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618 lines
26 KiB
C++
618 lines
26 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 <Atom/RHI.Reflect/ShaderDataMappings.h>
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#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
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#include <AzCore/Debug/EventTrace.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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const char* ShaderResourceGroup::s_traceCategoryName = "ShaderResourceGroup";
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const Data::Instance<Image> ShaderResourceGroup::s_nullImage;
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const Data::Instance<Buffer> ShaderResourceGroup::s_nullBuffer;
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Data::InstanceId ShaderResourceGroup::MakeInstanceId(
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const Data::Asset<ShaderAsset>& shaderAsset, const SupervariantIndex& supervariantIndex, const AZ::Name& srgName)
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{
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AZ_Assert(!srgName.IsEmpty(), "Invalid ShaderResourceGroup name");
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// Let's find the srg layout with the given name, because it contains the azsl file path of origin
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// which is essential to uniquely identify an SRG and avoid redundant copies in memory.
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auto srgLayout = shaderAsset->FindShaderResourceGroupLayout(srgName, supervariantIndex);
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AZ_Assert(srgLayout != nullptr, "Failed to find SRG with name %s, using supervariantIndex %u from shaderAsset %s", srgName.GetCStr(),
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supervariantIndex.GetIndex(), shaderAsset.GetHint().c_str());
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AZStd::string idString = AZStd::string::format("%s_%u_%s", srgLayout->GetUniqueId().c_str(), supervariantIndex.GetIndex(), srgName.GetCStr());
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return Data::InstanceId::CreateData(idString.data(), idString.size());
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}
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Data::Instance<ShaderResourceGroup> ShaderResourceGroup::Create(
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const Data::Asset<ShaderAsset>& shaderAsset, const AZ::Name& srgName)
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{
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// retrieve the supervariantIndex by searching for the default supervariant name, this will
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// allow the shader asset to properly handle the RPI::ShaderSystem supervariant
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SupervariantIndex supervariantIndex = shaderAsset->GetSupervariantIndex(AZ::Name(""));
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SrgInitParams initParams{ supervariantIndex, srgName };
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auto anyInitParams = AZStd::any(initParams);
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return Data::InstanceDatabase<ShaderResourceGroup>::Instance().FindOrCreate(
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Data::InstanceId::CreateRandom(), shaderAsset, &anyInitParams);
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}
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Data::Instance<ShaderResourceGroup> ShaderResourceGroup::Create(
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const Data::Asset<ShaderAsset>& shaderAsset, const SupervariantIndex& supervariantIndex, const AZ::Name& srgName)
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{
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SrgInitParams initParams{ supervariantIndex, srgName };
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auto anyInitParams = AZStd::any(initParams);
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return Data::InstanceDatabase<ShaderResourceGroup>::Instance().FindOrCreate(
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Data::InstanceId::CreateRandom(), shaderAsset, &anyInitParams);
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}
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Data::Instance<ShaderResourceGroup> ShaderResourceGroup::CreateInternal(ShaderAsset& shaderAsset, const AZStd::any* anySrgInitParams)
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{
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AZ_Assert(anySrgInitParams, "Invalid SrgInitParams");
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auto srgInitParams = AZStd::any_cast<SrgInitParams>(*anySrgInitParams);
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Data::Instance<ShaderResourceGroup> srg = aznew ShaderResourceGroup();
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const RHI::ResultCode resultCode = srg->Init(shaderAsset, srgInitParams.m_supervariantIndex, srgInitParams.m_srgName);
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if (resultCode != RHI::ResultCode::Success)
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{
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return nullptr;
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}
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return srg;
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}
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RHI::ResultCode ShaderResourceGroup::Init(ShaderAsset& shaderAsset, const SupervariantIndex& supervariantIndex, const AZ::Name& srgName)
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{
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AZ_TRACE_METHOD();
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const auto& lay = shaderAsset.FindShaderResourceGroupLayout(srgName, supervariantIndex);
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m_layout = lay.get();
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if (!m_layout)
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{
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AZ_Assert(false, "ShaderResourceGroup cannot be initialized due to invalid ShaderResourceGroupLayout");
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return RHI::ResultCode::Fail;
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}
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m_pool = ShaderResourceGroupPool::FindOrCreate(
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AZ::Data::Asset<ShaderAsset>(&shaderAsset, AZ::Data::AssetLoadBehavior::PreLoad), supervariantIndex, srgName);
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if (!m_pool)
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{
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return RHI::ResultCode::Fail;
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}
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m_shaderResourceGroup = m_pool->CreateRHIShaderResourceGroup();
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if (!m_shaderResourceGroup)
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{
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return RHI::ResultCode::Fail;
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}
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m_shaderResourceGroup->SetName(m_pool->GetRHIPool()->GetName());
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m_data = RHI::ShaderResourceGroupData(m_layout);
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m_asset = { &shaderAsset, AZ::Data::AssetLoadBehavior::PreLoad };
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// The RPI groups match the same dimensions as the RHI group.
