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- /*
- * 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 <Atom/RHI.Reflect/ShaderDataMappings.h>
- #include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
- #include <AtomCore/Instance/InstanceDatabase.h>
- namespace AZ
- {
- namespace RPI
- {
- const char* ShaderResourceGroup::s_traceCategoryName = "ShaderResourceGroup";
- const Data::Instance<Image> ShaderResourceGroup::s_nullImage;
- const Data::Instance<Buffer> ShaderResourceGroup::s_nullBuffer;
- Data::InstanceId ShaderResourceGroup::MakeSrgPoolInstanceId(
- const Data::Asset<ShaderAsset>& shaderAsset, const SupervariantIndex& supervariantIndex, const AZ::Name& srgName)
- {
- AZ_Assert(!srgName.IsEmpty(), "Invalid ShaderResourceGroup name");
- // Let's find the srg layout with the given name, because it contains the azsl file path of origin
- // which is essential to uniquely identify an SRG and avoid redundant copies in memory.
- auto srgLayout = shaderAsset->FindShaderResourceGroupLayout(srgName, supervariantIndex);
- AZ_Assert(
- srgLayout != nullptr,
- "Failed to find SRG with name %s, using supervariantIndex %u from shaderAsset %s",
- srgName.GetCStr(),
- supervariantIndex.GetIndex(),
- shaderAsset.GetHint().c_str());
- // Create the InstanceId by combining data from the SRG name and layout. This value does not need to be unique between
- // asset IDs because the data can be shared as long as the names and layouts match.
- const AZ::Uuid instanceUuid = AZ::Uuid::CreateName(srgLayout->GetUniqueId()) + AZ::Uuid::CreateName(srgName.GetStringView());
- // Create a union to split the 64 bit layout hash into 32 bit unsigned integers for use as instance ID sub IDs
- union {
- AZ::HashValue64 hash64;
- struct
- {
- uint32_t x;
- uint32_t y;
- };
- } hashUnion;
- hashUnion.hash64 = srgLayout->GetHash();
- // Use the supervariantIndex and layout hash as the subIds for the InstanceId
- return Data::InstanceId::CreateUuid(instanceUuid, { supervariantIndex.GetIndex(), hashUnion.x, hashUnion.y });
- }
- Data::Instance<ShaderResourceGroup> ShaderResourceGroup::Create(
- const Data::Asset<ShaderAsset>& shaderAsset, const AZ::Name& srgName)
- {
- // retrieve the supervariantIndex by searching for the default supervariant name, this will
- // allow the shader asset to properly handle the RPI::ShaderSystem supervariant
- SupervariantIndex supervariantIndex = shaderAsset->GetSupervariantIndex(AZ::Name(""));
- SrgInitParams initParams{ supervariantIndex, srgName };
- auto anyInitParams = AZStd::any(initParams);
- return Data::InstanceDatabase<ShaderResourceGroup>::Instance().Create(shaderAsset, &anyInitParams);
- }
- Data::Instance<ShaderResourceGroup> ShaderResourceGroup::Create(
- const Data::Asset<ShaderAsset>& shaderAsset, const SupervariantIndex& supervariantIndex, const AZ::Name& srgName)
- {
- SrgInitParams initParams{ supervariantIndex, srgName };
- auto anyInitParams = AZStd::any(initParams);
- return Data::InstanceDatabase<ShaderResourceGroup>::Instance().Create(shaderAsset, &anyInitParams);
- }
- Data::Instance<ShaderResourceGroup> ShaderResourceGroup::CreateInternal(ShaderAsset& shaderAsset, const AZStd::any* anySrgInitParams)
- {
- AZ_Assert(anySrgInitParams, "Invalid SrgInitParams");
- auto srgInitParams = AZStd::any_cast<SrgInitParams>(*anySrgInitParams);
- Data::Instance<ShaderResourceGroup> srg = aznew ShaderResourceGroup();
- const RHI::ResultCode resultCode = srg->Init(shaderAsset, srgInitParams.m_supervariantIndex, srgInitParams.m_srgName);
- if (resultCode != RHI::ResultCode::Success)
- {
- return nullptr;
- }
