|
@@ -0,0 +1,391 @@
|
|
|
+/*
|
|
|
+ * 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 <AzCore/IO/Path/Path.h>
|
|
|
+#include <AzCore/Utils/Utils.h>
|
|
|
+#include <AzFramework/IO/LocalFileIO.h>
|
|
|
+
|
|
|
+#include <Atom/RPI.Public/View.h>
|
|
|
+
|
|
|
+#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
|
|
|
+
|
|
|
+#include <SampleComponentManager.h>
|
|
|
+#include <SampleComponentConfig.h>
|
|
|
+
|
|
|
+#include <Automation/AssetStatusTracker.h>
|
|
|
+
|
|
|
+#include "ShaderReloadTestComponent.h"
|
|
|
+
|
|
|
+namespace AtomSampleViewer
|
|
|
+{
|
|
|
+ void ShaderReloadTestComponent::Reflect(AZ::ReflectContext* context)
|
|
|
+ {
|
|
|
+ if (AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
|
|
|
+ {
|
|
|
+ serializeContext->Class < ShaderReloadTestComponent, AZ::Component>()
|
|
|
+ ->Version(0)
|
|
|
+ ;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ ShaderReloadTestComponent::ShaderReloadTestComponent()
|
|
|
+ {
|
|
|
+ }
|
|
|
+
|
|
|
+ void ShaderReloadTestComponent::InitTestDataFolders()
|
|
|
+ {
|
|
|
+ m_relativeTestDataFolder = "Shaders/ShaderReloadTest/TestData";
|
|
|
+ m_relativeTempSourceFolder = "Shaders/ShaderReloadTest/Temp";
|
|
|
+
|
|
|
+ auto io = AZ::IO::LocalFileIO::GetInstance();
|
|
|
+
|
|
|
+ auto projectPath = AZ::Utils::GetProjectPath();
|
|
|
+ AzFramework::StringFunc::Path::Join(projectPath.c_str(), m_relativeTestDataFolder.c_str(), m_absoluteTestDataFolder);
|
|
|
+ if (!io->Exists(m_absoluteTestDataFolder.c_str()))
|
|
|
+ {
|
|
|
+ AZ_Error("ShaderReloadTestComponent", false, "Could not find source folder '%s'. This sample can only be used on dev platforms.", m_absoluteTestDataFolder.c_str());
|
|
|
+ m_absoluteTestDataFolder.clear();
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ AzFramework::StringFunc::Path::Join(projectPath.c_str(), m_relativeTempSourceFolder.c_str(), m_absoluteTempSourceFolder);
|
|
|
+ if (!io->CreatePath(m_absoluteTempSourceFolder.c_str()))
|
|
|
+ {
|
|
|
+ AZ_Error("ShaderReloadTestComponent", false, "Could not create temp folder '%s'.", m_absoluteTempSourceFolder.c_str());
|
|
|
+ m_absoluteTempSourceFolder.clear();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void ShaderReloadTestComponent::CopyTestFile(const char * originalName, const char * newName, bool replaceIfExists)
|
|
|
+ {
|
|
|
+ auto io = AZ::IO::LocalFileIO::GetInstance();
|
|
|
+
|
|
|
+ AZStd::string newFilePath;
|
|
|
+ AzFramework::StringFunc::Path::Join(m_absoluteTempSourceFolder.c_str(), newName, newFilePath);
|
|
|
+ if (io->Exists(newFilePath.c_str()))
|
|
|
+ {
|
|
|
+ if (!replaceIfExists)
|
|
|
+ {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ AZStd::string originalFilePath;
|
|
|
+ AzFramework::StringFunc::Path::Join(m_absoluteTestDataFolder.c_str(), originalName, originalFilePath);
|
|
|
+ if (!io->Exists(originalFilePath.c_str()))
|
|
|
+ {
|
|
|
+ AZ_Error("ShaderReloadTestComponent", false, "Could not find source file '%s'. This sample can only be used on dev platforms.", originalFilePath.c_str());
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Instead of copying the file using AZ::IO::LocalFileIO, we load the file and write out a new file over top
|
|
|
+ // the destination. This is necessary to make the AP reliably detect the changes (if we just copy the file,
|
|
|
+ // sometimes it recognizes the OS level copy as an updated file and sometimes not).
