1. Add nullptr checks to prevent crashes when non-critical shaders fail to compile. (#5451)
2. Add a higher "launch_ap_timeout" for Mac because launching a newly built/downloaded AP can take a while. Signed-off-by: amzn-sj <srikkant@amazon.com>
This commit is contained in:
@@ -46,7 +46,11 @@ namespace AZ
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void BlendColorGradingLutsPass::InitializeShaderVariant()
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{
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AZ_Assert(m_shader != nullptr, "BlendColorGradingLutsPass %s has a null shader when calling InitializeShaderVariant.", GetPathName().GetCStr());
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if (m_shader == nullptr)
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{
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AZ_Assert(false, "BlendColorGradingLutsPass %s has a null shader when calling InitializeShaderVariant.", GetPathName().GetCStr());
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return;
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}
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// Total variations is MaxBlendLuts plus one for the fallback case that none of the LUTs are found,
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// and hence zero LUTs are blended resulting in an identity LUT.
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+6
-1
@@ -443,7 +443,12 @@ namespace AZ
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{
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// load shader
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shader = RPI::LoadCriticalShader(filePath);
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AZ_Error("ReflectionProbeFeatureProcessor", shader, "Failed to find asset for shader [%s]", filePath);
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if (shader == nullptr)
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{
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AZ_Error("ReflectionProbeFeatureProcessor", false, "Failed to find asset for shader [%s]", filePath);
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return;
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}
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// store drawlist tag
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drawListTag = shader->GetDrawListTag();
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@@ -136,6 +136,12 @@ namespace AZ
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RHI::DrawLinear draw = RHI::DrawLinear();
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draw.m_vertexCount = 3;
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if (m_shader == nullptr)
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{
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AZ_Error("PassSystem", false, "[FullscreenTrianglePass]: Shader not loaded!");
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return;
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}
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RHI::PipelineStateDescriptorForDraw pipelineStateDescriptor;
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// [GFX TODO][ATOM-872] The pass should be able to drive the shader variant
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@@ -0,0 +1,12 @@
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{
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"Amazon": {
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"AzCore": {
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"Bootstrap": {
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// The first time an application is launched on MacOS, each
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// dynamic library is inspected by the OS before being loaded.
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// This can take a while on some Macs.
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"launch_ap_timeout": 300
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}
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}
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}
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}
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