PipelineState.cpp 9.1 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/PipelineState.h>
  9. #include <Atom/RPI.Public/Scene.h>
  10. namespace AZ
  11. {
  12. namespace RPI
  13. {
  14. PipelineStateForDraw::PipelineStateForDraw()
  15. : m_dirty(false)
  16. , m_initDataFromShader(false)
  17. , m_hasOutputData(false)
  18. , m_isShaderVariantReady(false)
  19. , m_useRenderStatesOverlay(false)
  20. {
  21. m_renderStatesOverlay = RHI::GetInvalidRenderStates();
  22. }
  23. PipelineStateForDraw::PipelineStateForDraw(const PipelineStateForDraw& right)
  24. {
  25. m_descriptor = right.m_descriptor;
  26. m_shader = right.m_shader;
  27. m_pipelineState = right.m_pipelineState;
  28. m_initDataFromShader = right.m_initDataFromShader;
  29. m_hasOutputData = right.m_hasOutputData;
  30. m_dirty = right.m_dirty;
  31. m_shaderVariantId = right.m_shaderVariantId;
  32. m_isShaderVariantReady = right.m_isShaderVariantReady;
  33. m_useRenderStatesOverlay = right.m_useRenderStatesOverlay;
  34. m_renderStatesOverlay = right.m_renderStatesOverlay;
  35. if (m_shader)
  36. {
  37. ShaderReloadNotificationBus::MultiHandler::BusConnect(m_shader->GetAsset().GetId());
  38. }
  39. }
  40. PipelineStateForDraw::~PipelineStateForDraw()
  41. {
  42. Shutdown();
  43. }
  44. void PipelineStateForDraw::Init(const Data::Instance<RPI::Shader>& shader, const ShaderOptionList* optionAndValues)
  45. {
  46. // Get shader variant from the shader
  47. ShaderVariantId shaderVariant = {};
  48. if (optionAndValues)
  49. {
  50. RPI::ShaderOptionGroup shaderOptionGroup = shader->CreateShaderOptionGroup();
  51. shaderOptionGroup.SetUnspecifiedToDefaultValues();
  52. for (const auto& optionAndValue : *optionAndValues)
  53. {
  54. shaderOptionGroup.SetValue(optionAndValue.first, optionAndValue.second);
  55. }
  56. shaderVariant = shaderOptionGroup.GetShaderVariantId();
  57. }
  58. Init(shader, shaderVariant);
  59. }
  60. void PipelineStateForDraw::Init(const Data::Instance<Shader>& shader, const ShaderVariantId& shaderVariantId)
  61. {
  62. // Reset some variables
  63. m_pipelineState = nullptr;
  64. // Cache shader so it can be used for create RHI::PipelineState later
  65. m_shader = shader;
  66. UpdateShaderVaraintId(shaderVariantId);
  67. // Connect to shader reload notification bus to rebuilt pipeline state when shader or shader variant changed.
  68. ShaderReloadNotificationBus::MultiHandler::BusDisconnect();
  69. ShaderReloadNotificationBus::MultiHandler::BusConnect(shader->GetAsset().GetId());
  70. m_initDataFromShader = true;
  71. }
  72. void PipelineStateForDraw::RefreshShaderVariant()
  73. {
  74. auto shaderVariant = m_shader->GetVariant(m_shaderVariantId);
  75. m_isShaderVariantReady = !shaderVariant.UseKeyFallback();
  76. auto multisampleState = m_descriptor.m_renderStates.m_multisampleState;
  77. shaderVariant.ConfigurePipelineState(m_descriptor, m_shaderVariantId);
  78. // Recover multisampleState if it was set from output data
  79. if (m_hasOutputData)
  80. {
  81. m_descriptor.m_renderStates.m_multisampleState = multisampleState;
  82. }
  83. // re-finalize if the pipeline state wasn't finalized.
