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ShaderResourceGroup.cpp 28 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/RHI.Reflect/ShaderDataMappings.h>
  9. #include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
  10. #include <AtomCore/Instance/InstanceDatabase.h>
  11. namespace AZ
  12. {
  13. namespace RPI
  14. {
  15. const char* ShaderResourceGroup::s_traceCategoryName = "ShaderResourceGroup";
  16. const Data::Instance<Image> ShaderResourceGroup::s_nullImage;
  17. const Data::Instance<Buffer> ShaderResourceGroup::s_nullBuffer;
  18. Data::InstanceId ShaderResourceGroup::MakeSrgPoolInstanceId(
  19. const Data::Asset<ShaderAsset>& shaderAsset, const SupervariantIndex& supervariantIndex, const AZ::Name& srgName)
  20. {
  21. AZ_Assert(!srgName.IsEmpty(), "Invalid ShaderResourceGroup name");
  22. // Let's find the srg layout with the given name, because it contains the azsl file path of origin
  23. // which is essential to uniquely identify an SRG and avoid redundant copies in memory.
  24. auto srgLayout = shaderAsset->FindShaderResourceGroupLayout(srgName, supervariantIndex);
  25. AZ_Assert(
  26. srgLayout != nullptr,
  27. "Failed to find SRG with name %s, using supervariantIndex %u from shaderAsset %s",
  28. srgName.GetCStr(),
  29. supervariantIndex.GetIndex(),
  30. shaderAsset.GetHint().c_str());
  31. // Create the InstanceId by combining data from the SRG name and layout. This value does not need to be unique between
  32. // asset IDs because the data can be shared as long as the names and layouts match.
  33. const AZ::Uuid instanceUuid = AZ::Uuid::CreateName(srgLayout->GetUniqueId()) + AZ::Uuid::CreateName(srgName.GetStringView());
  34. // Create a union to split the 64 bit layout hash into 32 bit unsigned integers for use as instance ID sub IDs
  35. union {
  36. AZ::HashValue64 hash64;
  37. struct
  38. {
  39. uint32_t x;
  40. uint32_t y;
  41. };
  42. } hashUnion;
  43. hashUnion.hash64 = srgLayout->GetHash();
  44. // Use the supervariantIndex and layout hash as the subIds for the InstanceId
  45. return Data::InstanceId::CreateUuid(instanceUuid, { supervariantIndex.GetIndex(), hashUnion.x, hashUnion.y });
  46. }
  47. Data::Instance<ShaderResourceGroup> ShaderResourceGroup::Create(
  48. const Data::Asset<ShaderAsset>& shaderAsset, const AZ::Name& srgName)
  49. {
  50. // retrieve the supervariantIndex by searching for the default supervariant name, this will
  51. // allow the shader asset to properly handle the RPI::ShaderSystem supervariant
  52. SupervariantIndex supervariantIndex = shaderAsset->GetSupervariantIndex(AZ::Name(""));
  53. SrgInitParams initParams{ supervariantIndex, srgName };
  54. auto anyInitParams = AZStd::any(initParams);
  55. return Data::InstanceDatabase<ShaderResourceGroup>::Instance().Create(shaderAsset, &anyInitParams);
  56. }
  57. Data::Instance<ShaderResourceGroup> ShaderResourceGroup::Create(
  58. const Data::Asset<ShaderAsset>& shaderAsset, const SupervariantIndex& supervariantIndex, const AZ::Name& srgName)
  59. {
  60. SrgInitParams initParams{ supervariantIndex, srgName };
  61. auto anyInitParams = AZStd::any(initParams);
  62. return Data::InstanceDatabase<ShaderResourceGroup>::Instance().Create(shaderAsset, &anyInitParams);
  63. }
  64. Data::Instance<ShaderResourceGroup> ShaderResourceGroup::CreateInternal(ShaderAsset& shaderAsset, const AZStd::any* anySrgInitParams)
  65. {
  66. AZ_Assert(anySrgInitParams, "Invalid SrgInitParams");
  67. auto srgInitParams = AZStd::any_cast<SrgInitParams>(*anySrgInitParams);
  68. Data::Instance<ShaderResourceGroup> srg = aznew ShaderResourceGroup();
  69. const RHI::ResultCode resultCode = srg->Init(shaderAsset, srgInitParams.m_supervariantIndex, srgInitParams.m_srgName);
  70. if (resultCode != RHI::ResultCode::Success)
  71. {
  72. return nullptr;
  73. }
  74. return srg;
  75. }