- return srg;
- }
- RHI::ResultCode ShaderResourceGroup::Init(ShaderAsset& shaderAsset, const SupervariantIndex& supervariantIndex, const AZ::Name& srgName)
- {
- const auto& lay = shaderAsset.FindShaderResourceGroupLayout(srgName, supervariantIndex);
- m_layout = lay.get();
- if (!m_layout)
- {
- AZ_Assert(false, "ShaderResourceGroup cannot be initialized due to invalid ShaderResourceGroupLayout");
- return RHI::ResultCode::Fail;
- }
- m_pool = ShaderResourceGroupPool::FindOrCreate(
- AZ::Data::Asset<ShaderAsset>(&shaderAsset, AZ::Data::AssetLoadBehavior::PreLoad), supervariantIndex, srgName);
- AZ_Assert(m_layout->GetHash() == m_pool->GetRHIPool()->GetLayout()->GetHash(), "This can happen if two shaders are including the same partial srg from different .azsl shader files and adding more custom entries to the srg. Recommendation is to just make a bigger SRG that can be shared between the two shaders.");
-
- if (!m_pool)
- {
- return RHI::ResultCode::Fail;
- }
- m_shaderResourceGroup = m_pool->CreateRHIShaderResourceGroup();
- if (!m_shaderResourceGroup)
- {
- return RHI::ResultCode::Fail;
- }
- m_shaderResourceGroup->SetName(m_pool->GetRHIPool()->GetName());
- m_data = RHI::ShaderResourceGroupData(m_layout);
- m_asset = { &shaderAsset, AZ::Data::AssetLoadBehavior::PreLoad };
- // The RPI groups match the same dimensions as the RHI group.
- m_imageGroup.resize(m_layout->GetGroupSizeForImages());
- m_bufferGroup.resize(m_layout->GetGroupSizeForBuffers());
- m_isInitialized = true;
- return RHI::ResultCode::Success;
- }
- void ShaderResourceGroup::Compile()
- {
- m_shaderResourceGroup->Compile(m_data);
- //Mask is passed to RHI in the Compile call so we can reset it here
- m_data.ResetUpdateMask();
- }
- bool ShaderResourceGroup::IsQueuedForCompile() const
- {
- return m_shaderResourceGroup->IsQueuedForCompile();
- }
- RHI::ShaderInputBufferIndex ShaderResourceGroup::FindShaderInputBufferIndex(const Name& name) const
- {
- return m_layout->FindShaderInputBufferIndex(name);
- }
- RHI::ShaderInputImageIndex ShaderResourceGroup::FindShaderInputImageIndex(const Name& name) const
- {
- return m_layout->FindShaderInputImageIndex(name);
- }
- RHI::ShaderInputSamplerIndex ShaderResourceGroup::FindShaderInputSamplerIndex(const Name& name) const
- {
- return m_layout->FindShaderInputSamplerIndex(name);
- }
- RHI::ShaderInputConstantIndex ShaderResourceGroup::FindShaderInputConstantIndex(const Name& name) const
- {
- return m_layout->FindShaderInputConstantIndex(name);
- }
- RHI::ShaderInputBufferUnboundedArrayIndex ShaderResourceGroup::FindShaderInputBufferUnboundedArrayIndex(const Name& name) const
- {
- return m_layout->FindShaderInputBufferUnboundedArrayIndex(name);
- }
- RHI::ShaderInputImageUnboundedArrayIndex ShaderResourceGroup::FindShaderInputImageUnboundedArrayIndex(const Name& name) const
- {
- return m_layout->FindShaderInputImageUnboundedArrayIndex(name);
- }
- const RHI::ShaderResourceGroupLayout* ShaderResourceGroup::GetLayout() const
- {
- return m_layout;
- }
- RHI::ShaderResourceGroup* ShaderResourceGroup::GetRHIShaderResourceGroup()
- {
- return m_shaderResourceGroup.get();
- }
- bool ShaderResourceGroup::SetShaderVariantKeyFallbackValue(const ShaderVariantKey& shaderKey)
- {
- uint32_t keySize = GetLayout()->GetShaderVariantKeyFallbackSize();
- if (keySize == 0)
- {
- return false;
- }
- auto shaderFallbackIndex = GetLayout()->GetShaderVariantKeyFallbackConstantIndex();
- if (!shaderFallbackIndex.IsValid())
- {
- return false;
- }
- return SetConstantRaw(shaderFallbackIndex, shaderKey.data(), 0, AZStd::min(keySize, (uint32_t) ShaderVariantKeyBitCount) / 8);
