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ShaderSystem.cpp 6.1 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/Shader/ShaderSystem.h>
  9. #include <Atom/RPI.Public/Shader/Shader.h>
  10. #include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
  11. #include <Atom/RPI.Public/Shader/ShaderResourceGroupPool.h>
  12. #include <Atom/RPI.Public/Shader/ShaderReloadDebugTracker.h>
  13. #include <Atom/RPI.Reflect/Asset/AssetHandler.h>
  14. #include <Atom/RPI.Reflect/Asset/AssetUtils.h>
  15. #include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
  16. #include <Atom/RPI.Reflect/Shader/ShaderOptionGroup.h>
  17. #include <Atom/RPI.Reflect/Shader/ShaderVariantAsset.h>
  18. #include <Atom/RPI.Reflect/Shader/ShaderVariantTreeAsset.h>
  19. #include <Atom/RPI.Reflect/Shader/PrecompiledShaderAssetSourceData.h>
  20. #include <AtomCore/Instance/InstanceDatabase.h>
  21. namespace AZ
  22. {
  23. namespace RPI
  24. {
  25. void ShaderSystem::Reflect(ReflectContext* context)
  26. {
  27. ShaderOptionDescriptor::Reflect(context);
  28. ShaderOptionGroupLayout::Reflect(context);
  29. ShaderOptionGroupHints::Reflect(context);
  30. ShaderOptionGroup::Reflect(context);
  31. ShaderVariantId::Reflect(context);
  32. ShaderVariantStableId::Reflect(context);
  33. ShaderAsset::Reflect(context);
  34. ShaderInputContract::Reflect(context);
  35. ShaderOutputContract::Reflect(context);
  36. ShaderVariantAsset::Reflect(context);
  37. ShaderVariantTreeAsset::Reflect(context);
  38. ReflectShaderStageType(context);
  39. PrecompiledShaderAssetSourceData::Reflect(context);
  40. }
  41. ShaderSystemInterface* ShaderSystemInterface::Get()
  42. {
  43. return Interface<ShaderSystemInterface>::Get();
  44. }
  45. void ShaderSystem::GetAssetHandlers(AssetHandlerPtrList& assetHandlers)
  46. {
  47. assetHandlers.emplace_back(MakeAssetHandler<ShaderAssetHandler>());
  48. assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantAssetHandler>());
  49. assetHandlers.emplace_back(MakeAssetHandler<ShaderVariantTreeAssetHandler>());
  50. }
  51. void ShaderSystem::Init()
  52. {
  53. m_shaderVariantAsyncLoader.Init();
  54. Interface<ShaderSystemInterface>::Register(this);
  55. {
  56. Data::InstanceHandler<Shader> handler;
  57. handler.m_createFunctionWithParam = [](Data::AssetData* shaderAsset, const AZStd::any* supervariantName)
  58. {
  59. return Shader::CreateInternal(*(azrtti_cast<ShaderAsset*>(shaderAsset)), supervariantName);
  60. };
  61. Data::InstanceDatabase<Shader>::Create(azrtti_typeid<ShaderAsset>(), handler);
  62. }
  63. {
  64. Data::InstanceHandler<ShaderResourceGroup> handler;
  65. handler.m_createFunctionWithParam = [](Data::AssetData* shaderAsset, const AZStd::any* srgInitBlob)
  66. {
  67. return ShaderResourceGroup::CreateInternal(*(azrtti_cast<ShaderAsset*>(shaderAsset)), srgInitBlob);
  68. };
  69. Data::InstanceDatabase<ShaderResourceGroup>::Create(azrtti_typeid<ShaderResourceGroup>(), handler, false);
  70. }
  71. {
  72. Data::InstanceHandler<ShaderResourceGroupPool> handler;
  73. handler.m_createFunctionWithParam = [](Data::AssetData* shaderAsset, const AZStd::any* srgInitBlob)
  74. {
  75. return ShaderResourceGroupPool::CreateInternal(*(azrtti_cast<ShaderAsset*>(shaderAsset)), srgInitBlob);
  76. };
  77. Data::InstanceDatabase<ShaderResourceGroupPool>::Create(azrtti_typeid<ShaderResourceGroupPool>(), handler, false);
  78. }
  79. ShaderReloadDebugTracker::Init();
  80. }
  81. void ShaderSystem::Shutdown()
  82. {
  83. ShaderReloadDebugTracker::Shutdown();
  84. Data::InstanceDatabase<Shader>::Destroy();
  85. Data::InstanceDatabase<ShaderResourceGroup>::Destroy();
  86. Data::InstanceDatabase<ShaderResourceGroupPool>::Destroy();
  87. Interface<ShaderSystemInterface>::Unregister(this);
  88. m_shaderVariantAsyncLoader.Shutdown();
  89. }
  90. ///////////////////////////////////////////////////////////////////
  91. // ShaderSystemInterface overrides
  92. void ShaderSystem::SetGlobalShaderOption(const AZ::Name& shaderOptionName, ShaderOptionValue value)
  93. {
  94. bool changed = false;
  95. auto iter = m_globalShaderOptionValues.find(shaderOptionName);
  96. if (iter == m_globalShaderOptionValues.end())
  97. {
  98. changed = true;
  99. m_globalShaderOptionValues[shaderOptionName] = value;
  100. }
  101. else if (iter->second != value)
  102. {
  103. iter->second = value;
  104. changed = true;
  105. }
  106. if (changed)
  107. {
  108. m_globalShaderOptionUpdatedEvent.Signal(shaderOptionName, AZStd::move(value));
  109. }
  110. }
  111. ShaderOptionValue ShaderSystem::GetGlobalShaderOption(const AZ::Name& shaderOptionName)
  112. {
  113. ShaderOptionValue value;
  114. auto iter = m_globalShaderOptionValues.find(shaderOptionName);
  115. if (iter != m_globalShaderOptionValues.end())
  116. {
  117. value = iter->second;
  118. }
  119. return value;
  120. }
  121. const ShaderSystem::GlobalShaderOptionMap& ShaderSystem::GetGlobalShaderOptions() const
  122. {
  123. return m_globalShaderOptionValues;
  124. }
  125. void ShaderSystem::Connect(GlobalShaderOptionUpdatedEvent::Handler& handler)
  126. {
  127. handler.Connect(m_globalShaderOptionUpdatedEvent);
  128. }
  129. void ShaderSystem::SetSupervariantName(const AZ::Name& supervariantName)
  130. {
  131. m_supervariantName = supervariantName;
  132. }
  133. const AZ::Name& ShaderSystem::GetSupervariantName() const
  134. {
  135. return m_supervariantName;
  136. }
  137. ///////////////////////////////////////////////////////////////////
  138. } // namespace RPI
  139. } // namespace AZ