  76. RHI::ResultCode ShaderResourceGroup::Init(ShaderAsset& shaderAsset, const SupervariantIndex& supervariantIndex, const AZ::Name& srgName)
  77. {
  78. const auto& lay = shaderAsset.FindShaderResourceGroupLayout(srgName, supervariantIndex);
  79. m_layout = lay.get();
  80. if (!m_layout)
  81. {
  82. AZ_Assert(false, "ShaderResourceGroup cannot be initialized due to invalid ShaderResourceGroupLayout");
  83. return RHI::ResultCode::Fail;
  84. }
  85. m_pool = ShaderResourceGroupPool::FindOrCreate(
  86. AZ::Data::Asset<ShaderAsset>(&shaderAsset, AZ::Data::AssetLoadBehavior::PreLoad), supervariantIndex, srgName);
  87. 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.");
  88. if (!m_pool)
  89. {
  90. return RHI::ResultCode::Fail;
  91. }
  92. m_shaderResourceGroup = m_pool->CreateRHIShaderResourceGroup();
  93. if (!m_shaderResourceGroup)
  94. {
  95. return RHI::ResultCode::Fail;
  96. }
  97. m_shaderResourceGroup->SetName(m_pool->GetRHIPool()->GetName());
  98. m_data = RHI::ShaderResourceGroupData(m_layout);
  99. m_asset = { &shaderAsset, AZ::Data::AssetLoadBehavior::PreLoad };
  100. // The RPI groups match the same dimensions as the RHI group.
  101. m_imageGroup.resize(m_layout->GetGroupSizeForImages());
  102. m_bufferGroup.resize(m_layout->GetGroupSizeForBuffers());
  103. m_isInitialized = true;
  104. return RHI::ResultCode::Success;
  105. }
  106. void ShaderResourceGroup::Compile()
  107. {
  108. m_shaderResourceGroup->Compile(m_data);
  109. //Mask is passed to RHI in the Compile call so we can reset it here
  110. m_data.ResetUpdateMask();
  111. }
  112. bool ShaderResourceGroup::IsQueuedForCompile() const
  113. {
  114. return m_shaderResourceGroup->IsQueuedForCompile();
  115. }
  116. RHI::ShaderInputBufferIndex ShaderResourceGroup::FindShaderInputBufferIndex(const Name& name) const
  117. {
  118. return m_layout->FindShaderInputBufferIndex(name);
  119. }
  120. RHI::ShaderInputImageIndex ShaderResourceGroup::FindShaderInputImageIndex(const Name& name) const
  121. {
  122. return m_layout->FindShaderInputImageIndex(name);
  123. }
  124. RHI::ShaderInputSamplerIndex ShaderResourceGroup::FindShaderInputSamplerIndex(const Name& name) const
  125. {
  126. return m_layout->FindShaderInputSamplerIndex(name);
  127. }
  128. RHI::ShaderInputConstantIndex ShaderResourceGroup::FindShaderInputConstantIndex(const Name& name) const
  129. {
  130. return m_layout->FindShaderInputConstantIndex(name);
  131. }
  132. RHI::ShaderInputBufferUnboundedArrayIndex ShaderResourceGroup::FindShaderInputBufferUnboundedArrayIndex(const Name& name) const
  133. {
  134. return m_layout->FindShaderInputBufferUnboundedArrayIndex(name);
  135. }
  136. RHI::ShaderInputImageUnboundedArrayIndex ShaderResourceGroup::FindShaderInputImageUnboundedArrayIndex(const Name& name) const
  137. {
  138. return m_layout->FindShaderInputImageUnboundedArrayIndex(name);
  139. }
  140. const RHI::ShaderResourceGroupLayout* ShaderResourceGroup::GetLayout() const
  141. {
  142. return m_layout;
  143. }
  144. RHI::ShaderResourceGroup* ShaderResourceGroup::GetRHIShaderResourceGroup()
  145. {
  146. return m_shaderResourceGroup.get();
  147. }
  148. bool ShaderResourceGroup::SetShaderVariantKeyFallbackValue(const ShaderVariantKey& shaderKey)
  149. {
  150. uint32_t keySize = GetLayout()->GetShaderVariantKeyFallbackSize();
  151. if (keySize == 0)
  152. {
  153. return false;
  154. }
  155. auto shaderFallbackIndex = GetLayout()->GetShaderVariantKeyFallbackConstantIndex();
  156. if (!shaderFallbackIndex.IsValid())
  157. {
  158. return false;
  159. }
  160. return SetConstantRaw(shaderFallbackIndex, shaderKey.data(), 0, AZStd::min(keySize, (uint32_t) ShaderVariantKeyBitCount) / 8);
  161. }
  162. bool ShaderResourceGroup::HasShaderVariantKeyFallbackEntry() const
  163. {
  164. return GetLayout()->HasShaderVariantKeyFallbackEntry();
