ShaderVariantAsset.cpp 4.8 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/ShaderVariantAsset.h>
  9. #include <Atom/RPI.Reflect/Shader/ShaderCommonTypes.h>
  10. #include <AzCore/Casting/numeric_cast.h>
  11. #include <AzCore/Serialization/SerializeContext.h>
  12. #include <AzCore/std/algorithm.h>
  13. #include <Atom/RPI.Reflect/Shader/ShaderCommonTypes.h>
  14. #include <Atom/RHI.Reflect/ShaderStageFunction.h>
  15. #include <Atom/RHI.Reflect/Limits.h>
  16. namespace AZ
  17. {
  18. namespace RPI
  19. {
  20. uint32_t ShaderVariantAsset::MakeAssetProductSubId(
  21. uint32_t rhiApiUniqueIndex, uint32_t supervariantIndex, ShaderVariantStableId variantStableId, uint32_t subProductType)
  22. {
  23. static constexpr uint32_t SubProductTypeBitPosition = 17;
  24. static constexpr uint32_t SubProductTypeNumBits = SupervariantIndexBitPosition - SubProductTypeBitPosition;
  25. [[maybe_unused]] static constexpr uint32_t SubProductTypeMaxValue = (1 << SubProductTypeNumBits) - 1;
  26. static constexpr uint32_t StableIdBitPosition = 0;
  27. static constexpr uint32_t StableIdNumBits = SubProductTypeBitPosition - StableIdBitPosition;
  28. [[maybe_unused]] static constexpr uint32_t StableIdMaxValue = (1 << StableIdNumBits) - 1;
  29. static_assert(RhiIndexMaxValue == RHI::Limits::APIType::PerPlatformApiUniqueIndexMax);
  30. // The 2 Most significant bits encode the the RHI::API unique index.
  31. AZ_Assert(rhiApiUniqueIndex <= RhiIndexMaxValue, "Invalid rhiApiUniqueIndex [%u]", rhiApiUniqueIndex);
  32. AZ_Assert(supervariantIndex <= SupervariantIndexMaxValue, "Invalid supervariantIndex [%u]", supervariantIndex);
  33. AZ_Assert(subProductType <= SubProductTypeMaxValue, "Invalid subProductType [%u]", subProductType);
  34. AZ_Assert(variantStableId.GetIndex() <= StableIdMaxValue, "Invalid variantStableId [%u]", variantStableId.GetIndex());
  35. const uint32_t assetProductSubId = (rhiApiUniqueIndex << RhiIndexBitPosition) |
  36. (supervariantIndex << SupervariantIndexBitPosition) | (subProductType << SubProductTypeBitPosition) |
  37. (variantStableId.GetIndex() << StableIdBitPosition);
  38. return assetProductSubId;
  39. }
  40. void ShaderVariantAsset::Reflect(ReflectContext* context)
  41. {
  42. if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
  43. {
  44. serializeContext->Class<ShaderVariantAsset, AZ::Data::AssetData>()
  45. ->Version(2)
  46. ->Field("StableId", &ShaderVariantAsset::m_stableId)
  47. ->Field("ShaderVariantId", &ShaderVariantAsset::m_shaderVariantId)
  48. ->Field("IsFullyBaked", &ShaderVariantAsset::m_isFullyBaked)
  49. ->Field("FunctionsByStage", &ShaderVariantAsset::m_functionsByStage)
  50. ;
  51. }
  52. }
  53. uint32_t ShaderVariantAsset::GetSupervariantIndex() const
  54. {
  55. return (m_assetId.m_subId >> SupervariantIndexBitPosition) & SupervariantIndexMaxValue;
  56. }
  57. const RHI::ShaderStageFunction* ShaderVariantAsset::GetShaderStageFunction(RHI::ShaderStage shaderStage) const
  58. {
  59. return m_functionsByStage[static_cast<size_t>(shaderStage)].get();
  60. }
  61. bool ShaderVariantAsset::IsFullyBaked() const
  62. {
  63. return m_isFullyBaked;
  64. }
  65. void ShaderVariantAsset::SetReady()
  66. {
  67. m_status = AssetStatus::Ready;
  68. }
  69. bool ShaderVariantAsset::FinalizeAfterLoad()
  70. {
  71. return true;
  72. }
  73. ShaderVariantAssetHandler::LoadResult ShaderVariantAssetHandler::LoadAssetData(const Data::Asset<Data::AssetData>& asset, AZStd::shared_ptr<Data::AssetDataStream> stream, const AZ::Data::AssetFilterCB& assetLoadFilterCB)
  74. {
  75. if (Base::LoadAssetData(asset, stream, assetLoadFilterCB) == LoadResult::LoadComplete)
  76. {
  77. return PostLoadInit(asset) ? LoadResult::LoadComplete : LoadResult::Error;
  78. }
  79. return LoadResult::Error;
  80. }
  81. bool ShaderVariantAssetHandler::PostLoadInit(const Data::Asset<Data::AssetData>& asset)
  82. {
  83. if (ShaderVariantAsset* shaderVariantAsset = asset.GetAs<ShaderVariantAsset>())
  84. {
  85. if (!shaderVariantAsset->FinalizeAfterLoad())
  86. {
  87. AZ_Error("ShaderVariantAssetHandler", false, "Shader asset failed to finalize.");
  88. return false;
  89. }
  90. return true;
  91. }
  92. return false;
  93. }
  94. } // namespace RPI
  95. } // namespace AZ