ShaderAsset.cpp 27 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.Reflect/Shader/ShaderAsset.h>
  9. #include <Atom/RPI.Reflect/Shader/ShaderCommonTypes.h>
  10. #include <AzCore/Asset/AssetSerializer.h>
  11. #include <AzCore/Casting/numeric_cast.h>
  12. #include <AzCore/Serialization/SerializeContext.h>
  13. #include <AzCore/std/algorithm.h>
  14. #include <Atom/RHI/Factory.h>
  15. #include <AzCore/Interface/Interface.h>
  16. #include <Atom/RPI.Reflect/Shader/IShaderVariantFinder.h>
  17. #include <Atom/RPI.Public/Shader/ShaderSystem.h>
  18. #include <Atom/RPI.Public/Shader/ShaderReloadDebugTracker.h>
  19. #include <Atom/RPI.Public/Shader/ShaderReloadNotificationBus.h>
  20. DECLARE_EBUS_INSTANTIATION(RPI::ShaderVariantFinderNotification);
  21. namespace AZ
  22. {
  23. namespace RPI
  24. {
  25. const ShaderVariantStableId ShaderAsset::RootShaderVariantStableId{0};
  26. static constexpr uint32_t SubProductTypeBitPosition = 0;
  27. static constexpr uint32_t SubProductTypeNumBits = SupervariantIndexBitPosition - SubProductTypeBitPosition;
  28. [[maybe_unused]] static constexpr uint32_t SubProductTypeMaxValue = (1 << SubProductTypeNumBits) - 1;
  29. static_assert(RhiIndexMaxValue == RHI::Limits::APIType::PerPlatformApiUniqueIndexMax);
  30. uint32_t ShaderAsset::MakeProductAssetSubId(
  31. uint32_t rhiApiUniqueIndex, uint32_t supervariantIndex, uint32_t subProductType)
  32. {
  33. AZ_Assert(rhiApiUniqueIndex <= RhiIndexMaxValue, "Invalid rhiApiUniqueIndex [%u]", rhiApiUniqueIndex);
  34. AZ_Assert(supervariantIndex <= SupervariantIndexMaxValue, "Invalid supervariantIndex [%u]", supervariantIndex);
  35. AZ_Assert(subProductType <= SubProductTypeMaxValue, "Invalid subProductType [%u]", subProductType);
  36. const uint32_t assetProductSubId = (rhiApiUniqueIndex << RhiIndexBitPosition) |
  37. (supervariantIndex << SupervariantIndexBitPosition) | (subProductType << SubProductTypeBitPosition);
  38. return assetProductSubId;
  39. }
  40. SupervariantIndex ShaderAsset::GetSupervariantIndexFromProductAssetSubId(uint32_t assetProducSubId)
  41. {
  42. const uint32_t supervariantIndex = assetProducSubId >> SupervariantIndexBitPosition;
  43. return SupervariantIndex{supervariantIndex & SupervariantIndexMaxValue};
  44. }
  45. SupervariantIndex ShaderAsset::GetSupervariantIndexFromAssetId(const Data::AssetId& assetId)
  46. {
  47. return GetSupervariantIndexFromProductAssetSubId(assetId.m_subId);
  48. }
  49. void ShaderAsset::Supervariant::Reflect(AZ::ReflectContext* context)
  50. {
  51. if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
  52. {
  53. serializeContext->Class<Supervariant>()
  54. ->Version(1)
  55. ->Field("Name", &Supervariant::m_name)
  56. ->Field("SrgLayoutList", &Supervariant::m_srgLayoutList)
  57. ->Field("PipelineLayout", &Supervariant::m_pipelineLayoutDescriptor)
  58. ->Field("InputContract", &Supervariant::m_inputContract)
  59. ->Field("OutputContract", &Supervariant::m_outputContract)
  60. ->Field("RenderStates", &Supervariant::m_renderStates)
  61. ->Field("AttributeMapList", &Supervariant::m_attributeMaps)
  62. ->Field("RootVariantAsset", &Supervariant::m_rootShaderVariantAsset)
  63. ;
  64. }
  65. }
  66. void ShaderAsset::ShaderApiDataContainer::Reflect(AZ::ReflectContext* context)
  67. {
  68. if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
  69. {
  70. serializeContext->Class<ShaderApiDataContainer>()
  71. ->Version(1)
  72. ->Field("APIType", &ShaderApiDataContainer::m_APIType)
  73. ->Field("Supervariants", &ShaderApiDataContainer::m_supervariants)