  165. }
  166. bool ShaderResourceGroup::SetImage(RHI::ShaderInputNameIndex& inputIndex, const Data::Instance<Image>& image, uint32_t arrayIndex)
  167. {
  168. if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
  169. {
  170. return SetImage(inputIndex.GetImageIndex(), image, arrayIndex);
  171. }
  172. return false;
  173. }
  174. bool ShaderResourceGroup::SetImage(RHI::ShaderInputImageIndex inputIndex, const Data::Instance<Image>& image, uint32_t arrayIndex)
  175. {
  176. const RHI::ImageView* imageView = image ? image->GetImageView() : nullptr;
  177. if (m_data.SetImageView(inputIndex, imageView, arrayIndex))
  178. {
  179. const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
  180. // Track the RPI image entry at the same slot.
  181. m_imageGroup[interval.m_min + arrayIndex] = image;
  182. return true;
  183. }
  184. return false;
  185. }
  186. bool ShaderResourceGroup::SetImageArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::span<const Data::Instance<Image>> images, uint32_t arrayIndex)
  187. {
  188. if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
  189. {
  190. return SetImageArray(inputIndex.GetImageIndex(), images, arrayIndex);
  191. }
  192. return false;
  193. }
  194. bool ShaderResourceGroup::SetImageArray(RHI::ShaderInputImageIndex inputIndex, AZStd::span<const Data::Instance<Image>> images, uint32_t arrayIndex)
  195. {
  196. if (GetLayout()->ValidateAccess(inputIndex, arrayIndex + static_cast<uint32_t>(images.size()) - 1))
  197. {
  198. bool isValidAll = true;
  199. for (size_t i = 0; i < images.size(); ++i)
  200. {
  201. isValidAll &= SetImage(inputIndex, images[i], static_cast<uint32_t>(arrayIndex + i));
  202. }
  203. return isValidAll;
  204. }
  205. return false;
  206. }
  207. const Data::Instance<Image>& ShaderResourceGroup::GetImage(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
  208. {
  209. if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
  210. {
  211. return GetImage(inputIndex.GetImageIndex(), arrayIndex);
  212. }
  213. return s_nullImage;
  214. }
  215. const Data::Instance<Image>& ShaderResourceGroup::GetImage(RHI::ShaderInputImageIndex inputIndex, uint32_t arrayIndex) const
  216. {
  217. if (m_layout->ValidateAccess(inputIndex, arrayIndex))
  218. {
  219. const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
  220. return m_imageGroup[interval.m_min + arrayIndex];
  221. }
  222. return s_nullImage;
  223. }
  224. AZStd::span<const Data::Instance<Image>> ShaderResourceGroup::GetImageArray(RHI::ShaderInputNameIndex& inputIndex) const
  225. {
  226. if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
  227. {
  228. return GetImageArray(inputIndex.GetImageIndex());
  229. }
  230. return {};
  231. }
  232. AZStd::span<const Data::Instance<Image>> ShaderResourceGroup::GetImageArray(RHI::ShaderInputImageIndex inputIndex) const
  233. {
  234. if (m_layout->ValidateAccess(inputIndex, 0))
  235. {
  236. const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
  237. return AZStd::span<const Data::Instance<Image>>(&m_imageGroup[interval.m_min], interval.m_max - interval.m_min);
  238. }
  239. return {};
  240. }
  241. bool ShaderResourceGroup::SetImageView(RHI::ShaderInputNameIndex& inputIndex, const RHI::ImageView* imageView, uint32_t arrayIndex)
  242. {
  243. if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
  244. {
  245. return SetImageView(inputIndex.GetImageIndex(), imageView, arrayIndex);
  246. }
  247. return false;
  248. }
  249. bool ShaderResourceGroup::SetImageView(RHI::ShaderInputImageIndex inputIndex, const RHI::ImageView* imageView, uint32_t arrayIndex)
  250. {
  251. if (m_data.SetImageView(inputIndex, imageView, arrayIndex))
  252. {
  253. const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
  254. // Reset the RPI image entry, since an RHI version now takes precedence.