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m_imageGroup.resize(m_layout->GetGroupSizeForImages());
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m_bufferGroup.resize(m_layout->GetGroupSizeForBuffers());
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m_isInitialized = true;
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return RHI::ResultCode::Success;
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}
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void ShaderResourceGroup::Compile()
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{
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m_shaderResourceGroup->Compile(m_data);
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}
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bool ShaderResourceGroup::IsQueuedForCompile() const
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{
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return m_shaderResourceGroup->IsQueuedForCompile();
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}
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RHI::ShaderInputBufferIndex ShaderResourceGroup::FindShaderInputBufferIndex(const Name& name) const
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{
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return m_layout->FindShaderInputBufferIndex(name);
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}
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RHI::ShaderInputImageIndex ShaderResourceGroup::FindShaderInputImageIndex(const Name& name) const
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{
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return m_layout->FindShaderInputImageIndex(name);
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}
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RHI::ShaderInputSamplerIndex ShaderResourceGroup::FindShaderInputSamplerIndex(const Name& name) const
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{
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return m_layout->FindShaderInputSamplerIndex(name);
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}
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RHI::ShaderInputConstantIndex ShaderResourceGroup::FindShaderInputConstantIndex(const Name& name) const
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{
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return m_layout->FindShaderInputConstantIndex(name);
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}
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RHI::ShaderInputBufferUnboundedArrayIndex ShaderResourceGroup::FindShaderInputBufferUnboundedArrayIndex(const Name& name) const
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{
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return m_layout->FindShaderInputBufferUnboundedArrayIndex(name);
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}
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RHI::ShaderInputImageUnboundedArrayIndex ShaderResourceGroup::FindShaderInputImageUnboundedArrayIndex(const Name& name) const
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{
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return m_layout->FindShaderInputImageUnboundedArrayIndex(name);
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}
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//const Data::Asset<ShaderAsset>& ShaderResourceGroup::GetAsset() const
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//{
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// return m_asset;
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//}
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const RHI::ShaderResourceGroupLayout* ShaderResourceGroup::GetLayout() const
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{
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return m_layout;
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}
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RHI::ShaderResourceGroup* ShaderResourceGroup::GetRHIShaderResourceGroup()
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{
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return m_shaderResourceGroup.get();
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}
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bool ShaderResourceGroup::SetShaderVariantKeyFallbackValue(const ShaderVariantKey& shaderKey)
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{
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uint32_t keySize = GetLayout()->GetShaderVariantKeyFallbackSize();
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if (keySize == 0)
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{
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return false;
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}
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auto shaderFallbackIndex = GetLayout()->GetShaderVariantKeyFallbackConstantIndex();
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if (!shaderFallbackIndex.IsValid())
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{
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return false;
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}
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return SetConstantRaw(shaderFallbackIndex, shaderKey.data(), 0, AZStd::min(keySize, (uint32_t) ShaderVariantKeyBitCount) / 8);
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}
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bool ShaderResourceGroup::HasShaderVariantKeyFallbackEntry() const
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{
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return GetLayout()->HasShaderVariantKeyFallbackEntry();
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}
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bool ShaderResourceGroup::SetImage(RHI::ShaderInputNameIndex& inputIndex, const Data::Instance<Image>& image, uint32_t arrayIndex)
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{
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if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
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{
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return SetImage(inputIndex.GetImageIndex(), image, arrayIndex);
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}
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return false;
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}
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bool ShaderResourceGroup::SetImage(RHI::ShaderInputImageIndex inputIndex, const Data::Instance<Image>& image, uint32_t arrayIndex)
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{
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const RHI::ImageView* imageView = image ? image->GetImageView() : nullptr;
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if (m_data.SetImageView(inputIndex, imageView, arrayIndex))
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{
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const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
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// Track the RPI image entry at the same slot.