  74. ;
  75. }
  76. }
  77. void ShaderAsset::Reflect(ReflectContext* context)
  78. {
  79. Supervariant::Reflect(context);
  80. ShaderApiDataContainer::Reflect(context);
  81. if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
  82. {
  83. serializeContext->Class<ShaderAsset>()
  84. ->Version(2)
  85. ->Field("name", &ShaderAsset::m_name)
  86. ->Field("pipelineStateType", &ShaderAsset::m_pipelineStateType)
  87. ->Field("shaderOptionGroupLayout", &ShaderAsset::m_shaderOptionGroupLayout)
  88. ->Field("defaultShaderOptionValueOverrides", &ShaderAsset::m_defaultShaderOptionValueOverrides)
  89. ->Field("drawListName", &ShaderAsset::m_drawListName)
  90. ->Field("perAPIShaderData", &ShaderAsset::m_perAPIShaderData)
  91. ;
  92. }
  93. }
  94. ShaderAsset::~ShaderAsset()
  95. {
  96. ShaderVariantFinderNotificationBus::Handler::BusDisconnect();
  97. AssetInitBus::Handler::BusDisconnect();
  98. }
  99. const Name& ShaderAsset::GetName() const
  100. {
  101. return m_name;
  102. }
  103. RHI::PipelineStateType ShaderAsset::GetPipelineStateType() const
  104. {
  105. return m_pipelineStateType;
  106. }
  107. const ShaderOptionGroupLayout* ShaderAsset::GetShaderOptionGroupLayout() const
  108. {
  109. AZ_Assert(m_shaderOptionGroupLayout, "m_shaderOptionGroupLayout is null");
  110. return m_shaderOptionGroupLayout.get();
  111. }
  112. ShaderOptionGroup ShaderAsset::GetDefaultShaderOptions() const
  113. {
  114. // The m_shaderOptionGroupLayout has default values for each shader option, these come from shader source code.
  115. // The ShaderAsset can override these with its own default values, these come from the .shader file.
  116. ShaderOptionGroup shaderOptionGroup{m_shaderOptionGroupLayout, m_defaultShaderOptionValueOverrides};
  117. shaderOptionGroup.SetUnspecifiedToDefaultValues();
  118. return shaderOptionGroup;
  119. }
  120. const Name& ShaderAsset::GetDrawListName() const
  121. {
  122. return m_drawListName;
  123. }
  124. void ShaderAsset::SetReady()
  125. {
  126. m_status = AssetStatus::Ready;
  127. }
  128. SupervariantIndex ShaderAsset::GetSupervariantIndex(const AZ::Name& supervariantName) const
  129. {
  130. SupervariantIndex supervariantIndex = InvalidSupervariantIndex;
  131. // check for an RPI ShaderSystem supervariant
  132. RPI::ShaderSystemInterface* shaderSystemInterface = ShaderSystemInterface::Get();
  133. if (shaderSystemInterface && !shaderSystemInterface->GetSupervariantName().IsEmpty())
  134. {
  135. // search for the combined requested name and system supervariant name
  136. // Note: the shader may not support this supervariant, if it doesn't we will
  137. // fallback to the requested name below
  138. AZStd::string combinedName = supervariantName.GetCStr();
  139. combinedName.append(shaderSystemInterface->GetSupervariantName().GetCStr());
  140. supervariantIndex = GetSupervariantIndexInternal(AZ::Name(combinedName));
  141. }
  142. if (supervariantIndex == InvalidSupervariantIndex)
  143. {
  144. // search for the requested name
  145. supervariantIndex = GetSupervariantIndexInternal(supervariantName);
  146. }
  147. return supervariantIndex;
  148. }
  149. const AZ::Name& ShaderAsset::GetSupervariantName(SupervariantIndex supervariantIndex) const
  150. {
  151. const auto& supervariants = GetCurrentShaderApiData().m_supervariants;
  152. if (supervariantIndex.GetIndex() >= supervariants.size())
  153. {
  154. // Index 0 always exists, because the default supervariant always exists.