  255. m_imageGroup[interval.m_min + arrayIndex] = nullptr;
  256. return true;
  257. }
  258. return false;
  259. }
  260. bool ShaderResourceGroup::SetImageViewArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::span<const RHI::ImageView* const> imageViews, uint32_t arrayIndex)
  261. {
  262. if (inputIndex.ValidateOrFindImageIndex(GetLayout()))
  263. {
  264. return SetImageViewArray(inputIndex.GetImageIndex(), imageViews, arrayIndex);
  265. }
  266. return false;
  267. }
  268. bool ShaderResourceGroup::SetImageViewArray(RHI::ShaderInputImageIndex inputIndex, AZStd::span<const RHI::ImageView* const> imageViews, uint32_t arrayIndex)
  269. {
  270. if (GetLayout()->ValidateAccess(inputIndex, arrayIndex + static_cast<uint32_t>(imageViews.size()) - 1))
  271. {
  272. bool isValidAll = true;
  273. for (size_t i = 0; i < imageViews.size(); ++i)
  274. {
  275. isValidAll &= SetImageView(inputIndex, imageViews[i], static_cast<uint32_t>(arrayIndex + i));
  276. }
  277. return isValidAll;
  278. }
  279. return false;
  280. }
  281. bool ShaderResourceGroup::SetImageViewUnboundedArray(RHI::ShaderInputImageUnboundedArrayIndex inputIndex, AZStd::span<const RHI::ImageView* const> imageViews)
  282. {
  283. return m_data.SetImageViewUnboundedArray(inputIndex, imageViews);
  284. }
  285. bool ShaderResourceGroup::SetBufferView(RHI::ShaderInputNameIndex& inputIndex, const RHI::BufferView* bufferView, uint32_t arrayIndex)
  286. {
  287. if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
  288. {
  289. return SetBufferView(inputIndex.GetBufferIndex(), bufferView, arrayIndex);
  290. }
  291. return false;
  292. }
  293. bool ShaderResourceGroup::SetBufferView(RHI::ShaderInputBufferIndex inputIndex, const RHI::BufferView* bufferView, uint32_t arrayIndex)
  294. {
  295. if (m_data.SetBufferView(inputIndex, bufferView, arrayIndex))
  296. {
  297. const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
  298. // Reset the RPI image entry, since an RHI version now takes precedence.
  299. m_bufferGroup[interval.m_min + arrayIndex] = nullptr;
  300. return true;
  301. }
  302. return false;
  303. }
  304. bool ShaderResourceGroup::SetBufferViewArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::span<const RHI::BufferView* const> bufferViews, uint32_t arrayIndex)
  305. {
  306. if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
  307. {
  308. return SetBufferViewArray(inputIndex.GetBufferIndex(), bufferViews, arrayIndex);
  309. }
  310. return false;
  311. }
  312. bool ShaderResourceGroup::SetBufferViewArray(RHI::ShaderInputBufferIndex inputIndex, AZStd::span<const RHI::BufferView* const> bufferViews, uint32_t arrayIndex)
  313. {
  314. if (GetLayout()->ValidateAccess(inputIndex, arrayIndex + static_cast<uint32_t>(bufferViews.size()) - 1))
  315. {
  316. bool isValidAll = true;
  317. for (size_t i = 0; i < bufferViews.size(); ++i)
  318. {
  319. isValidAll &= SetBufferView(inputIndex, bufferViews[i], static_cast<uint32_t>(arrayIndex + i));
  320. }
  321. return isValidAll;
  322. }
  323. return false;
  324. }
  325. bool ShaderResourceGroup::SetBufferViewUnboundedArray(RHI::ShaderInputBufferUnboundedArrayIndex inputIndex, AZStd::span<const RHI::BufferView* const> bufferViews)
  326. {
  327. return m_data.SetBufferViewUnboundedArray(inputIndex, bufferViews);
  328. }
  329. bool ShaderResourceGroup::SetSampler(RHI::ShaderInputNameIndex& inputIndex, const RHI::SamplerState& sampler, uint32_t arrayIndex)
  330. {
  331. if (inputIndex.ValidateOrFindSamplerIndex(GetLayout()))