- }
- bool ShaderResourceGroup::HasShaderVariantKeyFallbackEntry() const
- {
- return GetLayout()->HasShaderVariantKeyFallbackEntry();
- }
- bool ShaderResourceGroup::SetImage(RHI::ShaderInputNameIndex& inputIndex, const Data::Instance<Image>& image, uint32_t arrayIndex)
- {
- if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
- {
- return SetImage(inputIndex.GetImageIndex(), image, arrayIndex);
- }
- return false;
- }
- bool ShaderResourceGroup::SetImage(RHI::ShaderInputImageIndex inputIndex, const Data::Instance<Image>& image, uint32_t arrayIndex)
- {
- const RHI::ImageView* imageView = image ? image->GetImageView() : nullptr;
- if (m_data.SetImageView(inputIndex, imageView, arrayIndex))
- {
- const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
- // Track the RPI image entry at the same slot.
- m_imageGroup[interval.m_min + arrayIndex] = image;
- return true;
- }
- return false;
- }
- bool ShaderResourceGroup::SetImageArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::span<const Data::Instance<Image>> images, uint32_t arrayIndex)
- {
- if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
- {
- return SetImageArray(inputIndex.GetImageIndex(), images, arrayIndex);
- }
- return false;
- }
- bool ShaderResourceGroup::SetImageArray(RHI::ShaderInputImageIndex inputIndex, AZStd::span<const Data::Instance<Image>> images, uint32_t arrayIndex)
- {
- if (GetLayout()->ValidateAccess(inputIndex, arrayIndex + static_cast<uint32_t>(images.size()) - 1))
- {
- bool isValidAll = true;
- for (size_t i = 0; i < images.size(); ++i)
- {
- isValidAll &= SetImage(inputIndex, images[i], static_cast<uint32_t>(arrayIndex + i));
- }
- return isValidAll;
- }
- return false;
- }
- const Data::Instance<Image>& ShaderResourceGroup::GetImage(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
- {
- if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
- {
- return GetImage(inputIndex.GetImageIndex(), arrayIndex);
- }
- return s_nullImage;
- }
- const Data::Instance<Image>& ShaderResourceGroup::GetImage(RHI::ShaderInputImageIndex inputIndex, uint32_t arrayIndex) const
- {
- if (m_layout->ValidateAccess(inputIndex, arrayIndex))
- {
- const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
- return m_imageGroup[interval.m_min + arrayIndex];
- }
- return s_nullImage;
- }
- AZStd::span<const Data::Instance<Image>> ShaderResourceGroup::GetImageArray(RHI::ShaderInputNameIndex& inputIndex) const
- {
- if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
- {
- return GetImageArray(inputIndex.GetImageIndex());
- }
- return {};
- }
- AZStd::span<const Data::Instance<Image>> ShaderResourceGroup::GetImageArray(RHI::ShaderInputImageIndex inputIndex) const
- {
- if (m_layout->ValidateAccess(inputIndex, 0))
- {
- const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
- return AZStd::span<const Data::Instance<Image>>(&m_imageGroup[interval.m_min], interval.m_max - interval.m_min);
- }
- return {};
- }
- bool ShaderResourceGroup::SetImageView(RHI::ShaderInputNameIndex& inputIndex, const RHI::ImageView* imageView, uint32_t arrayIndex)
- {
- if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
- {
- return SetImageView(inputIndex.GetImageIndex(), imageView, arrayIndex);
- }
- return false;
- }
- bool ShaderResourceGroup::SetImageView(RHI::ShaderInputImageIndex inputIndex, const RHI::ImageView* imageView, uint32_t arrayIndex)
- {
- if (m_data.SetImageView(inputIndex, imageView, arrayIndex))
- {
- const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
- // Reset the RPI image entry, since an RHI version now takes precedence.