  155. return supervariants[0].m_name;
  156. }
  157. return supervariants[supervariantIndex.GetIndex()].m_name;
  158. }
  159. Data::Asset<ShaderVariantAsset> ShaderAsset::GetVariantAsset(
  160. const ShaderVariantId& shaderVariantId, SupervariantIndex supervariantIndex)
  161. {
  162. auto variantFinder = AZ::Interface<IShaderVariantFinder>::Get();
  163. AZ_Assert(variantFinder, "The IShaderVariantFinder doesn't exist");
  164. Data::Asset<ShaderAsset> thisAsset(this, Data::AssetLoadBehavior::Default);
  165. Data::Asset<ShaderVariantAsset> shaderVariantAsset =
  166. variantFinder->GetShaderVariantAssetByVariantId(thisAsset, shaderVariantId, supervariantIndex);
  167. if (!shaderVariantAsset)
  168. {
  169. variantFinder->QueueLoadShaderVariantAssetByVariantId(thisAsset, shaderVariantId, supervariantIndex);
  170. }
  171. return shaderVariantAsset;
  172. }
  173. ShaderVariantSearchResult ShaderAsset::FindVariantStableId(const ShaderVariantId& shaderVariantId)
  174. {
  175. uint32_t dynamicOptionCount = aznumeric_cast<uint32_t>(GetShaderOptionGroupLayout()->GetShaderOptions().size());
  176. ShaderVariantSearchResult variantSearchResult{RootShaderVariantStableId, dynamicOptionCount };
  177. if (!dynamicOptionCount)
  178. {
  179. // The shader has no options at all. There's nothing to search.
  180. return variantSearchResult;
  181. }
  182. auto variantFinder = AZ::Interface<IShaderVariantFinder>::Get();
  183. AZ_Assert(variantFinder, "The IShaderVariantFinder doesn't exist");
  184. {
  185. AZStd::shared_lock<decltype(m_variantTreeMutex)> lock(m_variantTreeMutex);
  186. if (m_shaderVariantTree)
  187. {
  188. return m_shaderVariantTree->FindVariantStableId(GetShaderOptionGroupLayout(), shaderVariantId);
  189. }
  190. }
  191. AZStd::unique_lock<decltype(m_variantTreeMutex)> lock(m_variantTreeMutex);
  192. if (!m_shaderVariantTree)
  193. {
  194. m_shaderVariantTree = variantFinder->GetShaderVariantTreeAsset(GetId());
  195. if (!m_shaderVariantTree)
  196. {
  197. if (!m_shaderVariantTreeLoadWasRequested)
  198. {
  199. variantFinder->QueueLoadShaderVariantTreeAsset(GetId());
  200. m_shaderVariantTreeLoadWasRequested = true;
  201. }
  202. // The variant tree could be under construction or simply doesn't exist at all.
  203. return variantSearchResult;
  204. }
  205. }
  206. return m_shaderVariantTree->FindVariantStableId(GetShaderOptionGroupLayout(), shaderVariantId);
  207. }
  208. Data::Asset<ShaderVariantAsset> ShaderAsset::GetVariantAsset(
  209. ShaderVariantStableId shaderVariantStableId, SupervariantIndex supervariantIndex) const
  210. {
  211. if (!shaderVariantStableId.IsValid() || shaderVariantStableId == RootShaderVariantStableId)
  212. {
  213. return GetRootVariantAsset(supervariantIndex);
  214. }
  215. auto variantFinder = AZ::Interface<IShaderVariantFinder>::Get();
  216. AZ_Assert(variantFinder, "No Variant Finder For shaderAsset with name [%s] and stableId [%u]", GetName().GetCStr(), shaderVariantStableId.GetIndex());
  217. Data::Asset<ShaderVariantAsset> variant =
  218. variantFinder->GetShaderVariantAsset(m_shaderVariantTree.GetId(), shaderVariantStableId, supervariantIndex);
  219. if (!variant.IsReady())
  220. {
  221. // Enqueue a request to load the variant, next time around the caller will get the asset.
