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ShaderManagementConsoleApplication.cpp 12 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 <AssetDatabase/AssetDatabaseConnection.h>
  9. #include <Atom/RPI.Edit/Common/AssetUtils.h>
  10. #include <Atom/RPI.Edit/Material/MaterialTypeSourceData.h>
  11. #include <Atom/RPI.Public/Material/Material.h>
  12. #include <Atom/RPI.Reflect/Material/MaterialAsset.h>
  13. #include <Atom/RPI.Reflect/Image/AttachmentImageAsset.h>
  14. #include <Atom/RPI.Reflect/Image/StreamingImageAsset.h>
  15. #include <AtomToolsFramework/Document/AtomToolsDocumentSystemRequestBus.h>
  16. #include <AzToolsFramework/AssetBrowser/AssetBrowserEntry.h>
  17. #include <AzCore/Settings/SettingsRegistryMergeUtils.h>
  18. #include <ShaderManagementConsoleApplication.h>
  19. #include <Document/ShaderManagementConsoleDocument.h>
  20. #include <Window/ShaderManagementConsoleTableView.h>
  21. #include <Window/ShaderManagementConsoleWindow.h>
  22. #include <QMenu>
  23. void InitShaderManagementConsoleResources()
  24. {
  25. // Must register qt resources from other modules
  26. Q_INIT_RESOURCE(ShaderManagementConsole);
  27. Q_INIT_RESOURCE(InspectorWidget);
  28. Q_INIT_RESOURCE(AtomToolsAssetBrowser);
  29. }
  30. namespace ShaderManagementConsole
  31. {
  32. static const char* GetBuildTargetName()
  33. {
  34. #if !defined(LY_CMAKE_TARGET)
  35. #error "LY_CMAKE_TARGET must be defined in order to add this source file to a CMake executable target"
  36. #endif
  37. return LY_CMAKE_TARGET;
  38. }
  39. ShaderManagementConsoleApplication::ShaderManagementConsoleApplication(int* argc, char*** argv)
  40. : Base(GetBuildTargetName(), argc, argv)
  41. {
  42. InitShaderManagementConsoleResources();
  43. QApplication::setOrganizationName("O3DE");
  44. QApplication::setApplicationName("O3DE Shader Management Console");
  45. QApplication::setWindowIcon(QIcon(":/Icons/application.svg"));
  46. AzToolsFramework::EditorWindowRequestBus::Handler::BusConnect();
  47. ShaderManagementConsoleRequestBus::Handler::BusConnect();
  48. }
  49. ShaderManagementConsoleApplication::~ShaderManagementConsoleApplication()
  50. {
  51. AzToolsFramework::EditorWindowRequestBus::Handler::BusDisconnect();
  52. ShaderManagementConsoleRequestBus::Handler::BusDisconnect();
  53. m_window.reset();
  54. }
  55. void ShaderManagementConsoleApplication::Reflect(AZ::ReflectContext* context)
  56. {
  57. Base::Reflect(context);
  58. ShaderManagementConsoleDocument::Reflect(context);
  59. if (AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
  60. {
  61. behaviorContext->EBus<ShaderManagementConsoleRequestBus>("ShaderManagementConsoleRequestBus")
  62. ->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Automation)
  63. ->Attribute(AZ::Script::Attributes::Category, "Editor")
  64. ->Attribute(AZ::Script::Attributes::Module, "shadermanagementconsole")
  65. ->Event("GetSourceAssetInfo", &ShaderManagementConsoleRequestBus::Events::GetSourceAssetInfo)
  66. ->Event("FindMaterialAssetsUsingShader", &ShaderManagementConsoleRequestBus::Events::FindMaterialAssetsUsingShader)
  67. ->Event("GetMaterialInstanceShaderItems", &ShaderManagementConsoleRequestBus::Events::GetMaterialInstanceShaderItems)
  68. ->Event("GetAllMaterialAssetIds", &ShaderManagementConsoleRequestBus::Events::GetAllMaterialAssetIds)
  69. ->Event("GenerateRelativeSourcePath", &ShaderManagementConsoleRequestBus::Events::GenerateRelativeSourcePath)
  70. ->Event("MakeShaderOptionValueFromInt", &ShaderManagementConsoleRequestBus::Events::MakeShaderOptionValueFromInt)
  71. ;
  72. }
  73. }
  74. const char* ShaderManagementConsoleApplication::GetCurrentConfigurationName() const
  75. {
  76. #if defined(_RELEASE)
  77. return "ReleaseShaderManagementConsole";
  78. #elif defined(_DEBUG)
  79. return "DebugShaderManagementConsole";
  80. #else
  81. return "ProfileShaderManagementConsole";
  82. #endif
  83. }
  84. void ShaderManagementConsoleApplication::StartCommon(AZ::Entity* systemEntity)
  85. {
  86. Base::StartCommon(systemEntity);
  87. // Overriding default document type info to provide a custom view
  88. auto documentTypeInfo = ShaderManagementConsoleDocument::BuildDocumentTypeInfo();
  89. documentTypeInfo.m_documentViewFactoryCallback = [this](const AZ::Crc32& toolId, const AZ::Uuid& documentId)
  90. {
  91. // Generic widget here serves to adapt the expected pointer type that AddDocumenTab takes.