- m_imageGroup[interval.m_min + arrayIndex] = nullptr;
- return true;
- }
- return false;
- }
- bool ShaderResourceGroup::SetImageViewArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::span<const RHI::ImageView* const> imageViews, uint32_t arrayIndex)
- {
- if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
- {
- return SetImageViewArray(inputIndex.GetImageIndex(), imageViews, arrayIndex);
- }
- return false;
- }
- bool ShaderResourceGroup::SetImageViewArray(RHI::ShaderInputImageIndex inputIndex, AZStd::span<const RHI::ImageView* const> imageViews, uint32_t arrayIndex)
- {
- if (GetLayout()->ValidateAccess(inputIndex, arrayIndex + static_cast<uint32_t>(imageViews.size()) - 1))
- {
- bool isValidAll = true;
- for (size_t i = 0; i < imageViews.size(); ++i)
- {
- isValidAll &= SetImageView(inputIndex, imageViews[i], static_cast<uint32_t>(arrayIndex + i));
- }
- return isValidAll;
- }
- return false;
- }
- bool ShaderResourceGroup::SetImageViewUnboundedArray(RHI::ShaderInputImageUnboundedArrayIndex inputIndex, AZStd::span<const RHI::ImageView* const> imageViews)
- {
- return m_data.SetImageViewUnboundedArray(inputIndex, imageViews);
- }
- bool ShaderResourceGroup::SetBufferView(RHI::ShaderInputNameIndex& inputIndex, const RHI::BufferView* bufferView, uint32_t arrayIndex)
- {
- if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
- {
- return SetBufferView(inputIndex.GetBufferIndex(), bufferView, arrayIndex);
- }
- return false;
- }
- bool ShaderResourceGroup::SetBufferView(RHI::ShaderInputBufferIndex inputIndex, const RHI::BufferView* bufferView, uint32_t arrayIndex)
- {
- if (m_data.SetBufferView(inputIndex, bufferView, arrayIndex))
- {
- const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
- // Reset the RPI image entry, since an RHI version now takes precedence.
- m_bufferGroup[interval.m_min + arrayIndex] = nullptr;
- return true;
- }
- return false;
- }
- bool ShaderResourceGroup::SetBufferViewArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::span<const RHI::BufferView* const> bufferViews, uint32_t arrayIndex)
- {
- if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
- {
- return SetBufferViewArray(inputIndex.GetBufferIndex(), bufferViews, arrayIndex);
- }
- return false;
- }
- bool ShaderResourceGroup::SetBufferViewArray(RHI::ShaderInputBufferIndex inputIndex, AZStd::span<const RHI::BufferView* const> bufferViews, uint32_t arrayIndex)
- {
- if (GetLayout()->ValidateAccess(inputIndex, arrayIndex + static_cast<uint32_t>(bufferViews.size()) - 1))
- {
- bool isValidAll = true;
- for (size_t i = 0; i < bufferViews.size(); ++i)
- {
- isValidAll &= SetBufferView(inputIndex, bufferViews[i], static_cast<uint32_t>(arrayIndex + i));
- }
- return isValidAll;
- }
- return false;
- }
- bool ShaderResourceGroup::SetBufferViewUnboundedArray(RHI::ShaderInputBufferUnboundedArrayIndex inputIndex, AZStd::span<const RHI::BufferView* const> bufferViews)
- {
- return m_data.SetBufferViewUnboundedArray(inputIndex, bufferViews);
- }
- bool ShaderResourceGroup::SetSampler(RHI::ShaderInputNameIndex& inputIndex, const RHI::SamplerState& sampler, uint32_t arrayIndex)
- {
- if (inputIndex.ValidateOrFindSamplerIndex(GetLayout()))
