Merge main

This commit is contained in:
mnaumov
2021-05-19 16:10:44 -07:00
1310 changed files with 15877 additions and 73756 deletions
@@ -79,7 +79,7 @@ namespace ImageProcessingAtom
builderDescriptor.m_busId = azrtti_typeid<ImageBuilderWorker>();
builderDescriptor.m_createJobFunction = AZStd::bind(&ImageBuilderWorker::CreateJobs, &m_imageBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
builderDescriptor.m_processJobFunction = AZStd::bind(&ImageBuilderWorker::ProcessJob, &m_imageBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
builderDescriptor.m_version = 22; // [ATOM-14765]
builderDescriptor.m_version = 23; // [ATOM-14022]
builderDescriptor.m_analysisFingerprint = ImageProcessingAtom::BuilderSettingManager::Instance()->GetAnalysisFingerprint();
m_imageBuilder.BusConnect(builderDescriptor.m_busId);
AssetBuilderSDK::AssetBuilderBus::Broadcast(&AssetBuilderSDK::AssetBuilderBusTraits::RegisterBuilderInformation, builderDescriptor);
@@ -0,0 +1,197 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Description : Contains portable definition of structs and enums to match
// those in DXGIFormat.h in the DirectX SDK
#pragma once
#include <AzCore/PlatformDef.h>
#if __has_include(<dxgiformat.h>)
# include <dxgiformat.h>
// For non-windows platforms need to define the formats so that the ImageExtension
// class used by the editor can have access to these
#else
#define DXGI_FORMAT_DEFINED 1
typedef enum DXGI_FORMAT
{
DXGI_FORMAT_UNKNOWN = 0,
DXGI_FORMAT_R32G32B32A32_TYPELESS = 1,
DXGI_FORMAT_R32G32B32A32_FLOAT = 2,
DXGI_FORMAT_R32G32B32A32_UINT = 3,
DXGI_FORMAT_R32G32B32A32_SINT = 4,
DXGI_FORMAT_R32G32B32_TYPELESS = 5,
DXGI_FORMAT_R32G32B32_FLOAT = 6,
DXGI_FORMAT_R32G32B32_UINT = 7,
DXGI_FORMAT_R32G32B32_SINT = 8,
DXGI_FORMAT_R16G16B16A16_TYPELESS = 9,
DXGI_FORMAT_R16G16B16A16_FLOAT = 10,
DXGI_FORMAT_R16G16B16A16_UNORM = 11,
DXGI_FORMAT_R16G16B16A16_UINT = 12,
DXGI_FORMAT_R16G16B16A16_SNORM = 13,
DXGI_FORMAT_R16G16B16A16_SINT = 14,
DXGI_FORMAT_R32G32_TYPELESS = 15,
DXGI_FORMAT_R32G32_FLOAT = 16,
DXGI_FORMAT_R32G32_UINT = 17,
DXGI_FORMAT_R32G32_SINT = 18,
DXGI_FORMAT_R32G8X24_TYPELESS = 19,
DXGI_FORMAT_D32_FLOAT_S8X24_UINT = 20,
DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS = 21,
DXGI_FORMAT_X32_TYPELESS_G8X24_UINT = 22,
DXGI_FORMAT_R10G10B10A2_TYPELESS = 23,
DXGI_FORMAT_R10G10B10A2_UNORM = 24,
DXGI_FORMAT_R10G10B10A2_UINT = 25,
DXGI_FORMAT_R11G11B10_FLOAT = 26,
DXGI_FORMAT_R8G8B8A8_TYPELESS = 27,
DXGI_FORMAT_R8G8B8A8_UNORM = 28,
DXGI_FORMAT_R8G8B8A8_UNORM_SRGB = 29,
DXGI_FORMAT_R8G8B8A8_UINT = 30,
DXGI_FORMAT_R8G8B8A8_SNORM = 31,
DXGI_FORMAT_R8G8B8A8_SINT = 32,
DXGI_FORMAT_R16G16_TYPELESS = 33,
DXGI_FORMAT_R16G16_FLOAT = 34,
DXGI_FORMAT_R16G16_UNORM = 35,
DXGI_FORMAT_R16G16_UINT = 36,
DXGI_FORMAT_R16G16_SNORM = 37,
DXGI_FORMAT_R16G16_SINT = 38,
DXGI_FORMAT_R32_TYPELESS = 39,
DXGI_FORMAT_D32_FLOAT = 40,
DXGI_FORMAT_R32_FLOAT = 41,
DXGI_FORMAT_R32_UINT = 42,
DXGI_FORMAT_R32_SINT = 43,
DXGI_FORMAT_R24G8_TYPELESS = 44,
DXGI_FORMAT_D24_UNORM_S8_UINT = 45,
DXGI_FORMAT_R24_UNORM_X8_TYPELESS = 46,
DXGI_FORMAT_X24_TYPELESS_G8_UINT = 47,
DXGI_FORMAT_R8G8_TYPELESS = 48,
DXGI_FORMAT_R8G8_UNORM = 49,
DXGI_FORMAT_R8G8_UINT = 50,
DXGI_FORMAT_R8G8_SNORM = 51,
DXGI_FORMAT_R8G8_SINT = 52,
DXGI_FORMAT_R16_TYPELESS = 53,
DXGI_FORMAT_R16_FLOAT = 54,
DXGI_FORMAT_D16_UNORM = 55,
DXGI_FORMAT_R16_UNORM = 56,
DXGI_FORMAT_R16_UINT = 57,
DXGI_FORMAT_R16_SNORM = 58,
DXGI_FORMAT_R16_SINT = 59,
DXGI_FORMAT_R8_TYPELESS = 60,
DXGI_FORMAT_R8_UNORM = 61,
DXGI_FORMAT_R8_UINT = 62,
DXGI_FORMAT_R8_SNORM = 63,
DXGI_FORMAT_R8_SINT = 64,
DXGI_FORMAT_A8_UNORM = 65,
DXGI_FORMAT_R1_UNORM = 66,
DXGI_FORMAT_R9G9B9E5_SHAREDEXP = 67,
DXGI_FORMAT_R8G8_B8G8_UNORM = 68,
DXGI_FORMAT_G8R8_G8B8_UNORM = 69,
DXGI_FORMAT_BC1_TYPELESS = 70,
DXGI_FORMAT_BC1_UNORM = 71,
DXGI_FORMAT_BC1_UNORM_SRGB = 72,
DXGI_FORMAT_BC2_TYPELESS = 73,
DXGI_FORMAT_BC2_UNORM = 74,
DXGI_FORMAT_BC2_UNORM_SRGB = 75,
DXGI_FORMAT_BC3_TYPELESS = 76,
DXGI_FORMAT_BC3_UNORM = 77,
DXGI_FORMAT_BC3_UNORM_SRGB = 78,
DXGI_FORMAT_BC4_TYPELESS = 79,
DXGI_FORMAT_BC4_UNORM = 80,
DXGI_FORMAT_BC4_SNORM = 81,
DXGI_FORMAT_BC5_TYPELESS = 82,
DXGI_FORMAT_BC5_UNORM = 83,
DXGI_FORMAT_BC5_SNORM = 84,
DXGI_FORMAT_B5G6R5_UNORM = 85,
DXGI_FORMAT_B5G5R5A1_UNORM = 86,
DXGI_FORMAT_B8G8R8A8_UNORM = 87,
DXGI_FORMAT_B8G8R8X8_UNORM = 88,
DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM = 89,
DXGI_FORMAT_B8G8R8A8_TYPELESS = 90,
DXGI_FORMAT_B8G8R8A8_UNORM_SRGB = 91,
DXGI_FORMAT_B8G8R8X8_TYPELESS = 92,
DXGI_FORMAT_B8G8R8X8_UNORM_SRGB = 93,
DXGI_FORMAT_BC6H_TYPELESS = 94,
DXGI_FORMAT_BC6H_UF16 = 95,