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m_imageGroup[interval.m_min + arrayIndex] = image;
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return true;
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}
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return false;
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}
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bool ShaderResourceGroup::SetImageArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::array_view<Data::Instance<Image>> images, uint32_t arrayIndex)
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{
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if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
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{
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return SetImageArray(inputIndex.GetImageIndex(), images, arrayIndex);
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}
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return false;
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}
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bool ShaderResourceGroup::SetImageArray(RHI::ShaderInputImageIndex inputIndex, AZStd::array_view<Data::Instance<Image>> images, uint32_t arrayIndex)
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{
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if (GetLayout()->ValidateAccess(inputIndex, arrayIndex + static_cast<uint32_t>(images.size()) - 1))
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{
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bool isValidAll = true;
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for (size_t i = 0; i < images.size(); ++i)
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{
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isValidAll &= SetImage(inputIndex, images[i], static_cast<uint32_t>(arrayIndex + i));
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}
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return isValidAll;
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}
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return false;
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}
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const Data::Instance<Image>& ShaderResourceGroup::GetImage(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
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{
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if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
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{
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return GetImage(inputIndex.GetImageIndex(), arrayIndex);
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}
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return s_nullImage;
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}
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const Data::Instance<Image>& ShaderResourceGroup::GetImage(RHI::ShaderInputImageIndex inputIndex, uint32_t arrayIndex) const
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{
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if (m_layout->ValidateAccess(inputIndex, arrayIndex))
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{
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const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
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return m_imageGroup[interval.m_min + arrayIndex];
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}
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return s_nullImage;
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}
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AZStd::array_view<Data::Instance<Image>> ShaderResourceGroup::GetImageArray(RHI::ShaderInputNameIndex& inputIndex) const
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{
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if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
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{
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return GetImageArray(inputIndex.GetImageIndex());
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}
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return {};
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}
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AZStd::array_view<Data::Instance<Image>> ShaderResourceGroup::GetImageArray(RHI::ShaderInputImageIndex inputIndex) const
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{
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if (m_layout->ValidateAccess(inputIndex, 0))
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{
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const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
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return AZStd::array_view<Data::Instance<Image>>(&m_imageGroup[interval.m_min], interval.m_max - interval.m_min);
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}
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return {};
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}
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bool ShaderResourceGroup::SetImageView(RHI::ShaderInputNameIndex& inputIndex, const RHI::ImageView* imageView, uint32_t arrayIndex)
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{
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if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
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{
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return SetImageView(inputIndex.GetImageIndex(), imageView, arrayIndex);
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}
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return false;
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}
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bool ShaderResourceGroup::SetImageView(RHI::ShaderInputImageIndex inputIndex, const RHI::ImageView* imageView, uint32_t arrayIndex)
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{
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if (m_data.SetImageView(inputIndex, imageView, arrayIndex))
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{
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const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
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// Reset the RPI image entry, since an RHI version now takes precedence.
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m_imageGroup[interval.m_min + arrayIndex] = nullptr;
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return true;
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}
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return false;
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}
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bool ShaderResourceGroup::SetImageViewArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::array_view<const RHI::ImageView*> imageViews, uint32_t arrayIndex)
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{
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if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
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{
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return SetImageViewArray(inputIndex.GetImageIndex(), imageViews, arrayIndex);
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}
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return false;
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}
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bool ShaderResourceGroup::SetImageViewArray(RHI::ShaderInputImageIndex inputIndex, AZStd::array_view<const RHI::ImageView*> imageViews, uint32_t arrayIndex)
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{
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if (GetLayout()->ValidateAccess(inputIndex, arrayIndex + static_cast<uint32_t>(imageViews.size()) - 1))
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{
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bool isValidAll = true;
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for (size_t i = 0; i < imageViews.size(); ++i)
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{
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isValidAll &= SetImageView(inputIndex, imageViews[i], static_cast<uint32_t>(arrayIndex + i));
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}
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return isValidAll;
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}
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return false;
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}
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bool ShaderResourceGroup::SetImageViewUnboundedArray(RHI::ShaderInputImageUnboundedArrayIndex inputIndex, AZStd::array_view<const RHI::ImageView*> imageViews)
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{
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return m_data.SetImageViewUnboundedArray(inputIndex, imageViews);
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}
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bool ShaderResourceGroup::SetBufferView(RHI::ShaderInputNameIndex& inputIndex, const RHI::BufferView* bufferView, uint32_t arrayIndex)
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{
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if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
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{
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return SetBufferView(inputIndex.GetBufferIndex(), bufferView, arrayIndex);
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}
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return false;
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}
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bool ShaderResourceGroup::SetBufferView(RHI::ShaderInputBufferIndex inputIndex, const RHI::BufferView* bufferView, uint32_t arrayIndex)
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{
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if (m_data.SetBufferView(inputIndex, bufferView, arrayIndex))
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{
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const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
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// Reset the RPI image entry, since an RHI version now takes precedence.
