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

707 lines
31 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/RPI.Public/ColorManagement/TransformColor.h>
#include <Atom/RPI.Public/Material/Material.h>
#include <Atom/RPI.Public/Image/StreamingImage.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
#include <Atom/RPI.Public/Shader/ShaderReloadDebugTracker.h>
#include <Atom/RPI.Public/Shader/Shader.h>
#include <Atom/RPI.Reflect/Shader/ShaderOptionGroup.h>
#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
#include <Atom/RPI.Reflect/Material/MaterialPropertiesLayout.h>
#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
#include <Atom/RPI.Reflect/Material/MaterialFunctor.h>
#include <AzCore/Debug/EventTrace.h>
#include <AtomCore/Instance/InstanceDatabase.h>
namespace AZ
{
namespace RPI
{
const char* Material::s_debugTraceName = "Material";
Data::Instance<Material> Material::FindOrCreate(const Data::Asset<MaterialAsset>& materialAsset)
{
return Data::InstanceDatabase<Material>::Instance().FindOrCreate(
Data::InstanceId::CreateFromAssetId(materialAsset.GetId()),
materialAsset);
}
Data::Instance<Material> Material::Create(const Data::Asset<MaterialAsset>& materialAsset)
{
return Data::InstanceDatabase<Material>::Instance().FindOrCreate(
Data::InstanceId::CreateRandom(),
materialAsset);
}
AZ::Data::Instance<Material> Material::CreateInternal(MaterialAsset& materialAsset)
{
Data::Instance<Material> material = aznew Material();
const RHI::ResultCode resultCode = material->Init(materialAsset);
if (resultCode == RHI::ResultCode::Success)
{
return material;
}
return nullptr;
}
RHI::ResultCode Material::Init(MaterialAsset& materialAsset)
{
AZ_TRACE_METHOD();
m_materialAsset = { &materialAsset, AZ::Data::AssetLoadBehavior::PreLoad };
// Cache off pointers to some key data structures from the material type...
auto srgLayout = m_materialAsset->GetMaterialSrgLayout();
if (srgLayout)
{
auto shaderAsset = m_materialAsset->GetMaterialTypeAsset()->GetShaderAssetForMaterialSrg();
m_shaderResourceGroup = ShaderResourceGroup::Create(shaderAsset, srgLayout->GetName());
if (m_shaderResourceGroup)
{
m_rhiShaderResourceGroup = m_shaderResourceGroup->GetRHIShaderResourceGroup();
}
else
{
// No need to report an error message here, ShaderResourceGroup::Create() will have reported.
return RHI::ResultCode::Fail;
}
}
m_layout = m_materialAsset->GetMaterialPropertiesLayout();
if (!m_layout)
{
AZ_Error(s_debugTraceName, false, "MaterialAsset did not have a valid MaterialPropertiesLayout");
return RHI::ResultCode::Fail;
}
// Copy the shader collection because the material will make changes, like updating the ShaderVariantId.
m_shaderCollection = materialAsset.GetShaderCollection();
// Register for update events related to Shader instances that own the ShaderAssets inside
// the shader collection.
ShaderReloadNotificationBus::MultiHandler::BusDisconnect();
for (auto& shaderItem : m_shaderCollection)
{
ShaderReloadDebugTracker::Printf("(Material has ShaderAsset %p)", shaderItem.GetShaderAsset().Get());
ShaderReloadNotificationBus::MultiHandler::BusConnect(shaderItem.GetShaderAsset().GetId());
}
MaterialPropertyFlags prevOverrideFlags = m_propertyOverrideFlags;
AZStd::vector<MaterialPropertyValue> prevPropertyValues = m_propertyValues;
// Initialize the shader runtime data like shader constant buffers and shader variants by applying the
// material's property values. This will feed through the normal runtime material value-change data flow, which may
// include custom property change handlers provided by the material type.
//
// This baking process could be more efficient by doing it at build-time rather than run-time. However, the
// architectural complexity of supporting separate asset/runtime paths for assigning buffers/images is prohibitive.