|
|
|
+
|
|
|
+ AZ::IO::Path copyFrom = AZ::IO::Path(originalFilePath);
|
|
|
+ AZ::IO::Path copyTo = AZ::IO::Path(newFilePath);
|
|
|
+
|
|
|
+ m_fileIoErrorHandler.BusConnect();
|
|
|
+
|
|
|
+ auto readResult = AZ::Utils::ReadFile(copyFrom.c_str());
|
|
|
+ if (!readResult.IsSuccess())
|
|
|
+ {
|
|
|
+ m_fileIoErrorHandler.ReportLatestIOError(readResult.GetError());
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ auto writeResult = AZ::Utils::WriteFile(readResult.GetValue(), copyTo.c_str());
|
|
|
+ if (!writeResult.IsSuccess())
|
|
|
+ {
|
|
|
+ m_fileIoErrorHandler.ReportLatestIOError(writeResult.GetError());
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ m_fileIoErrorHandler.BusDisconnect();
|
|
|
+ }
|
|
|
+
|
|
|
+ void ShaderReloadTestComponent::DeleteTestFile(const char* tempSourceFile)
|
|
|
+ {
|
|
|
+ AZ::IO::Path deletePath = AZ::IO::Path(m_absoluteTempSourceFolder).Append(tempSourceFile);
|
|
|
+
|
|
|
+ if (AZ::IO::LocalFileIO::GetInstance()->Exists(deletePath.c_str()))
|
|
|
+ {
|
|
|
+ m_fileIoErrorHandler.BusConnect();
|
|
|
+
|
|
|
+ if (!AZ::IO::LocalFileIO::GetInstance()->Remove(deletePath.c_str()))
|
|
|
+ {
|
|
|
+ m_fileIoErrorHandler.ReportLatestIOError(AZStd::string::format("Failed to delete '%s'.", deletePath.c_str()));
|
|
|
+ }
|
|
|
+
|
|
|
+ m_fileIoErrorHandler.BusDisconnect();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ bool ShaderReloadTestComponent::ReadInConfig(const AZ::ComponentConfig*)
|
|
|
+ {
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ void ShaderReloadTestComponent::Activate()
|
|
|
+ {
|
|
|
+ InitTestDataFolders();
|
|
|
+
|
|
|
+ AZ::TickBus::Handler::BusConnect();
|
|
|
+ // connect to the bus before creating new pipeline
|
|
|
+ AZ::Render::Bootstrap::DefaultWindowNotificationBus::Handler::BusConnect();
|
|
|
+
|
|
|
+ PreloadFullscreenShader();
|
|
|
+
|
|
|
+
|
|
|
+ //AssetStatusTracker assetStatusTracker;
|
|
|
+ //assetStatusTracker.StartTracking();
|
|
|
+ //
|
|
|
+ //AZStd::string shaderSourcePath;
|
|
|
+ //AzFramework::StringFunc::Path::Join(m_relativeTempSourceFolder.c_str(), "Fullscreen.shader", shaderSourcePath);
|
|
|
+ //assetStatusTracker.ExpectAsset(shaderSourcePath, 1);
|
|
|
+ //
|
|
|
+ //// A short wait is necessary as the pipeline creation will fatally fail
|
|
|
+ //// if the "Fullscreen.azshader" doesn't exist.
|
|
|
+ //const uint32_t MaxWaitTimeMillis = 10000;
|
|
|
+ //const uint32_t MilliWaits = 50;
|
|
|
+ //uint32_t timeWaitMillis = 0;
|
|
|
+ //while (!assetStatusTracker.DidExpectedAssetsFinish())
|
|
|
+ //{
|
|
|
+ // AZStd::this_thread::sleep_for(AZStd::chrono::milliseconds(MilliWaits));
|
|
|
+ // timeWaitMillis += MilliWaits;
|
|
|
+ // if (timeWaitMillis >= MaxWaitTimeMillis)
|
|
|
+ // {
|
|
|
+ // AZ_Error(LogName, false, "Failed to activate this test because exceeded wait time of %u milliseconds", MaxWaitTimeMillis);
|
|
|
+ // return;
|
|
|
+ // }
|
|
|
+ //}
|
|
|
+ //assetStatusTracker.StopTracking();
|
|
|
+
|
|
|
+ // The above wait time is just for shader recompilation, it is important to wait a little bit more
|
|
|
+ // for the shader asset to be discoverable when the FullscreenTriangle pass is loaded and tries
|
|
|
+ // to reference the shader. 1 second is plenty and generous.
