderResourceGroupPool.h>
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#include <Atom/RPI.Reflect/Asset/AssetHandler.h>
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#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
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#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderOptionGroup.h>
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#include <Atom/RPI.Reflect/Shader/ShaderVariantAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderVariantTreeAsset.h>
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#include <Atom/RPI.Reflect/Shader/PrecompiledShaderAssetSourceData.h>
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#include <AtomCore/Instance/InstanceDatabase.h>
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namespace AZ
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{
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namespace RPI
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{
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static constexpr char ShaderSystemLog[] = "ShaderSystem";
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void ShaderSystem::Reflect(ReflectContext* context)
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{
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ShaderOptionDescriptor::Reflect(context);
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ShaderOptionGroupLayout::Reflect(context);
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ShaderOptionGroupHints::Reflect(context);
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ShaderOptionGroup::Reflect(context);
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ShaderVariantId::Reflect(context);
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ShaderVariantStableId::Reflect(context);
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ShaderAsset::Reflect(context);
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ShaderInputContract::Reflect(context);
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ShaderOutputContract::Reflect(context);
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ShaderVariantAsset::Reflect(context);
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ShaderVariantTreeAsset::Reflect(context);
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ReflectShaderStageType(context);
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PrecompiledShaderAssetSourceData::Reflect(context);
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}
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ShaderSystemInterface* ShaderSystemInterface::Get()
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{
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return Interface<ShaderSystemInterface>::Get();
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}
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void ShaderSystem::GetAssetHandlers(AssetHandlerPtrList& assetHandlers)
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{
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assetHandlers.emplace_back(MakeAssetHandler<ShaderAssetHandler>());
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assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantAssetHandler>());
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assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantTreeAssetHandler>());
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}
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void ShaderSystem::Init()
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{
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m_shaderVariantAsyncLoader.Init();
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Interface<ShaderSystemInterface>::Register(this);
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{
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Data::InstanceHandler<Shader> handler;
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handler.m_createFunctionWithParam = [](Data::AssetData* shaderAsset, const AZStd::any* supervariantName)
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{
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return Shader::CreateInternal(*(azrtti_cast<ShaderAsset*>(shaderAsset)), supervariantName);
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};
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Data::InstanceDatabase<Shader>::Create(azrtti_typeid<ShaderAsset>(), handler);
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}
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{
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Data::InstanceHandler<ShaderResourceGroup> handler;
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handler.m_createFunctionWithParam = [](Data::AssetData* shaderAsset, const AZStd::any* srgInitBlob)
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{
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return ShaderResourceGroup::CreateInternal(*(azrtti_cast<ShaderAsset*>(shaderAsset)), srgInitBlob);
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};
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Data::InstanceDatabase<ShaderResourceGroup>::Create(azrtti_typeid<ShaderResourceGroup>(), handler, false);
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}
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{
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Data::InstanceHandler<ShaderResourceGroupPool> handler;
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handler.m_createFunctionWithParam = [](Data::AssetData* shaderAsset, const AZStd::any* srgInitBlob)
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{
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return ShaderResourceGroupPool::CreateInternal(*(azrtti_cast<ShaderAsset*>(shaderAsset)), srgInitBlob);
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};
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Data::InstanceDatabase<ShaderResourceGroupPool>::Create(azrtti_typeid<ShaderResourceGroupPool>(), handler, false);
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}
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}
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void ShaderSystem::Shutdown()
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{
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Data::InstanceDatabase<Shader>::Destroy();
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Data::InstanceDatabase<ShaderResourceGroup>::Destroy();
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Data::InstanceDatabase<ShaderResourceGroupPool>::Destroy();
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Interface<ShaderSystemInterface>::Unregister(this);
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m_shaderVariantAsyncLoader.Shutdown();
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}
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///////////////////////////////////////////////////////////////////
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// ShaderSystemInterface overrides
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void ShaderSystem::SetGlobalShaderOption(const AZ::Name& shaderOptionName, ShaderOptionValue value)
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{
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bool changed = false;
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auto iter = m_globalShaderOptionValues.find(shaderOptionName);
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if (iter == m_globalShaderOptionValues.end())
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{
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changed = true;
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m_globalShaderOptionValues[shaderOptionName] = value;
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}
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else if (iter->second != value)
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{
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iter->second = value;
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changed = true;
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}
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if (changed)
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{
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m_globalShaderOptionUpdatedEvent.Signal(shaderOptionName, AZStd::move(value));
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}
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}
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ShaderOptionValue ShaderSystem::GetGlobalShaderOption(const AZ::Name& shaderOptionName)
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{
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ShaderOptionValue value;
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auto iter = m_globalShaderOptionValues.find(shaderOptionName);
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if (iter != m_globalShaderOptionValues.end())
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{
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value = iter->second;
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}
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return value;
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}
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const ShaderSystem::GlobalShaderOptionMap& ShaderSystem::GetGlobalShaderOptions() const
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{
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return m_globalShaderOptionValues;
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}
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void ShaderSystem::Connect(GlobalShaderOptionUpdatedEvent::Handler& handler)
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{
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handler.Connect(m_globalShaderOptionUpdatedEvent);
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}
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///////////////////////////////////////////////////////////////////
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} // namespace RPI
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} // namespace AZ
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