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765 lines
43 KiB
C++
765 lines
43 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 "ShaderAssetBuilder.h"
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#include <CommonFiles/Preprocessor.h>
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#include <CommonFiles/GlobalBuildOptions.h>
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#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
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#include <Atom/RPI.Reflect/Shader/ShaderAssetCreator.h>
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#include <Atom/RPI.Reflect/Shader/ShaderOptionGroup.h>
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#include <Atom/RPI.Reflect/Shader/ShaderVariantKey.h>
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#include <Atom/RHI.Edit/Utils.h>
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#include <Atom/RHI.Edit/ShaderPlatformInterface.h>
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#include <Atom/RPI.Edit/Common/JsonReportingHelper.h>
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#include <Atom/RPI.Edit/Common/AssetUtils.h>
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#include <Atom/RPI.Edit/Common/JsonUtils.h>
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#include <Atom/RHI.Reflect/ConstantsLayout.h>
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#include <Atom/RHI.Reflect/PipelineLayoutDescriptor.h>
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#include <Atom/RHI.Reflect/ShaderStageFunction.h>
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#include <AzCore/Serialization/Json/JsonUtils.h>
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#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
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#include <AzToolsFramework/Debug/TraceContext.h>
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#include <AzFramework/API/ApplicationAPI.h>
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#include <AzFramework/StringFunc/StringFunc.h>
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#include <AzFramework/IO/LocalFileIO.h>
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#include <AzFramework/Platform/PlatformDefaults.h>
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#include <AzCore/Asset/AssetManager.h>
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#include <AzCore/JSON/document.h>
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#include <AzCore/IO/FileIO.h>
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#include <AzCore/IO/IOUtils.h>
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#include <AzCore/IO/SystemFile.h>
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#include <AzCore/std/algorithm.h>
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#include <AzCore/std/string/string.h>
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#include <AzCore/std/sort.h>
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#include <AzCore/Serialization/Json/JsonSerialization.h>
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#include <AzCore/Debug/Timer.h>
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#include "AzslCompiler.h"
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#include "ShaderVariantAssetBuilder.h"
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#include "ShaderBuilderUtility.h"
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#include "ShaderPlatformInterfaceRequest.h"
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#include "AtomShaderConfig.h"
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#include <AssetBuilderSDK/AssetBuilderSDK.h>
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#include <AssetBuilderSDK/SerializationDependencies.h>
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namespace AZ
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{
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namespace ShaderBuilder
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{
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static constexpr char ShaderAssetBuilderName[] = "ShaderAssetBuilder";
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static constexpr uint32_t ShaderAssetBuildTimestampParam = 0;
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//! The search will start in @currentFolderPath.
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//! if the file is not found then it searches in order of appearence in @includeDirectories.
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//! If the search yields no existing file it returns an empty string.
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static AZStd::string DiscoverFullPath(AZStd::string_view normalizedRelativePath, AZStd::string_view currentFolderPath, const AZStd::vector<AZStd::string>& includeDirectories)
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{
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AZStd::string fullPath;
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AzFramework::StringFunc::Path::Join(currentFolderPath.data(), normalizedRelativePath.data(), fullPath);
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if (AZ::IO::SystemFile::Exists(fullPath.c_str()))
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{
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return fullPath;
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}
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for (const auto &includeDir : includeDirectories)
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{
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AzFramework::StringFunc::Path::Join(includeDir.c_str(), normalizedRelativePath.data(), fullPath);
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if (AZ::IO::SystemFile::Exists(fullPath.c_str()))
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{
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return fullPath;
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}
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}
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return "";
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}
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// Appends to @includedFiles normalized paths of possible future locations of the file @normalizedRelativePath.
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// The future locations are each directory listed in @includeDirectories joined with @normalizedRelativePath.
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// This function is called when an included file doesn't exist but We need to declare source dependency so a .shader
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// asset is rebuilt when the missing file appears in the future.
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static void AppendListOfPossibleFutureLocations(AZStd::unordered_set<AZStd::string>& includedFiles, AZStd::string_view normalizedRelativePath, AZStd::string_view currentFolderPath, const AZStd::vector<AZStd::string>& includeDirectories)
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{
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AZStd::string fullPath;
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AzFramework::StringFunc::Path::Join(currentFolderPath.data(), normalizedRelativePath.data(), fullPath);
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includedFiles.insert(fullPath);
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for (const auto &includeDir : includeDirectories)
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{
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AzFramework::StringFunc::Path::Join(includeDir.c_str(), normalizedRelativePath.data(), fullPath);
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includedFiles.insert(fullPath);
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}
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}
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//! Parses, using depth-first recursive approach, azsl files. Looks for '#include <foo/bar/blah.h>' or '#include "foo/bar/blah.h"' lines
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//! and in turn parses the included files.
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//! The included files are searched in the directories listed in @includeDirectories. Basically it's a similar approach
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//! as how most C-preprocessors would find included files.
