Remove extra/bad profile markers (#4031)
Many of these are just extra noise in the profile, but the one in Archive.cpp could also cause PIX to crash. Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
This commit is contained in:
@@ -689,9 +689,6 @@ namespace AZ::IO
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return AZ::IO::InvalidHandle;
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}
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AZ_PROFILE_SCOPE(Game, "File: %.*s Archive: %p",
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aznumeric_cast<int>(pName.size()), pName.data(), this);
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SAutoCollectFileAccessTime accessTime(this);
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AZ::IO::HandleType fileHandle = AZ::IO::InvalidHandle;
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-8
@@ -45,8 +45,6 @@ namespace AzFramework
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void EntityVisibilityBoundsUnionSystem::OnEntityActivated(AZ::Entity* entity)
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{
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AZ_PROFILE_FUNCTION(AzFramework);
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// ignore any entity that might activate which does not have a TransformComponent
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if (entity->GetTransform() == nullptr)
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{
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@@ -68,8 +66,6 @@ namespace AzFramework
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void EntityVisibilityBoundsUnionSystem::OnEntityDeactivated(AZ::Entity* entity)
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{
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AZ_PROFILE_FUNCTION(AzFramework);
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// ignore any entity that might deactivate which does not have a TransformComponent
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if (entity->GetTransform() == nullptr)
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{
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@@ -89,8 +85,6 @@ namespace AzFramework
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void EntityVisibilityBoundsUnionSystem::UpdateVisibilitySystem(AZ::Entity* entity, EntityVisibilityBoundsUnionInstance& instance)
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{
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AZ_PROFILE_FUNCTION(AzFramework);
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if (const auto& localEntityBoundsUnions = instance.m_localEntityBoundsUnion; localEntityBoundsUnions.IsValid())
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{
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// note: worldEntityBounds will not be a 'tight-fit' Aabb but that of a transformed local aabb
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@@ -155,8 +149,6 @@ namespace AzFramework
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void EntityVisibilityBoundsUnionSystem::OnTransformUpdated(AZ::Entity* entity)
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{
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AZ_PROFILE_FUNCTION(AzFramework);
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// update the world transform of the visibility bounds union
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if (auto instance_it = m_entityVisibilityBoundsUnionInstanceMapping.find(entity);
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instance_it != m_entityVisibilityBoundsUnionInstanceMapping.end())
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-2
@@ -312,8 +312,6 @@ namespace AzToolsFramework
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void EditorVisibleEntityDataCache::OnTransformChanged(const AZ::Transform& /*local*/, const AZ::Transform& world)
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{
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AZ_PROFILE_FUNCTION(AzToolsFramework);
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const AZ::EntityId entityId = *AZ::TransformNotificationBus::GetCurrentBusId();
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if (AZStd::optional<size_t> entityIndex = GetVisibleEntityIndexFromId(entityId))
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@@ -479,8 +479,6 @@ namespace AZ
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: m_modelAsset(modelAsset)
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, m_parent(parent)
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{
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AZ_PROFILE_FUNCTION(AzRender);
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if (!m_modelAsset.GetId().IsValid())
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{
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AZ_Error("MeshDataInstance::MeshLoader", false, "Invalid model asset Id.");
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@@ -508,7 +506,6 @@ namespace AZ
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//! AssetBus::Handler overrides...
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void MeshDataInstance::MeshLoader::OnAssetReady(Data::Asset<Data::AssetData> asset)
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{
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AZ_PROFILE_FUNCTION(AzRender);
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Data::Asset<RPI::ModelAsset> modelAsset = asset;
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// Assign the fully loaded asset back to the mesh handle to not only hold asset id, but the actual data as well.