- {
- return SetSampler(inputIndex.GetSamplerIndex(), sampler, arrayIndex);
- }
- return false;
- }
- bool ShaderResourceGroup::SetSampler(RHI::ShaderInputSamplerIndex inputIndex, const RHI::SamplerState& sampler, uint32_t arrayIndex)
- {
- return m_data.SetSampler(inputIndex, sampler, arrayIndex);
- }
- bool ShaderResourceGroup::SetSamplerArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::span<const RHI::SamplerState> samplers, uint32_t arrayIndex)
- {
- if (inputIndex.ValidateOrFindSamplerIndex(GetLayout()))
- {
- return SetSamplerArray(inputIndex.GetSamplerIndex(), samplers, arrayIndex);
- }
- return false;
- }
- bool ShaderResourceGroup::SetSamplerArray(RHI::ShaderInputSamplerIndex inputIndex, AZStd::span<const RHI::SamplerState> samplers, uint32_t arrayIndex)
- {
- return m_data.SetSamplerArray(inputIndex, samplers, arrayIndex);
- }
- bool ShaderResourceGroup::SetConstantRaw(RHI::ShaderInputNameIndex& inputIndex, const void* bytes, uint32_t byteCount)
- {
- if (inputIndex.ValidateOrFindConstantIndex(GetLayout()))
- {
- return SetConstantRaw(inputIndex.GetConstantIndex(), bytes, byteCount);
- }
- return false;
- }
- bool ShaderResourceGroup::SetConstantRaw(RHI::ShaderInputConstantIndex inputIndex, const void* bytes, uint32_t byteCount)
- {
- return m_data.SetConstantRaw(inputIndex, bytes, byteCount);
- }
- bool ShaderResourceGroup::SetConstantRaw(RHI::ShaderInputNameIndex& inputIndex, const void* bytes, uint32_t byteOffset, uint32_t byteCount)
- {
- if (inputIndex.ValidateOrFindConstantIndex(GetLayout()))
- {
- return SetConstantRaw(inputIndex.GetConstantIndex(), bytes, byteOffset, byteCount);
- }
- return false;
- }
- bool ShaderResourceGroup::SetConstantRaw(RHI::ShaderInputConstantIndex inputIndex, const void* bytes, uint32_t byteOffset, uint32_t byteCount)
- {
- return m_data.SetConstantRaw(inputIndex, bytes, byteOffset, byteCount);
- }
- bool ShaderResourceGroup::ApplyDataMappings(const RHI::ShaderDataMappings& mappings)
- {
- bool success = true;
- success = success && ApplyDataMappingArray(mappings.m_colorMappings);
- success = success && ApplyDataMappingArray(mappings.m_uintMappings);
- success = success && ApplyDataMappingArray(mappings.m_floatMappings);
- success = success && ApplyDataMappingArray(mappings.m_float2Mappings);
- success = success && ApplyDataMappingArray(mappings.m_float3Mappings);
- success = success && ApplyDataMappingArray(mappings.m_float4Mappings);
- success = success && ApplyDataMappingArray(mappings.m_matrix3x3Mappings);
- success = success && ApplyDataMappingArray(mappings.m_matrix4x4Mappings);
- return success;
- }
- const RHI::ConstPtr<RHI::ImageView>& ShaderResourceGroup::GetImageView(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
- {
- inputIndex.ValidateOrFindImageIndex(GetLayout());
- return GetImageView(inputIndex.GetImageIndex(), arrayIndex);
- }
- const RHI::ConstPtr<RHI::ImageView>& ShaderResourceGroup::GetImageView(RHI::ShaderInputImageIndex inputIndex, uint32_t arrayIndex) const
- {
- return m_data.GetImageView(inputIndex, arrayIndex);
- }
- AZStd::span<const RHI::ConstPtr<RHI::ImageView>> ShaderResourceGroup::GetImageViewArray(RHI::ShaderInputNameIndex& inputIndex) const
