Merge pull request #1314 from aws-lumberyard-dev/santorac/stabilization/2106/HotReloadFixes
Updated the usage of ShaderReloadDebugTracker to include the address of the object. This is necessary for debugging where multiple assets may be reloading at the same time. Also added a Printf function for generic messages at the current indent level. This is specifically in support of: ATOM-14613 Baseviewer MatertialHotReloadTest fails to change the color after turning blending on and off ATOM-15728 Shader Hot Reload Fails in Debug Build
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@@ -57,6 +57,20 @@ namespace AZ
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}
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#endif
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}
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//! Prints a generic message at the appropriate indent level.
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template<typename ... Args>
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static void Printf([[maybe_unused]] const char* format, [[maybe_unused]] Args... args)
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{
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#ifdef AZ_ENABLE_SHADER_RELOAD_DEBUG_TRACKER
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if (IsEnabled())
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{
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const AZStd::string message = AZStd::string::format(format, args...);
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AZ_TracePrintf("ShaderReloadDebug", "%*s %s \n", s_indent, "", message.c_str());
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}
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#endif
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}
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//! Use this utility to call BeginSection(), and automatically call EndSection() when the object goes out of scope.
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class ScopedSection final
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@@ -97,6 +97,7 @@ namespace AZ
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ShaderReloadNotificationBus::MultiHandler::BusDisconnect();
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for (auto& shaderItem : m_shaderCollection)
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{
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ShaderReloadDebugTracker::Printf("(Material has ShaderAsset %p)", shaderItem.GetShaderAsset().Get());
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ShaderReloadNotificationBus::MultiHandler::BusConnect(shaderItem.GetShaderAsset().GetId());
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}
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@@ -226,7 +227,7 @@ namespace AZ
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// AssetBus overrides...
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void Material::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
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{
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ShaderReloadDebugTracker::ScopedSection reloadSection("Material::OnAssetReloaded %s", asset.GetHint().c_str());
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ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Material::OnAssetReloaded %s", this, asset.GetHint().c_str());
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Data::Asset<MaterialAsset> newMaterialAsset = { asset.GetAs<MaterialAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
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@@ -241,7 +242,7 @@ namespace AZ
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// MaterialReloadNotificationBus overrides...
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void Material::OnMaterialAssetReinitialized(const Data::Asset<MaterialAsset>& materialAsset)
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{
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ShaderReloadDebugTracker::ScopedSection reloadSection("Material::OnMaterialAssetReinitialized %s", materialAsset.GetHint().c_str());
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ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Material::OnMaterialAssetReinitialized %s", this, materialAsset.GetHint().c_str());
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OnAssetReloaded(materialAsset);
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}
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@@ -249,7 +250,7 @@ namespace AZ
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// ShaderReloadNotificationBus overrides...
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void Material::OnShaderReinitialized([[maybe_unused]] const Shader& shader)
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{
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ShaderReloadDebugTracker::ScopedSection reloadSection("Material::OnShaderReinitialized %s", shader.GetAsset().GetHint().c_str());
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ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Material::OnShaderReinitialized %s", this, shader.GetAsset().GetHint().c_str());
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// Note that it might not be strictly necessary to reinitialize the entire material, we might be able to get away with
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// just bumping the m_currentChangeId or some other minor updates. But it's pretty hard to know what exactly needs to be
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// updated to correctly handle the reload, so it's safer to just reinitialize the whole material.
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@@ -260,7 +261,7 @@ namespace AZ
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{
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// TODO: I think we should make Shader handle OnShaderAssetReinitialized and treat it just like the shader reloaded.
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ShaderReloadDebugTracker::ScopedSection reloadSection("Material::OnShaderAssetReinitialized %s", shaderAsset.GetHint().c_str());
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ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Material::OnShaderAssetReinitialized %s", this, shaderAsset.GetHint().c_str());
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// Note that it might not be strictly necessary to reinitialize the entire material, we might be able to get away with
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// just bumping the m_currentChangeId or some other minor updates. But it's pretty hard to know what exactly needs to be
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// updated to correctly handle the reload, so it's safer to just reinitialize the whole material.
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@@ -269,7 +270,7 @@ namespace AZ
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void Material::OnShaderVariantReinitialized(const Shader& shader, const ShaderVariantId& /*shaderVariantId*/, ShaderVariantStableId shaderVariantStableId)
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{
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ShaderReloadDebugTracker::ScopedSection reloadSection("Material::OnShaderVariantReinitialized %s variant %u", shader.GetAsset().GetHint().c_str(), shaderVariantStableId.GetIndex());
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ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Material::OnShaderVariantReinitialized %s variant %u", this, shader.GetAsset().GetHint().c_str(), shaderVariantStableId.GetIndex());
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// Note that it would be better to check the shaderVariantId to see if that variant is relevant to this particular material before reinitializing it.
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// There could be hundreds or even thousands of variants for a shader, but only one of those variants will be used by any given material. So we could
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@@ -132,7 +132,7 @@ namespace AZ
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// AssetBus overrides
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void Shader::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
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{
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ShaderReloadDebugTracker::ScopedSection reloadSection("Shader::OnAssetReloaded %s", asset.GetHint().c_str());
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ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Shader::OnAssetReloaded %s", this, asset.GetHint().c_str());
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if (asset->GetId() == m_asset->GetId())
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{
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@@ -119,7 +119,7 @@ namespace AZ
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void MaterialAsset::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
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{
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ShaderReloadDebugTracker::ScopedSection reloadSection("MaterialAsset::OnAssetReloaded %s", asset.GetHint().c_str());
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ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->MaterialAsset::OnAssetReloaded %s", this, asset.GetHint().c_str());
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Data::Asset<MaterialTypeAsset> newMaterialTypeAsset = { asset.GetAs<MaterialTypeAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
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@@ -130,7 +130,7 @@ namespace AZ
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void MaterialTypeAsset::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
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{
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ShaderReloadDebugTracker::ScopedSection reloadSection("MaterialTypeAsset::OnAssetReloaded %s", asset.GetHint().c_str());
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ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->MaterialTypeAsset::OnAssetReloaded %s", this, asset.GetHint().c_str());
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// The order of asset reloads is non-deterministic. If the MaterialTypeAsset reloads before these
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// dependency assets, this will make sure the MaterialTypeAsset gets the latest ones when they reload.
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@@ -381,7 +381,7 @@ namespace AZ
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// AssetBus overrides...
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void ShaderAsset::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
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{
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ShaderReloadDebugTracker::ScopedSection reloadSection("ShaderAsset::OnAssetReloaded %s", asset.GetHint().c_str());
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ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->ShaderAsset::OnAssetReloaded %s", this, asset.GetHint().c_str());
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Data::Asset<ShaderVariantAsset> shaderVariantAsset = { asset.GetAs<ShaderVariantAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
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AZ_Assert(shaderVariantAsset->GetStableId() == RootShaderVariantStableId,
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@@ -396,7 +396,7 @@ namespace AZ
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/// ShaderVariantFinderNotificationBus overrides
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void ShaderAsset::OnShaderVariantTreeAssetReady(Data::Asset<ShaderVariantTreeAsset> shaderVariantTreeAsset, bool isError)
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{
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ShaderReloadDebugTracker::ScopedSection reloadSection("ShaderAsset::OnShaderVariantTreeAssetReady %s", shaderVariantTreeAsset.GetHint().c_str());
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ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->ShaderAsset::OnShaderVariantTreeAssetReady %s", this, shaderVariantTreeAsset.GetHint().c_str());
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AZStd::unique_lock<decltype(m_variantTreeMutex)> lock(m_variantTreeMutex);
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if (isError)
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