  84. if (!m_dirty)
  85. {
  86. m_dirty = true;
  87. Finalize();
  88. }
  89. }
  90. void PipelineStateForDraw::OnShaderReinitialized([[maybe_unused]] const AZ::RPI::Shader& shader)
  91. {
  92. RefreshShaderVariant();
  93. }
  94. void PipelineStateForDraw::OnShaderAssetReinitialized([[maybe_unused]] const Data::Asset<ShaderAsset>& shaderAsset)
  95. {
  96. RefreshShaderVariant();
  97. }
  98. void PipelineStateForDraw::OnShaderVariantReinitialized(const ShaderVariant& shaderVariant)
  99. {
  100. if(shaderVariant.GetShaderVariantId() == m_shaderVariantId)
  101. {
  102. RefreshShaderVariant();
  103. }
  104. }
  105. void PipelineStateForDraw::SetOutputFromScene(const Scene* scene, RHI::DrawListTag overrideDrawListTag)
  106. {
  107. // Use overrideDrawListTag if it's valid. otherwise get DrawListTag from the shader
  108. RHI::DrawListTag drawListTag = overrideDrawListTag;
  109. if (!drawListTag.IsValid())
  110. {
  111. drawListTag = m_shader->GetDrawListTag();
  112. }
  113. // The scene may or may not have the output data for this PipelineState
  114. // For example, if there is no render pipeline in the scene, or there is no pass in the scene with matching draw list tag
  115. m_hasOutputData = scene->ConfigurePipelineState(drawListTag, m_descriptor);
  116. m_dirty = true;
  117. }
  118. void PipelineStateForDraw::SetOutputFromPass(RenderPass* renderPass)
  119. {
  120. m_hasOutputData = true;
  121. m_dirty = true;
  122. m_descriptor.m_renderAttachmentConfiguration = renderPass->GetRenderAttachmentConfiguration();
  123. m_descriptor.m_renderStates.m_multisampleState = renderPass->GetMultisampleState();
  124. }
  125. void PipelineStateForDraw::SetInputStreamLayout(const RHI::InputStreamLayout& inputStreamLayout)
  126. {
  127. m_descriptor.m_inputStreamLayout = inputStreamLayout;
  128. }
  129. const RHI::PipelineState* PipelineStateForDraw::Finalize()
  130. {
  131. if (m_dirty)
  132. {
  133. AZ_Assert(m_initDataFromShader, "PipelineStateForDraw::Init() need to be called once before Finalize()");
  134. m_pipelineState = nullptr;
  135. if (m_hasOutputData && m_initDataFromShader)
  136. {
  137. RHI::PipelineStateDescriptorForDraw descriptor = m_descriptor;
  138. if (m_useRenderStatesOverlay)
  139. {
  140. RHI::MergeStateInto(m_renderStatesOverlay, descriptor.m_renderStates);
  141. }
  142. m_pipelineState = m_shader->AcquirePipelineState(descriptor);
  143. }
  144. m_dirty = false;
  145. }
  146. return m_pipelineState;
  147. }
  148. const RHI::PipelineState* PipelineStateForDraw::GetRHIPipelineState() const
  149. {
  150. AZ_Assert(false == m_dirty, "The descriptor has been modified and Finalize() need to be called before get a proper PipelineState");
  151. return m_pipelineState;
  152. }
  153. RHI::RenderStates& PipelineStateForDraw::RenderStatesOverlay()
  154. {
  155. // Assume the descriptor will be changed if user tries to get reference but not a constant reference
  156. m_dirty = true;
  157. m_useRenderStatesOverlay = true;
  158. return m_renderStatesOverlay;
  159. }
  160. RHI::InputStreamLayout& PipelineStateForDraw::InputStreamLayout()
  161. {
  162. m_dirty = true;
  163. return m_descriptor.m_inputStreamLayout;
  164. }
  165. void PipelineStateForDraw::UpdateShaderVaraintId(const ShaderVariantId& shaderVariantId)
  166. {
  167. m_dirty = true;
  168. // Get shader variant from the shader
  169. m_shaderVariantId = shaderVariantId;
  170. ShaderVariant shaderVariant = m_shader->GetVariant(m_shaderVariantId);
  171. m_isShaderVariantReady = !shaderVariant.UseKeyFallback();
  172. // Fill the descriptor with data from shader variant
  173. shaderVariant.ConfigurePipelineState(m_descriptor, m_shaderVariantId);
  174. }
  175. const RHI::PipelineStateDescriptorForDraw& PipelineStateForDraw::ConstDescriptor() const
  176. {
  177. return m_descriptor;
  178. }
  179. const Data::Instance<Shader>& PipelineStateForDraw::GetShader() const
  180. {
  181. return m_shader;
  182. }
  183. bool PipelineStateForDraw::UpdateSrgVariantFallback(Data::Instance<ShaderResourceGroup>& srg) const
  184. {
  185. if (m_isShaderVariantReady)
  186. {
  187. return false;
  188. }
  189. srg->SetShaderVariantKeyFallbackValue(m_shaderVariantId.m_key);
  190. return true;
  191. }
  192. void PipelineStateForDraw::Shutdown()
  193. {
  194. m_descriptor = RHI::PipelineStateDescriptorForDraw{};
  195. m_shader = nullptr;
  196. m_pipelineState = nullptr;
  197. m_shaderVariantId = ShaderVariantId{};
  198. m_initDataFromShader = false;
  199. m_hasOutputData = false;
  200. m_dirty = false;
  201. m_isShaderVariantReady = false;
  202. ShaderReloadNotificationBus::MultiHandler::BusDisconnect();
  203. }
  204. const ShaderVariantId& PipelineStateForDraw::GetShaderVariantId() const
  205. {
  206. return m_shaderVariantId;
  207. }
  208. }
  209. }