You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Gems/Atom/RPI/Code/Source/RPI.Public/Shader/ShaderSystem.cpp

159 lines
6.0 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/Shader/ShaderSystem.h>
#include <Atom/RPI.Public/Shader/Shader.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroupPool.h>
#include <Atom/RPI.Reflect/Asset/AssetHandler.h>
#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
#include <Atom/RPI.Reflect/Shader/ShaderOptionGroup.h>
#include <Atom/RPI.Reflect/Shader/ShaderVariantAsset.h>
#include <Atom/RPI.Reflect/Shader/ShaderVariantTreeAsset.h>
#include <Atom/RPI.Reflect/Shader/PrecompiledShaderAssetSourceData.h>
#include <AtomCore/Instance/InstanceDatabase.h>
namespace AZ
{
namespace RPI
{
void ShaderSystem::Reflect(ReflectContext* context)
{
ShaderOptionDescriptor::Reflect(context);
ShaderOptionGroupLayout::Reflect(context);
ShaderOptionGroupHints::Reflect(context);
ShaderOptionGroup::Reflect(context);
ShaderVariantId::Reflect(context);
ShaderVariantStableId::Reflect(context);
ShaderAsset::Reflect(context);
ShaderInputContract::Reflect(context);
ShaderOutputContract::Reflect(context);
ShaderVariantAsset::Reflect(context);
ShaderVariantTreeAsset::Reflect(context);
ReflectShaderStageType(context);
PrecompiledShaderAssetSourceData::Reflect(context);
}
ShaderSystemInterface* ShaderSystemInterface::Get()
{
return Interface<ShaderSystemInterface>::Get();
}
void ShaderSystem::GetAssetHandlers(AssetHandlerPtrList& assetHandlers)
{
assetHandlers.emplace_back(MakeAssetHandler<ShaderAssetHandler>());
assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantAssetHandler>());
assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantTreeAssetHandler>());
}
void ShaderSystem::Init()
{
m_shaderVariantAsyncLoader.Init();
Interface<ShaderSystemInterface>::Register(this);
{
Data::InstanceHandler<Shader> handler;
handler.m_createFunctionWithParam = [](Data::AssetData* shaderAsset, const AZStd::any* supervariantName)
{
return Shader::CreateInternal(*(azrtti_cast<ShaderAsset*>(shaderAsset)), supervariantName);
};
Data::InstanceDatabase<Shader>::Create(azrtti_typeid<ShaderAsset>(), handler);
}
{
Data::InstanceHandler<ShaderResourceGroup> handler;
handler.m_createFunctionWithParam = [](Data::AssetData* shaderAsset, const AZStd::any* srgInitBlob)
{
return ShaderResourceGroup::CreateInternal(*(azrtti_cast<ShaderAsset*>(shaderAsset)), srgInitBlob);
};
Data::InstanceDatabase<ShaderResourceGroup>::Create(azrtti_typeid<ShaderResourceGroup>(), handler, false);
}
{
Data::InstanceHandler<ShaderResourceGroupPool> handler;
handler.m_createFunctionWithParam = [](Data::AssetData* shaderAsset, const AZStd::any* srgInitBlob)
{
return ShaderResourceGroupPool::CreateInternal(*(azrtti_cast<ShaderAsset*>(shaderAsset)), srgInitBlob);
};
Data::InstanceDatabase<ShaderResourceGroupPool>::Create(azrtti_typeid<ShaderResourceGroupPool>(), handler, false);
}
}
void ShaderSystem::Shutdown()
{
Data::InstanceDatabase<Shader>::Destroy();
Data::InstanceDatabase<ShaderResourceGroup>::Destroy();
Data::InstanceDatabase<ShaderResourceGroupPool>::Destroy();
Interface<ShaderSystemInterface>::Unregister(this);
m_shaderVariantAsyncLoader.Shutdown();
}
///////////////////////////////////////////////////////////////////
// ShaderSystemInterface overrides
void ShaderSystem::SetGlobalShaderOption(const AZ::Name& shaderOptionName, ShaderOptionValue value)
{
bool changed = false;
auto iter = m_globalShaderOptionValues.find(shaderOptionName);
if (iter == m_globalShaderOptionValues.end())
{
changed = true;
m_globalShaderOptionValues[shaderOptionName] = value;
}
else if (iter->second != value)
{
iter->second = value;
changed = true;
}
if (changed)
{
m_globalShaderOptionUpdatedEvent.Signal(shaderOptionName, AZStd::move(value));
}
}
ShaderOptionValue ShaderSystem::GetGlobalShaderOption(const AZ::Name& shaderOptionName)
{
ShaderOptionValue value;
auto iter = m_globalShaderOptionValues.find(shaderOptionName);
if (iter != m_globalShaderOptionValues.end())
{
value = iter->second;
}
return value;
}
const ShaderSystem::GlobalShaderOptionMap& ShaderSystem::GetGlobalShaderOptions() const
{
return m_globalShaderOptionValues;
}
void ShaderSystem::Connect(GlobalShaderOptionUpdatedEvent::Handler& handler)
{
handler.Connect(m_globalShaderOptionUpdatedEvent);
}
void ShaderSystem::SetSupervariantName(const AZ::Name& supervariantName)
{
m_supervariantName = supervariantName;
}
const AZ::Name& ShaderSystem::GetSupervariantName() const
{
return m_supervariantName;
}
///////////////////////////////////////////////////////////////////
} // namespace RPI
} // namespace AZ