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static void GetListOfIncludedFiles(AZStd::string_view sourceFilePath, const AZStd::vector<AZStd::string>& includeDirectories,
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const ShaderBuilderUtility::IncludedFilesParser& includedFilesParser, AZStd::unordered_set<AZStd::string>& includedFiles)
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{
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auto outcome = includedFilesParser.ParseFileAndGetIncludedFiles(sourceFilePath);
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if (!outcome.IsSuccess())
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{
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AZ_Warning(ShaderAssetBuilderName, false, outcome.GetError().c_str());
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return;
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}
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// Cache the path of the folder where @sourceFilePath is located.
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AZStd::string sourceFileFolderPath;
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{
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AZStd::string drive;
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AzFramework::StringFunc::Path::Split(sourceFilePath.data(), &drive, &sourceFileFolderPath);
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if (!drive.empty())
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{
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AzFramework::StringFunc::Path::Join(drive.c_str(), sourceFileFolderPath.c_str(), sourceFileFolderPath);
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}
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}
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auto listOfRelativePaths = outcome.TakeValue();
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for (auto relativePath : listOfRelativePaths)
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{
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auto fullPath = DiscoverFullPath(relativePath, sourceFileFolderPath, includeDirectories);
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if (fullPath.empty())
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{
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// The file doesn't exist in any of the includeDirectories. It doesn't exist in @sourceFileFolderPath either.
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// The file may appear in the future in one of those directories, We must build an exhaustive list
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// of full file paths where the file may appear in the future.
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AppendListOfPossibleFutureLocations(includedFiles, relativePath, sourceFileFolderPath, includeDirectories);
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continue;
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}
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// Add the file to the list and keep parsing recursively.
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if (includedFiles.count(fullPath))
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{
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continue;
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}
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includedFiles.insert(fullPath);
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GetListOfIncludedFiles(fullPath, includeDirectories, includedFilesParser, includedFiles);
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}
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}
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void ShaderAssetBuilder::CreateJobs(const AssetBuilderSDK::CreateJobsRequest& request, AssetBuilderSDK::CreateJobsResponse& response) const
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{
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AZStd::string shaderAssetSourceFileFullPath;
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AzFramework::StringFunc::Path::ConstructFull(request.m_watchFolder.data(), request.m_sourceFile.data(), shaderAssetSourceFileFullPath, true);
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ShaderBuilderUtility::IncludedFilesParser includedFilesParser;
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AZ_TracePrintf(ShaderAssetBuilderName, "CreateJobs for Shader \"%s\"\n", shaderAssetSourceFileFullPath.data());
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// Used to synchronize versions of the ShaderAsset and ShaderVariantTreeAsset, especially during hot-reload.
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// Note it's probably important for this to be set once outside the platform loop so every platform's ShaderAsset
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// has the same value, because later the ShaderVariantTreeAsset job will fetch this value from the local ShaderAsset
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// which could cross platforms (i.e. building an android ShaderVariantTreeAsset on PC would fetch the tiemstamp from
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// the PC's ShaderAsset).
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AZ::u64 shaderAssetBuildTimestamp = AZStd::GetTimeUTCMilliSecond();
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// Need to get the name of the azsl file from the .shader source asset, to be able to declare a dependency to SRG Layout Job.
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// and the macro options to preprocess.
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auto descriptorParseOutcome = ShaderBuilderUtility::LoadShaderDataJson(shaderAssetSourceFileFullPath);
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if (!descriptorParseOutcome.IsSuccess())
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{
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AZ_Error(
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ShaderAssetBuilderName, false, "Failed to parse Shader Descriptor JSON: %s",
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descriptorParseOutcome.GetError().c_str());
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return;
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}
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RPI::ShaderSourceData shaderSourceData = descriptorParseOutcome.TakeValue();
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AZStd::string azslFullPath;
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ShaderBuilderUtility::GetAbsolutePathToAzslFile(shaderAssetSourceFileFullPath, shaderSourceData.m_source, azslFullPath);
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{
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// Add the AZSL as source dependency
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AssetBuilderSDK::SourceFileDependency azslFileDependency;
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azslFileDependency.m_sourceFileDependencyPath = azslFullPath;
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response.m_sourceFileDependencyList.emplace_back(azslFileDependency);
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}
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if (!IO::FileIOBase::GetInstance()->Exists(azslFullPath.c_str()))
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{
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AZ_Error(
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ShaderAssetBuilderName, false, "Shader program listed as the source entry does not exist: %s.", azslFullPath.c_str());
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// Even though there was an error here, don't stop, because we need to report the SourceFileDependency so when the azsl
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// file shows up the AP will try to recompile. We will go ahead and create the job anyway, and then ProcessJob can
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// report the failure.
