/* * 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 * */ #pragma once #include #include #include #include namespace ShaderManagementConsole { struct DocumentVerificationResult { bool AllGood() const { return !m_hasRedundantVariants && !m_hasRootLike && !m_hasStableIdJump; } bool m_hasRedundantVariants = false; bool m_hasRootLike = false; AZ::u32 m_rootLikeStableId{}; bool m_hasStableIdJump = false; AZ::u32 faultyId{}; }; class ShaderManagementConsoleDocumentRequests : public AZ::EBusTraits { public: static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Multiple; static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::ById; typedef AZ::Uuid BusIdType; //! Add a new shader variant with a unique stable ID to the variant list virtual void AddOneVariantRow() = 0; //! Add a batch of variants //! The variants don't have to be fully enumerated, only some options may participate //! `optionHeaders` are like a csv file first line, they name the columns. //! example: o_fog | o_shadow | o_brdfModel //! --------|------------|-------------- //! 0 | 1 | //! 1 | 0 | //! In that case optionHeaders is ["o_fog", "o_shadow"] //! and matrixOfValues is [ 0,1, 1,0 ] # flattened values-subrect matrix virtual void AppendSparseVariantSet(AZStd::vector optionHeaders, AZStd::vector matrixOfValues) = 0; //! Mix-expand a batch of variants //! Like the function above the options, the argument and matrix layout work in the same fashion. //! The difference is that instead of append, this will "multiply" the current variants in the document, //! with the given new variants (matrix rows). //! So if you have 10 current variants in your document, and pass a matrix of 4 options x 2 rows, //! The final document will have 20 variants. //! If the matrixOfValues specifies option values that are already set by the current variants, //! the current option values will be overwritten and lost. //! The matrixOfValues is expected to be a full enumeration in the current usage client: the ExpandOptionsFullCOmbinatorials.py script //! Therefore losing previous values is not a problem since a full enumeration will necessarily cover the previous values as well. virtual void MultiplySparseVariantSet(AZStd::vector optionHeaders, AZStd::vector matrixOfValues) = 0; //! Uniquifies and recompacts stableID space virtual void DefragmentVariantList() = 0; //! Set the shader variant list source data on the document. //! This function can be used to edit and update the data contained within the document. //! Functions can be added to this bus for more fine grained editing of shader variant list data. virtual void SetShaderVariantListSourceData(const AZ::RPI::ShaderVariantListSourceData& shaderVariantListSourceData) = 0; //! Get the shader variant list source data from the document. virtual const AZ::RPI::ShaderVariantListSourceData& GetShaderVariantListSourceData() const = 0; //! Get the number of shader options stored in the shader asset. //! Note that the shader asset can contain more descriptors than are stored in the shader variant list source data. virtual size_t GetShaderOptionDescriptorCount() const = 0; //! Get the shader option descriptor from the shader asset. //! Note that the shader asset can contain more descriptors than are stored in the shader variant list source data. virtual const AZ::RPI::ShaderOptionDescriptor& GetShaderOptionDescriptor(size_t index) const = 0; //! Verify before save that some guarantees are respected (like contiguous stableids) virtual DocumentVerificationResult Verify() const = 0; }; using ShaderManagementConsoleDocumentRequestBus = AZ::EBus; } // namespace ShaderManagementConsole