{
m_propertyValues.resize(materialAsset.GetPropertyValues().size());
AZ_Assert(m_propertyValues.size() == m_layout->GetPropertyCount(), "The number of properties in this material doesn't match the property layout");
for (size_t i = 0; i < materialAsset.GetPropertyValues().size(); ++i)
{
const MaterialPropertyValue& value = materialAsset.GetPropertyValues()[i];
MaterialPropertyIndex propertyIndex{i};
if (!SetPropertyValue(propertyIndex, value))
{
return RHI::ResultCode::Fail;
}
}
AZ_Assert(materialAsset.GetPropertyValues().size() <= Limits::Material::PropertyCountMax,
"Too many material properties. Max is %d.", Limits::Material::PropertyCountMax);
}
// Clear all override flags because we just loaded properties from the asset
m_propertyOverrideFlags.reset();
// Now apply any properties that were overridden before
for (size_t i = 0; i < prevPropertyValues.size(); ++i)
{
if (prevOverrideFlags[i])
{
SetPropertyValue(MaterialPropertyIndex{i}, prevPropertyValues[i]);
}
}
// Usually SetProperties called above will increment this change ID to invalidate
// the material, but some materials might not have any properties, and we need
// the material to be invalidated particularly when hot-reloading.
++m_currentChangeId;
// Set all dirty for the first use.
m_propertyDirtyFlags.set();
Compile();
Data::AssetBus::Handler::BusConnect(m_materialAsset.GetId());
MaterialReloadNotificationBus::Handler::BusConnect(m_materialAsset.GetId());
return RHI::ResultCode::Success;
}
Material::~Material()
{
ShaderReloadNotificationBus::MultiHandler::BusDisconnect();
MaterialReloadNotificationBus::Handler::BusDisconnect();
Data::AssetBus::Handler::BusDisconnect();
}
const ShaderCollection& Material::GetShaderCollection() const
{
return m_shaderCollection;
}
AZ::Outcome<uint32_t> Material::SetSystemShaderOption(const Name& shaderOptionName, RPI::ShaderOptionValue value)
{
uint32_t appliedCount = 0;
// We won't set any shader options if the shader option is owned by any of the other shaders in this material.
// If the material uses an option in any shader, then it owns that option for all its shaders.
for (auto& shaderItem : m_shaderCollection)
{
const ShaderOptionGroupLayout* layout = shaderItem.GetShaderOptions()->GetShaderOptionLayout();
ShaderOptionIndex index = layout->FindShaderOptionIndex(shaderOptionName);
if (index.IsValid())
{
if (shaderItem.MaterialOwnsShaderOption(index))
{
return AZ::Failure();
}
}
}
for (auto& shaderItem : m_shaderCollection)
{
const ShaderOptionGroupLayout* layout = shaderItem.GetShaderOptions()->GetShaderOptionLayout();
ShaderOptionIndex index = layout->FindShaderOptionIndex(shaderOptionName);
if (index.IsValid())
{
shaderItem.GetShaderOptions()->SetValue(index, value);
appliedCount++;
}
}
return AZ::Success(appliedCount);
}
const RHI::ShaderResourceGroup* Material::GetRHIShaderResourceGroup() const
{
return m_rhiShaderResourceGroup;
}
const Data::Asset<MaterialAsset>& Material::GetAsset() const
{
return m_materialAsset;
}
bool Material::CanCompile() const
{
return !m_shaderResourceGroup || !m_shaderResourceGroup->IsQueuedForCompile();
}
///////////////////////////////////////////////////////////////////
// AssetBus overrides...
void Material::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
{
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Material::OnAssetReloaded %s", this, asset.GetHint().c_str());
Data::Asset<MaterialAsset> newMaterialAsset = { asset.GetAs<MaterialAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
if (newMaterialAsset)
{
Init(*newMaterialAsset);
MaterialReloadNotificationBus::Event(newMaterialAsset.GetId(), &MaterialReloadNotifications::OnMaterialReinitialized, this);
}
}
///////////////////////////////////////////////////////////////////
// MaterialReloadNotificationBus overrides...
void Material::OnMaterialAssetReinitialized(const Data::Asset<MaterialAsset>& materialAsset)
{
// It's important that we don't just pass materialAsset to Init() because when reloads occur,
// it's possible for old Asset objects to hang around and report reinitialization, so materialAsset
// might be stale data.
if (materialAsset.Get() == m_materialAsset.Get())
{
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Material::OnMaterialAssetReinitialized %s", this, materialAsset.GetHint().c_str());
OnAssetReloaded(m_materialAsset);
}
}
///////////////////////////////////////////////////////////////////
// ShaderReloadNotificationBus overrides...
void Material::OnShaderReinitialized([[maybe_unused]] const Shader& shader)
{
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Material::OnShaderReinitialized %s", this, shader.GetAsset().GetHint().c_str());
// Note that it might not be strictly necessary to reinitialize the entire material, we might be able to get away with
// just bumping the m_currentChangeId or some other minor updates. But it's pretty hard to know what exactly needs to be
// updated to correctly handle the reload, so it's safer to just reinitialize the whole material.