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m_bufferGroup[interval.m_min + arrayIndex] = nullptr;
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return true;
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}
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return false;
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}
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bool ShaderResourceGroup::SetBufferViewArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::array_view<const RHI::BufferView*> bufferViews, uint32_t arrayIndex)
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{
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if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
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{
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return SetBufferViewArray(inputIndex.GetBufferIndex(), bufferViews, arrayIndex);
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}
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return false;
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}
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bool ShaderResourceGroup::SetBufferViewArray(RHI::ShaderInputBufferIndex inputIndex, AZStd::array_view<const RHI::BufferView*> bufferViews, uint32_t arrayIndex)
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{
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if (GetLayout()->ValidateAccess(inputIndex, arrayIndex + static_cast<uint32_t>(bufferViews.size()) - 1))
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{
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bool isValidAll = true;
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for (size_t i = 0; i < bufferViews.size(); ++i)
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{
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isValidAll &= SetBufferView(inputIndex, bufferViews[i], static_cast<uint32_t>(arrayIndex + i));
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}
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return isValidAll;
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}
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return false;
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}
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bool ShaderResourceGroup::SetBufferViewUnboundedArray(RHI::ShaderInputBufferUnboundedArrayIndex inputIndex, AZStd::array_view<const RHI::BufferView*> bufferViews)
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{
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return m_data.SetBufferViewUnboundedArray(inputIndex, bufferViews);
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}
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bool ShaderResourceGroup::SetSampler(RHI::ShaderInputNameIndex& inputIndex, const RHI::SamplerState& sampler, uint32_t arrayIndex)
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{
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if (inputIndex.ValidateOrFindSamplerIndex(GetLayout()))
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{
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return SetSampler(inputIndex.GetSamplerIndex(), sampler, arrayIndex);
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}
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return false;
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}
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bool ShaderResourceGroup::SetSampler(RHI::ShaderInputSamplerIndex inputIndex, const RHI::SamplerState& sampler, uint32_t arrayIndex)
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{
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return m_data.SetSampler(inputIndex, sampler, arrayIndex);
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}
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bool ShaderResourceGroup::SetSamplerArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::array_view<RHI::SamplerState> samplers, uint32_t arrayIndex)
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{
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if (inputIndex.ValidateOrFindSamplerIndex(GetLayout()))
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{
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return SetSamplerArray(inputIndex.GetSamplerIndex(), samplers, arrayIndex);
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}
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return false;
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}
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bool ShaderResourceGroup::SetSamplerArray(RHI::ShaderInputSamplerIndex inputIndex, AZStd::array_view<RHI::SamplerState> samplers, uint32_t arrayIndex)
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{
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return m_data.SetSamplerArray(inputIndex, samplers, arrayIndex);
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}
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bool ShaderResourceGroup::SetConstantRaw(RHI::ShaderInputNameIndex& inputIndex, const void* bytes, uint32_t byteCount)
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{
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if (inputIndex.ValidateOrFindConstantIndex(GetLayout()))
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{
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return SetConstantRaw(inputIndex.GetConstantIndex(), bytes, byteCount);
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}
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return false;
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}
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bool ShaderResourceGroup::SetConstantRaw(RHI::ShaderInputConstantIndex inputIndex, const void* bytes, uint32_t byteCount)
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{
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return m_data.SetConstantRaw(inputIndex, bytes, byteCount);
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}
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bool ShaderResourceGroup::SetConstantRaw(RHI::ShaderInputNameIndex& inputIndex, const void* bytes, uint32_t byteOffset, uint32_t byteCount)
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{
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if (inputIndex.ValidateOrFindConstantIndex(GetLayout()))
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{
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return SetConstantRaw(inputIndex.GetConstantIndex(), bytes, byteOffset, byteCount);
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}
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return false;
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}