  92. // ShaderManagementConsoleContainer derives from Layout* so it wouldn't be compatible without using this dummy intermediary.
  93. auto* container = new QWidget;
  94. new ShaderManagementConsoleContainer(container, toolId, documentId, m_window.get());
  95. return m_window->AddDocumentTab(documentId, container);
  96. };
  97. AtomToolsFramework::AtomToolsDocumentSystemRequestBus::Event(
  98. m_toolId, &AtomToolsFramework::AtomToolsDocumentSystemRequestBus::Handler::RegisterDocumentType, documentTypeInfo);
  99. m_window.reset(aznew ShaderManagementConsoleWindow(m_toolId));
  100. m_window->show();
  101. }
  102. void ShaderManagementConsoleApplication::Destroy()
  103. {
  104. m_window.reset();
  105. Base::Destroy();
  106. }
  107. AZStd::vector<AZStd::string> ShaderManagementConsoleApplication::GetCriticalAssetFilters() const
  108. {
  109. return AZStd::vector<AZStd::string>({ "passes/", "config/" });
  110. }
  111. QWidget* ShaderManagementConsoleApplication::GetAppMainWindow()
  112. {
  113. return m_window.get();
  114. }
  115. AZ::Data::AssetInfo ShaderManagementConsoleApplication::GetSourceAssetInfo(const AZStd::string& sourceAssetFileName)
  116. {
  117. bool result = false;
  118. AZ::Data::AssetInfo assetInfo;
  119. AZStd::string watchFolder;
  120. AzToolsFramework::AssetSystemRequestBus::BroadcastResult(
  121. result,
  122. &AzToolsFramework::AssetSystem::AssetSystemRequest::GetSourceInfoBySourcePath,
  123. sourceAssetFileName.c_str(),
  124. assetInfo,
  125. watchFolder);
  126. AZ_Error(AZ::Debug::Trace::GetDefaultSystemWindow(), result, "Failed to get the asset info for the file: %s.", sourceAssetFileName.c_str());
  127. return assetInfo;
  128. }
  129. AZStd::vector<AZ::Data::AssetId> ShaderManagementConsoleApplication::FindMaterialAssetsUsingShader(const AZStd::string& shaderFilePath)
  130. {
  131. // Find all material types that depend on the input shader file path
  132. AZStd::vector<AZStd::string> materialTypeSourcePaths = AtomToolsFramework::GetPathsForAssetSourceDependentsByPath(shaderFilePath);
  133. AZStd::erase_if(
  134. materialTypeSourcePaths,
  135. [](const AZStd::string& path)
  136. {
  137. return !path.ends_with(AZ::RPI::MaterialTypeSourceData::Extension);
  138. });
  139. AzToolsFramework::AssetDatabase::AssetDatabaseConnection assetDatabaseConnection;
  140. assetDatabaseConnection.OpenDatabase();
  141. // Find all materials that reference any of the material types using this shader
  142. AZStd::vector<AzToolsFramework::AssetDatabase::ProductDatabaseEntry> productDependencies;
  143. for (const auto& materialTypeSourcePath : materialTypeSourcePaths)
  144. {
  145. bool result = false;
  146. AZStd::string watchFolder;
  147. AZ::Data::AssetInfo materialTypeSourceAssetInfo;
  148. AzToolsFramework::AssetSystemRequestBus::BroadcastResult(
  149. result, &AzToolsFramework::AssetSystem::AssetSystemRequest::GetSourceInfoBySourcePath, materialTypeSourcePath.c_str(),
  150. materialTypeSourceAssetInfo, watchFolder);
  151. if (result)
  152. {
  153. assetDatabaseConnection.QueryDirectReverseProductDependenciesBySourceGuidSubId(
  154. materialTypeSourceAssetInfo.m_assetId.m_guid, materialTypeSourceAssetInfo.m_assetId.m_subId,
  155. [&](AzToolsFramework::AssetDatabase::ProductDatabaseEntry& entry)
  156. {
  157. if (AzFramework::StringFunc::Path::IsExtension(entry.m_productName.c_str(), AZ::RPI::MaterialAsset::Extension))
  158. {
  159. productDependencies.push_back(entry);
  160. }
  161. return true;
  162. });
  163. }
  164. }
  165. AZStd::vector<AZ::Data::AssetId> results;
  166. results.reserve(productDependencies.size());