OnAssetReloaded(m_materialAsset);
}
void Material::OnShaderAssetReinitialized(const Data::Asset<ShaderAsset>& shaderAsset)
{
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Material::OnShaderAssetReinitialized %s", this, shaderAsset.GetHint().c_str());
// Note that it might not be strictly necessary to reinitialize the entire material, we might be able to get away with
// just bumping the m_currentChangeId or some other minor updates. But it's pretty hard to know what exactly needs to be
// updated to correctly handle the reload, so it's safer to just reinitialize the whole material.
OnAssetReloaded(m_materialAsset);
}
void Material::OnShaderVariantReinitialized(const ShaderVariant& shaderVariant)
{
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Material::OnShaderVariantReinitialized %s", this, shaderVariant.GetShaderVariantAsset().GetHint().c_str());
// Note that it would be better to check the shaderVariantId to see if that variant is relevant to this particular material before reinitializing it.
// There could be hundreds or even thousands of variants for a shader, but only one of those variants will be used by any given material. So we could
// get better reload performance by only reinitializing the material when a relevant shader variant is updated.
//
// But it isn't always possible to know the exact ShaderVariantId that this material is using. For example, some of the shader options might not be
// owned by the material and could be set externally *later* in the frame (see SetSystemShaderOption). We could probably check the shader option ownership
// and mask out the parts of the ShaderVariantId that aren't owned by the material, but that would be premature optimization at this point, adding
// potentially unnecessary complexity. There may also be more edge cases I haven't thought of. In short, it's much safer to just reinitialize every time
// this callback happens.
OnAssetReloaded(m_materialAsset);
}
///////////////////////////////////////////////////////////////////
const MaterialPropertyValue& Material::GetPropertyValue(MaterialPropertyIndex index) const
{
static const MaterialPropertyValue emptyValue;
if (m_propertyValues.size() <= index.GetIndex())
{
AZ_Error("Material", false, "Property index out of range.");
return emptyValue;
}
return m_propertyValues[index.GetIndex()];
}
const AZStd::vector<MaterialPropertyValue>& Material::GetPropertyValues() const
{
return m_propertyValues;
}
bool Material::NeedsCompile() const
{
return m_compiledChangeId != m_currentChangeId;
}
bool Material::Compile()
{
AZ_TRACE_METHOD();
if (NeedsCompile() && CanCompile())
{
AZ_PROFILE_BEGIN(RPI, "Material::Compile() Processing Functors");
for (const Ptr<MaterialFunctor>& functor : m_materialAsset->GetMaterialFunctors())
{
if (functor)
{
const MaterialPropertyFlags& materialPropertyDependencies = functor->GetMaterialPropertyDependencies();
// None covers case that the client code doesn't register material properties to dependencies,
// which will later get caught in Process() when trying to access a property.
if (materialPropertyDependencies.none() || functor->NeedsProcess(m_propertyDirtyFlags))
{
MaterialFunctor::RuntimeContext processContext = MaterialFunctor::RuntimeContext(
m_propertyValues,
m_layout,
&m_shaderCollection,
m_shaderResourceGroup.get(),
&materialPropertyDependencies
);
functor->Process(processContext);
}
}
else
{
// This could happen when the dll containing the functor class is missing. There will likely be more errors
// preceding this one, from the serialization system when loading the material asset.