DXGI_FORMAT_BC6H_SF16 = 96,
DXGI_FORMAT_BC7_TYPELESS = 97,
DXGI_FORMAT_BC7_UNORM = 98,
DXGI_FORMAT_BC7_UNORM_SRGB = 99,
DXGI_FORMAT_EAC_R11_TYPELESS = 200,
DXGI_FORMAT_EAC_R11_UNORM = 201,
DXGI_FORMAT_EAC_R11_SNORM = 202,
DXGI_FORMAT_EAC_RG11_TYPELESS = 203,
DXGI_FORMAT_EAC_RG11_UNORM = 204,
DXGI_FORMAT_EAC_RG11_SNORM = 205,
DXGI_FORMAT_ETC2_TYPELESS = 206,
DXGI_FORMAT_ETC2_UNORM = 207,
DXGI_FORMAT_ETC2_UNORM_SRGB = 208,
DXGI_FORMAT_ETC2A_TYPELESS = 209,
DXGI_FORMAT_ETC2A_UNORM = 210,
DXGI_FORMAT_ETC2A_UNORM_SRGB = 211,
DXGI_FORMAT_PVRTC2_TYPELESS = 250,
DXGI_FORMAT_PVRTC2_UNORM = 251,
DXGI_FORMAT_PVRTC2_UNORM_SRGB = 252,
DXGI_FORMAT_PVRTC4_TYPELESS = 253,
DXGI_FORMAT_PVRTC4_UNORM = 254,
DXGI_FORMAT_PVRTC4_UNORM_SRGB = 255,
DXGI_FORMAT_ASTC_4x4_TYPELESS = 260,
DXGI_FORMAT_ASTC_4x4_UNORM = 261,
DXGI_FORMAT_ASTC_4x4_UNORM_SRGB = 262,
DXGI_FORMAT_ASTC_5x4_TYPELESS = 263,
DXGI_FORMAT_ASTC_5x4_UNORM = 264,
DXGI_FORMAT_ASTC_5x4_UNORM_SRGB = 265,
DXGI_FORMAT_ASTC_5x5_TYPELESS = 266,
DXGI_FORMAT_ASTC_5x5_UNORM = 267,
DXGI_FORMAT_ASTC_5x5_UNORM_SRGB = 268,
DXGI_FORMAT_ASTC_6x5_TYPELESS = 269,
DXGI_FORMAT_ASTC_6x5_UNORM = 270,
DXGI_FORMAT_ASTC_6x5_UNORM_SRGB = 271,
DXGI_FORMAT_ASTC_6x6_TYPELESS = 272,
DXGI_FORMAT_ASTC_6x6_UNORM = 273,
DXGI_FORMAT_ASTC_6x6_UNORM_SRGB = 274,
DXGI_FORMAT_ASTC_8x5_TYPELESS = 275,
DXGI_FORMAT_ASTC_8x5_UNORM = 276,
DXGI_FORMAT_ASTC_8x5_UNORM_SRGB = 277,
DXGI_FORMAT_ASTC_8x6_TYPELESS = 278,
DXGI_FORMAT_ASTC_8x6_UNORM = 279,
DXGI_FORMAT_ASTC_8x6_UNORM_SRGB = 280,
DXGI_FORMAT_ASTC_8x8_TYPELESS = 281,
DXGI_FORMAT_ASTC_8x8_UNORM = 282,
DXGI_FORMAT_ASTC_8x8_UNORM_SRGB = 283,
DXGI_FORMAT_ASTC_10x5_TYPELESS = 284,
DXGI_FORMAT_ASTC_10x5_UNORM = 285,
DXGI_FORMAT_ASTC_10x5_UNORM_SRGB = 286,
DXGI_FORMAT_ASTC_10x6_TYPELESS = 287,
DXGI_FORMAT_ASTC_10x6_UNORM = 288,
DXGI_FORMAT_ASTC_10x6_UNORM_SRGB = 289,
DXGI_FORMAT_ASTC_10x8_TYPELESS = 290,
DXGI_FORMAT_ASTC_10x8_UNORM = 291,
DXGI_FORMAT_ASTC_10x8_UNORM_SRGB = 292,
DXGI_FORMAT_ASTC_10x10_TYPELESS = 293,
DXGI_FORMAT_ASTC_10x10_UNORM = 294,
DXGI_FORMAT_ASTC_10x10_UNORM_SRGB = 295,
DXGI_FORMAT_ASTC_12x10_TYPELESS = 296,
DXGI_FORMAT_ASTC_12x10_UNORM = 297,
DXGI_FORMAT_ASTC_12x10_UNORM_SRGB = 298,
DXGI_FORMAT_ASTC_12x12_TYPELESS = 299,
DXGI_FORMAT_ASTC_12x12_UNORM = 300,
DXGI_FORMAT_ASTC_12x12_UNORM_SRGB = 301,
DXGI_FORMAT_FORCE_UINT = 0xffffffff
} DXGI_FORMAT;
#endif
@@ -15,9 +15,6 @@
#include <AzCore/std/algorithm.h>
#include <ImageProcessing_Traits_Platform.h>
//! The following defines and constants are extracted from ImageExtensionHelper.h
//! Please make sure they are always synced with ImageExtensionHelper.h
#define IMAGE_BUIDER_MAKEFOURCC(ch0, ch1, ch2, ch3) \
((AZ::u32)(AZ::u8)(ch0) | ((AZ::u32)(AZ::u8)(ch1) << 8) | \
((AZ::u32)(AZ::u8)(ch2) << 16) | ((AZ::u32)(AZ::u8)(ch3) << 24))
@@ -19,6 +19,7 @@
#include <Processing/ImageFlags.h>
#include <Atom/RHI.Reflect/Format.h>
#include <Atom/RHI.Reflect/ImageSubresource.h>
#include <Atom/RPI.Reflect/Image/StreamingImageAssetCreator.h>
#include <Atom/RPI.Reflect/Image/ImageMipChainAssetCreator.h>
@@ -238,14 +239,9 @@ namespace ImageProcessingAtom
uint8_t* mipBuffer;
uint32_t pitch;
m_imageObject->GetImagePointer(mip, mipBuffer, pitch);
uint32_t mipBufferSize = m_imageObject->GetMipBufSize(mip);
RHI::ImageSubresourceLayout layout;
layout.m_bytesPerImage = mipBufferSize / arraySize;
layout.m_rowCount = layout.m_bytesPerImage / pitch;
layout.m_size = RHI::Size(m_imageObject->GetWidth(mip), m_imageObject->GetHeight(mip) / arraySize, 1);
layout.m_bytesPerRow = pitch;
RHI::Format format = Utils::PixelFormatToRHIFormat(m_imageObject->GetPixelFormat(), m_imageObject->HasImageFlags(EIF_SRGBRead));
RHI::ImageSubresourceLayout layout = RHI::GetImageSubresourceLayout(RHI::Size(m_imageObject->GetWidth(mip), m_imageObject->GetHeight(mip) / arraySize, 1), format);
builder.BeginMip(layout);
for (uint32_t arrayIndex = 0; arrayIndex < arraySize; ++arrayIndex)
@@ -12,9 +12,6 @@
#pragma once
//! The following constants are extracted from ImageExtensionHelper.h
//! Please make sure they are always synced with the same constants defined in ImageExtensionHelper.h
namespace ImageProcessingAtom
{
// flags to propagate from the RC to the engine through GetImageFlags()
@@ -164,7 +164,7 @@ namespace ImageProcessingAtom
AZ::Color m_colMinARGB; // ARGB will be added the properties of the DDS file
AZ::Color m_colMaxARGB; // ARGB will be added the properties of the DDS file
float m_averageBrightness; // will be added to the properties of the DDS file
AZ::u32 m_imageFlags; // combined from CImageExtensionHelper::EIF_Cubemap,...