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bool ShaderResourceGroup::SetConstantRaw(RHI::ShaderInputConstantIndex inputIndex, const void* bytes, uint32_t byteOffset, uint32_t byteCount)
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{
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return m_data.SetConstantRaw(inputIndex, bytes, byteOffset, byteCount);
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}
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bool ShaderResourceGroup::ApplyDataMappings(const RHI::ShaderDataMappings& mappings)
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{
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bool success = true;
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success = success && ApplyDataMappingArray(mappings.m_colorMappings);
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success = success && ApplyDataMappingArray(mappings.m_uintMappings);
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success = success && ApplyDataMappingArray(mappings.m_floatMappings);
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success = success && ApplyDataMappingArray(mappings.m_float2Mappings);
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success = success && ApplyDataMappingArray(mappings.m_float3Mappings);
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success = success && ApplyDataMappingArray(mappings.m_float4Mappings);
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success = success && ApplyDataMappingArray(mappings.m_matrix3x3Mappings);
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success = success && ApplyDataMappingArray(mappings.m_matrix4x4Mappings);
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return success;
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}
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const RHI::ConstPtr<RHI::ImageView>& ShaderResourceGroup::GetImageView(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
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{
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inputIndex.ValidateOrFindImageIndex(GetLayout());
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return GetImageView(inputIndex.GetImageIndex(), arrayIndex);
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}
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const RHI::ConstPtr<RHI::ImageView>& ShaderResourceGroup::GetImageView(RHI::ShaderInputImageIndex inputIndex, uint32_t arrayIndex) const
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{
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return m_data.GetImageView(inputIndex, arrayIndex);
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}
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AZStd::array_view<RHI::ConstPtr<RHI::ImageView>> ShaderResourceGroup::GetImageViewArray(RHI::ShaderInputNameIndex& inputIndex) const
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{
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inputIndex.ValidateOrFindImageIndex(GetLayout());
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return GetImageViewArray(inputIndex.GetImageIndex());
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}
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AZStd::array_view<RHI::ConstPtr<RHI::ImageView>> ShaderResourceGroup::GetImageViewArray(RHI::ShaderInputImageIndex inputIndex) const
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{
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return m_data.GetImageViewArray(inputIndex);
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}
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const RHI::ConstPtr<RHI::BufferView>& ShaderResourceGroup::GetBufferView(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
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{
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inputIndex.ValidateOrFindBufferIndex(GetLayout());
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return GetBufferView(inputIndex.GetBufferIndex(), arrayIndex);
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}
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|
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const RHI::ConstPtr<RHI::BufferView>& ShaderResourceGroup::GetBufferView(RHI::ShaderInputBufferIndex inputIndex, uint32_t arrayIndex) const
|
|
{
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return m_data.GetBufferView(inputIndex, arrayIndex);
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}
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|
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AZStd::array_view<RHI::ConstPtr<RHI::BufferView>> ShaderResourceGroup::GetBufferViewArray(RHI::ShaderInputNameIndex& inputIndex) const
|
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{
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inputIndex.ValidateOrFindBufferIndex(GetLayout());
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return GetBufferViewArray(inputIndex.GetBufferIndex());
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|
}
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|
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AZStd::array_view<RHI::ConstPtr<RHI::BufferView>> ShaderResourceGroup::GetBufferViewArray(RHI::ShaderInputBufferIndex inputIndex) const
|
|
{
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return m_data.GetBufferViewArray(inputIndex);
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}
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|
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bool ShaderResourceGroup::SetBuffer(RHI::ShaderInputNameIndex& inputIndex, const Data::Instance<Buffer>& buffer, uint32_t arrayIndex)
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|
{
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if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
|
|
{
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|
return SetBuffer(inputIndex.GetBufferIndex(), buffer, arrayIndex);
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|
}
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|
return false;
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|
}
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|
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bool ShaderResourceGroup::SetBuffer(RHI::ShaderInputBufferIndex inputIndex, const Data::Instance<Buffer>& buffer, uint32_t arrayIndex)
|
|
{
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const RHI::BufferView* bufferView = buffer ? buffer->GetBufferView() : nullptr;
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|
|
|
if (m_data.SetBufferView(inputIndex, bufferView, arrayIndex))
|
|
{
|
|
const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
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|
|
|
// Track the RPI buffer entry at the same slot.