AZ_Error(s_debugTraceName, false, "Material functor is null.");
}
}
AZ_PROFILE_END(RPI);
m_propertyDirtyFlags.reset();
if (m_shaderResourceGroup)
{
m_shaderResourceGroup->Compile();
}
m_compiledChangeId = m_currentChangeId;
return true;
}
return false;
}
Material::ChangeId Material::GetCurrentChangeId() const
{
return m_currentChangeId;
}
MaterialPropertyIndex Material::FindPropertyIndex(const Name& name) const
{
return m_layout->FindPropertyIndex(name);
}
template<typename Type>
bool Material::ValidatePropertyAccess(const MaterialPropertyDescriptor* propertyDescriptor) const
{
// Note that we have warnings here instead of errors because this can happen while materials are hot reloading
// after a material property layout changes in the MaterialTypeAsset, as there's a brief time when the data
// might be out of sync between MaterialAssets and MaterialTypeAssets.
if (!propertyDescriptor)
{
AZ_Warning(s_debugTraceName, false, "MaterialPropertyDescriptor is null");
return false;
}
AZ::TypeId accessDataType = azrtti_typeid<Type>();
// Must align with the order in MaterialPropertyDataType
static const AZStd::array<AZ::TypeId, MaterialPropertyDataTypeCount> types =
{{
AZ::TypeId{}, // Invalid
azrtti_typeid<bool>(),
azrtti_typeid<int32_t>(),
azrtti_typeid<uint32_t>(),
azrtti_typeid<float>(),
azrtti_typeid<Vector2>(),
azrtti_typeid<Vector3>(),
azrtti_typeid<Vector4>(),
azrtti_typeid<Color>(),
azrtti_typeid<Data::Instance<Image>>(),
azrtti_typeid<uint32_t>()
}};
AZ::TypeId actualDataType = types[static_cast<size_t>(propertyDescriptor->GetDataType())];
if (accessDataType != actualDataType)
{
AZ_Warning(s_debugTraceName, false, "Material property '%s': Accessed as type %s but is type %s",
propertyDescriptor->GetName().GetCStr(),
GetMaterialPropertyDataTypeString(accessDataType).c_str(),
ToString(propertyDescriptor->GetDataType()));
return false;
}
return true;
}
template<typename Type>
void Material::SetShaderConstant(RHI::ShaderInputConstantIndex shaderInputIndex, const Type& value)
{
m_shaderResourceGroup->SetConstant(shaderInputIndex, value);
}
template<>
void Material::SetShaderConstant<Vector3>(RHI::ShaderInputConstantIndex shaderInputIndex, const Vector3& value)
{
// Vector3 is actually 16 bytes, not 12, so ShaderResourceGroup::SetConstant won't work. We
// have to pass the raw data instead.
m_shaderResourceGroup->SetConstantRaw(shaderInputIndex, &value, 3 * sizeof(float));
}
template<>
void Material::SetShaderConstant<Color>(RHI::ShaderInputConstantIndex shaderInputIndex, const Color& value)
{
auto transformedColor = AZ::RPI::TransformColor(value, ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
// Color is special because it could map to either a float3 or a float4
auto descriptor = m_shaderResourceGroup->GetLayout()->GetShaderInput(shaderInputIndex);
if (descriptor.m_constantByteCount == 3 * sizeof(float))
{
m_shaderResourceGroup->SetConstantRaw(shaderInputIndex, &transformedColor, 3 * sizeof(float));
}
else
{
m_shaderResourceGroup->SetConstantRaw(shaderInputIndex, &transformedColor, 4 * sizeof(float));
}
}
template<typename Type>
bool Material::SetShaderOption([[maybe_unused]] ShaderOptionGroup& options, [[maybe_unused]] ShaderOptionIndex shaderOptionIndex, [[maybe_unused]] Type value)
{
AZ_Assert(false, "MaterialProperty is incorrectly mapped to a shader option. Data type is incompatible.");
return false;
}
template<>
bool Material::SetShaderOption<bool>(ShaderOptionGroup& options, ShaderOptionIndex shaderOptionIndex, bool value)
{
return options.SetValue(shaderOptionIndex, ShaderOptionValue{ value });
}
template<>
bool Material::SetShaderOption<uint32_t>(ShaderOptionGroup& options, ShaderOptionIndex shaderOptionIndex, uint32_t value)
{
return options.SetValue(shaderOptionIndex, ShaderOptionValue{ value });
}
template<>
bool Material::SetShaderOption<int32_t>(ShaderOptionGroup& options, ShaderOptionIndex shaderOptionIndex, int32_t value)