|
|
|
+ //AZStd::this_thread::sleep_for(AZStd::chrono::milliseconds(1000));
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ void ShaderReloadTestComponent::PreloadFullscreenShader()
|
|
|
+ {
|
|
|
+ m_initialized = false;
|
|
|
+ CopyTestFile(RedShaderFile, "Fullscreen.azsl");
|
|
|
+ CopyTestFile("Fullscreen.shader.txt", "Fullscreen.shader");
|
|
|
+ m_expectedPixelColor = RED_COLOR;
|
|
|
+
|
|
|
+ AZStd::string shaderAssetPath;
|
|
|
+ AzFramework::StringFunc::Path::Join(m_relativeTempSourceFolder.c_str(), "Fullscreen.azshader", shaderAssetPath);
|
|
|
+
|
|
|
+ AZStd::vector<AZ::AssetCollectionAsyncLoader::AssetToLoadInfo> assetList = {
|
|
|
+ {shaderAssetPath, azrtti_typeid<AZ::RPI::ShaderAsset>()},
|
|
|
+ };
|
|
|
+
|
|
|
+ m_assetLoadManager.LoadAssetsAsync(assetList, [&](AZStd::string_view assetName, [[maybe_unused]] bool success, size_t pendingAssetCount)
|
|
|
+ {
|
|
|
+ AZ_Error(LogName, success, "Error loading asset %s, a crash will occur when OnAllAssetsReadyActivate() is called!", assetName.data());
|
|
|
+ AZ_TracePrintf(LogName, "Asset %s loaded %s. Wait for %zu more assets before full activation\n", assetName.data(), success ? "successfully" : "UNSUCCESSFULLY", pendingAssetCount);
|
|
|
+ if (!pendingAssetCount && !m_initialized)
|
|
|
+ {
|
|
|
+ OnAllAssetsReadyActivate();
|
|
|
+ }
|
|
|
+ });
|
|
|
+ }
|
|
|
+
|
|
|
+ void ShaderReloadTestComponent::OnAllAssetsReadyActivate()
|
|
|
+ {
|
|
|
+ ActivateFullscreenTrianglePipeline();
|
|
|
+
|
|
|
+ // Create an ImGuiActiveContextScope to ensure the ImGui context on the new pipeline's ImGui pass is activated.
|
|
|
+ m_imguiScope = AZ::Render::ImGuiActiveContextScope::FromPass({ "FullscreenPipeline", "ImGuiPass" });
|
|
|
+ m_imguiSidebar.Activate();
|
|
|
+
|
|
|
+ m_initialized = true;
|
|
|
+ }
|
|
|
+
|
|
|
+ void ShaderReloadTestComponent::Deactivate()
|
|
|
+ {
|
|
|
+ if (m_initialized)
|
|
|
+ {
|
|
|
+ m_imguiSidebar.Deactivate();
|
|
|
+ m_imguiScope = {}; // restores previous ImGui context.
|
|
|
+ DeactivateFullscreenTrianglePipeline();
|
|
|
+ m_initialized = false;
|
|
|
+ }
|
|
|
+
|
|
|
+ AZ::Render::Bootstrap::DefaultWindowNotificationBus::Handler::BusDisconnect();
|
|
|
+
|
|
|
+ AZ::TickBus::Handler::BusDisconnect();
|
|
|
+ }
|
|
|
+
|
|
|
+ void ShaderReloadTestComponent::DefaultWindowCreated()
|
|
|
+ {
|
|
|
+ AZ::Render::Bootstrap::DefaultWindowBus::BroadcastResult(m_windowContext,
|
|
|
+ &AZ::Render::Bootstrap::DefaultWindowBus::Events::GetDefaultWindowContext);
|
|
|
+ }
|
|
|
+
|
|
|
+ void ShaderReloadTestComponent::ActivateFullscreenTrianglePipeline()
|
|
|
+ {
|
|
|
+ // save original render pipeline first and remove it from the scene
|
|
|
+ AZ::RPI::ScenePtr defaultScene = AZ::RPI::RPISystemInterface::Get()->GetDefaultScene();
|
|
|
+ m_originalPipeline = defaultScene->GetDefaultRenderPipeline();
|
|
|
+ defaultScene->RemoveRenderPipeline(m_originalPipeline->GetId());
|
|
|
+
|
|
|
+ // add the checker board pipeline
|
|
|
+ const AZStd::string pipelineName("Fullscreen");
|
|
|
+ AZ::RPI::RenderPipelineDescriptor pipelineDesc;
|
|
|
+ pipelineDesc.m_mainViewTagName = "MainCamera";
|
|
|
+ pipelineDesc.m_name = pipelineName;
|
|
|
+ pipelineDesc.m_rootPassTemplate = "FullscreenPipeline";
|
|
|
+ m_cbPipeline = AZ::RPI::RenderPipeline::CreateRenderPipelineForWindow(pipelineDesc, *m_windowContext);
|
|
|
+ defaultScene->AddRenderPipeline(m_cbPipeline);
|
|
|
+ m_cbPipeline->SetDefaultView(m_originalPipeline->GetDefaultView());
|
|
|
+ m_passHierarchy.push_back(pipelineName);
|
|
|
+ m_passHierarchy.push_back("CopyToSwapChain");
|
|
|
+ }
|
|
|
+
|
|
|
+ void ShaderReloadTestComponent::DeactivateFullscreenTrianglePipeline()
|
|
|
+ {
|
|
|
+ // remove cb pipeline before adding original pipeline.