  332. {
  333. return SetSampler(inputIndex.GetSamplerIndex(), sampler, arrayIndex);
  334. }
  335. return false;
  336. }
  337. bool ShaderResourceGroup::SetSampler(RHI::ShaderInputSamplerIndex inputIndex, const RHI::SamplerState& sampler, uint32_t arrayIndex)
  338. {
  339. return m_data.SetSampler(inputIndex, sampler, arrayIndex);
  340. }
  341. bool ShaderResourceGroup::SetSamplerArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::span<const RHI::SamplerState> samplers, uint32_t arrayIndex)
  342. {
  343. if (inputIndex.ValidateOrFindSamplerIndex(GetLayout()))
  344. {
  345. return SetSamplerArray(inputIndex.GetSamplerIndex(), samplers, arrayIndex);
  346. }
  347. return false;
  348. }
  349. bool ShaderResourceGroup::SetSamplerArray(RHI::ShaderInputSamplerIndex inputIndex, AZStd::span<const RHI::SamplerState> samplers, uint32_t arrayIndex)
  350. {
  351. return m_data.SetSamplerArray(inputIndex, samplers, arrayIndex);
  352. }
  353. bool ShaderResourceGroup::SetConstantRaw(RHI::ShaderInputNameIndex& inputIndex, const void* bytes, uint32_t byteCount)
  354. {
  355. if (inputIndex.ValidateOrFindConstantIndex(GetLayout()))
  356. {
  357. return SetConstantRaw(inputIndex.GetConstantIndex(), bytes, byteCount);
  358. }
  359. return false;
  360. }
  361. bool ShaderResourceGroup::SetConstantRaw(RHI::ShaderInputConstantIndex inputIndex, const void* bytes, uint32_t byteCount)
  362. {
  363. return m_data.SetConstantRaw(inputIndex, bytes, byteCount);
  364. }
  365. bool ShaderResourceGroup::SetConstantRaw(RHI::ShaderInputNameIndex& inputIndex, const void* bytes, uint32_t byteOffset, uint32_t byteCount)
  366. {
  367. if (inputIndex.ValidateOrFindConstantIndex(GetLayout()))
  368. {
  369. return SetConstantRaw(inputIndex.GetConstantIndex(), bytes, byteOffset, byteCount);
  370. }
  371. return false;
  372. }
  373. bool ShaderResourceGroup::SetConstantRaw(RHI::ShaderInputConstantIndex inputIndex, const void* bytes, uint32_t byteOffset, uint32_t byteCount)
  374. {
  375. return m_data.SetConstantRaw(inputIndex, bytes, byteOffset, byteCount);
  376. }
  377. bool ShaderResourceGroup::ApplyDataMappings(const RHI::ShaderDataMappings& mappings)
  378. {
  379. bool success = true;
  380. success = success && ApplyDataMappingArray(mappings.m_colorMappings);
  381. success = success && ApplyDataMappingArray(mappings.m_uintMappings);
  382. success = success && ApplyDataMappingArray(mappings.m_floatMappings);
  383. success = success && ApplyDataMappingArray(mappings.m_float2Mappings);
  384. success = success && ApplyDataMappingArray(mappings.m_float3Mappings);
  385. success = success && ApplyDataMappingArray(mappings.m_float4Mappings);
  386. success = success && ApplyDataMappingArray(mappings.m_matrix3x3Mappings);
  387. success = success && ApplyDataMappingArray(mappings.m_matrix4x4Mappings);
  388. return success;
  389. }
  390. const RHI::ConstPtr<RHI::ImageView>& ShaderResourceGroup::GetImageView(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
  391. {
  392. inputIndex.ValidateOrFindImageIndex(GetLayout());
  393. return GetImageView(inputIndex.GetImageIndex(), arrayIndex);
  394. }
  395. const RHI::ConstPtr<RHI::ImageView>& ShaderResourceGroup::GetImageView(RHI::ShaderInputImageIndex inputIndex, uint32_t arrayIndex) const
  396. {
  397. return m_data.GetImageView(inputIndex, arrayIndex);
  398. }
  399. AZStd::span<const RHI::ConstPtr<RHI::ImageView>> ShaderResourceGroup::GetImageViewArray(RHI::ShaderInputNameIndex& inputIndex) const