AZ::u32 m_imageFlags; //
AZ::u32 m_numPersistentMips; // number of mipmaps won't be splitted
public:
@@ -12,7 +12,7 @@
#pragma once
#include <AzDXGIFormat.h> // DX10+ formats. DXGI_FORMAT
#include <Processing/AzDXGIFormat.h> // DX10+ formats. DXGI_FORMAT
#include <Atom/ImageProcessing/PixelFormats.h>
@@ -41,6 +41,7 @@ set(FILES
Source/BuilderSettings/PresetSettings.h
Source/BuilderSettings/TextureSettings.cpp
Source/BuilderSettings/TextureSettings.h
Source/Processing/AzDXGIFormat.h
Source/Processing/DDSHeader.h
Source/Processing/ImageAssetProducer.cpp
Source/Processing/ImageAssetProducer.h
@@ -1,27 +0,0 @@
{
"gem_name": "ImageProcessingAtom",
"Dependencies": [
{
"Uuid": "a218db9eb2114477b46600fea4441a6c",
"VersionConstraints": [
"~>0.1.0"
],
"_comment": "Atom RPI"
}
],
"GemFormatVersion": 4,
"Uuid": "9d10b00be96045caa64c705e5772cb64",
"Name": "ImageProcessingAtom",
"DisplayName": "Atom.Asset.ImageProcessing",
"Version": "0.1.0",
"Summary": "Contains Asset Processor builder for processing image files for Atom and UI for Atom texture property editing in Asset Browser",
"Tags": [ "Atom Image Builder", "Atom Texture Property Editor" ],
"LinkType": "Dynamic",
"IconPath": "preview.png",
"Modules": [
{
"Name": "Editor",
"Type": "EditorModule"
}
]
}
-27
View File
@@ -1,27 +0,0 @@
{
"gem_name": "Atom_Asset_Shader",
"Dependencies": [
{
"Uuid": "a218db9eb2114477b46600fea4441a6c",
"VersionConstraints": [
"~>0.1.0"
],
"_comment": "Atom RPI"
}
],
"GemFormatVersion": 4,
"Uuid": "d32452026dae4b7dba2ad89dbde9c48f",
"Name": "Atom_Asset_Shader",
"DisplayName": "Atom.Asset.Shader",
"Version": "0.1.0",
"Summary": "The systems necessary to build and use AZSL Shaders",
"Tags": ["Assets", "Atom", "Shader"],
"LinkType": "Dynamic",
"IconPath": "preview.png",
"Modules": [
{
"Name": "Builders",
"Type": "EditorModule"
}
]
}
-25
View File
@@ -1,25 +0,0 @@
{
"gem_name": "Atom_Bootstrap",
"Dependencies": [
{
"Uuid": "a218db9eb2114477b46600fea4441a6c",
"VersionConstraints": [
"~>0.1.0"
],
"_comment": "Atom RPI.Public"
}
],
"GemFormatVersion": 4,
"Uuid": "c7ff89ad6e8b4b45b2fadef2bcf12d6e",
"Name": "Atom_Bootstrap",
"DisplayName": "Atom.Bootstrap",
"Version": "0.1.0",
"Summary": "Bootstrap gem to setup any necessary Atom components.",
"Tags": ["Atom", "Bootstrap"],
"IconPath": "preview.png",
"Modules": [
{
"Type": "GameModule"
}
]
}
-25
View File
@@ -1,25 +0,0 @@
{
"gem_name": "Atom_Component_DebugCamera",
"Dependencies": [
{
"Uuid": "a218db9eb2114477b46600fea4441a6c",
"VersionConstraints": [
"~>0.1.0"
],
"_comment": "Atom RPI"
}
],
"GemFormatVersion": 4,
"Uuid": "013d1b42ad314c929b292c143bcbf045",
"Version": "0.1.0",
"Name": "Atom_Component_DebugCamera",
"DisplayName": "Atom.Component.DebugCamera",
"Tags": ["Atom", "Camera", "Debug"],
"Summary": "Debug Camera for testing RPI/RHI",
"IconPath": "preview.png",
"Modules": [
{
"Type": "GameModule"
}
]
}
@@ -101,7 +101,7 @@ struct VSOutput
float2 m_uv[UvSetCount] : UV1;
float2 m_detailUv : UV3;
float4 m_blendMask : UV8;
float4 m_wrinkleBlendFactors : UV8;
};
#include <Atom/Features/Vertex/VertexHelper.azsli>
@@ -132,11 +132,11 @@ VSOutput SkinVS(VSInput IN)
if(o_blendMask_isBound)
{
OUT.m_blendMask = IN.m_optional_blendMask;
OUT.m_wrinkleBlendFactors = IN.m_optional_blendMask;
}
else
{
OUT.m_blendMask = float4(0,1,0,0);
OUT.m_wrinkleBlendFactors = float4(0,0,0,0);
}
VertexHelper(IN, OUT, worldPosition, false);
@@ -214,7 +214,22 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
float2 normalUv = IN.m_uv[MaterialSrg::m_normalMapUvIndex];
float detailLayerNormalFactor = MaterialSrg::m_detail_normal_factor * detailLayerBlendFactor;
// ------- Wrinkle Map Setup -------
// Combine the optional per-morph target wrinkle masks
float4 wrinkleBlendFactors = float4(0.0, 0.0, 0.0, 0.0);
for(uint wrinkleMaskIndex = 0; wrinkleMaskIndex < ObjectSrg::m_wrinkle_mask_count; ++wrinkleMaskIndex)
{
wrinkleBlendFactors += ObjectSrg::m_wrinkle_masks[wrinkleMaskIndex].Sample(MaterialSrg::m_sampler, normalUv) * ObjectSrg::GetWrinkleMaskWeight(wrinkleMaskIndex);
}
// If texture based morph target driven masks are being used, use those values instead of the per-vertex colors
if(ObjectSrg::m_wrinkle_mask_count)
{
IN.m_wrinkleBlendFactors = saturate(wrinkleBlendFactors);
}
// Since the wrinkle normal maps should all be in the same tangent space as the main normal map, we should be able to blend the raw normal map
// texture values before doing all the tangent space transforms, so we only have to do the transforms once, for better performance.
@@ -223,12 +238,12 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
{
normalMapSample = SampleNormalXY(MaterialSrg::m_normalMap, MaterialSrg::m_sampler, normalUv, MaterialSrg::m_flipNormalX, MaterialSrg::m_flipNormalY);
}
if(o_wrinkleLayers_enabled && o_blendMask_isBound && o_wrinkleLayers_normal_enabled)
if(o_wrinkleLayers_enabled && o_wrinkleLayers_normal_enabled)
{
normalMapSample = ApplyNormalWrinkleMap(o_wrinkleLayers_normal_useTexture1, normalMapSample, MaterialSrg::m_wrinkle_normal_texture1, MaterialSrg::m_sampler, normalUv, MaterialSrg::m_flipNormalX, MaterialSrg::m_flipNormalY, IN.m_blendMask.r);
normalMapSample = ApplyNormalWrinkleMap(o_wrinkleLayers_normal_useTexture2, normalMapSample, MaterialSrg::m_wrinkle_normal_texture2, MaterialSrg::m_sampler, normalUv, MaterialSrg::m_flipNormalX, MaterialSrg::m_flipNormalY, IN.m_blendMask.g);
normalMapSample = ApplyNormalWrinkleMap(o_wrinkleLayers_normal_useTexture3, normalMapSample, MaterialSrg::m_wrinkle_normal_texture3, MaterialSrg::m_sampler, normalUv, MaterialSrg::m_flipNormalX, MaterialSrg::m_flipNormalY, IN.m_blendMask.b);
normalMapSample = ApplyNormalWrinkleMap(o_wrinkleLayers_normal_useTexture4, normalMapSample, MaterialSrg::m_wrinkle_normal_texture4, MaterialSrg::m_sampler, normalUv, MaterialSrg::m_flipNormalX, MaterialSrg::m_flipNormalY, IN.m_blendMask.a);
normalMapSample = ApplyNormalWrinkleMap(o_wrinkleLayers_normal_useTexture1, normalMapSample, MaterialSrg::m_wrinkle_normal_texture1, MaterialSrg::m_sampler, normalUv, MaterialSrg::m_flipNormalX, MaterialSrg::m_flipNormalY, IN.m_wrinkleBlendFactors.r);
normalMapSample = ApplyNormalWrinkleMap(o_wrinkleLayers_normal_useTexture2, normalMapSample, MaterialSrg::m_wrinkle_normal_texture2, MaterialSrg::m_sampler, normalUv, MaterialSrg::m_flipNormalX, MaterialSrg::m_flipNormalY, IN.m_wrinkleBlendFactors.g);
normalMapSample = ApplyNormalWrinkleMap(o_wrinkleLayers_normal_useTexture3, normalMapSample, MaterialSrg::m_wrinkle_normal_texture3, MaterialSrg::m_sampler, normalUv, MaterialSrg::m_flipNormalX, MaterialSrg::m_flipNormalY, IN.m_wrinkleBlendFactors.b);
normalMapSample = ApplyNormalWrinkleMap(o_wrinkleLayers_normal_useTexture4, normalMapSample, MaterialSrg::m_wrinkle_normal_texture4, MaterialSrg::m_sampler, normalUv, MaterialSrg::m_flipNormalX, MaterialSrg::m_flipNormalY, IN.m_wrinkleBlendFactors.a);
}
if(o_detail_normal_useTexture)
@@ -255,7 +270,7 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
float3 baseColor = GetBaseColorInput(MaterialSrg::m_baseColorMap, MaterialSrg::m_sampler, baseColorUv, MaterialSrg::m_baseColor, o_baseColor_useTexture);
bool useSampledBaseColor = o_baseColor_useTexture;
if(o_wrinkleLayers_enabled && o_blendMask_isBound && o_wrinkleLayers_baseColor_enabled)
if(o_wrinkleLayers_enabled && o_wrinkleLayers_baseColor_enabled)
{
// If any of the wrinkle maps are applied, we will use the Base Color blend settings to apply the MaterialSrg::m_baseColor tint to the wrinkle maps,
// even if the main base color map is not used.