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}
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GlobalBuildOptions buildOptions = ReadBuildOptions(ShaderAssetBuilderName);
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AZStd::unordered_set<AZStd::string> includedFiles;
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GetListOfIncludedFiles(azslFullPath, buildOptions.m_preprocessorSettings.m_projectIncludePaths, includedFilesParser, includedFiles);
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for (auto includePath : includedFiles)
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{
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AssetBuilderSDK::SourceFileDependency includeFileDependency;
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includeFileDependency.m_sourceFileDependencyPath = includePath;
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response.m_sourceFileDependencyList.emplace_back(includeFileDependency);
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}
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for (const AssetBuilderSDK::PlatformInfo& platformInfo : request.m_enabledPlatforms)
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{
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AZ_TraceContext("For platform", platformInfo.m_identifier.data());
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// Get the platform interfaces to be able to access the prepend file
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AZStd::vector<RHI::ShaderPlatformInterface*> platformInterfaces = ShaderBuilderUtility::DiscoverValidShaderPlatformInterfaces(platformInfo);
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if (platformInterfaces.empty())
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{
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continue;
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}
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AssetBuilderSDK::JobDescriptor jobDescriptor;
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jobDescriptor.m_priority = 2;
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jobDescriptor.m_critical = false;
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jobDescriptor.m_jobKey = ShaderAssetBuilderJobKey;
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jobDescriptor.SetPlatformIdentifier(platformInfo.m_identifier.c_str());
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jobDescriptor.m_jobParameters.emplace(ShaderAssetBuildTimestampParam, AZStd::to_string(shaderAssetBuildTimestamp));
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response.m_createJobOutputs.push_back(jobDescriptor);
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} // for all request.m_enabledPlatforms
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AZ_TracePrintf(
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ShaderAssetBuilderName, "CreateJobs for %s took %llu milliseconds", shaderAssetSourceFileFullPath.c_str(),
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AZStd::GetTimeUTCMilliSecond() - shaderAssetBuildTimestamp);
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response.m_result = AssetBuilderSDK::CreateJobsResultCode::Success;
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}
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static bool SerializeOutShaderAsset(Data::Asset<RPI::ShaderAsset> shaderAsset,
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const AZStd::string& tempDirPath,
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AssetBuilderSDK::ProcessJobResponse& response)
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{
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AZStd::string shaderAssetFileName = AZStd::string::format("%s.%s", shaderAsset->GetName().GetCStr(), RPI::ShaderAsset::Extension);
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AZStd::string shaderAssetOutputPath;
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AzFramework::StringFunc::Path::ConstructFull(tempDirPath.data(), shaderAssetFileName.data(), shaderAssetOutputPath, true);
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if (!Utils::SaveObjectToFile(shaderAssetOutputPath, DataStream::ST_BINARY, shaderAsset.Get()))
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{
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AZ_Error(ShaderAssetBuilderName, false, "Failed to output Shader Descriptor");
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return false;
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}
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AssetBuilderSDK::JobProduct shaderJobProduct;
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if (!AssetBuilderSDK::OutputObject(shaderAsset.Get(), shaderAssetOutputPath, azrtti_typeid<RPI::ShaderAsset>(),
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aznumeric_cast<uint32_t>(RPI::ShaderAssetSubId::ShaderAsset), shaderJobProduct))
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{
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AZ_Error(ShaderAssetBuilderName, false, "Failed to output product dependencies.");
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return false;
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}
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response.m_outputProducts.push_back(AZStd::move(shaderJobProduct));
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return true;
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}
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static AZ::Outcome<RHI::ShaderStageAttributeMapList, AZStd::string> BuildAttributesMap(
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const RHI::ShaderPlatformInterface* shaderPlatformInterface,
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const AzslData& azslData,
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const MapOfStringToStageType& shaderEntryPoints,
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bool& hasRasterProgram)
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{
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hasRasterProgram = false;
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bool hasComputeProgram = false;
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bool hasRayTracingProgram = false;
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RHI::ShaderStageAttributeMapList attributeMaps;
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attributeMaps.resize(RHI::ShaderStageCount);
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for (const auto& shaderEntryPoint : shaderEntryPoints)
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{
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auto shaderEntryName = shaderEntryPoint.first;
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auto shaderStageType = shaderEntryPoint.second;
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auto assetBuilderShaderType = ShaderBuilderUtility::ToAssetBuilderShaderType(shaderStageType);
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hasRasterProgram |= shaderPlatformInterface->IsShaderStageForRaster(assetBuilderShaderType);
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hasComputeProgram |= shaderPlatformInterface->IsShaderStageForCompute(assetBuilderShaderType);
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hasRayTracingProgram |= shaderPlatformInterface->IsShaderStageForRayTracing(assetBuilderShaderType);
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auto findId = AZStd::find_if(AZ_BEGIN_END(azslData.m_functions), [&shaderEntryPoint](const auto& func) {
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return func.m_name == shaderEntryPoint.first;
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});
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if (findId == azslData.m_functions.end())
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{
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// shaderData.m_functions only contains Vertex, Fragment and Compute entries for now
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// Tessellation shaders will need to be handled too
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continue;
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}
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const auto shaderStage = ToRHIShaderStage(assetBuilderShaderType);
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for (const auto& attr : findId->attributesList)
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{
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// Some stages like RHI::ShaderStage::Tessellation are compound and consist of two or more shader entries
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const Name& attributeName = attr.first;
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const RHI::ShaderStageAttributeArguments& args = attr.second;
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const auto stageIndex = static_cast<uint32_t>(shaderStage);
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AZ_Assert(stageIndex < RHI::ShaderStageCount, "Invalid shader stage specified!");
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attributeMaps[stageIndex][attributeName] = args;
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}
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}
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if (hasRasterProgram && hasComputeProgram)
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{
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return AZ::Failure(AZStd::string(" Shader asset descriptor defines both a raster entry point and a compute entry point."));
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}
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if (!hasRasterProgram && !hasComputeProgram && !hasRayTracingProgram)
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{
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return AZ::Failure(
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AZStd::string( "Shader asset descriptor has a program variant that does not define any entry points."