  400. {
  401. inputIndex.ValidateOrFindImageIndex(GetLayout());
  402. return GetImageViewArray(inputIndex.GetImageIndex());
  403. }
  404. AZStd::span<const RHI::ConstPtr<RHI::ImageView>> ShaderResourceGroup::GetImageViewArray(RHI::ShaderInputImageIndex inputIndex) const
  405. {
  406. return m_data.GetImageViewArray(inputIndex);
  407. }
  408. const RHI::ConstPtr<RHI::BufferView>& ShaderResourceGroup::GetBufferView(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
  409. {
  410. inputIndex.ValidateOrFindBufferIndex(GetLayout());
  411. return GetBufferView(inputIndex.GetBufferIndex(), arrayIndex);
  412. }
  413. const RHI::ConstPtr<RHI::BufferView>& ShaderResourceGroup::GetBufferView(RHI::ShaderInputBufferIndex inputIndex, uint32_t arrayIndex) const
  414. {
  415. return m_data.GetBufferView(inputIndex, arrayIndex);
  416. }
  417. AZStd::span<const RHI::ConstPtr<RHI::BufferView>> ShaderResourceGroup::GetBufferViewArray(RHI::ShaderInputNameIndex& inputIndex) const
  418. {
  419. inputIndex.ValidateOrFindBufferIndex(GetLayout());
  420. return GetBufferViewArray(inputIndex.GetBufferIndex());
  421. }
  422. AZStd::span<const RHI::ConstPtr<RHI::BufferView>> ShaderResourceGroup::GetBufferViewArray(RHI::ShaderInputBufferIndex inputIndex) const
  423. {
  424. return m_data.GetBufferViewArray(inputIndex);
  425. }
  426. bool ShaderResourceGroup::SetBuffer(RHI::ShaderInputNameIndex& inputIndex, const Data::Instance<Buffer>& buffer, uint32_t arrayIndex)
  427. {
  428. if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
  429. {
  430. return SetBuffer(inputIndex.GetBufferIndex(), buffer, arrayIndex);
  431. }
  432. return false;
  433. }
  434. bool ShaderResourceGroup::SetBuffer(RHI::ShaderInputBufferIndex inputIndex, const Data::Instance<Buffer>& buffer, uint32_t arrayIndex)
  435. {
  436. const RHI::BufferView* bufferView = buffer ? buffer->GetBufferView() : nullptr;
  437. if (m_data.SetBufferView(inputIndex, bufferView, arrayIndex))
  438. {
  439. const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
  440. // Track the RPI buffer entry at the same slot.
  441. m_bufferGroup[interval.m_min + arrayIndex] = buffer;
  442. return true;
  443. }
  444. return false;
  445. }
  446. bool ShaderResourceGroup::SetBufferArray(RHI::ShaderInputNameIndex& inputIndex, AZStd::span<const Data::Instance<Buffer>> buffers, uint32_t arrayIndex)
  447. {
  448. if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
  449. {
  450. return SetBufferArray(inputIndex.GetBufferIndex(), buffers, arrayIndex);
  451. }
  452. return false;
  453. }
  454. bool ShaderResourceGroup::SetBufferArray(RHI::ShaderInputBufferIndex inputIndex, AZStd::span<const Data::Instance<Buffer>> buffers, uint32_t arrayIndex)
  455. {
  456. if (GetLayout()->ValidateAccess(inputIndex, arrayIndex + static_cast<uint32_t>(buffers.size()) - 1))
  457. {
  458. bool isValidAll = true;
  459. for (size_t i = 0; i < buffers.size(); ++i)
  460. {
  461. isValidAll &= SetBuffer(inputIndex, buffers[i], static_cast<uint32_t>(arrayIndex + i));
  462. }
  463. return isValidAll;
  464. }
  465. return false;
  466. }
  467. const Data::Instance<Buffer>& ShaderResourceGroup::GetBuffer(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
  468. {
  469. if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
  470. {
  471. return GetBuffer(inputIndex.GetBufferIndex(), arrayIndex);
  472. }
  473. return s_nullBuffer;
  474. }
  475. const Data::Instance<Buffer>& ShaderResourceGroup::GetBuffer(RHI::ShaderInputBufferIndex inputIndex, uint32_t arrayIndex) const