@@ -272,10 +287,10 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
baseColor = float3(1,1,1);
}
baseColor = ApplyBaseColorWrinkleMap(o_wrinkleLayers_baseColor_useTexture1, baseColor, MaterialSrg::m_wrinkle_baseColor_texture1, MaterialSrg::m_sampler, baseColorUv, IN.m_blendMask.r);
baseColor = ApplyBaseColorWrinkleMap(o_wrinkleLayers_baseColor_useTexture2, baseColor, MaterialSrg::m_wrinkle_baseColor_texture2, MaterialSrg::m_sampler, baseColorUv, IN.m_blendMask.g);
baseColor = ApplyBaseColorWrinkleMap(o_wrinkleLayers_baseColor_useTexture3, baseColor, MaterialSrg::m_wrinkle_baseColor_texture3, MaterialSrg::m_sampler, baseColorUv, IN.m_blendMask.b);
baseColor = ApplyBaseColorWrinkleMap(o_wrinkleLayers_baseColor_useTexture4, baseColor, MaterialSrg::m_wrinkle_baseColor_texture4, MaterialSrg::m_sampler, baseColorUv, IN.m_blendMask.a);
baseColor = ApplyBaseColorWrinkleMap(o_wrinkleLayers_baseColor_useTexture1, baseColor, MaterialSrg::m_wrinkle_baseColor_texture1, MaterialSrg::m_sampler, baseColorUv, IN.m_wrinkleBlendFactors.r);
baseColor = ApplyBaseColorWrinkleMap(o_wrinkleLayers_baseColor_useTexture2, baseColor, MaterialSrg::m_wrinkle_baseColor_texture2, MaterialSrg::m_sampler, baseColorUv, IN.m_wrinkleBlendFactors.g);
baseColor = ApplyBaseColorWrinkleMap(o_wrinkleLayers_baseColor_useTexture3, baseColor, MaterialSrg::m_wrinkle_baseColor_texture3, MaterialSrg::m_sampler, baseColorUv, IN.m_wrinkleBlendFactors.b);
baseColor = ApplyBaseColorWrinkleMap(o_wrinkleLayers_baseColor_useTexture4, baseColor, MaterialSrg::m_wrinkle_baseColor_texture4, MaterialSrg::m_sampler, baseColorUv, IN.m_wrinkleBlendFactors.a);
}
@@ -283,13 +298,13 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
baseColor = ApplyTextureOverlay(o_detail_baseColor_useTexture, baseColor, MaterialSrg::m_detail_baseColor_texture, MaterialSrg::m_sampler, IN.m_detailUv, detailLayerBaseColorFactor);
if(o_wrinkleLayers_enabled && o_wrinkleLayers_showBlendMaskValues && o_blendMask_isBound)
if(o_wrinkleLayers_enabled && o_wrinkleLayers_showBlendMaskValues)
{
// Overlay debug colors to highlight the different blend weights coming from the vertex color stream.
if(o_wrinkleLayers_count > 0) { baseColor = lerp(baseColor, float3(1,0,0), IN.m_blendMask.r); }
if(o_wrinkleLayers_count > 1) { baseColor = lerp(baseColor, float3(0,1,0), IN.m_blendMask.g); }
if(o_wrinkleLayers_count > 2) { baseColor = lerp(baseColor, float3(0,0,1), IN.m_blendMask.b); }
if(o_wrinkleLayers_count > 3) { baseColor = lerp(baseColor, float3(1,1,1), IN.m_blendMask.a); }
if(o_wrinkleLayers_count > 0) { baseColor = lerp(baseColor, float3(1,0,0), IN.m_wrinkleBlendFactors.r); }
if(o_wrinkleLayers_count > 1) { baseColor = lerp(baseColor, float3(0,1,0), IN.m_wrinkleBlendFactors.g); }
if(o_wrinkleLayers_count > 2) { baseColor = lerp(baseColor, float3(0,0,1), IN.m_wrinkleBlendFactors.b); }
if(o_wrinkleLayers_count > 3) { baseColor = lerp(baseColor, float3(1,1,1), IN.m_wrinkleBlendFactors.a); }
}
// ------- Specular -------
@@ -987,15 +987,6 @@
{
"file": "Shaders/MotionVector/SkinnedMeshMotionVector.shader",
"tag": "SkinnedMeshMotionVector"
},
// Used by the light culling system to produce accurate depth bounds for this object when it uses blended transparency
{
"file": "Shaders/Depth/DepthPassTransparentMin.shader",
"tag": "DepthPassTransparentMin"
},
{
"file": "Shaders/Depth/DepthPassTransparentMax.shader",
"tag": "DepthPassTransparentMax"
}
],
"functors": [
@@ -1199,6 +1199,14 @@
"file": "./StandardPBR_ForwardPass_EDS.shader",
"tag": "ForwardPass_EDS"
},
{
"file": "./StandardPBR_LowEndForward.shader",
"tag": "LowEndForward"
},
{
"file": "./StandardPBR_LowEndForward_EDS.shader",
"tag": "LowEndForward_EDS"
},
{
"file": "Shaders/Shadow/Shadowmap.shader",
"tag": "Shadowmap"
@@ -1289,10 +1297,6 @@
"textureProperty": "baseColor.textureMap",
"useTextureProperty": "baseColor.useTexture",
"dependentProperties": ["baseColor.textureMapUv", "baseColor.textureBlendMode"],
"shaderTags": [
"ForwardPass",
"ForwardPass_EDS"
],
"shaderOption": "o_baseColor_useTexture"
}
},
@@ -1302,10 +1306,6 @@
"textureProperty": "metallic.textureMap",
"useTextureProperty": "metallic.useTexture",
"dependentProperties": ["metallic.textureMapUv"],
"shaderTags": [
"ForwardPass",
"ForwardPass_EDS"
],
"shaderOption": "o_metallic_useTexture"
}
},
@@ -1315,10 +1315,6 @@
"textureProperty": "specularF0.textureMap",
"useTextureProperty": "specularF0.useTexture",
"dependentProperties": ["specularF0.textureMapUv"],
"shaderTags": [
"ForwardPass",
"ForwardPass_EDS"
],
"shaderOption": "o_specularF0_useTexture"
}
},
@@ -1328,10 +1324,6 @@
"textureProperty": "normal.textureMap",
"useTextureProperty": "normal.useTexture",
"dependentProperties": ["normal.textureMapUv", "normal.factor", "normal.flipX", "normal.flipY"],
"shaderTags": [
"ForwardPass",
"ForwardPass_EDS"
],
"shaderOption": "o_normal_useTexture"
}
},
@@ -10,6 +10,8 @@
*
*/
#include "Atom/Features/ShaderQualityOptions.azsli"
#include "StandardPBR_Common.azsli"
// SRGs
@@ -317,13 +319,18 @@ ForwardPassOutputWithDepth StandardPbr_ForwardPassPS(VSOutput IN, bool isFrontFa
PbrLightingOutput lightingOutput = ForwardPassPS_Common(IN, isFrontFace, depth);
#ifdef UNIFIED_FORWARD_OUTPUT
OUT.m_color.rgb = lightingOutput.m_diffuseColor.rgb + lightingOutput.m_specularColor.rgb;
OUT.m_color.a = lightingOutput.m_diffuseColor.a;
OUT.m_depth = depth;
#else
OUT.m_diffuseColor = lightingOutput.m_diffuseColor;
OUT.m_specularColor = lightingOutput.m_specularColor;
OUT.m_specularF0 = lightingOutput.m_specularF0;
OUT.m_albedo = lightingOutput.m_albedo;
OUT.m_normal = lightingOutput.m_normal;
OUT.m_depth = depth;
#endif
return OUT;
}
@@ -335,12 +342,16 @@ ForwardPassOutput StandardPbr_ForwardPassPS_EDS(VSOutput IN, bool isFrontFace :
PbrLightingOutput lightingOutput = ForwardPassPS_Common(IN, isFrontFace, depth);
#ifdef UNIFIED_FORWARD_OUTPUT
OUT.m_color.rgb = lightingOutput.m_diffuseColor.rgb + lightingOutput.m_specularColor.rgb;
OUT.m_color.a = lightingOutput.m_diffuseColor.a;
#else
OUT.m_diffuseColor = lightingOutput.m_diffuseColor;
OUT.m_specularColor = lightingOutput.m_specularColor;
OUT.m_specularF0 = lightingOutput.m_specularF0;
OUT.m_albedo = lightingOutput.m_albedo;
OUT.m_normal = lightingOutput.m_normal;
#endif
return OUT;
}
@@ -0,0 +1,17 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// NOTE: This file is a temporary workaround until .shader files can #define macros for their .azsl files
#define QUALITY_LOW_END 1
#include "StandardPBR_ForwardPass.azsl"
@@ -0,0 +1,59 @@
{
// Note: "LowEnd" shaders are for supporting the low end pipeline
// These shaders can be safely added to materials without incurring additional runtime draw
// items as draw items for shaders are only created if the scene has a pass with a matching
// DrawListTag. If your pipeline doesn't have a "lowEndForward" DrawListTag, no draw items
// for this shader will be created.