  222. Data::AssetId variantTreeAssetId;
  223. {
  224. AZStd::shared_lock<decltype(m_variantTreeMutex)> lock(m_variantTreeMutex);
  225. if (m_shaderVariantTree)
  226. {
  227. variantTreeAssetId = m_shaderVariantTree.GetId();
  228. }
  229. }
  230. if (variantTreeAssetId.IsValid())
  231. {
  232. variantFinder->QueueLoadShaderVariantAsset(variantTreeAssetId, shaderVariantStableId, GetSupervariantName(supervariantIndex));
  233. }
  234. return GetRootVariantAsset(supervariantIndex);
  235. }
  236. return variant;
  237. }
  238. Data::Asset<ShaderVariantAsset> ShaderAsset::GetRootVariantAsset(SupervariantIndex supervariantIndex) const
  239. {
  240. auto supervariant = GetSupervariant(supervariantIndex);
  241. if (!supervariant)
  242. {
  243. return Data::Asset<ShaderVariantAsset>();
  244. }
  245. return supervariant->m_rootShaderVariantAsset;
  246. }
  247. const RHI::Ptr<RHI::ShaderResourceGroupLayout>& ShaderAsset::FindShaderResourceGroupLayout(
  248. const Name& shaderResourceGroupName, SupervariantIndex supervariantIndex) const
  249. {
  250. auto supervariant = GetSupervariant(supervariantIndex);
  251. if (!supervariant)
  252. {
  253. return RHI::NullSrgLayout;
  254. }
  255. const auto& srgLayoutList = supervariant->m_srgLayoutList;
  256. const auto findIt = AZStd::find_if(srgLayoutList.begin(), srgLayoutList.end(), [&](const RHI::Ptr<RHI::ShaderResourceGroupLayout>& layout)
  257. {
  258. return layout->GetName() == shaderResourceGroupName;
  259. });
  260. if (findIt != srgLayoutList.end())
  261. {
  262. return *findIt;
  263. }
  264. return RHI::NullSrgLayout;
  265. }
  266. const RHI::Ptr<RHI::ShaderResourceGroupLayout>& ShaderAsset::FindShaderResourceGroupLayout(const Name& shaderResourceGroupName) const
  267. {
  268. SupervariantIndex supervariantIndex = DefaultSupervariantIndex;
  269. // check for an RPI ShaderSystem specified supervariant
  270. // Note: we can just search for the system supervariant name, since the default supervariant is "", so no need to append
  271. RPI::ShaderSystemInterface* shaderSystemInterface = ShaderSystemInterface::Get();
  272. if (shaderSystemInterface && !shaderSystemInterface->GetSupervariantName().IsEmpty())
  273. {
  274. SupervariantIndex systemSupervariantIndex = GetSupervariantIndexInternal(shaderSystemInterface->GetSupervariantName());
  275. if (systemSupervariantIndex.IsValid())
  276. {
  277. supervariantIndex = systemSupervariantIndex;
  278. }
  279. }
  280. return FindShaderResourceGroupLayout(shaderResourceGroupName, supervariantIndex);
  281. }
  282. const RHI::Ptr<RHI::ShaderResourceGroupLayout>& ShaderAsset::FindShaderResourceGroupLayout(
  283. uint32_t bindingSlot, SupervariantIndex supervariantIndex) const
  284. {
  285. auto supervariant = GetSupervariant(supervariantIndex);
  286. if (!supervariant)
  287. {
  288. return RHI::NullSrgLayout;
  289. }
  290. const auto& srgLayoutList = supervariant->m_srgLayoutList;
  291. const auto findIt =
  292. AZStd::find_if(srgLayoutList.begin(), srgLayoutList.end(), [&](const RHI::Ptr<RHI::ShaderResourceGroupLayout>& layout)
  293. {
  294. return layout && layout->GetBindingSlot() == bindingSlot;
  295. });
  296. if (findIt != srgLayoutList.end())
  297. {
  298. return *findIt;
  299. }
  300. return RHI::NullSrgLayout;
  301. }
  302. const RHI::Ptr<RHI::ShaderResourceGroupLayout>& ShaderAsset::FindShaderResourceGroupLayout(uint32_t bindingSlot) const
  303. {
  304. SupervariantIndex supervariantIndex = DefaultSupervariantIndex;