  476. {
  477. if (m_layout->ValidateAccess(inputIndex, arrayIndex))
  478. {
  479. const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
  480. return m_bufferGroup[interval.m_min + arrayIndex];
  481. }
  482. return s_nullBuffer;
  483. }
  484. AZStd::span<const Data::Instance<Buffer>> ShaderResourceGroup::GetBufferArray(RHI::ShaderInputNameIndex& inputIndex) const
  485. {
  486. if (inputIndex.ValidateOrFindBufferIndex(GetLayout()))
  487. {
  488. return GetBufferArray(inputIndex.GetBufferIndex());
  489. }
  490. return {};
  491. }
  492. AZStd::span<const Data::Instance<Buffer>> ShaderResourceGroup::GetBufferArray(RHI::ShaderInputBufferIndex inputIndex) const
  493. {
  494. if (m_layout->ValidateAccess(inputIndex, 0))
  495. {
  496. const RHI::Interval interval = m_layout->GetGroupInterval(inputIndex);
  497. return AZStd::span<const Data::Instance<Buffer>>(&m_bufferGroup[interval.m_min], interval.m_max - interval.m_min);
  498. }
  499. return {};
  500. }
  501. void ShaderResourceGroup::ResetViews()
  502. {
  503. m_data.ResetViews();
  504. }
  505. const RHI::SamplerState& ShaderResourceGroup::GetSampler(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex) const
  506. {
  507. inputIndex.ValidateOrFindSamplerIndex(GetLayout());
  508. return GetSampler(inputIndex.GetSamplerIndex(), arrayIndex);
  509. }
  510. const RHI::SamplerState& ShaderResourceGroup::GetSampler(RHI::ShaderInputSamplerIndex inputIndex, uint32_t arrayIndex) const
  511. {
  512. return m_data.GetSampler(inputIndex, arrayIndex);
  513. }
  514. AZStd::span<const RHI::SamplerState> ShaderResourceGroup::GetSamplerArray(RHI::ShaderInputNameIndex& inputIndex) const
  515. {
  516. inputIndex.ValidateOrFindSamplerIndex(GetLayout());
  517. return GetSamplerArray(inputIndex.GetSamplerIndex());
  518. }
  519. AZStd::span<const RHI::SamplerState> ShaderResourceGroup::GetSamplerArray(RHI::ShaderInputSamplerIndex inputIndex) const
  520. {
  521. return m_data.GetSamplerArray(inputIndex);
  522. }
  523. AZStd::span<const uint8_t> ShaderResourceGroup::GetConstantRaw(RHI::ShaderInputNameIndex& inputIndex) const
  524. {
  525. inputIndex.ValidateOrFindConstantIndex(GetLayout());
  526. return GetConstantRaw(inputIndex.GetConstantIndex());
  527. }
  528. AZStd::span<const uint8_t> ShaderResourceGroup::GetConstantRaw(RHI::ShaderInputConstantIndex inputIndex) const
  529. {
  530. return m_data.GetConstantRaw(inputIndex);
  531. }
  532. void ShaderResourceGroup::SetBindlessViews(
  533. RHI::ShaderInputBufferIndex indirectResourceBufferIndex,
  534. const RHI::BufferView* indirectResourceBuffer,
  535. AZStd::span<const RHI::ImageView* const> imageViews,
  536. uint32_t* outIndices,
  537. AZStd::span<bool> isViewReadOnly,
  538. uint32_t arrayIndex)
  539. {
  540. m_data.SetBindlessViews(indirectResourceBufferIndex, indirectResourceBuffer,
  541. imageViews, outIndices, isViewReadOnly, arrayIndex);
  542. }
  543. void ShaderResourceGroup::SetBindlessViews(
  544. RHI::ShaderInputBufferIndex indirectResourceBufferIndex,
  545. const RHI::BufferView* indirectResourceBuffer,
  546. AZStd::span<const RHI::BufferView* const> bufferViews,
  547. uint32_t* outIndices,
  548. AZStd::span<bool> isViewReadOnly,
  549. uint32_t arrayIndex)
  550. {
  551. m_data.SetBindlessViews(indirectResourceBufferIndex, indirectResourceBuffer,
  552. bufferViews, outIndices, isViewReadOnly, arrayIndex);
  553. }
  554. } // namespace RPI
  555. } // namespace AZ