"Source" : "./StandardPBR_LowEndForward.azsl",
"DepthStencilState" :
{
"Depth" :
{
"Enable" : true,
"CompareFunc" : "GreaterEqual"
},
"Stencil" :
{
"Enable" : true,
"ReadMask" : "0x00",
"WriteMask" : "0xFF",
"FrontFace" :
{
"Func" : "Always",
"DepthFailOp" : "Keep",
"FailOp" : "Keep",
"PassOp" : "Replace"
},
"BackFace" :
{
"Func" : "Always",
"DepthFailOp" : "Keep",
"FailOp" : "Keep",
"PassOp" : "Replace"
}
}
},
"CompilerHints" : {
"DisableOptimizations" : false
},
"ProgramSettings":
{
"EntryPoints":
[
{
"name": "StandardPbr_ForwardPassVS",
"type": "Vertex"
},
{
"name": "StandardPbr_ForwardPassPS",
"type": "Fragment"
}
]
},
"DrawList" : "lowEndForward"
}
@@ -0,0 +1,59 @@
{
// Note: "LowEnd" shaders are for supporting the low end pipeline
// These shaders can be safely added to materials without incurring additional runtime draw
// items as draw items for shaders are only created if the scene has a pass with a matching
// DrawListTag. If your pipeline doesn't have a "lowEndForward" DrawListTag, no draw items
// for this shader will be created.
"Source" : "./StandardPBR_LowEndForward.azsl",
"DepthStencilState" :
{
"Depth" :
{
"Enable" : true,
"CompareFunc" : "GreaterEqual"
},
"Stencil" :
{
"Enable" : true,
"ReadMask" : "0x00",
"WriteMask" : "0xFF",
"FrontFace" :
{
"Func" : "Always",
"DepthFailOp" : "Keep",
"FailOp" : "Keep",
"PassOp" : "Replace"
},
"BackFace" :
{
"Func" : "Always",
"DepthFailOp" : "Keep",
"FailOp" : "Keep",
"PassOp" : "Replace"
}
}
},
"CompilerHints" : {
"DisableOptimizations" : false
},
"ProgramSettings":
{
"EntryPoints":
[
{
"name": "StandardPbr_ForwardPassVS",
"type": "Vertex"
},
{
"name": "StandardPbr_ForwardPassPS_EDS",
"type": "Fragment"
}
]
},
"DrawList" : "lowEndForward"
}
@@ -29,26 +29,33 @@ function Process(context)
local depthPass = context:GetShaderByTag("DepthPass")
local shadowMap = context:GetShaderByTag("Shadowmap")
local forwardPassEDS = context:GetShaderByTag("ForwardPass_EDS")
local lowEndForwardEDS = context:GetShaderByTag("LowEndForward_EDS")
local depthPassWithPS = context:GetShaderByTag("DepthPass_WithPS")
local shadowMapWitPS = context:GetShaderByTag("Shadowmap_WithPS")
local forwardPass = context:GetShaderByTag("ForwardPass")
local lowEndForward = context:GetShaderByTag("LowEndForward")
if parallaxEnabled and parallaxPdoEnabled then
depthPass:SetEnabled(false)
shadowMap:SetEnabled(false)
forwardPassEDS:SetEnabled(false)
lowEndForwardEDS:SetEnabled(false)
depthPassWithPS:SetEnabled(true)
shadowMapWitPS:SetEnabled(true)
forwardPass:SetEnabled(true)
lowEndForward:SetEnabled(true)
else
depthPass:SetEnabled(opacityMode == OpacityMode_Opaque)
shadowMap:SetEnabled(opacityMode == OpacityMode_Opaque)
forwardPassEDS:SetEnabled((opacityMode == OpacityMode_Opaque) or (opacityMode == OpacityMode_Blended) or (opacityMode == OpacityMode_TintedTransparent))
lowEndForwardEDS:SetEnabled((opacityMode == OpacityMode_Opaque) or (opacityMode == OpacityMode_Blended) or (opacityMode == OpacityMode_TintedTransparent))
depthPassWithPS:SetEnabled(opacityMode == OpacityMode_Cutout)
shadowMapWitPS:SetEnabled(opacityMode == OpacityMode_Cutout)
forwardPass:SetEnabled(opacityMode == OpacityMode_Cutout)
lowEndForward:SetEnabled(opacityMode == OpacityMode_Cutout)
end
context:GetShaderByTag("DepthPassTransparentMin"):SetEnabled((opacityMode == OpacityMode_Blended) or (opacityMode == OpacityMode_TintedTransparent))
@@ -148,22 +148,6 @@
},
"LoadAction": "Clear"
}
},
{
"Name": "ScatterDistanceOutput",
"SlotType": "Output",
"ScopeAttachmentUsage": "RenderTarget",
"LoadStoreAction": {
"ClearValue": {
"Value": [
0.0,
0.0,
0.0,
0.0
]
},
"LoadAction": "Clear"
}
}
],
"ImageAttachments": [
@@ -238,19 +222,6 @@
"AssetRef": {
"FilePath": "Textures/BRDFTexture.attimage"
}
},
{
"Name": "ScatterDistanceImage",
"SizeSource": {
"Source": {
"Pass": "Parent",
"Attachment": "SwapChainOutput"
}
},
"ImageDescriptor": {
"Format": "R11G11B10_FLOAT",
"SharedQueueMask": "Graphics"
}
}
],
"Connections": [
@@ -295,13 +266,6 @@
"Pass": "This",
"Attachment": "BRDFTexture"
}
},
{
"LocalSlot": "ScatterDistanceOutput",
"AttachmentRef": {
"Pass": "This",
"Attachment": "ScatterDistanceImage"
}
}
]
}
@@ -0,0 +1,146 @@
{
"Type": "JsonSerialization",
"Version": 1,
"ClassName": "PassAsset",
"ClassData": {
"PassTemplate": {
"Name": "LightAdaptationParentTemplate",
"PassClass": "ParentPass",
"Slots": [
// Inputs...
{
"Name": "LightingInput",
"SlotType": "Input"
},
// SwapChain here is only used to reference the frame height and format
{
"Name": "SwapChainOutput",
"SlotType": "InputOutput"
},
// Outputs...
{
"Name": "Output",
"SlotType": "Output"
},
// Debug Outputs...
{
"Name": "LuminanceMipChainOutput",
"SlotType": "Output"
}
],
"Connections": [
{
"LocalSlot": "Output",
"AttachmentRef": {
"Pass": "DisplayMapperPass",
"Attachment": "Output"
}
},
{
"LocalSlot": "LuminanceMipChainOutput",
"AttachmentRef": {
"Pass": "DownsampleLuminanceMipChain",
"Attachment": "MipChainInputOutput"
}
}
],
"PassRequests": [
{
"Name": "DownsampleLuminanceMinAvgMax",
"TemplateName": "DownsampleLuminanceMinAvgMaxCS",
"Connections": [
{
"LocalSlot": "Input",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "LightingInput"
}
}
]
},
{
"Name": "DownsampleLuminanceMipChain",
"TemplateName": "DownsampleMipChainTemplate",
"Connections": [
{
"LocalSlot": "MipChainInputOutput",
"AttachmentRef": {
"Pass": "DownsampleLuminanceMinAvgMax",
"Attachment": "Output"
}
}
],
"PassData": {
"$type": "DownsampleMipChainPassData",
"ShaderAsset": {
"FilePath": "Shaders/PostProcessing/DownsampleMinAvgMaxCS.shader"
}
}
},
{
"Name": "EyeAdaptationPass",
"TemplateName": "EyeAdaptationTemplate",
"Enabled": false,
"Connections": [
{
"LocalSlot": "SceneLuminanceInput",
"AttachmentRef": {
"Pass": "DownsampleLuminanceMipChain",
"Attachment": "MipChainInputOutput"
}
}
]
},
{
"Name": "LookModificationTransformPass",
"TemplateName": "LookModificationTransformTemplate",
"Enabled": true,
"Connections": [
{
"LocalSlot": "Input",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "LightingInput"
}
},
{
"LocalSlot": "EyeAdaptationDataInput",
"AttachmentRef": {
"Pass": "EyeAdaptationPass",
"Attachment": "EyeAdaptationDataInputOutput"
}
},
{
"LocalSlot": "SwapChainOutput",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "SwapChainOutput"
}
}
]
},
{
"Name": "DisplayMapperPass",
"TemplateName": "DisplayMapperTemplate",
"Enabled": true,
"Connections": [
{
"LocalSlot": "Input",
"AttachmentRef": {
"Pass": "LookModificationTransformPass",
"Attachment": "Output"
}
},
{
"LocalSlot": "SwapChainOutput",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "SwapChainOutput"
}
}
]
}
]
}
}
}
@@ -0,0 +1,133 @@
{
"Type": "JsonSerialization",
"Version": 1,
"ClassName": "PassAsset",
"ClassData": {
"PassTemplate": {
"Name": "LowEndForwardPassTemplate",
"PassClass": "RasterPass",
"Slots": [
// Inputs...