  305. // check for an RPI ShaderSystem specified supervariant
  306. // Note: we can just search for the system supervariant name, since the default supervariant is "", so no need to append
  307. RPI::ShaderSystemInterface* shaderSystemInterface = ShaderSystemInterface::Get();
  308. if (shaderSystemInterface && !shaderSystemInterface->GetSupervariantName().IsEmpty())
  309. {
  310. SupervariantIndex systemSupervariantIndex = GetSupervariantIndexInternal(shaderSystemInterface->GetSupervariantName());
  311. if (systemSupervariantIndex.IsValid())
  312. {
  313. supervariantIndex = systemSupervariantIndex;
  314. }
  315. }
  316. return FindShaderResourceGroupLayout(bindingSlot, supervariantIndex);
  317. }
  318. const RHI::Ptr<RHI::ShaderResourceGroupLayout>& ShaderAsset::FindFallbackShaderResourceGroupLayout(
  319. SupervariantIndex supervariantIndex) const
  320. {
  321. auto supervariant = GetSupervariant(supervariantIndex);
  322. if (!supervariant)
  323. {
  324. return RHI::NullSrgLayout;
  325. }
  326. const auto& srgLayoutList = supervariant->m_srgLayoutList;
  327. const auto findIt =
  328. AZStd::find_if(srgLayoutList.begin(), srgLayoutList.end(), [&](const RHI::Ptr<RHI::ShaderResourceGroupLayout>& layout)
  329. {
  330. return layout && layout->HasShaderVariantKeyFallbackEntry();
  331. });
  332. if (findIt != srgLayoutList.end())
  333. {
  334. return *findIt;
  335. }
  336. return RHI::NullSrgLayout;
  337. }
  338. AZStd::span<const RHI::Ptr<RHI::ShaderResourceGroupLayout>> ShaderAsset::GetShaderResourceGroupLayouts(
  339. SupervariantIndex supervariantIndex) const
  340. {
  341. auto supervariant = GetSupervariant(supervariantIndex);
  342. if (!supervariant)
  343. {
  344. return {};
  345. }
  346. return supervariant->m_srgLayoutList;
  347. }
  348. const RHI::Ptr<RHI::ShaderResourceGroupLayout>& ShaderAsset::GetDrawSrgLayout(SupervariantIndex supervariantIndex) const
  349. {
  350. return FindShaderResourceGroupLayout(SrgBindingSlot::Draw, supervariantIndex);
  351. }
  352. const ShaderInputContract& ShaderAsset::GetInputContract(SupervariantIndex supervariantIndex) const
  353. {
  354. auto supervariant = GetSupervariant(supervariantIndex);
  355. return supervariant->m_inputContract;
  356. }
  357. const ShaderOutputContract& ShaderAsset::GetOutputContract(SupervariantIndex supervariantIndex) const
  358. {
  359. auto supervariant = GetSupervariant(supervariantIndex);
  360. return supervariant->m_outputContract;
  361. }
  362. const RHI::RenderStates& ShaderAsset::GetRenderStates(SupervariantIndex supervariantIndex) const
  363. {
  364. auto supervariant = GetSupervariant(supervariantIndex);
  365. return supervariant->m_renderStates;
  366. }
  367. const RHI::PipelineLayoutDescriptor* ShaderAsset::GetPipelineLayoutDescriptor(SupervariantIndex supervariantIndex) const
  368. {
  369. auto supervariant = GetSupervariant(supervariantIndex);
  370. if (!supervariant)
  371. {
  372. return nullptr;
  373. }
  374. AZ_Assert(supervariant->m_pipelineLayoutDescriptor, "m_pipelineLayoutDescriptor is null");
  375. return supervariant->m_pipelineLayoutDescriptor.get();
  376. }
  377. AZStd::optional<RHI::ShaderStageAttributeArguments> ShaderAsset::GetAttribute(const RHI::ShaderStage& shaderStage, const Name& attributeName,
  378. SupervariantIndex supervariantIndex) const
  379. {
  380. auto supervariant = GetSupervariant(supervariantIndex);
  381. if (!supervariant)
  382. {
  383. return AZStd::nullopt;
  384. }
  385. const auto stageIndex = static_cast<uint32_t>(shaderStage);