{
return options.SetValue(shaderOptionIndex, ShaderOptionValue{ value });
}
template<typename Type>
bool Material::SetPropertyValue(MaterialPropertyIndex index, const Type& value)
{
if (!index.IsValid())
{
AZ_Assert(false, "SetPropertyValue: Invalid MaterialPropertyIndex");
return false;
}
const MaterialPropertyDescriptor* propertyDescriptor = m_layout->GetPropertyDescriptor(index);
if (!ValidatePropertyAccess<Type>(propertyDescriptor))
{
return false;
}
MaterialPropertyValue& savedPropertyValue = m_propertyValues[index.GetIndex()];
savedPropertyValue = value;
m_propertyDirtyFlags.set(index.GetIndex());
m_propertyOverrideFlags.set(index.GetIndex());
for(auto& outputId : propertyDescriptor->GetOutputConnections())
{
if (outputId.m_type == MaterialPropertyOutputType::ShaderInput)
{
if (propertyDescriptor->GetDataType() == MaterialPropertyDataType::Image)
{
const Data::Instance<Image>& image = savedPropertyValue.GetValue<Data::Instance<Image>>();
RHI::ShaderInputImageIndex shaderInputIndex(outputId.m_itemIndex.GetIndex());
m_shaderResourceGroup->SetImage(shaderInputIndex, image);
}
else
{
RHI::ShaderInputConstantIndex shaderInputIndex(outputId.m_itemIndex.GetIndex());
SetShaderConstant(shaderInputIndex, value);
}
}
else if (outputId.m_type == MaterialPropertyOutputType::ShaderOption)
{
ShaderCollection::Item& shaderReference = m_shaderCollection[outputId.m_containerIndex.GetIndex()];
if (!SetShaderOption(*shaderReference.GetShaderOptions(), ShaderOptionIndex{outputId.m_itemIndex.GetIndex()}, value))
{
return false;
}
}
else
{
AZ_Assert(false, "Unhandled MaterialPropertyOutputType");
return false;
}
}
++m_currentChangeId;
return true;
}
template<>
bool Material::SetPropertyValue<Data::Asset<ImageAsset>>(MaterialPropertyIndex index, const Data::Asset<ImageAsset>& value)
{
Data::Asset<ImageAsset> imageAsset = value;
if (!imageAsset.GetId().IsValid())
{
// The image asset reference is null so set the property to an empty Image instance so the AZStd::any will not be empty.
return SetPropertyValue(index, Data::Instance<Image>());
}
else
{
if (!imageAsset.IsReady())
{
imageAsset = Data::AssetManager::Instance().GetAsset<StreamingImageAsset>(imageAsset.GetId(), AZ::Data::AssetLoadBehavior::PreLoad);
imageAsset.BlockUntilLoadComplete();
if (!imageAsset.IsReady())
{
AZ_Error(s_debugTraceName, false, "Image asset could not be loaded");
return false;
}
}
if (Data::Asset<StreamingImageAsset> streamingImageAsset = { imageAsset.GetAs<StreamingImageAsset>(), AZ::Data::AssetLoadBehavior::PreLoad })
{
Data::Instance<Image> image = StreamingImage::FindOrCreate(streamingImageAsset);
if (!image)
{
AZ_Error(s_debugTraceName, false, "Could not create StreamingImage");
return false;
}
return SetPropertyValue(index, image);
}
else
{
AZ_Error(s_debugTraceName, false, "Unsupported image asset type");
return false;
}
}
}
// Using explicit instantiation to restrict SetPropertyValue to the set of types that we support
template bool Material::SetPropertyValue<bool> (MaterialPropertyIndex index, const bool& value);
template bool Material::SetPropertyValue<int32_t> (MaterialPropertyIndex index, const int32_t& value);
template bool Material::SetPropertyValue<uint32_t> (MaterialPropertyIndex index, const uint32_t& value);
template bool Material::SetPropertyValue<float> (MaterialPropertyIndex index, const float& value);
template bool Material::SetPropertyValue<Vector2> (MaterialPropertyIndex index, const Vector2& value);
template bool Material::SetPropertyValue<Vector3> (MaterialPropertyIndex index, const Vector3& value);
template bool Material::SetPropertyValue<Vector4> (MaterialPropertyIndex index, const Vector4& value);
template bool Material::SetPropertyValue<Color> (MaterialPropertyIndex index, const Color& value);
template bool Material::SetPropertyValue<Data::Instance<Image>> (MaterialPropertyIndex index, const Data::Instance<Image>& value);