{
"Name": "BRDFTextureInput",
"ShaderInputName": "m_brdfMap",
"SlotType": "Input",
"ScopeAttachmentUsage": "Shader"
},
{
"Name": "DirectionalLightShadowmap",
"ShaderInputName": "m_directionalLightShadowmap",
"SlotType": "Input",
"ScopeAttachmentUsage": "Shader",
"ImageViewDesc": {
"IsArray": 1
}
},
{
"Name": "ExponentialShadowmapDirectional",
"ShaderInputName": "m_directionalLightExponentialShadowmap",
"SlotType": "Input",
"ScopeAttachmentUsage": "Shader",
"ImageViewDesc": {
"IsArray": 1
}
},
{
"Name": "ProjectedShadowmap",
"ShaderInputName": "m_projectedShadowmaps",
"SlotType": "Input",
"ScopeAttachmentUsage": "Shader",
"ImageViewDesc": {
"IsArray": 1
}
},
{
"Name": "ExponentialShadowmapProjected",
"ShaderInputName": "m_projectedExponentialShadowmap",
"SlotType": "Input",
"ScopeAttachmentUsage": "Shader",
"ImageViewDesc": {
"IsArray": 1
}
},
{
"Name": "TileLightData",
"SlotType": "Input",
"ShaderInputName": "m_tileLightData",
"ScopeAttachmentUsage": "Shader"
},
{
"Name": "LightListRemapped",
"SlotType": "Input",
"ShaderInputName": "m_lightListRemapped",
"ScopeAttachmentUsage": "Shader"
},
// Input/Outputs...
{
"Name": "DepthStencilInputOutput",
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "DepthStencil"
},
// Outputs...
{
"Name": "LightingOutput",
"SlotType": "Output",
"ScopeAttachmentUsage": "RenderTarget",
"LoadStoreAction": {
"ClearValue": {
"Value": [
0.0,
0.0,
0.0,
0.0
]
},
"LoadAction": "Clear"
}
}
],
"ImageAttachments": [
{
"Name": "LightingAttachment",
"SizeSource": {
"Source": {
"Pass": "Parent",
"Attachment": "SwapChainOutput"
}
},
"MultisampleSource": {
"Pass": "This",
"Attachment": "DepthStencilInputOutput"
},
"ImageDescriptor": {
"Format": "R16G16B16A16_FLOAT",
"SharedQueueMask": "Graphics"
}
},
{
"Name": "BRDFTexture",
"Lifetime": "Imported",
"AssetRef": {
"FilePath": "Textures/BRDFTexture.attimage"
}
}
],
"Connections": [
{
"LocalSlot": "LightingOutput",
"AttachmentRef": {
"Pass": "This",
"Attachment": "LightingAttachment"
}
},
{
"LocalSlot": "BRDFTextureInput",
"AttachmentRef": {
"Pass": "This",
"Attachment": "BRDFTexture"
}
}
]
}
}
}
@@ -0,0 +1,344 @@
{
"Type": "JsonSerialization",
"Version": 1,
"ClassName": "PassAsset",
"ClassData": {
"PassTemplate": {
"Name": "LowEndPipelineTemplate",
"PassClass": "ParentPass",
"Slots": [
{
"Name": "SwapChainOutput",
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "RenderTarget"
}
],
"PassRequests": [
{
"Name": "MorphTargetPass",
"TemplateName": "MorphTargetPassTemplate"
},
{
"Name": "SkinningPass",
"TemplateName": "SkinningPassTemplate",
"Connections": [
{
"LocalSlot": "SkinnedMeshOutputStream",
"AttachmentRef": {
"Pass": "MorphTargetPass",
"Attachment": "MorphTargetDeltaOutput"
}
}
]
},
{
"Name": "DepthPrePass",
"TemplateName": "DepthMSAAParentTemplate",
"Connections": [
{
"LocalSlot": "SkinnedMeshes",
"AttachmentRef": {
"Pass": "SkinningPass",
"Attachment": "SkinnedMeshOutputStream"
}
},
{
"LocalSlot": "SwapChainOutput",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "SwapChainOutput"
}
}
]
},
{
"Name": "LightCullingPass",
"TemplateName": "LightCullingParentTemplate",
"Connections": [
{
"LocalSlot": "SkinnedMeshes",
"AttachmentRef": {
"Pass": "SkinningPass",
"Attachment": "SkinnedMeshOutputStream"
}
},
{
"LocalSlot": "DepthMSAA",
"AttachmentRef": {
"Pass": "DepthPrePass",
"Attachment": "DepthMSAA"
}
},
{
"LocalSlot": "SwapChainOutput",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "SwapChainOutput"
}
}
]
},
{
"Name": "ShadowPass",
"TemplateName": "ShadowParentTemplate",
"Connections": [
{
"LocalSlot": "SkinnedMeshes",
"AttachmentRef": {
"Pass": "SkinningPass",
"Attachment": "SkinnedMeshOutputStream"
}
},
{
"LocalSlot": "SwapChainOutput",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "SwapChainOutput"
}
}
]
},
{
"Name": "ForwardPass",
"TemplateName": "LowEndForwardPassTemplate",
"Connections": [
// Inputs...
{
"LocalSlot": "DirectionalLightShadowmap",
"AttachmentRef": {
"Pass": "ShadowPass",
"Attachment": "DirectionalShadowmap"
}
},
{
"LocalSlot": "ExponentialShadowmapDirectional",
"AttachmentRef": {
"Pass": "ShadowPass",
"Attachment": "DirectionalESM"
}
},
{
"LocalSlot": "ProjectedShadowmap",
"AttachmentRef": {
"Pass": "ShadowPass",
"Attachment": "ProjectedShadowmap"
}
},
{
"LocalSlot": "ExponentialShadowmapProjected",
"AttachmentRef": {
"Pass": "ShadowPass",
"Attachment": "ProjectedESM"
}
},
{
"LocalSlot": "TileLightData",
"AttachmentRef": {
"Pass": "LightCullingPass",
"Attachment": "TileLightData"
}
},
{
"LocalSlot": "LightListRemapped",
"AttachmentRef": {
"Pass": "LightCullingPass",
"Attachment": "LightListRemapped"
}
},
// Input/Outputs...