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@@ -580,8 +577,6 @@ namespace AZ
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void MeshDataInstance::Init(Data::Instance<RPI::Model> model)
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{
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AZ_PROFILE_FUNCTION(AzRender);
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m_model = model;
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const size_t modelLodCount = m_model->GetLodCount();
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m_drawPacketListsByLod.resize(modelLodCount);
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@@ -612,8 +607,6 @@ namespace AZ
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void MeshDataInstance::BuildDrawPacketList(size_t modelLodIndex)
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{
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AZ_PROFILE_FUNCTION(AzRender);
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RPI::ModelLod& modelLod = *m_model->GetLods()[modelLodIndex];
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const size_t meshCount = modelLod.GetMeshes().size();
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@@ -417,7 +417,6 @@ namespace AZ
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void FrameScheduler::ExecuteContextInternal(FrameGraphExecuteGroup& group, uint32_t index)
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{
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AZ_PROFILE_FUNCTION(RHI);
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FrameGraphExecuteContext* executeContext = group.BeginContext(index);
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{
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@@ -278,8 +278,6 @@ namespace AZ
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const PipelineState* PipelineStateCache::AcquirePipelineState(PipelineLibraryHandle handle, const PipelineStateDescriptor& descriptor)
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{
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AZ_PROFILE_FUNCTION(RHI);
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if (handle.IsNull())
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{
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return nullptr;
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@@ -124,7 +124,6 @@ namespace AZ
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bool MeshDrawPacket::DoUpdate(const Scene& parentScene)
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{
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AZ_PROFILE_FUNCTION(RPI);
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const ModelLod::Mesh& mesh = m_modelLod->GetMeshes()[m_modelLodMeshIndex];
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if (!m_material)
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@@ -155,8 +154,6 @@ namespace AZ
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auto appendShader = [&](const ShaderCollection::Item& shaderItem)
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{
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AZ_PROFILE_SCOPE(RPI, "appendShader()");
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// Skip the shader item without creating the shader instance
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// if the mesh is not going to be rendered based on the draw tag
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RHI::RHISystemInterface* rhiSystem = RHI::RHISystemInterface::Get();
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@@ -256,7 +253,6 @@ namespace AZ
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Data::Instance<ShaderResourceGroup> drawSrg;
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if (drawSrgLayout)
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{
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AZ_PROFILE_SCOPE(RPI, "create drawSrg");
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// If the DrawSrg exists we must create and bind it, otherwise the CommandList will fail validation for SRG being null
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drawSrg = RPI::ShaderResourceGroup::Create(shader->GetAsset(), shader->GetSupervariantIndex(), drawSrgLayout->GetName());
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@@ -264,8 +264,6 @@ namespace AZ
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const MaterialModelUvOverrideMap& materialModelUvMap,
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const MaterialUvNameMap& materialUvNameMap) const
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{
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AZ_PROFILE_FUNCTION(RPI);
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streamBufferViewsOut.clear();
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RHI::InputStreamLayoutBuilder layoutBuilder;
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@@ -366,8 +364,6 @@ namespace AZ
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const MaterialModelUvOverrideMap& materialModelUvMap,
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const MaterialUvNameMap& materialUvNameMap) const
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{
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AZ_PROFILE_FUNCTION(RPI);
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const Mesh& mesh = m_meshes[meshIndex];
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auto defaultUv = FindDefaultUvStream(meshIndex, materialUvNameMap);
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@@ -230,8 +230,6 @@ namespace AZ
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void RasterPass::BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context)
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{
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AZ_PROFILE_FUNCTION(RPI);
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RHI::CommandList* commandList = context.GetCommandList();
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const RHI::DrawListView drawListViewPartition = RHI::GetDrawListPartition(m_drawListView, context.GetCommandListIndex(), context.GetCommandListCount());
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@@ -299,7 +299,6 @@ namespace AZ
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const ShaderVariant& Shader::GetVariant(const ShaderVariantId& shaderVariantId)
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{