bool Material::SetPropertyValue(MaterialPropertyIndex propertyIndex, const MaterialPropertyValue& value)
{
if (!value.IsValid())
{
auto descriptor = m_layout->GetPropertyDescriptor(propertyIndex);
if (descriptor)
{
AZ_Assert(false, "Empty value found for material property '%s'", descriptor->GetName().GetCStr());
}
else
{
AZ_Assert(false, "Empty value found for material property [%d], and this property does not have a descriptor.");
}
return false;
}
if (value.Is<bool>())
{
return SetPropertyValue(propertyIndex, value.GetValue<bool>());
}
else if (value.Is<int32_t>())
{
return SetPropertyValue(propertyIndex, value.GetValue<int32_t>());
}
else if (value.Is<uint32_t>())
{
return SetPropertyValue(propertyIndex, value.GetValue<uint32_t>());
}
else if (value.Is<float>())
{
return SetPropertyValue(propertyIndex, value.GetValue<float>());
}
else if (value.Is<Vector2>())
{
return SetPropertyValue(propertyIndex, value.GetValue<Vector2>());
}
else if (value.Is<Vector3>())
{
return SetPropertyValue(propertyIndex, value.GetValue<Vector3>());
}
else if (value.Is<Vector4>())
{
return SetPropertyValue(propertyIndex, value.GetValue<Vector4>());
}
else if (value.Is<Color>())
{
return SetPropertyValue(propertyIndex, value.GetValue<Color>());
}
else if (value.Is<Data::Instance<Image>>())
{
return SetPropertyValue(propertyIndex, value.GetValue<Data::Instance<Image>>());
}
else if (value.Is<Data::Asset<ImageAsset>>())
{
return SetPropertyValue(propertyIndex, value.GetValue<Data::Asset<ImageAsset>>());
}
else
{
AZ_Assert(false, "Unhandled material property value type");
return false;
}
}
template<typename Type>
const Type& Material::GetPropertyValue(MaterialPropertyIndex index) const
{
static const Type defaultValue{};
const MaterialPropertyDescriptor* propertyDescriptor = nullptr;
if (Validation::IsEnabled())
{
if (!index.IsValid())
{
AZ_Assert(false, "GetPropertyValue: Invalid MaterialPropertyIndex");
return defaultValue;
}
propertyDescriptor = m_layout->GetPropertyDescriptor(index);
if (!ValidatePropertyAccess<Type>(propertyDescriptor))
{
return defaultValue;
}
}
const MaterialPropertyValue& value = m_propertyValues[index.GetIndex()];
if (value.Is<Type>())
{
return value.GetValue<Type>();
}
else
{
if (Validation::IsEnabled())
{
AZ_Assert(false, "Material property '%s': Stored property value has the wrong data type. Expected %s but is %s.",
propertyDescriptor->GetName().GetCStr(),
azrtti_typeid<Type>().template ToString<AZStd::string>().data(), // 'template' because clang says "error: use 'template' keyword to treat 'ToString' as a dependent template name"
value.GetTypeId().ToString<AZStd::string>().data());
}
return defaultValue;
}
}
// Using explicit instantiation to restrict GetPropertyValue to the set of types that we support
template const bool& Material::GetPropertyValue<bool> (MaterialPropertyIndex index) const;
template const int32_t& Material::GetPropertyValue<int32_t> (MaterialPropertyIndex index) const;
template const uint32_t& Material::GetPropertyValue<uint32_t> (MaterialPropertyIndex index) const;
template const float& Material::GetPropertyValue<float> (MaterialPropertyIndex index) const;
template const Vector2& Material::GetPropertyValue<Vector2> (MaterialPropertyIndex index) const;
template const Vector3& Material::GetPropertyValue<Vector3> (MaterialPropertyIndex index) const;
template const Vector4& Material::GetPropertyValue<Vector4> (MaterialPropertyIndex index) const;
template const Color& Material::GetPropertyValue<Color> (MaterialPropertyIndex index) const;
template const Data::Instance<Image>& Material::GetPropertyValue<Data::Instance<Image>>(MaterialPropertyIndex index) const;
const MaterialPropertyFlags& Material::GetPropertyDirtyFlags() const
{
return m_propertyDirtyFlags;
}
RHI::ConstPtr<MaterialPropertiesLayout> Material::GetMaterialPropertiesLayout() const
{
return m_layout;
}
} // namespace RPI
} // namespace AZ