{
"LocalSlot": "DepthStencilInputOutput",
"AttachmentRef": {
"Pass": "DepthPrePass",
"Attachment": "DepthMSAA"
}
}
],
"PassData": {
"$type": "RasterPassData",
"DrawListTag": "lowEndForward",
"PipelineViewTag": "MainCamera",
"PassSrgAsset": {
"FilePath": "shaderlib/atom/features/pbr/forwardpasssrg.azsli:PassSrg"
}
}
},
{
"Name": "SkyBoxPass",
"TemplateName": "SkyBoxTemplate",
"Enabled": true,
"Connections": [
{
"LocalSlot": "SpecularInputOutput",
"AttachmentRef": {
"Pass": "ForwardPass",
"Attachment": "LightingOutput"
}
},
{
"LocalSlot": "SkyBoxDepth",
"AttachmentRef": {
"Pass": "ForwardPass",
"Attachment": "DepthStencilInputOutput"
}
}
]
},
{
"Name": "MSAAResolvePass",
"TemplateName": "MSAAResolveColorTemplate",
"Connections": [
{
"LocalSlot": "Input",
"AttachmentRef": {
"Pass": "SkyBoxPass",
"Attachment": "SpecularInputOutput"
}
}
]
},
{
"Name": "TransparentPass",
"TemplateName": "TransparentParentTemplate",
"Connections": [
{
"LocalSlot": "DirectionalShadowmap",
"AttachmentRef": {
"Pass": "ShadowPass",
"Attachment": "DirectionalShadowmap"
}
},
{
"LocalSlot": "DirectionalESM",
"AttachmentRef": {
"Pass": "ShadowPass",
"Attachment": "DirectionalESM"
}
},
{
"LocalSlot": "ProjectedShadowmap",
"AttachmentRef": {
"Pass": "ShadowPass",
"Attachment": "ProjectedShadowmap"
}
},
{
"LocalSlot": "ProjectedESM",
"AttachmentRef": {
"Pass": "ShadowPass",
"Attachment": "ProjectedESM"
}
},
{
"LocalSlot": "TileLightData",
"AttachmentRef": {
"Pass": "LightCullingPass",
"Attachment": "TileLightData"
}
},
{
"LocalSlot": "LightListRemapped",
"AttachmentRef": {
"Pass": "LightCullingPass",
"Attachment": "LightListRemapped"
}
},
{
"LocalSlot": "DepthStencil",
"AttachmentRef": {
"Pass": "DepthPrePass",
"Attachment": "Depth"
}
},
{
"LocalSlot": "InputOutput",
"AttachmentRef": {
"Pass": "MSAAResolvePass",
"Attachment": "Output"
}
}
]
},
{
"Name": "LightAdaptation",
"TemplateName": "LightAdaptationParentTemplate",
"Connections": [
{
"LocalSlot": "LightingInput",
"AttachmentRef": {
"Pass": "TransparentPass",
"Attachment": "InputOutput"
}
},
{
"LocalSlot": "SwapChainOutput",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "SwapChainOutput"
}
}
]
},
{
"Name": "AuxGeomPass",
"TemplateName": "AuxGeomPassTemplate",
"Enabled": true,
"Connections": [
{
"LocalSlot": "ColorInputOutput",
"AttachmentRef": {
"Pass": "LightAdaptation",
"Attachment": "Output"
}
},
{
"LocalSlot": "DepthInputOutput",
"AttachmentRef": {
"Pass": "DepthPrePass",
"Attachment": "Depth"
}
}
],
"PassData": {
"$type": "RasterPassData",
"DrawListTag": "auxgeom",
"PipelineViewTag": "MainCamera"
}
},
{
"Name": "UIPass",
"TemplateName": "UIParentTemplate",
"Connections": [
{
"LocalSlot": "InputOutput",
"AttachmentRef": {
"Pass": "AuxGeomPass",
"Attachment": "ColorInputOutput"
}
}
]
},
{
"Name": "CopyToSwapChain",
"TemplateName": "FullscreenCopyTemplate",
"Connections": [
{
"LocalSlot": "Input",
"AttachmentRef": {
"Pass": "UIPass",
"Attachment": "InputOutput"
}
},
{
"LocalSlot": "Output",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "SwapChainOutput"
}
}
]
}
]
}
}
}
@@ -305,7 +305,7 @@
},
{
"Name": "SkyBoxPass",
"TemplateName": "SkyBoxTemplate",
"TemplateName": "SkyBoxTwoOutputsTemplate",
"Enabled": true,
"Connections": [
{
@@ -92,6 +92,10 @@
"Name": "SkyBoxTemplate",
"Path": "Passes/SkyBox.pass"
},
{
"Name": "SkyBoxTwoOutputsTemplate",
"Path": "Passes/SkyBox_TwoOutputs.pass"
},
{
"Name": "UIPassTemplate",
"Path": "Passes/UI.pass"
@@ -483,6 +487,18 @@
{
"Name": "UIParentTemplate",
"Path": "Passes/UIParent.pass"
},
{
"Name": "LightAdaptationParentTemplate",
"Path": "Passes/LightAdaptationParent.pass"
},
{
"Name": "LowEndForwardPassTemplate",
"Path": "Passes/LowEndForward.pass"
},
{
"Name": "LowEndPipelineTemplate",
"Path": "Passes/LowEndPipeline.pass"
}
]
}
@@ -40,7 +40,7 @@
{
"LocalSlot": "Output",
"AttachmentRef": {
"Pass": "DisplayMapperPass",
"Pass": "LightAdaptation",
"Attachment": "Output"
}
},
@@ -54,8 +54,8 @@
{
"LocalSlot": "LuminanceMipChainOutput",
"AttachmentRef": {
"Pass": "DownsampleLuminanceMipChain",
"Attachment": "MipChainInputOutput"
"Pass": "LightAdaptation",
"Attachment": "LuminanceMipChainOutput"
}
}
],
@@ -115,94 +115,16 @@
}
]
},
// Everything before this point deals in raw lighting values
// ---------------------------------------------------------
// Everything after starts to map to values we see on screen
{
"Name": "DownsampleLuminanceMinAvgMax",
"TemplateName": "DownsampleLuminanceMinAvgMaxCS",
"Name": "LightAdaptation",
"TemplateName": "LightAdaptationParentTemplate",
"Connections": [
{
"LocalSlot": "Input",
"LocalSlot": "LightingInput",
"AttachmentRef": {
"Pass": "BloomPass",
"Attachment": "InputOutput"
}
}
]
},
{
"Name": "DownsampleLuminanceMipChain",
"TemplateName": "DownsampleMipChainTemplate",
"Connections": [
{
"LocalSlot": "MipChainInputOutput",
"AttachmentRef": {
"Pass": "DownsampleLuminanceMinAvgMax",
"Attachment": "Output"
}
}
],
"PassData": {
"$type": "DownsampleMipChainPassData",
"ShaderAsset": {
"FilePath": "Shaders/PostProcessing/DownsampleMinAvgMaxCS.shader"
}
}
},
{
"Name": "EyeAdaptationPass",
"TemplateName": "EyeAdaptationTemplate",
"Enabled": false,
"Connections": [
{
"LocalSlot": "SceneLuminanceInput",
"AttachmentRef": {
"Pass": "DownsampleLuminanceMipChain",
"Attachment": "MipChainInputOutput"
}
}
]
},
{
"Name": "LookModificationTransformPass",
"TemplateName": "LookModificationTransformTemplate",
"Enabled": true,
"Connections": [
{
"LocalSlot": "Input",
"AttachmentRef": {
"Pass": "BloomPass",
"Attachment": "InputOutput"
}
},
{
"LocalSlot": "EyeAdaptationDataInput",
"AttachmentRef": {
"Pass": "EyeAdaptationPass",
"Attachment": "EyeAdaptationDataInputOutput"
}
},
{
"LocalSlot": "SwapChainOutput",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "SwapChainOutput"
}
}
]
},
{
"Name": "DisplayMapperPass",
"TemplateName": "DisplayMapperTemplate",
"Enabled": true,
"Connections": [
{
"LocalSlot": "Input",
"AttachmentRef": {
"Pass": "LookModificationTransformPass",
"Attachment": "Output"
}
},
{
"LocalSlot": "SwapChainOutput",
@@ -12,11 +12,6 @@
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "RenderTarget"
},
{
"Name": "ReflectionInputOutput",
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "RenderTarget"
},
{
"Name": "SkyBoxDepth",
"SlotType": "InputOutput",
@@ -0,0 +1,43 @@
{
"Type": "JsonSerialization",
"Version": 1,
"ClassName": "PassAsset",
"ClassData": {
"PassTemplate": {
"Name": "SkyBoxTwoOutputsTemplate",
"PassClass": "FullScreenTriangle",
"Slots": [
{
"Name": "SpecularInputOutput",
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "RenderTarget"
},
{
"Name": "ReflectionInputOutput",
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "RenderTarget"
},
{
"Name": "SkyBoxDepth",
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "DepthStencil"
}
],
"PassData": {
"$type": "FullscreenTrianglePassData",
"ShaderAsset": {
"FilePath": "shaders/skybox/skybox_twooutputs.shader"
},
"PipelineViewTag": "MainCamera",
"ShaderDataMappings": {
"FloatMappings": [
{
"Name": "m_sunIntensityMultiplier",
"Value": 1.0
}
]
}
}
}
}
}
@@ -26,7 +26,7 @@
//
//----------------------------------------------------------------------------------
#define Depth_to_Z(d, unprojectZ) (unprojectZ.x / (d + unprojectZ.y))
#define DepthBufferToViewSpace(d, unprojectZ) (unprojectZ.x / (d + unprojectZ.y))
#define NVLC_MAX_POSSIBLE_LIGHTS_PER_BIN 256