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|
m_bufferGroup[interval.m_min + arrayIndex] = buffer;
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|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool ShaderResourceGroup::SetBufferArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::array_view<Data::Instance<Buffer>> buffers, uint32_t arrayIndex)
|
|
{
|
|
if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
|
|
{
|
|
return SetBufferArray(inputIndex.GetBufferIndex(), buffers, arrayIndex);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool ShaderResourceGroup::SetBufferArray(RHI::ShaderInputBufferIndex inputIndex, AZStd::array_view<Data::Instance<Buffer>> buffers, uint32_t arrayIndex)
|
|
{
|
|
if (GetLayout()->ValidateAccess(inputIndex, arrayIndex + static_cast<uint32_t>(buffers.size()) - 1))
|
|
{
|
|
bool isValidAll = true;
|
|
for (size_t i = 0; i < buffers.size(); ++i)
|
|
{
|
|
isValidAll &= SetBuffer(inputIndex, buffers[i], static_cast<uint32_t>(arrayIndex + i));
|
|
}
|
|
return isValidAll;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
const Data::Instance<Buffer>& ShaderResourceGroup::GetBuffer(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
|
|
{
|
|
if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
|
|
{
|
|
return GetBuffer(inputIndex.GetBufferIndex(), arrayIndex);
|
|
}
|
|
return s_nullBuffer;
|
|
}
|
|
|
|
const Data::Instance<Buffer>& ShaderResourceGroup::GetBuffer(RHI::ShaderInputBufferIndex inputIndex, uint32_t arrayIndex) const
|
|
{
|
|
if (m_layout->ValidateAccess(inputIndex, arrayIndex))
|
|
{
|
|
const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
|
|
return m_bufferGroup[interval.m_min + arrayIndex];
|
|
}
|
|
return s_nullBuffer;
|
|
}
|
|
|
|
AZStd::array_view<Data::Instance<Buffer>> ShaderResourceGroup::GetBufferArray(RHI::ShaderInputNameIndex& inputIndex) const
|
|
{
|
|
if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
|
|
{
|
|
return GetBufferArray(inputIndex.GetBufferIndex());
|
|
}
|
|
return {};
|
|
}
|
|
|
|
AZStd::array_view<Data::Instance<Buffer>> ShaderResourceGroup::GetBufferArray(RHI::ShaderInputBufferIndex inputIndex) const
|
|
{
|
|
if (m_layout->ValidateAccess(inputIndex, 0))
|
|
{
|
|
const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
|
|
return AZStd::array_view<Data::Instance<Buffer>>(&m_bufferGroup[interval.m_min], interval.m_max - interval.m_min);
|
|
}
|
|
return {};
|
|
}
|
|
|
|
const RHI::SamplerState& ShaderResourceGroup::GetSampler(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
|
|
{
|
|
inputIndex.ValidateOrFindSamplerIndex(GetLayout());
|
|
return GetSampler(inputIndex.GetSamplerIndex(), arrayIndex);
|
|
}
|
|
|
|
const RHI::SamplerState& ShaderResourceGroup::GetSampler(RHI::ShaderInputSamplerIndex inputIndex, uint32_t arrayIndex) const
|
|
{
|
|
return m_data.GetSampler(inputIndex, arrayIndex);
|
|
}
|
|
|
|
AZStd::array_view<RHI::SamplerState> ShaderResourceGroup::GetSamplerArray(RHI::ShaderInputNameIndex& inputIndex) const
|
|
{
|
|
inputIndex.ValidateOrFindSamplerIndex(GetLayout());
|
|
return GetSamplerArray(inputIndex.GetSamplerIndex());
|
|
}
|
|
|
|
AZStd::array_view<RHI::SamplerState> ShaderResourceGroup::GetSamplerArray(RHI::ShaderInputSamplerIndex inputIndex) const
|
|
{
|
|
return m_data.GetSamplerArray(inputIndex);
|
|
}
|
|
|
|
AZStd::array_view<uint8_t> ShaderResourceGroup::GetConstantRaw(RHI::ShaderInputNameIndex& inputIndex) const
|
|
{
|
|
inputIndex.ValidateOrFindConstantIndex(GetLayout());
|
|
return GetConstantRaw(inputIndex.GetConstantIndex());
|
|
}
|
|
|
|
AZStd::array_view<uint8_t> ShaderResourceGroup::GetConstantRaw(RHI::ShaderInputConstantIndex inputIndex) const
|
|
{
|
|
return m_data.GetConstantRaw(inputIndex);
|
|
}
|
|
|
|
} // namespace RPI
|
|
} // namespace AZ
|