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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
- *
- */
- #pragma once
- #include <Atom/RPI.Edit/Shader/ShaderSourceData.h>
- #include <Atom/RPI.Edit/Shader/ShaderVariantListSourceData.h>
- #include <Atom/RPI.Reflect/Shader/ShaderOptionGroupLayout.h>
- #include <AzCore/Asset/AssetCommon.h>
- namespace ShaderManagementConsole
- {
- struct DocumentVerificationResult
- {
- bool AllGood() const { return !m_hasRedundantVariants && !m_hasRootLike && !m_hasStableIdJump; }
- bool m_hasRedundantVariants = false;
- bool m_hasRootLike = false;
- AZ::u32 m_rootLikeStableId{};
- bool m_hasStableIdJump = false;
- AZ::u32 faultyId{};
- };
- class ShaderManagementConsoleDocumentRequests : public AZ::EBusTraits
- {
- public:
- static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Multiple;
- static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::ById;
- typedef AZ::Uuid BusIdType;
- //! Add a new shader variant with a unique stable ID to the variant list
- virtual void AddOneVariantRow() = 0;
- //! Add a batch of variants
- //! The variants don't have to be fully enumerated, only some options may participate
- //! `optionHeaders` are like a csv file first line, they name the columns.
- //! example: o_fog | o_shadow | o_brdfModel
- //! --------|------------|--------------
- //! 0 | 1 |
- //! 1 | 0 |
- //! In that case optionHeaders is ["o_fog", "o_shadow"]
- //! and matrixOfValues is [ 0,1, 1,0 ] # flattened values-subrect matrix
- virtual void AppendSparseVariantSet(AZStd::vector<AZ::Name> optionHeaders, AZStd::vector<AZ::Name> matrixOfValues) = 0;
- //! Mix-expand a batch of variants
- //! Like the function above the options, the argument and matrix layout work in the same fashion.
- //! The difference is that instead of append, this will "multiply" the current variants in the document,
- //! with the given new variants (matrix rows).
- //! So if you have 10 current variants in your document, and pass a matrix of 4 options x 2 rows,
- //! The final document will have 20 variants.
- //! If the matrixOfValues specifies option values that are already set by the current variants,
- //! the current option values will be overwritten and lost.
- //! The matrixOfValues is expected to be a full enumeration in the current usage client: the ExpandOptionsFullCOmbinatorials.py script
- //! Therefore losing previous values is not a problem since a full enumeration will necessarily cover the previous values as well.
- virtual void MultiplySparseVariantSet(AZStd::vector<AZ::Name> optionHeaders, AZStd::vector<AZ::Name> matrixOfValues) = 0;
- //! Uniquifies and recompacts stableID space
- virtual void DefragmentVariantList() = 0;
- //! Set the shader variant list source data on the document.
- //! This function can be used to edit and update the data contained within the document.
- //! Functions can be added to this bus for more fine grained editing of shader variant list data.
- virtual void SetShaderVariantListSourceData(const AZ::RPI::ShaderVariantListSourceData& shaderVariantListSourceData) = 0;
- //! Get the shader variant list source data from the document.
- virtual const AZ::RPI::ShaderVariantListSourceData& GetShaderVariantListSourceData() const = 0;
- //! Get the number of shader options stored in the shader asset.
- //! Note that the shader asset can contain more descriptors than are stored in the shader variant list source data.
- virtual size_t GetShaderOptionDescriptorCount() const = 0;
- //! Get the shader option descriptor from the shader asset.
- //! Note that the shader asset can contain more descriptors than are stored in the shader variant list source data.
- virtual const AZ::RPI::ShaderOptionDescriptor& GetShaderOptionDescriptor(size_t index) const = 0;
- //! Verify before save that some guarantees are respected (like contiguous stableids)
- virtual DocumentVerificationResult Verify() const = 0;
- };
- using ShaderManagementConsoleDocumentRequestBus = AZ::EBus<ShaderManagementConsoleDocumentRequests>;
- } // namespace ShaderManagementConsole
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