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" Please declare entry points in the .shader file."));
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}
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return AZ::Success(attributeMaps);
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}
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void ShaderAssetBuilder::ProcessJob(const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response) const
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{
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AZ::Debug::Timer timer;
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timer.Stamp();
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AZStd::string shaderFullPath;
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AzFramework::StringFunc::Path::ConstructFull(request.m_watchFolder.c_str(), request.m_sourceFile.c_str(), shaderFullPath, true);
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// Save .shader file name (no extension and no parent directory path)
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AZStd::string shaderFileName;
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AzFramework::StringFunc::Path::GetFileName(request.m_sourceFile.c_str(), shaderFileName);
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// No error checking because the same calls were already executed during CreateJobs()
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auto descriptorParseOutcome = ShaderBuilderUtility::LoadShaderDataJson(shaderFullPath);
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RPI::ShaderSourceData shaderSourceData = descriptorParseOutcome.TakeValue();
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AZStd::string azslFullPath;
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ShaderBuilderUtility::GetAbsolutePathToAzslFile(shaderFullPath, shaderSourceData.m_source, azslFullPath);
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AZ_TracePrintf(ShaderAssetBuilderName, "Original AZSL File: %s \n", azslFullPath.c_str());
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// The directory where the Azsl file was found must be added to the list of include paths
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AZStd::string azslFolderPath;
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AzFramework::StringFunc::Path::GetFolderPath(azslFullPath.c_str(), azslFolderPath);
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GlobalBuildOptions buildOptions = ReadBuildOptions(ShaderAssetBuilderName, azslFolderPath.c_str());
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// Request the list of valid shader platform interfaces for the target platform.
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AZStd::vector<RHI::ShaderPlatformInterface*> platformInterfaces = ShaderBuilderUtility::DiscoverEnabledShaderPlatformInterfaces(
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request.m_platformInfo, shaderSourceData);
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if (platformInterfaces.empty())
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{
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//No work to do. Exit gracefully.
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AZ_TracePrintf(ShaderAssetBuilderName,
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"No azshader is produced on behalf of %s because all valid RHI backends were disabled for this shader.\n",
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shaderFullPath.c_str());
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response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Success;
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return;
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}
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// Get the time stamp string as u64, and also convert back to string to make sure it was converted correctly.
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AZ::u64 shaderAssetBuildTimestamp = 0;
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auto shaderAssetBuildTimestampIterator = request.m_jobDescription.m_jobParameters.find(ShaderAssetBuildTimestampParam);
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if (shaderAssetBuildTimestampIterator != request.m_jobDescription.m_jobParameters.end())
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{
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shaderAssetBuildTimestamp = AZStd::stoull(shaderAssetBuildTimestampIterator->second);
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if (AZStd::to_string(shaderAssetBuildTimestamp) != shaderAssetBuildTimestampIterator->second)
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{
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response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
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AZ_Assert(false, "Incorrect conversion of ShaderAssetBuildTimestampParam");
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return;
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}
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}
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else
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{
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// CreateJobs was not successful if there's no timestamp property in m_jobParameters.
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response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
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AZ_Assert(false, "Missing ShaderAssetBuildTimestampParam");
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return;
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}
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auto supervariantList = ShaderBuilderUtility::GetSupervariantListFromShaderSourceData(shaderSourceData);
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RPI::ShaderAssetCreator shaderAssetCreator;
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shaderAssetCreator.Begin(Uuid::CreateRandom());
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shaderAssetCreator.SetName(AZ::Name{shaderFileName.c_str()});
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shaderAssetCreator.SetDrawListName(Name(shaderSourceData.m_drawListName));
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shaderAssetCreator.SetShaderAssetBuildTimestamp(shaderAssetBuildTimestamp);
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// The ShaderOptionGroupLayout must be the same across all supervariants because
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// there can be only a single ShaderVariantTreeAsset per ShaderAsset.
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// We will store here the one that results when the *.azslin file is
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// compiled for the default, nameless, supervariant.
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// For all other supervariants we just make sure the hashes are the same
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// as this one.
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RPI::Ptr<RPI::ShaderOptionGroupLayout> finalShaderOptionGroupLayout = nullptr;
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// Time to describe the big picture.
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// 1- Preprocess an AZSL file with MCPP (a C-Preprocessor), and generate a flat AZSL file without #include lines and any macros in it.
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// Let's call it the Flat-AZSL file. There are two levels of macro definition that need to be merged before we can invoke MCPP:
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// 1.1- From <GameProject>/Config/shader_global_build_options.json, which we have stored in the local variable @buildOptions.
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// 1.2- From the "Supervariant" definition key, which can be different for each supervariant.
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// 2- There will be one Flat-AZSL per supervariant. Each Flat-AZSL will be transpiled to HLSL with AZSLc. This means there will be one HLSL file
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// per supervariant.
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// 3- The generated HLSL (one HLSL per supervariant) file may contain C-Preprocessor Macros inserted by AZSLc. And that file will be given to DXC.