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AZ_PROFILE_FUNCTION(RPI);
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Data::Asset<ShaderVariantAsset> shaderVariantAsset = m_asset->GetVariant(shaderVariantId, m_supervariantIndex);
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if (!shaderVariantAsset || shaderVariantAsset->IsRootVariant())
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{
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@@ -316,15 +315,12 @@ namespace AZ
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ShaderVariantSearchResult Shader::FindVariantStableId(const ShaderVariantId& shaderVariantId) const
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{
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AZ_PROFILE_FUNCTION(RPI);
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ShaderVariantSearchResult variantSearchResult = m_asset->FindVariantStableId(shaderVariantId);
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return variantSearchResult;
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}
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const ShaderVariant& Shader::GetVariant(ShaderVariantStableId shaderVariantStableId)
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{
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AZ_PROFILE_FUNCTION(RPI);
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if (!shaderVariantStableId.IsValid() || shaderVariantStableId == ShaderAsset::RootShaderVariantStableId)
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{
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return m_rootVariant;
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@@ -96,8 +96,6 @@ namespace AZ
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const AZ::Vector3& rayStart, const AZ::Vector3& rayDir, bool allowBruteForce,
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float& distanceNormalized, AZ::Vector3& normal) const
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{
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AZ_PROFILE_FUNCTION(RPI);
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if (!m_modelTriangleCount)
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{
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// [GFX TODO][ATOM-4343 Bake mesh spatial information during AP processing]
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@@ -172,8 +172,6 @@ namespace AZ
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Data::Asset<ShaderVariantAsset> ShaderAsset::GetVariant(
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const ShaderVariantId& shaderVariantId, SupervariantIndex supervariantIndex)
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{
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AZ_PROFILE_FUNCTION(RPI);
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auto variantFinder = AZ::Interface<IShaderVariantFinder>::Get();
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AZ_Assert(variantFinder, "The IShaderVariantFinder doesn't exist");
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@@ -189,8 +187,6 @@ namespace AZ
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ShaderVariantSearchResult ShaderAsset::FindVariantStableId(const ShaderVariantId& shaderVariantId)
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{
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AZ_PROFILE_FUNCTION(RPI);
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uint32_t dynamicOptionCount = aznumeric_cast<uint32_t>(GetShaderOptionGroupLayout()->GetShaderOptions().size());
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ShaderVariantSearchResult variantSearchResult{RootShaderVariantStableId, dynamicOptionCount };
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@@ -72,8 +72,6 @@ namespace AZ
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ShaderVariantSearchResult ShaderVariantTreeAsset::FindVariantStableId(const ShaderOptionGroupLayout* shaderOptionGroupLayout, const ShaderVariantId& shaderVariantId) const
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{
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AZ_PROFILE_FUNCTION(RPI);
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struct NodeToVisit
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{
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uint32_t m_branchCount; // Number of static branches
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-2
@@ -147,8 +147,6 @@ namespace SurfaceData
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bool SurfaceDataMeshComponent::DoRayTrace(const AZ::Vector3& inPosition, AZ::Vector3& outPosition, AZ::Vector3& outNormal) const
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{
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AZ_PROFILE_FUNCTION(Entity);
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AZStd::lock_guard<decltype(m_cacheMutex)> lock(m_cacheMutex);
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// test AABB as first pass to claim the point
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@@ -184,8 +184,6 @@ namespace SurfaceData
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bool SurfaceDataColliderComponent::DoRayTrace(const AZ::Vector3& inPosition, bool queryPointOnly, AZ::Vector3& outPosition, AZ::Vector3& outNormal) const
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{
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AZ_PROFILE_FUNCTION(Entity);
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AZStd::lock_guard<decltype(m_cacheMutex)> lock(m_cacheMutex);
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// test AABB as first pass to claim the point
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@@ -229,8 +229,6 @@ namespace SurfaceData
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void SurfaceDataSystemComponent::GetSurfacePointsFromRegion(const AZ::Aabb& inRegion, const AZ::Vector2 stepSize, const SurfaceTagVector& desiredTags, SurfacePointListPerPosition& surfacePointListPerPosition) const
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{
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AZ_PROFILE_FUNCTION(Entity);
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AZStd::lock_guard<decltype(m_registrationMutex)> registrationLock(m_registrationMutex);
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surfacePointListPerPosition.clear();
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