|
|
|
+ if (!m_cbPipeline)
|
|
|
+ {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ AZ::RPI::ScenePtr defaultScene = AZ::RPI::RPISystemInterface::Get()->GetDefaultScene();
|
|
|
+ defaultScene->RemoveRenderPipeline(m_cbPipeline->GetId());
|
|
|
+
|
|
|
+ defaultScene->AddRenderPipeline(m_originalPipeline);
|
|
|
+
|
|
|
+ m_cbPipeline = nullptr;
|
|
|
+ m_passHierarchy.clear();
|
|
|
+ }
|
|
|
+
|
|
|
+ void ShaderReloadTestComponent::OnTick([[maybe_unused]] float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint timePoint)
|
|
|
+ {
|
|
|
+ if (!m_initialized)
|
|
|
+ {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ DrawSidebar();
|
|
|
+ }
|
|
|
+
|
|
|
+ void ShaderReloadTestComponent::DrawSidebar()
|
|
|
+ {
|
|
|
+ if (!m_imguiSidebar.Begin())
|
|
|
+ {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ ImGui::Text("ShaderReloadTest");
|
|
|
+ if (ScriptableImGui::Button("Red shader"))
|
|
|
+ {
|
|
|
+ m_capturedColorAsString.clear();
|
|
|
+ m_expectedPixelColor = RED_COLOR;
|
|
|
+ CopyTestFile(RedShaderFile, "Fullscreen.azsl");
|
|
|
+ }
|
|
|
+ if (ScriptableImGui::Button("Green shader"))
|
|
|
+ {
|
|
|
+ m_capturedColorAsString.clear();
|
|
|
+ m_expectedPixelColor = GREEN_COLOR;
|
|
|
+ CopyTestFile(GreenShaderFile, "Fullscreen.azsl");
|
|
|
+ }
|
|
|
+ if (ScriptableImGui::Button("Blue shader"))
|
|
|
+ {
|
|
|
+ m_capturedColorAsString.clear();
|
|
|
+ m_expectedPixelColor = BLUE_COLOR;
|
|
|
+ CopyTestFile(BlueShaderFile, "Fullscreen.azsl");
|
|
|
+ }
|
|
|
+
|
|
|
+ ImGui::Spacing();
|
|
|
+
|
|
|
+ ImGui::Text("Expected Color:");
|
|
|
+ ImGui::Text("0x%08X", m_expectedPixelColor);
|
|
|
+
|
|
|
+ ImGui::Spacing();
|
|
|
+
|
|
|
+ if (ScriptableImGui::Button("Check color"))
|
|
|
+ {
|
|
|
+ if (!m_isCapturingRenderOutput)
|
|
|
+ {
|
|
|
+ m_isCapturingRenderOutput = StartRenderOutputCapture();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ ImGui::Spacing();
|
|
|
+
|
|
|
+ ImGui::Text("Captured Color:");
|
|
|
+ ImGui::Text(m_capturedColorAsString.c_str());
|
|
|
+
|
|
|
+ m_imguiSidebar.End();
|
|
|
+ }
|
|
|
+
|
|
|
+ bool ShaderReloadTestComponent::StartRenderOutputCapture()
|
|
|
+ {
|
|
|
+ auto captureCallback = [&](const AZ::RPI::AttachmentReadback::ReadbackResult& result)
|
|
|
+ {
|
|
|
+ if (result.m_dataBuffer)
|
|
|
+ {
|
|
|
+ const auto width = result.m_imageDescriptor.m_size.m_width;
|
|
|
+ const auto height = result.m_imageDescriptor.m_size.m_height;
|
|
|
+ uint32_t pixelColor = ReadPixel(result.m_dataBuffer.get()->data(), result.m_imageDescriptor, width/8, height/8);
|
|
|