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// DXC has a preprocessor embedded in it. DXC will be executed once for each entry function listed in the .shader file.
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// There will be one DXIL compiled binary for each entry function. All the DXIL compiled binaries for each supervariant will be combined
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// in the ROOT ShaderVariantAsset.
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// Remark: In general, the work done by the ShaderVariantAssetBuilder is similar, but it will start from the HLSL file created; in step 2, mentioned above; by this builder,
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// for each supervariant.
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// At this moment We have global build options that should be merged with the build options that are common
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// to all the supervariants of this shader.
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buildOptions.m_compilerArguments.Merge(shaderSourceData.m_compiler);
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for (RHI::ShaderPlatformInterface* shaderPlatformInterface : platformInterfaces)
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{
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AZStd::string apiName(shaderPlatformInterface->GetAPIName().GetCStr());
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AZ_TraceContext("Platform API", apiName);
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// Signal the begin of shader data for an RHI API.
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shaderAssetCreator.BeginAPI(shaderPlatformInterface->GetAPIType());
|
|
|
|
// Each shaderPlatformInterface has its own azsli header that needs to be prepended to the AZSL file before
|
|
// preprocessing. We will create a new temporary file that contains the combined data.
|
|
RHI::PrependArguments args;
|
|
args.m_sourceFile = azslFullPath.c_str();
|
|
args.m_prependFile = shaderPlatformInterface->GetAzslHeader(request.m_platformInfo);
|
|
args.m_addSuffixToFileName = apiName.c_str();
|
|
args.m_destinationFolder = request.m_tempDirPath.c_str();
|
|
|
|
AZStd::string prependedAzslFilePath = RHI::PrependFile(args);
|
|
if (prependedAzslFilePath == azslFullPath)
|
|
{
|
|
// The specific error is already reported by RHI::PrependFile().
|
|
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
|
|
return;
|
|
}
|
|
|
|
// Cache common AZSLC invokation arguments related with the current RHI Backend.
|
|
// Each supervariant can, optionally, remove or add more arguments for AZSLc.
|
|
AZStd::string commonAzslcCompilerParameters =
|
|
shaderPlatformInterface->GetAzslCompilerParameters(buildOptions.m_compilerArguments);
|
|
commonAzslcCompilerParameters += " ";
|
|
commonAzslcCompilerParameters +=
|
|
shaderPlatformInterface->GetAzslCompilerWarningParameters(buildOptions.m_compilerArguments);
|
|
AtomShaderConfig::AddParametersFromConfigFile(commonAzslcCompilerParameters, request.m_platformInfo);
|
|
|
|
// The register number only makes sense if the platform uses "spaces",
|
|
// since the register Id of the resource will not change even if the pipeline layout changes.
|
|
// We can pass in a default ShaderCompilerArguments because all we care about is whether the shaderPlatformInterface
|
|
// appends the "--use-spaces" flag.
|
|
const bool platformUsesRegisterSpaces =
|
|
(AzFramework::StringFunc::Find(commonAzslcCompilerParameters, "--use-spaces") != AZStd::string::npos);
|
|
|
|
uint32_t supervariantIndex = 0;
|
|
for (const auto& supervariantInfo : supervariantList)
|
|
{
|
|
AssetBuilderSDK::JobCancelListener jobCancelListener(request.m_jobId);
|
|
if (jobCancelListener.IsCancelled())
|
|
{
|
|
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Cancelled;
|
|
return;
|
|
}
|
|
|
|
shaderAssetCreator.BeginSupervariant(supervariantInfo.m_name);
|
|
|
|
// Let's combine the global macro definitions, with the macro definitions particular to this
|
|
// supervariant. Two steps:
|
|
// 1- Supervariants can specify which macros to remove from the global definitions.
|
|
AZStd::vector<AZStd::string> macroDefinitionNamesToRemove = supervariantInfo.GetCombinedListOfMacroDefinitionNamesToRemove();
|
|
PreprocessorOptions preprocessorOptions = buildOptions.m_preprocessorSettings;
|
|
preprocessorOptions.RemovePredefinedMacros(macroDefinitionNamesToRemove);
|
|
// 2- Supervariants can specify which macros to add.
|
|
AZStd::vector<AZStd::string> macroDefinitionsToAdd = supervariantInfo.GetMacroDefinitionsToAdd();
|
|
preprocessorOptions.m_predefinedMacros.insert(
|
|
preprocessorOptions.m_predefinedMacros.end(), macroDefinitionsToAdd.begin(), macroDefinitionsToAdd.end());
|
|
// Run the preprocessor.
|
|
PreprocessorData output;
|
|
const bool preprocessorSuccess = PreprocessFile(prependedAzslFilePath, output, preprocessorOptions, true, true);
|
|
RHI::ReportMessages(ShaderAssetBuilderName, output.diagnostics, !preprocessorSuccess);
|
|
// Dump the preprocessed string as a flat AZSL file with extension .azslin, which will be given to AZSLc to generate the HLSL file.
