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82 lines
3.7 KiB
C++
82 lines
3.7 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <PostProcessing/PostProcessingShaderOptionBase.h>
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#include <Atom/RPI.Public/RenderPipeline.h>
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#include <Atom/RPI.Public/View.h>
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namespace AZ
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{
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namespace Render
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{
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void PostProcessingShaderOptionBase::PreloadShaderVariant(
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const Data::Instance<AZ::RPI::Shader>& shader,
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const RPI::ShaderOptionGroup& shaderOption,
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const RHI::RenderAttachmentConfiguration& renderAttachmentConfiguration,
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const RHI::MultisampleState& multisampleState)
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{
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RHI::PipelineStateDescriptorForDraw pipelineStateDescriptor;
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AZ::u64 variationKey = shaderOption.GetShaderVariantId().m_key.to_ullong();
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auto shaderVariant = shader->GetVariant(shaderOption.GetShaderVariantId());
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shaderVariant.ConfigurePipelineState(pipelineStateDescriptor);
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pipelineStateDescriptor.m_renderAttachmentConfiguration = renderAttachmentConfiguration;
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pipelineStateDescriptor.m_renderStates.m_multisampleState = multisampleState;
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// No streams required
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RHI::InputStreamLayout inputStreamLayout;
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inputStreamLayout.SetTopology(RHI::PrimitiveTopology::TriangleList);
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inputStreamLayout.Finalize();
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pipelineStateDescriptor.m_inputStreamLayout = inputStreamLayout;
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m_shaderVariantTable[variationKey].m_pipelineState = shader->AcquirePipelineState(pipelineStateDescriptor);
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m_shaderVariantTable[variationKey].m_isFullyBaked = shaderVariant.IsFullyBaked();
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}
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void PostProcessingShaderOptionBase::UpdateShaderVariant(const AZ::RPI::ShaderOptionGroup& shaderOption)
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{
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m_currentShaderVariantKeyValue = shaderOption.GetShaderVariantId().m_key.to_ullong();
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auto shaderVariant = GetShaderVariant(m_currentShaderVariantKeyValue);
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AZ_Assert(shaderVariant != nullptr, "Couldn't get a shader variation using the shader variant key[0x%llx].", m_currentShaderVariantKeyValue);
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if (!shaderVariant->m_isFullyBaked)
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{
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m_currentShaderVariantKeyFallbackValue = shaderOption.GetShaderVariantKeyFallbackValue();
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}
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}
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void PostProcessingShaderOptionBase::CompileShaderVariant(Data::Instance<AZ::RPI::ShaderResourceGroup>& shaderResourceGroup)
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{
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// Set the shader variant key falback value to the shader resource group if needed.
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auto shaderVariant = GetShaderVariant(m_currentShaderVariantKeyValue);
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if (shaderVariant != nullptr &&
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!shaderVariant->m_isFullyBaked &&
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shaderResourceGroup->HasShaderVariantKeyFallbackEntry())
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{
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shaderResourceGroup->SetShaderVariantKeyFallbackValue(m_currentShaderVariantKeyFallbackValue);
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}
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}
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const AZ::RHI::PipelineState* PostProcessingShaderOptionBase::GetPipelineStateFromShaderVariant()const
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{
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auto shaderVariant = GetShaderVariant(m_currentShaderVariantKeyValue);
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AZ_Assert(shaderVariant != nullptr, "Couldn't get a shader variation using the shader variant key[0x%llx].", m_currentShaderVariantKeyValue);
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return shaderVariant->m_pipelineState;
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}
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const PostProcessingShaderOptionBase::ShaderVariantInformation* PostProcessingShaderOptionBase::GetShaderVariant(AZ::u64 key) const
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{
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auto result = m_shaderVariantTable.find(key);
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return result != nullptr ? &result->second : nullptr;
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}
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} // namespace Render
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} // namespace AZ
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