+ ValidatePixelColor(pixelColor);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ AZ_Error(LogName, false, "Failed to capture render output attachment");
|
|
|
+ ValidatePixelColor(0);
|
|
|
+ m_capturedColorAsString = "CAPTURE ERROR!";
|
|
|
+ }
|
|
|
+ };
|
|
|
+
|
|
|
+ m_capturedColorAsString.clear();
|
|
|
+ bool startedCapture = false;
|
|
|
+ AZ::Render::FrameCaptureRequestBus::BroadcastResult(
|
|
|
+ startedCapture, &AZ::Render::FrameCaptureRequestBus::Events::CapturePassAttachmentWithCallback, m_passHierarchy,
|
|
|
+ AZStd::string("Output"), captureCallback, AZ::RPI::PassAttachmentReadbackOption::Output);
|
|
|
+ AZ_Error(LogName, startedCapture, "Failed to start CapturePassAttachmentWithCallback");
|
|
|
+ return startedCapture;
|
|
|
+ }
|
|
|
+
|
|
|
+ uint32_t ShaderReloadTestComponent::ReadPixel(const uint8_t* rawRGBAPixelData, const AZ::RHI::ImageDescriptor& imageDescriptor, uint32_t x, uint32_t y) const
|
|
|
+ {
|
|
|
+ const auto width = imageDescriptor.m_size.m_width;
|
|
|
+ const auto height = imageDescriptor.m_size.m_height;
|
|
|
+ AZ_Assert((x < width) && (y < height), "Invalid read pixel location (x, y)=(%u, %u) for width=%u, height=%u", x, y, width, height);
|
|
|
+ auto tmp = reinterpret_cast<const uint32_t *>(rawRGBAPixelData);
|
|
|
+ const uint32_t pixelColor = tmp[ (width * y) + x];
|
|
|
+ if (imageDescriptor.m_format == AZ::RHI::Format::R8G8B8A8_UNORM)
|
|
|
+ {
|
|
|
+ return pixelColor;
|
|
|
+ }
|
|
|
+ else if (imageDescriptor.m_format == AZ::RHI::Format::B8G8R8A8_UNORM)
|
|
|
+ {
|
|
|
+ auto getColorComponent = +[](uint32_t color, int bitPosition) {
|
|
|
+ return (color >> bitPosition) & 0xFF;
|
|
|
+ };
|
|
|
+ const uint32_t blueValue = getColorComponent(pixelColor, 0);
|
|
|
+ const uint32_t greenValue = getColorComponent(pixelColor, 8);
|
|
|
+ const uint32_t redValue = getColorComponent(pixelColor, 16);
|
|
|
+ const uint32_t alphaValue = getColorComponent(pixelColor, 24);
|
|
|
+ return (alphaValue << 24) | (blueValue << 16) | (greenValue << 8) | redValue;
|
|
|
+ }
|
|
|
+ AZ_Error(LogName, false, "Invalid pixel format=%u", aznumeric_cast<uint32_t>(imageDescriptor.m_format));
|
|
|
+ return pixelColor;
|
|
|
+ }
|
|
|
+
|
|
|
+ void ShaderReloadTestComponent::ValidatePixelColor(uint32_t color)
|
|
|
+ {
|
|
|
+ AZ_TracePrintf(LogName, "INFO: Got pixel color=0x%08X, expecting pixel color=0x%08X", color, m_expectedPixelColor);
|
|
|
+ AZ_Error(LogName, m_expectedPixelColor == color, "Invalid pixel color. Got 0x%08X, was expecting 0x%08X", color, m_expectedPixelColor);
|
|
|
+ m_capturedColorAsString = AZStd::string::format("0x%08X", color);
|
|
|
+ m_isCapturingRenderOutput = false;
|
|
|
+ }
|
|
|
+}
|