  386. AZ_Assert(stageIndex < RHI::ShaderStageCount, "Invalid shader stage specified!");
  387. const auto& attributeMaps = supervariant->m_attributeMaps;
  388. const auto& attrPair = attributeMaps[stageIndex].find(attributeName);
  389. if (attrPair == attributeMaps[stageIndex].end())
  390. {
  391. return AZStd::nullopt;
  392. }
  393. return attrPair->second;
  394. }
  395. ShaderAsset::ShaderApiDataContainer& ShaderAsset::GetCurrentShaderApiData()
  396. {
  397. const size_t perApiShaderDataCount = m_perAPIShaderData.size();
  398. AZ_Assert(perApiShaderDataCount > 0, "Invalid m_perAPIShaderData");
  399. if (m_currentAPITypeIndex < perApiShaderDataCount)
  400. {
  401. return m_perAPIShaderData[m_currentAPITypeIndex];
  402. }
  403. // We may only endup here when running in a Builder context.
  404. return m_perAPIShaderData[0];
  405. }
  406. const ShaderAsset::ShaderApiDataContainer& ShaderAsset::GetCurrentShaderApiData() const
  407. {
  408. const size_t perApiShaderDataCount = m_perAPIShaderData.size();
  409. AZ_Assert(perApiShaderDataCount > 0, "Invalid m_perAPIShaderData");
  410. if (m_currentAPITypeIndex < perApiShaderDataCount)
  411. {
  412. return m_perAPIShaderData[m_currentAPITypeIndex];
  413. }
  414. // We may only endup here when running in a Builder context.
  415. return m_perAPIShaderData[0];
  416. }
  417. ShaderAsset::Supervariant* ShaderAsset::GetSupervariant(SupervariantIndex supervariantIndex)
  418. {
  419. auto& supervariants = GetCurrentShaderApiData().m_supervariants;
  420. auto index = supervariantIndex.GetIndex();
  421. if (index >= supervariants.size())
  422. {
  423. AZ_Error(
  424. "ShaderAsset", false, "Supervariant index = %u is invalid because there are only %zu supervariants", index,
  425. supervariants.size());
  426. return nullptr;
  427. }
  428. return &supervariants[index];
  429. }
  430. const ShaderAsset::Supervariant* ShaderAsset::GetSupervariant(SupervariantIndex supervariantIndex) const
  431. {
  432. const auto& supervariants = GetCurrentShaderApiData().m_supervariants;
  433. auto index = supervariantIndex.GetIndex();
  434. if (index >= supervariants.size())
  435. {
  436. AZ_Error(
  437. "ShaderAsset", false, "Supervariant index = %u is invalid because there are only %zu supervariants", index,
  438. supervariants.size());
  439. return nullptr;
  440. }
  441. return &supervariants[index];
  442. }
  443. SupervariantIndex ShaderAsset::GetSupervariantIndexInternal(AZ::Name supervariantName) const
  444. {
  445. const auto& supervariants = GetCurrentShaderApiData().m_supervariants;
  446. const uint32_t supervariantCount = static_cast<uint32_t>(supervariants.size());
  447. for (uint32_t index = 0; index < supervariantCount; ++index)
  448. {
  449. if (supervariants[index].m_name == supervariantName)
  450. {
  451. return SupervariantIndex{ index };
  452. }
  453. }
  454. return InvalidSupervariantIndex;
  455. }
  456. bool ShaderAsset::SelectShaderApiData()
  457. {
  458. // Use the current RHI that is active to select which shader data to use.
  459. // We don't assert if the Factory is not available because this method could be called during build time,
  460. // when no Factory is available. Some assets (like the material asset) need to load the ShaderAsset
  461. // in order to get some non API specific data (like a ShaderResourceGroup) during their build
  462. // process. If they try to access any RHI API specific data, an assert will be trigger because the
  463. // correct API index will not set.