|
|
AZStd::string superVariantAzslinStemName = shaderFileName;
|
|
if (!supervariantInfo.m_name.IsEmpty())
|
|
{
|
|
superVariantAzslinStemName += AZStd::string::format("-%s", supervariantInfo.m_name.GetCStr());
|
|
}
|
|
AZStd::string azslinFullPath = ShaderBuilderUtility::DumpPreprocessedCode(
|
|
ShaderAssetBuilderName, output.code, request.m_tempDirPath, superVariantAzslinStemName,
|
|
apiName);
|
|
if (azslinFullPath.empty())
|
|
{
|
|
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
|
|
return;
|
|
}
|
|
AZ_TracePrintf(ShaderAssetBuilderName, "Preprocessed AZSL File: %s \n", prependedAzslFilePath.c_str());
|
|
|
|
// Before transpiling the flat-AZSL(.azslin) file into HLSL it is necessary
|
|
// to setup the AZSLc arguments as required by the current supervariant.
|
|
AZStd::string azslcCompilerParameters = supervariantInfo.GetCustomizedArgumentsForAzslc(commonAzslcCompilerParameters);
|
|
|
|
// Ready to transpile the azslin file into HLSL.
|
|
ShaderBuilder::AzslCompiler azslc(azslinFullPath);
|
|
AZStd::string hlslFullPath = AZStd::string::format("%s_%s.hlsl", superVariantAzslinStemName.c_str(), apiName.c_str());
|
|
AzFramework::StringFunc::Path::Join(request.m_tempDirPath.c_str(), hlslFullPath.c_str(), hlslFullPath, true);
|
|
auto emitFullOutcome = azslc.EmitFullData(azslcCompilerParameters, hlslFullPath);
|
|
if (!emitFullOutcome.IsSuccess())
|
|
{
|
|
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
|
|
return;
|
|
}
|
|
ShaderBuilderUtility::AzslSubProducts::Paths subProductsPaths = emitFullOutcome.TakeValue();
|
|
|
|
// In addition to the hlsl file, there are other json files that were generated.
|
|
// Each output file will become a product.
|
|
for (int i = 0; i < subProductsPaths.size(); ++i)
|
|
{
|
|
AssetBuilderSDK::JobProduct jobProduct;
|
|
jobProduct.m_productFileName = subProductsPaths[i];
|
|
static const AZ::Uuid AzslOutcomeType = "{6977AEB1-17AD-4992-957B-23BB2E85B18B}";
|
|
jobProduct.m_productAssetType = AzslOutcomeType;
|
|
// uint32_t rhiApiUniqueIndex, uint32_t supervariantIndex, uint32_t subProductType
|
|
jobProduct.m_productSubID = RPI::ShaderAsset::MakeProductAssetSubId(
|
|
shaderPlatformInterface->GetAPIUniqueIndex(), supervariantIndex,
|
|
aznumeric_cast<uint32_t>(ShaderBuilderUtility::AzslSubProducts::SubList[i]));
|
|
jobProduct.m_dependenciesHandled = true;
|
|
// Note that the output products are not traditional product assets that will be used by the game project.
|
|
// They are artifacts that are produced once, cached, and used later by other AssetBuilders as a way to centralize
|
|
// build organization.
|
|
response.m_outputProducts.push_back(AZStd::move(jobProduct));
|
|
}
|
|
|
|
AZStd::shared_ptr<ShaderFiles> files(new ShaderFiles);
|
|
AzslData azslData(files);
|
|
azslData.m_preprocessedFullPath = azslinFullPath;
|
|
RPI::ShaderResourceGroupLayoutList srgLayoutList;
|
|
RPI::Ptr<RPI::ShaderOptionGroupLayout> shaderOptionGroupLayout = RPI::ShaderOptionGroupLayout::Create();
|
|
BindingDependencies bindingDependencies;
|
|
RootConstantData rootConstantData;
|
|
AssetBuilderSDK::ProcessJobResultCode azslJsonReadResult = ShaderBuilderUtility::PopulateAzslDataFromJsonFiles(
|
|
ShaderAssetBuilderName, subProductsPaths, platformUsesRegisterSpaces, azslData, srgLayoutList, shaderOptionGroupLayout,
|
|
bindingDependencies, rootConstantData);
|
|
if (azslJsonReadResult != AssetBuilderSDK::ProcessJobResult_Success)
|
|
|
|
{
|
|
response.m_resultCode = azslJsonReadResult;
|
|
return;
|
|
}
|
|
|
|
shaderAssetCreator.SetSrgLayoutList(srgLayoutList);
|
|
|
|
if (!finalShaderOptionGroupLayout)
|
|
{
|
|
finalShaderOptionGroupLayout = shaderOptionGroupLayout;
|
|
shaderAssetCreator.SetShaderOptionGroupLayout(finalShaderOptionGroupLayout);
|
|
[[maybe_unused]] const uint32_t usedShaderOptionBits = shaderOptionGroupLayout->GetBitSize();
|
|
AZ_TracePrintf(
|
|
ShaderAssetBuilderName, "Note: This shader uses %u of %u available shader variant key bits. \n",
|
|
usedShaderOptionBits, RPI::ShaderVariantKeyBitCount);
|
|
}
|
|
else
|
|
{
|
|
if (finalShaderOptionGroupLayout->GetHash() != shaderOptionGroupLayout->GetHash())
|
|
{
|
|
AZ_Error(
|
|
ShaderAssetBuilderName, false, "Supervariant %s has a different ShaderOptionGroupLayout",
|
|
supervariantInfo.m_name.GetCStr())
|
|
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (shaderSourceData.m_programSettings.m_entryPoints.empty())
|
|
{
|
|
AZ_Error( ShaderAssetBuilderName, false, "ProgramSettings must specify entry points.");
|
|
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
|
|
return;
|
|
}
|
|
|
|
// Discover entry points & type of programs.