- {
- inputIndex.ValidateOrFindImageIndex(GetLayout());
- return GetImageViewArray(inputIndex.GetImageIndex());
- }
- AZStd::span<const RHI::ConstPtr<RHI::ImageView>> ShaderResourceGroup::GetImageViewArray(RHI::ShaderInputImageIndex inputIndex) const
- {
- return m_data.GetImageViewArray(inputIndex);
- }
- const RHI::ConstPtr<RHI::BufferView>& ShaderResourceGroup::GetBufferView(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
- {
- inputIndex.ValidateOrFindBufferIndex(GetLayout());
- return GetBufferView(inputIndex.GetBufferIndex(), arrayIndex);
- }
- const RHI::ConstPtr<RHI::BufferView>& ShaderResourceGroup::GetBufferView(RHI::ShaderInputBufferIndex inputIndex, uint32_t arrayIndex) const
- {
- return m_data.GetBufferView(inputIndex, arrayIndex);
- }
- AZStd::span<const RHI::ConstPtr<RHI::BufferView>> ShaderResourceGroup::GetBufferViewArray(RHI::ShaderInputNameIndex& inputIndex) const
- {
- inputIndex.ValidateOrFindBufferIndex(GetLayout());
- return GetBufferViewArray(inputIndex.GetBufferIndex());
- }
- AZStd::span<const RHI::ConstPtr<RHI::BufferView>> ShaderResourceGroup::GetBufferViewArray(RHI::ShaderInputBufferIndex inputIndex) const
- {
- return m_data.GetBufferViewArray(inputIndex);
- }
- bool ShaderResourceGroup::SetBuffer(RHI::ShaderInputNameIndex& inputIndex, const Data::Instance<Buffer>& buffer, uint32_t arrayIndex)
- {
- if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
- {
- return SetBuffer(inputIndex.GetBufferIndex(), buffer, arrayIndex);
- }
- return false;
- }
- bool ShaderResourceGroup::SetBuffer(RHI::ShaderInputBufferIndex inputIndex, const Data::Instance<Buffer>& buffer, uint32_t arrayIndex)
- {
- const RHI::BufferView* bufferView = buffer ? buffer->GetBufferView() : nullptr;
- if (m_data.SetBufferView(inputIndex, bufferView, arrayIndex))
- {
- const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
- // Track the RPI buffer entry at the same slot.
- m_bufferGroup[interval.m_min + arrayIndex] = buffer;
- return true;
- }
- return false;
- }
- bool ShaderResourceGroup::SetBufferArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::span<const Data::Instance<Buffer>> buffers, uint32_t arrayIndex)
- {
- if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
- {
- return SetBufferArray(inputIndex.GetBufferIndex(), buffers, arrayIndex);
- }
- return false;
- }
- bool ShaderResourceGroup::SetBufferArray(RHI::ShaderInputBufferIndex inputIndex, AZStd::span<const Data::Instance<Buffer>> buffers, uint32_t arrayIndex)
- {
- if (GetLayout()->ValidateAccess(inputIndex, arrayIndex + static_cast<uint32_t>(buffers.size()) - 1))
- {
- bool isValidAll = true;
- for (size_t i = 0; i < buffers.size(); ++i)
- {
- isValidAll &= SetBuffer(inputIndex, buffers[i], static_cast<uint32_t>(arrayIndex + i));
- }
- return isValidAll;
- }
- return false;
- }
- const Data::Instance<Buffer>& ShaderResourceGroup::GetBuffer(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
- {
- if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
- {
- return GetBuffer(inputIndex.GetBufferIndex(), arrayIndex);
- }
- return s_nullBuffer;
- }
- const Data::Instance<Buffer>& ShaderResourceGroup::GetBuffer(RHI::ShaderInputBufferIndex inputIndex, uint32_t arrayIndex) const