  167. for (const auto& product : productDependencies)
  168. {
  169. assetDatabaseConnection.QueryCombinedByProductID(
  170. product.m_productID,
  171. [&](AzToolsFramework::AssetDatabase::CombinedDatabaseEntry& combined)
  172. {
  173. results.push_back({ combined.m_sourceGuid, combined.m_subID });
  174. return false;
  175. },
  176. {});
  177. }
  178. return results;
  179. }
  180. AZStd::vector<AZ::RPI::ShaderCollection::Item> ShaderManagementConsoleApplication::GetMaterialInstanceShaderItems(
  181. const AZ::Data::AssetId& materialAssetId)
  182. {
  183. const AZ::Data::AssetLoadParameters dontLoadImageAssets{
  184. [](const AZ::Data::AssetFilterInfo& filterInfo)
  185. {
  186. return
  187. filterInfo.m_assetType != AZ::AzTypeInfo<AZ::RPI::StreamingImageAsset>::Uuid() &&
  188. filterInfo.m_assetType != AZ::AzTypeInfo<AZ::RPI::AttachmentImageAsset>::Uuid() &&
  189. filterInfo.m_assetType != AZ::AzTypeInfo<AZ::RPI::ImageAsset>::Uuid();
  190. }
  191. };
  192. const auto materialAssetOutcome = AZ::RPI::AssetUtils::LoadAsset<AZ::RPI::MaterialAsset>(
  193. materialAssetId, AZ::RPI::AssetUtils::TraceLevel::Error, dontLoadImageAssets);
  194. if (!materialAssetOutcome)
  195. {
  196. AZ_Error(
  197. "ShaderManagementConsole", false, "Failed to load material asset from asset id: %s",
  198. materialAssetId.ToFixedString().c_str());
  199. return {};
  200. }
  201. const auto materialAsset = materialAssetOutcome.GetValue();
  202. const auto materialInstance = AZ::RPI::Material::FindOrCreate(materialAsset);
  203. if (!materialInstance)
  204. {
  205. AZ_Error(
  206. "ShaderManagementConsole", false, "Failed to create material instance from asset: %s",
  207. materialAsset.ToString<AZStd::string>().c_str());
  208. return {};
  209. }
  210. AZStd::vector<AZ::RPI::ShaderCollection::Item> shaderItems;
  211. materialInstance->ForAllShaderItems(
  212. [&](const AZ::Name&, const AZ::RPI::ShaderCollection::Item& shaderItem)
  213. {
  214. shaderItems.push_back(shaderItem);
  215. return true;
  216. });
  217. return shaderItems;
  218. }
  219. AZStd::vector<AZ::Data::AssetId> ShaderManagementConsoleApplication::GetAllMaterialAssetIds()
  220. {
  221. AZStd::vector<AZ::Data::AssetId> assetIds;
  222. AZ::Data::AssetCatalogRequests::AssetEnumerationCB collectAssetsCb =
  223. [&]([[maybe_unused]] const AZ::Data::AssetId id, const AZ::Data::AssetInfo& info)
  224. {
  225. if (info.m_assetType == AZ::RPI::MaterialAsset::RTTI_Type())
  226. {
  227. assetIds.push_back(id);
  228. }
  229. };
  230. AZ::Data::AssetCatalogRequestBus::Broadcast(
  231. &AZ::Data::AssetCatalogRequestBus::Events::EnumerateAssets, nullptr, collectAssetsCb, nullptr);
  232. return assetIds;
  233. }
  234. AZStd::string ShaderManagementConsoleApplication::GenerateRelativeSourcePath(const AZStd::string& fullShaderPath)
  235. {
  236. bool pathFound = false;
  237. AZStd::string relativePath, rootFolder;
  238. AzToolsFramework::AssetSystemRequestBus::BroadcastResult(
  239. pathFound,
  240. &AzToolsFramework::AssetSystemRequestBus::Events::GenerateRelativeSourcePath,
  241. fullShaderPath,
  242. relativePath,
  243. rootFolder);
  244. if (pathFound)
  245. {
  246. return relativePath;
  247. }
  248. else
  249. {
  250. AZ_Error("GenerateRelativeSourcePath", false, "Can not find a relative path from the shader: '%s'.", fullShaderPath.c_str());
  251. return "";
  252. }
  253. }
  254. AZ::RPI::ShaderOptionValue ShaderManagementConsoleApplication::MakeShaderOptionValueFromInt(int value)
  255. {
  256. return AZ::RPI::ShaderOptionValue(value);
  257. }
  258. } // namespace ShaderManagementConsole