|
|
MapOfStringToStageType shaderEntryPoints;
|
|
for (const auto& entryPoint : shaderSourceData.m_programSettings.m_entryPoints)
|
|
{
|
|
shaderEntryPoints[entryPoint.m_name] = entryPoint.m_type;
|
|
}
|
|
|
|
bool hasRasterProgram = false;
|
|
auto attributeMapsOutcome = BuildAttributesMap(shaderPlatformInterface, azslData, shaderEntryPoints, hasRasterProgram);
|
|
if (!attributeMapsOutcome.IsSuccess())
|
|
{
|
|
AZ_Error(ShaderAssetBuilderName, false, "%s\n", attributeMapsOutcome.GetError().c_str());
|
|
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
|
|
return;
|
|
}
|
|
shaderAssetCreator.SetShaderStageAttributeMapList(attributeMapsOutcome.TakeValue());
|
|
|
|
// Check if we were canceled before we do any heavy processing of
|
|
// the shader data (compiling the shader kernels, processing SRG
|
|
// and pipeline layout data, etc.).
|
|
if (jobCancelListener.IsCancelled())
|
|
{
|
|
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Cancelled;
|
|
return;
|
|
}
|
|
|
|
RHI::Ptr<RHI::PipelineLayoutDescriptor> pipelineLayoutDescriptor =
|
|
ShaderBuilderUtility::BuildPipelineLayoutDescriptorForApi(
|
|
ShaderAssetBuilderName, srgLayoutList, shaderEntryPoints, buildOptions.m_compilerArguments, rootConstantData,
|
|
shaderPlatformInterface, bindingDependencies);
|
|
if (!pipelineLayoutDescriptor)
|
|
{
|
|
AZ_Error(
|
|
ShaderAssetBuilderName, false, "Failed to build pipeline layout descriptor for api=[%s]",
|
|
shaderPlatformInterface->GetAPIName().GetCStr());
|
|
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
|
|
return;
|
|
}
|
|
|
|
shaderAssetCreator.SetPipelineLayout(pipelineLayoutDescriptor);
|
|
|
|
|
|
RPI::ShaderInputContract shaderInputContract;
|
|
RPI::ShaderOutputContract shaderOutputContract;
|
|
size_t colorAttachmentCount = 0;
|
|
ShaderBuilderUtility::CreateShaderInputAndOutputContracts(
|
|
azslData, shaderEntryPoints, *shaderOptionGroupLayout.get(),
|
|
subProductsPaths[ShaderBuilderUtility::AzslSubProducts::om],
|
|
subProductsPaths[ShaderBuilderUtility::AzslSubProducts::ia],
|
|
shaderInputContract, shaderOutputContract, colorAttachmentCount);
|
|
shaderAssetCreator.SetInputContract(shaderInputContract);
|
|
shaderAssetCreator.SetOutputContract(shaderOutputContract);
|
|
|
|
if (hasRasterProgram)
|
|
{
|
|
// Set the various states to what is in the descriptor.
|
|
const RHI::TargetBlendState& targetBlendState = shaderSourceData.m_blendState;
|
|
RHI::RenderStates renderStates;
|
|
renderStates.m_rasterState = shaderSourceData.m_rasterState;
|
|
renderStates.m_depthStencilState = shaderSourceData.m_depthStencilState;
|
|
// [GFX TODO][ATOM-930] We should support unique blend states per RT
|
|
for (size_t i = 0; i < colorAttachmentCount; ++i)
|
|
{
|
|
renderStates.m_blendState.m_targets[i] = targetBlendState;
|
|
}
|
|
|
|
shaderAssetCreator.SetRenderStates(renderStates);
|
|
}
|
|
|
|
Outcome<AZStd::string, AZStd::string> hlslSourceCodeOutcome = Utils::ReadFile(hlslFullPath, AZ::RPI::JsonUtils::DefaultMaxFileSize);
|
|
if (!hlslSourceCodeOutcome.IsSuccess())
|
|
{
|
|
AZ_Error(
|
|
ShaderAssetBuilderName, false, "Failed to obtain shader source from %s. [%s]", hlslFullPath.c_str(),
|
|
hlslSourceCodeOutcome.GetError().c_str());
|
|
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
|
|
return;
|
|
}
|
|
AZStd::string hlslSourceCode = hlslSourceCodeOutcome.TakeValue();
|
|
|
|
// The root ShaderVariantAsset needs to be created with the known uuid of the source .shader asset because
|
|
// the ShaderAsset owns a Data::Asset<> reference that gets serialized. It must have the correct uuid
|
|
// so the root ShaderVariantAsset is found when the ShaderAsset is deserialized.