- {
- if (m_layout->ValidateAccess(inputIndex, arrayIndex))
- {
- const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
- return m_bufferGroup[interval.m_min + arrayIndex];
- }
- return s_nullBuffer;
- }
- AZStd::span<const Data::Instance<Buffer>> ShaderResourceGroup::GetBufferArray(RHI::ShaderInputNameIndex& inputIndex) const
- {
- if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
- {
- return GetBufferArray(inputIndex.GetBufferIndex());
- }
- return {};
- }
- AZStd::span<const Data::Instance<Buffer>> ShaderResourceGroup::GetBufferArray(RHI::ShaderInputBufferIndex inputIndex) const
- {
- if (m_layout->ValidateAccess(inputIndex, 0))
- {
- const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
- return AZStd::span<const Data::Instance<Buffer>>(&m_bufferGroup[interval.m_min], interval.m_max - interval.m_min);
- }
- return {};
- }
- void ShaderResourceGroup::ResetViews()
- {
- m_data.ResetViews();
- }
- const RHI::SamplerState& ShaderResourceGroup::GetSampler(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
- {
- inputIndex.ValidateOrFindSamplerIndex(GetLayout());
- return GetSampler(inputIndex.GetSamplerIndex(), arrayIndex);
- }
- const RHI::SamplerState& ShaderResourceGroup::GetSampler(RHI::ShaderInputSamplerIndex inputIndex, uint32_t arrayIndex) const
- {
- return m_data.GetSampler(inputIndex, arrayIndex);
- }
- AZStd::span<const RHI::SamplerState> ShaderResourceGroup::GetSamplerArray(RHI::ShaderInputNameIndex& inputIndex) const
- {
- inputIndex.ValidateOrFindSamplerIndex(GetLayout());
- return GetSamplerArray(inputIndex.GetSamplerIndex());
- }
- AZStd::span<const RHI::SamplerState> ShaderResourceGroup::GetSamplerArray(RHI::ShaderInputSamplerIndex inputIndex) const
- {
- return m_data.GetSamplerArray(inputIndex);
- }
- AZStd::span<const uint8_t> ShaderResourceGroup::GetConstantRaw(RHI::ShaderInputNameIndex& inputIndex) const
- {
- inputIndex.ValidateOrFindConstantIndex(GetLayout());
- return GetConstantRaw(inputIndex.GetConstantIndex());
- }
- AZStd::span<const uint8_t> ShaderResourceGroup::GetConstantRaw(RHI::ShaderInputConstantIndex inputIndex) const
- {
- return m_data.GetConstantRaw(inputIndex);
- }
-
- void ShaderResourceGroup::SetBindlessViews(
- RHI::ShaderInputBufferIndex indirectResourceBufferIndex,
- const RHI::BufferView* indirectResourceBuffer,
- AZStd::span<const RHI::ImageView* const> imageViews,
- uint32_t* outIndices,
- AZStd::span<bool> isViewReadOnly,
- uint32_t arrayIndex)
- {
- m_data.SetBindlessViews(indirectResourceBufferIndex, indirectResourceBuffer,
- imageViews, outIndices, isViewReadOnly, arrayIndex);
- }
-
- void ShaderResourceGroup::SetBindlessViews(
- RHI::ShaderInputBufferIndex indirectResourceBufferIndex,
- const RHI::BufferView* indirectResourceBuffer,
- AZStd::span<const RHI::BufferView* const> bufferViews,
- uint32_t* outIndices,
- AZStd::span<bool> isViewReadOnly,
- uint32_t arrayIndex)
- {
- m_data.SetBindlessViews(indirectResourceBufferIndex, indirectResourceBuffer,
- bufferViews, outIndices, isViewReadOnly, arrayIndex);
- }
- } // namespace RPI
- } // namespace AZ
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