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PipelineState.cpp 8.6 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. // Reset some variables
  47. m_pipelineState = nullptr;
  48. m_shaderVariantId = ShaderVariantId{};
  49. // Reset some flags
  50. m_dirty = true;
  51. m_isShaderVariantReady = true;
  52. // Get shader variant from the shader
  53. auto shaderVariant = shader->GetRootVariant();
  54. if (optionAndValues)
  55. {
  56. RPI::ShaderOptionGroup shaderOptionGroup = shader->CreateShaderOptionGroup();
  57. shaderOptionGroup.SetUnspecifiedToDefaultValues();
  58. for (const auto& optionAndValue : *optionAndValues)
  59. {
  60. shaderOptionGroup.SetValue(optionAndValue.first, optionAndValue.second);
  61. }
  62. m_shaderVariantId = shaderOptionGroup.GetShaderVariantId();
  63. shaderVariant = shader->GetVariant(m_shaderVariantId);
  64. m_isShaderVariantReady = shaderVariant.IsFullyBaked();
  65. }
  66. // Fill the descriptor with data from shader variant
  67. shaderVariant.ConfigurePipelineState(m_descriptor);
  68. // Connect to shader reload notification bus to rebuilt pipeline state when shader or shader variant changed.
  69. ShaderReloadNotificationBus::MultiHandler::BusDisconnect();
  70. ShaderReloadNotificationBus::MultiHandler::BusConnect(shader->GetAsset().GetId());
  71. m_initDataFromShader = true;
  72. // Cache shader so it can be used for create RHI::PipelineState later
  73. m_shader = shader;
  74. }
  75. void PipelineStateForDraw::RefreshShaderVariant()
  76. {
  77. auto shaderVariant = m_shader->GetVariant(m_shaderVariantId);
  78. m_isShaderVariantReady = shaderVariant.IsFullyBaked();
  79. auto multisampleState = m_descriptor.m_renderStates.m_multisampleState;
  80. shaderVariant.ConfigurePipelineState(m_descriptor);
  81. // Recover multisampleState if it was set from output data
  82. if (m_hasOutputData)
  83. {
  84. m_descriptor.m_renderStates.m_multisampleState = multisampleState;
  85. }
  86. // re-finalize if the pipeline state wasn't finalized.
  87. if (!m_dirty)
  88. {
  89. m_dirty = true;
  90. Finalize();
  91. }
  92. }
  93. void PipelineStateForDraw::OnShaderReinitialized([[maybe_unused]] const AZ::RPI::Shader& shader)
  94. {
  95. RefreshShaderVariant();
  96. }
  97. void PipelineStateForDraw::OnShaderAssetReinitialized([[maybe_unused]] const Data::Asset<ShaderAsset>& shaderAsset)
  98. {
  99. RefreshShaderVariant();
  100. }
  101. void PipelineStateForDraw::OnShaderVariantReinitialized(const ShaderVariant& shaderVariant)
  102. {
  103. if(shaderVariant.GetShaderVariantId() == m_shaderVariantId)
  104. {
  105. RefreshShaderVariant();
  106. }
  107. }
  108. void PipelineStateForDraw::SetOutputFromScene(const Scene* scene, RHI::DrawListTag overrideDrawListTag)
  109. {
  110. // Use overrideDrawListTag if it's valid. otherwise get DrawListTag from the shader
  111. RHI::DrawListTag drawListTag = overrideDrawListTag;
  112. if (!drawListTag.IsValid())
  113. {
  114. drawListTag = m_shader->GetDrawListTag();
  115. }
  116. // The scene may or may not have the output data for this PipelineState
  117. // For example, if there is no render pipeline in the scene, or there is no pass in the scene with matching draw list tag
  118. m_hasOutputData = scene->ConfigurePipelineState(drawListTag, m_descriptor);
  119. m_dirty = true;
  120. }
  121. void PipelineStateForDraw::SetOutputFromPass(RenderPass* renderPass)
  122. {
  123. m_hasOutputData = true;
  124. m_dirty = true;
  125. m_descriptor.m_renderAttachmentConfiguration = renderPass->GetRenderAttachmentConfiguration();
  126. m_descriptor.m_renderStates.m_multisampleState = renderPass->GetMultisampleState();
  127. }
  128. void PipelineStateForDraw::SetInputStreamLayout(const RHI::InputStreamLayout& inputStreamLayout)
  129. {
  130. m_descriptor.m_inputStreamLayout = inputStreamLayout;
  131. }
  132. const RHI::PipelineState* PipelineStateForDraw::Finalize()
  133. {
  134. if (m_dirty)
  135. {
  136. AZ_Assert(m_initDataFromShader, "PipelineStateForDraw::Init() need to be called once before Finalize()");
  137. m_pipelineState = nullptr;
  138. if (m_hasOutputData && m_initDataFromShader)
  139. {
  140. RHI::PipelineStateDescriptorForDraw descriptor = m_descriptor;
  141. if (m_useRenderStatesOverlay)
  142. {
  143. RHI::MergeStateInto(m_renderStatesOverlay, descriptor.m_renderStates);
  144. }
  145. m_pipelineState = m_shader->AcquirePipelineState(descriptor);
  146. }
  147. m_dirty = false;
  148. }
  149. return m_pipelineState;
  150. }
  151. const RHI::PipelineState* PipelineStateForDraw::GetRHIPipelineState() const
  152. {
  153. AZ_Assert(false == m_dirty, "The descriptor has been modified and Finalize() need to be called before get a proper PipelineState");
  154. return m_pipelineState;
  155. }
  156. RHI::RenderStates& PipelineStateForDraw::RenderStatesOverlay()
  157. {
  158. // Assume the descriptor will be changed if user tries to get reference but not a constant reference
  159. m_dirty = true;
  160. m_useRenderStatesOverlay = true;
  161. return m_renderStatesOverlay;
  162. }
  163. RHI::InputStreamLayout& PipelineStateForDraw::InputStreamLayout()
  164. {
  165. m_dirty = true;
  166. return m_descriptor.m_inputStreamLayout;
  167. }
  168. const RHI::PipelineStateDescriptorForDraw& PipelineStateForDraw::ConstDescriptor() const
  169. {
  170. return m_descriptor;
  171. }
  172. const Data::Instance<Shader>& PipelineStateForDraw::GetShader() const
  173. {
  174. return m_shader;
  175. }
  176. bool PipelineStateForDraw::UpdateSrgVariantFallback(Data::Instance<ShaderResourceGroup>& srg) const
  177. {
  178. if (m_isShaderVariantReady)
  179. {
  180. return false;
  181. }
  182. srg->SetShaderVariantKeyFallbackValue(m_shaderVariantId.m_key);
  183. return true;
  184. }
  185. void PipelineStateForDraw::Shutdown()
  186. {
  187. m_descriptor = RHI::PipelineStateDescriptorForDraw{};
  188. m_shader = nullptr;
  189. m_pipelineState = nullptr;
  190. m_shaderVariantId = ShaderVariantId{};
  191. m_initDataFromShader = false;
  192. m_hasOutputData = false;
  193. m_dirty = false;
  194. m_isShaderVariantReady = false;
  195. ShaderReloadNotificationBus::MultiHandler::BusDisconnect();
  196. }
  197. }
  198. }