|
|
uint32_t rootVariantProductSubId = RPI::ShaderAsset::MakeProductAssetSubId(
|
|
shaderPlatformInterface->GetAPIUniqueIndex(), supervariantIndex,
|
|
aznumeric_cast<uint32_t>(RPI::ShaderAssetSubId::RootShaderVariantAsset));
|
|
auto assetIdOutcome = RPI::AssetUtils::MakeAssetId(shaderFullPath, rootVariantProductSubId);
|
|
AZ_Assert(assetIdOutcome.IsSuccess(), "Failed to get AssetId from shader %s", shaderFullPath.c_str());
|
|
const Data::AssetId variantAssetId = assetIdOutcome.TakeValue();
|
|
|
|
RPI::ShaderVariantListSourceData::VariantInfo rootVariantInfo;
|
|
ShaderVariantCreationContext shaderVariantCreationContext = {
|
|
*shaderPlatformInterface,
|
|
request.m_platformInfo,
|
|
buildOptions.m_compilerArguments,
|
|
request.m_tempDirPath,
|
|
shaderAssetBuildTimestamp,
|
|
shaderSourceData,
|
|
*shaderOptionGroupLayout.get(),
|
|
shaderEntryPoints,
|
|
variantAssetId,
|
|
superVariantAzslinStemName,
|
|
hlslFullPath,
|
|
hlslSourceCode};
|
|
|
|
|
|
AZStd::optional<RHI::ShaderPlatformInterface::ByProducts> outputByproducts;
|
|
auto rootShaderVariantAssetOutcome = ShaderVariantAssetBuilder::CreateShaderVariantAsset(rootVariantInfo, shaderVariantCreationContext, outputByproducts);
|
|
if (!rootShaderVariantAssetOutcome.IsSuccess())
|
|
{
|
|
AZ_Error(ShaderAssetBuilderName, false, "%s\n", rootShaderVariantAssetOutcome.GetError().c_str())
|
|
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
|
|
return;
|
|
}
|
|
Data::Asset<RPI::ShaderVariantAsset> rootShaderVariantAsset = rootShaderVariantAssetOutcome.TakeValue();
|
|
|
|
shaderAssetCreator.SetRootShaderVariantAsset(rootShaderVariantAsset);
|
|
|
|
if (!shaderAssetCreator.EndSupervariant())
|
|
{
|
|
AZ_Error(
|
|
ShaderAssetBuilderName, false, "Failed to create shader asset for supervariant [%s]", supervariantInfo.m_name.GetCStr())
|
|
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
|
|
return;
|
|
}
|
|
|
|
// Time to save the root variant related assets in the cache.
|
|
AssetBuilderSDK::JobProduct assetProduct;
|
|
if (!ShaderVariantAssetBuilder::SerializeOutShaderVariantAsset(
|
|
rootShaderVariantAsset, superVariantAzslinStemName, request.m_tempDirPath, *shaderPlatformInterface,
|
|
rootVariantProductSubId,
|
|
assetProduct))
|
|
{
|
|
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
|
|
return;
|
|
}
|
|
response.m_outputProducts.push_back(assetProduct);
|
|
|
|
if (outputByproducts)
|
|
{
|
|
// add byproducts as job output products:
|
|
uint32_t subProductType = aznumeric_cast<uint32_t>(RPI::ShaderAssetSubId::FirstByProduct);
|
|
for (const AZStd::string& byproduct : outputByproducts.value().m_intermediatePaths)
|
|
{
|
|
AssetBuilderSDK::JobProduct jobProduct;
|
|
jobProduct.m_productFileName = byproduct;
|
|
jobProduct.m_productAssetType = Uuid::CreateName("DebugInfoByProduct-PdbOrDxilTxt");
|
|
jobProduct.m_productSubID = RPI::ShaderAsset::MakeProductAssetSubId(
|
|
shaderPlatformInterface->GetAPIUniqueIndex(), supervariantIndex,
|
|
subProductType++);
|
|
response.m_outputProducts.push_back(AZStd::move(jobProduct));
|
|
}
|
|
}
|
|
|
|
|
|
supervariantIndex++;
|
|
|
|
} // end for the supervariant
|
|
|
|
shaderAssetCreator.EndAPI();
|
|
|
|
} // end for all ShaderPlatformInterfaces
|
|
|
|
Data::Asset<RPI::ShaderAsset> shaderAsset;
|
|
if (!shaderAssetCreator.End(shaderAsset))
|
|
{
|
|
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
|
|
return;
|
|
}
|
|
|
|
if (!SerializeOutShaderAsset(shaderAsset, request.m_tempDirPath, response))
|
|
{
|
|
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
|
|
return;
|
|
}
|
|
|
|
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Success;
|
|
|
|
AZ_TracePrintf(ShaderAssetBuilderName, "Finished processing %s in %.3f seconds\n", request.m_sourceFile.c_str(), timer.GetDeltaTimeInSeconds());
|
|
|
|
ShaderBuilderUtility::LogProfilingData(ShaderAssetBuilderName, shaderFileName);
|
|
}
|
|
|
|
} // ShaderBuilder
|
|
} // AZ
|