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PipelineState.cpp 8.9 KB

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  1. /*
  2. * Copyright (c) Contributors to the Open 3D Engine Project.
  3. * For complete copyright and license terms please see the LICENSE at the root of this distribution.
  4. *
  5. * SPDX-License-Identifier: Apache-2.0 OR MIT
  6. *
  7. */
  8. #include <Atom/RPI.Public/PipelineState.h>
  9. #include <Atom/RPI.Public/Scene.h>
  10. namespace AZ
  11. {
  12. namespace RPI
  13. {
  14. PipelineStateForDraw::PipelineStateForDraw()
  15. : m_dirty(false)
  16. , m_initDataFromShader(false)
  17. , m_hasOutputData(false)
  18. , m_isShaderVariantReady(false)
  19. , m_useRenderStatesOverlay(false)
  20. {
  21. m_renderStatesOverlay = RHI::GetInvalidRenderStates();
  22. }
  23. PipelineStateForDraw::PipelineStateForDraw(const PipelineStateForDraw& right)
  24. {
  25. m_descriptor = right.m_descriptor;
  26. m_shader = right.m_shader;
  27. m_pipelineState = right.m_pipelineState;
  28. m_initDataFromShader = right.m_initDataFromShader;
  29. m_hasOutputData = right.m_hasOutputData;
  30. m_dirty = right.m_dirty;
  31. m_shaderVariantId = right.m_shaderVariantId;
  32. m_isShaderVariantReady = right.m_isShaderVariantReady;
  33. m_useRenderStatesOverlay = right.m_useRenderStatesOverlay;
  34. m_renderStatesOverlay = right.m_renderStatesOverlay;
  35. if (m_shader)
  36. {
  37. ShaderReloadNotificationBus::MultiHandler::BusConnect(m_shader->GetAsset().GetId());
  38. }
  39. }
  40. PipelineStateForDraw::~PipelineStateForDraw()
  41. {
  42. Shutdown();
  43. }
  44. void PipelineStateForDraw::Init(const Data::Instance<RPI::Shader>& shader, const ShaderOptionList* optionAndValues)
  45. {
  46. // Get shader variant from the shader
  47. ShaderVariantId shaderVariant = {};
  48. if (optionAndValues)
  49. {
  50. RPI::ShaderOptionGroup shaderOptionGroup = shader->CreateShaderOptionGroup();
  51. shaderOptionGroup.SetUnspecifiedToDefaultValues();
  52. for (const auto& optionAndValue : *optionAndValues)
  53. {
  54. shaderOptionGroup.SetValue(optionAndValue.first, optionAndValue.second);
  55. }
  56. shaderVariant = shaderOptionGroup.GetShaderVariantId();
  57. }
  58. Init(shader, shaderVariant);
  59. }
  60. void PipelineStateForDraw::Init(const Data::Instance<Shader>& shader, const ShaderVariantId& shaderVariantId)
  61. {
  62. // Reset some variables
  63. m_pipelineState = nullptr;
  64. // Reset some flags
  65. m_dirty = true;
  66. m_isShaderVariantReady = true;
  67. // Get shader variant from the shader
  68. m_shaderVariantId = shaderVariantId;
  69. ShaderVariant shaderVariant = shader->GetVariant(m_shaderVariantId);
  70. m_isShaderVariantReady = !shaderVariant.UseKeyFallback();
  71. // Fill the descriptor with data from shader variant
  72. shaderVariant.ConfigurePipelineState(m_descriptor, m_shaderVariantId);
  73. // Connect to shader reload notification bus to rebuilt pipeline state when shader or shader variant changed.
  74. ShaderReloadNotificationBus::MultiHandler::BusDisconnect();
  75. ShaderReloadNotificationBus::MultiHandler::BusConnect(shader->GetAsset().GetId());
  76. m_initDataFromShader = true;
  77. // Cache shader so it can be used for create RHI::PipelineState later
  78. m_shader = shader;
  79. }
  80. void PipelineStateForDraw::RefreshShaderVariant()
  81. {
  82. auto shaderVariant = m_shader->GetVariant(m_shaderVariantId);
  83. m_isShaderVariantReady = !shaderVariant.UseKeyFallback();
  84. auto multisampleState = m_descriptor.m_renderStates.m_multisampleState;
  85. shaderVariant.ConfigurePipelineState(m_descriptor, m_shaderVariantId);
  86. // Recover multisampleState if it was set from output data
  87. if (m_hasOutputData)
  88. {
  89. m_descriptor.m_renderStates.m_multisampleState = multisampleState;
  90. }
  91. // re-finalize if the pipeline state wasn't finalized.