  464. if (RHI::Factory::IsReady())
  465. {
  466. auto rhiType = RHI::Factory::Get().GetType();
  467. auto findIt = AZStd::find_if(m_perAPIShaderData.begin(), m_perAPIShaderData.end(), [&rhiType](const auto& shaderData)
  468. {
  469. return shaderData.m_APIType == rhiType;
  470. });
  471. if (findIt != m_perAPIShaderData.end())
  472. {
  473. m_currentAPITypeIndex = AZStd::distance(m_perAPIShaderData.begin(), findIt);
  474. }
  475. else
  476. {
  477. AZ_Error("ShaderAsset", false, "Could not find shader for API %s in shader %s", RHI::Factory::Get().GetName().GetCStr(), GetName().GetCStr());
  478. return false;
  479. }
  480. }
  481. // Common finalize check
  482. for (const auto& shaderApiData : m_perAPIShaderData)
  483. {
  484. const auto& supervariants = shaderApiData.m_supervariants;
  485. for (const auto& supervariant : supervariants)
  486. {
  487. bool beTrue = supervariant.m_attributeMaps.size() == RHI::ShaderStageCount;
  488. if (!beTrue)
  489. {
  490. AZ_Error("ShaderAsset", false, "Unexpected number of shader stages at supervariant with name [%s]!", supervariant.m_name.GetCStr());
  491. return false;
  492. }
  493. }
  494. }
  495. return true;
  496. }
  497. bool ShaderAsset::PostLoadInit()
  498. {
  499. ShaderVariantFinderNotificationBus::Handler::BusConnect(GetId());
  500. AssetInitBus::Handler::BusDisconnect();
  501. return true;
  502. }
  503. ///////////////////////////////////////////////////////////////////
  504. /// ShaderVariantFinderNotificationBus overrides
  505. void ShaderAsset::OnShaderVariantTreeAssetReady(Data::Asset<ShaderVariantTreeAsset> shaderVariantTreeAsset, bool isError)
  506. {
  507. ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->ShaderAsset::OnShaderVariantTreeAssetReady %s", this, shaderVariantTreeAsset.GetHint().c_str());
  508. AZStd::unique_lock<decltype(m_variantTreeMutex)> lock(m_variantTreeMutex);
  509. if (isError)
  510. {
  511. m_shaderVariantTree = {}; //This will force to attempt to reload later.
  512. m_shaderVariantTreeLoadWasRequested = false;
  513. }
  514. else
  515. {
  516. m_shaderVariantTree = shaderVariantTreeAsset;
  517. }
  518. lock.unlock();
  519. }
  520. ///////////////////////////////////////////////////////////////////
  521. ///////////////////////////////////////////////////////////////////////
  522. // ShaderAssetHandler
  523. Data::AssetHandler::LoadResult ShaderAssetHandler::LoadAssetData(
  524. const Data::Asset<Data::AssetData>& asset,
  525. AZStd::shared_ptr<Data::AssetDataStream> stream,
  526. const Data::AssetFilterCB& assetLoadFilterCB)
  527. {
  528. if (Base::LoadAssetData(asset, stream, assetLoadFilterCB) == Data::AssetHandler::LoadResult::LoadComplete)
  529. {
  530. ShaderAsset* shaderAsset = asset.GetAs<ShaderAsset>();
  531. // The shader API selection must occur immediately ofter loading, on the same thread, rather than
  532. // deferring to AssetInitBus::PostLoadInit. Many functions in the ShaderAsset class are invalid
  533. // until after SelectShaderApiData() is called and some client code may need to access data in
  534. // the ShaderAsset before then.
  535. if (!shaderAsset->SelectShaderApiData())
  536. {
  537. return Data::AssetHandler::LoadResult::Error;
  538. }
  539. shaderAsset->AssetInitBus::Handler::BusConnect();
  540. return Data::AssetHandler::LoadResult::LoadComplete;
  541. }
  542. return Data::AssetHandler::LoadResult::Error;
  543. }
  544. ///////////////////////////////////////////////////////////////////////
  545. } // namespace RPI
  546. } // namespace AZ