  92. if (!m_dirty)
  93. {
  94. m_dirty = true;
  95. Finalize();
  96. }
  97. }
  98. void PipelineStateForDraw::OnShaderReinitialized([[maybe_unused]] const AZ::RPI::Shader& shader)
  99. {
  100. RefreshShaderVariant();
  101. }
  102. void PipelineStateForDraw::OnShaderAssetReinitialized([[maybe_unused]] const Data::Asset<ShaderAsset>& shaderAsset)
  103. {
  104. RefreshShaderVariant();
  105. }
  106. void PipelineStateForDraw::OnShaderVariantReinitialized(const ShaderVariant& shaderVariant)
  107. {
  108. if(shaderVariant.GetShaderVariantId() == m_shaderVariantId)
  109. {
  110. RefreshShaderVariant();
  111. }
  112. }
  113. void PipelineStateForDraw::SetOutputFromScene(const Scene* scene, RHI::DrawListTag overrideDrawListTag)
  114. {
  115. // Use overrideDrawListTag if it's valid. otherwise get DrawListTag from the shader
  116. RHI::DrawListTag drawListTag = overrideDrawListTag;
  117. if (!drawListTag.IsValid())
  118. {
  119. drawListTag = m_shader->GetDrawListTag();
  120. }
  121. // The scene may or may not have the output data for this PipelineState
  122. // For example, if there is no render pipeline in the scene, or there is no pass in the scene with matching draw list tag
  123. m_hasOutputData = scene->ConfigurePipelineState(drawListTag, m_descriptor);
  124. m_dirty = true;
  125. }
  126. void PipelineStateForDraw::SetOutputFromPass(RenderPass* renderPass)
  127. {
  128. m_hasOutputData = true;
  129. m_dirty = true;
  130. m_descriptor.m_renderAttachmentConfiguration = renderPass->GetRenderAttachmentConfiguration();
  131. m_descriptor.m_renderStates.m_multisampleState = renderPass->GetMultisampleState();
  132. }
  133. void PipelineStateForDraw::SetInputStreamLayout(const RHI::InputStreamLayout& inputStreamLayout)
  134. {
  135. m_descriptor.m_inputStreamLayout = inputStreamLayout;
  136. }
  137. const RHI::PipelineState* PipelineStateForDraw::Finalize()
  138. {
  139. if (m_dirty)
  140. {
  141. AZ_Assert(m_initDataFromShader, "PipelineStateForDraw::Init() need to be called once before Finalize()");
  142. m_pipelineState = nullptr;
  143. if (m_hasOutputData && m_initDataFromShader)
  144. {
  145. RHI::PipelineStateDescriptorForDraw descriptor = m_descriptor;
  146. if (m_useRenderStatesOverlay)
  147. {
  148. RHI::MergeStateInto(m_renderStatesOverlay, descriptor.m_renderStates);
  149. }
  150. m_pipelineState = m_shader->AcquirePipelineState(descriptor);
  151. }
  152. m_dirty = false;
  153. }
  154. return m_pipelineState;
  155. }
  156. const RHI::PipelineState* PipelineStateForDraw::GetRHIPipelineState() const
  157. {
  158. AZ_Assert(false == m_dirty, "The descriptor has been modified and Finalize() need to be called before get a proper PipelineState");
  159. return m_pipelineState;
  160. }
  161. RHI::RenderStates& PipelineStateForDraw::RenderStatesOverlay()
  162. {
  163. // Assume the descriptor will be changed if user tries to get reference but not a constant reference
  164. m_dirty = true;
  165. m_useRenderStatesOverlay = true;
  166. return m_renderStatesOverlay;
  167. }
  168. RHI::InputStreamLayout& PipelineStateForDraw::InputStreamLayout()
  169. {
  170. m_dirty = true;
  171. return m_descriptor.m_inputStreamLayout;
  172. }
  173. const RHI::PipelineStateDescriptorForDraw& PipelineStateForDraw::ConstDescriptor() const
  174. {
  175. return m_descriptor;
  176. }
  177. const Data::Instance<Shader>& PipelineStateForDraw::GetShader() const
  178. {
  179. return m_shader;
  180. }
  181. bool PipelineStateForDraw::UpdateSrgVariantFallback(Data::Instance<ShaderResourceGroup>& srg) const
  182. {
  183. if (m_isShaderVariantReady)
  184. {
  185. return false;
  186. }
  187. srg->SetShaderVariantKeyFallbackValue(m_shaderVariantId.m_key);
  188. return true;
  189. }
  190. void PipelineStateForDraw::Shutdown()
  191. {
  192. m_descriptor = RHI::PipelineStateDescriptorForDraw{};
  193. m_shader = nullptr;
  194. m_pipelineState = nullptr;
  195. m_shaderVariantId = ShaderVariantId{};
  196. m_initDataFromShader = false;
  197. m_hasOutputData = false;
  198. m_dirty = false;
  199. m_isShaderVariantReady = false;
  200. ShaderReloadNotificationBus::MultiHandler::BusDisconnect();
  201. }
  202. const ShaderVariantId& PipelineStateForDraw::GetShaderVariantId() const
  203. {
  204. return m_shaderVariantId;
  205. }
  206. }
  207. }