@@ -187,7 +187,7 @@ float4 RemapZToUnit(float4 z, float2 minmaxz)
uint DepthSamplesToBinMask2x(float2 d, float2 minmaxz, float2 unprojectZ)
{
float2 z = Depth_to_Z(d, unprojectZ);
float2 z = DepthBufferToViewSpace(d, unprojectZ);
// Tile_UnitValueToBit will convert that 0 to 1 value into 0.0 to 31.99999
float2 bit = Tile_UnitValueToBit(RemapZToUnit(z, minmaxz));
@@ -207,7 +207,7 @@ uint DepthSamplesToBinMask2x(float2 d, float2 minmaxz, float2 unprojectZ)
uint DepthSamplesToBinMask4x(float4 d, float2 minmaxz, float2 unprojectZ)
{
float4 z = Depth_to_Z(d, unprojectZ);
float4 z = DepthBufferToViewSpace(d, unprojectZ);
// Tile_UnitValueToBit will convert that 0 to 1 value into 0.0 to 31.99999
float4 bit = Tile_UnitValueToBit(RemapZToUnit(z, minmaxz));
@@ -31,6 +31,16 @@ ShaderResourceGroup ObjectSrg : SRG_PerObject
return SceneSrg::GetObjectToWorldInverseTransposeMatrix(m_objectId);
}
//[GFX TODO][ATOM-15280] Move wrinkle mask data from the default object srg into something specific to the Skin shader
uint m_wrinkle_mask_count;
float4 m_wrinkle_mask_weights[4];
Texture2D m_wrinkle_masks[16];
float GetWrinkleMaskWeight(uint index)
{
return m_wrinkle_mask_weights[index / 4][index % 4];
}
//! Reflection Probe (smallest probe volume that overlaps the object position)
struct ReflectionProbeData
{
@@ -10,6 +10,21 @@
*
*/
#ifdef UNIFIED_FORWARD_OUTPUT
struct ForwardPassOutput
{
float4 m_color : SV_Target0;
};
struct ForwardPassOutputWithDepth
{
float4 m_color : SV_Target0;
float m_depth : SV_Depth;
};
#else
struct ForwardPassOutput
{
float4 m_diffuseColor : SV_Target0; //!< RGB = Diffuse Lighting, A = Blend Alpha (for blended surfaces) OR A = special encoding of surfaceScatteringFactor, m_subsurfaceScatteringQuality, o_enableSubsurfaceScattering
@@ -30,3 +45,5 @@ struct ForwardPassOutputWithDepth
float4 m_normal : SV_Target4;
float m_depth : SV_Depth;
};
#endif
@@ -12,38 +12,39 @@
#pragma once
// --- Static Options Available ---
// FORCE_IBL_IN_FORWARD_PASS - forces IBL lighting to be run in the forward pass, used in pipelines that don't have a reflection pass
#include <Atom/Features/PBR/LightingOptions.azsli>
#include <Atom/RPI/Math.azsli>
#include <Atom/Features/PBR/Lights/LightTypesCommon.azsli>
#include <Atom/Features/PBR/LightingUtils.azsli>
void ApplyIblDiffuse(
float3 GetIblDiffuse(
float3 normal,
float3 albedo,
float3 diffuseResponse,
out float3 outDiffuse)
float3 diffuseResponse)
{
float3 irradianceDir = MultiplyVectorQuaternion(normal, SceneSrg::m_iblOrientation);
float3 diffuseSample = SceneSrg::m_diffuseEnvMap.Sample(SceneSrg::m_samplerEnv, GetCubemapCoords(irradianceDir)).rgb;
outDiffuse = diffuseResponse * albedo * diffuseSample;
return diffuseResponse * albedo * diffuseSample;
}
void ApplyIblSpecular(
float3 GetIblSpecular(
float3 position,
float3 normal,
float3 specularF0,
float roughnessLinear,
float3 dirToCamera,
float2 brdf,
out float3 outSpecular)
float2 brdf)
{
float3 reflectDir = reflect(-dirToCamera, normal);
reflectDir = MultiplyVectorQuaternion(reflectDir, SceneSrg::m_iblOrientation);
// global
outSpecular = SceneSrg::m_specularEnvMap.SampleLevel(SceneSrg::m_samplerEnv, GetCubemapCoords(reflectDir), GetRoughnessMip(roughnessLinear)).rgb;
float3 outSpecular = SceneSrg::m_specularEnvMap.SampleLevel(SceneSrg::m_samplerEnv, GetCubemapCoords(reflectDir), GetRoughnessMip(roughnessLinear)).rgb;
outSpecular *= (specularF0 * brdf.x + brdf.y);
// reflection probe
@@ -72,86 +73,55 @@ void ApplyIblSpecular(
outSpecular = lerp(outSpecular, probeSpecular, blendAmount);
}
return outSpecular;
}
void ApplyIBL(Surface surface, inout LightingData lightingData)
{
if (o_opacity_mode == OpacityMode::Blended || o_opacity_mode == OpacityMode::TintedTransparent)
#ifdef FORCE_IBL_IN_FORWARD_PASS
bool useDiffuseIbl = true;
bool useSpecularIbl = true;
bool useIbl = o_enableIBL;
#else
bool isTransparent = (o_opacity_mode == OpacityMode::Blended || o_opacity_mode == OpacityMode::TintedTransparent);
bool useDiffuseIbl = isTransparent;
bool useSpecularIbl = (isTransparent || o_meshUseForwardPassIBLSpecular || o_materialUseForwardPassIBLSpecular);
bool useIbl = o_enableIBL && (useDiffuseIbl || useSpecularIbl);
#endif
if(useIbl)
{
// transparencies currently require IBL in the forward pass
if (o_enableIBL)
float iblExposureFactor = pow(2.0, SceneSrg::m_iblExposure);
if(useDiffuseIbl)
{
float3 iblDiffuse = 0.0f;
ApplyIblDiffuse(
surface.normal,
surface.albedo,
lightingData.diffuseResponse,
iblDiffuse);
float3 iblSpecular = 0.0f;
ApplyIblSpecular(
surface.position,
surface.normal,
surface.specularF0,
surface.roughnessLinear,
lightingData.dirToCamera,
lightingData.brdf,
iblSpecular);
// Adjust IBL lighting by exposure.
float iblExposureFactor = pow(2.0, SceneSrg::m_iblExposure);
float3 iblDiffuse = GetIblDiffuse(surface.normal, surface.albedo, lightingData.diffuseResponse);
lightingData.diffuseLighting += (iblDiffuse * iblExposureFactor * lightingData.diffuseAmbientOcclusion);
lightingData.specularLighting += (iblSpecular * iblExposureFactor);
}
}
else if (o_meshUseForwardPassIBLSpecular || o_materialUseForwardPassIBLSpecular)
{
if (o_enableIBL)
{
float3 iblSpecular = 0.0f;
ApplyIblSpecular(
surface.position,
surface.normal,
surface.specularF0,
surface.roughnessLinear,
lightingData.dirToCamera,
lightingData.brdf,
iblSpecular);
if(useSpecularIbl)
{
float3 iblSpecular = GetIblSpecular(surface.position, surface.normal, surface.specularF0, surface.roughnessLinear, lightingData.dirToCamera, lightingData.brdf);
iblSpecular *= lightingData.multiScatterCompensation;
if (o_clearCoat_feature_enabled)
if (o_clearCoat_feature_enabled && surface.clearCoat.factor > 0.0f)
{
if (surface.clearCoat.factor > 0.0f)
{
float clearCoatNdotV = saturate(dot(surface.clearCoat.normal, lightingData.dirToCamera));
clearCoatNdotV = max(clearCoatNdotV, 0.01f); // [GFX TODO][ATOM-4466] This is a current band-aid for specular noise at grazing angles.
float2 clearCoatBrdf = PassSrg::m_brdfMap.Sample(PassSrg::LinearSampler, GetBRDFTexCoords(surface.clearCoat.roughness, clearCoatNdotV)).rg;
float clearCoatNdotV = saturate(dot(surface.clearCoat.normal, lightingData.dirToCamera));
clearCoatNdotV = max(clearCoatNdotV, 0.01f); // [GFX TODO][ATOM-4466] This is a current band-aid for specular noise at grazing angles.
float2 clearCoatBrdf = PassSrg::m_brdfMap.Sample(PassSrg::LinearSampler, GetBRDFTexCoords(surface.clearCoat.roughness, clearCoatNdotV)).rg;
// clear coat uses fixed IOR = 1.5 represents polyurethane which is the most common material for gloss clear coat
// coat layer assumed to be dielectric thus don't need multiple scattering compensation
float3 clearCoatSpecularF0 = float3(0.04f, 0.04f, 0.04f);
float3 clearCoatIblSpecular = 0.0f;
// clear coat uses fixed IOR = 1.5 represents polyurethane which is the most common material for gloss clear coat
// coat layer assumed to be dielectric thus don't need multiple scattering compensation
float3 clearCoatSpecularF0 = float3(0.04f, 0.04f, 0.04f);
float3 clearCoatIblSpecular = GetIblSpecular(surface.position, surface.clearCoat.normal, clearCoatSpecularF0, surface.clearCoat.roughness, lightingData.dirToCamera, clearCoatBrdf);
ApplyIblSpecular(
surface.position,
surface.clearCoat.normal,
clearCoatSpecularF0,
surface.clearCoat.roughness,
lightingData.dirToCamera,
clearCoatBrdf,
clearCoatIblSpecular);
clearCoatIblSpecular *= surface.clearCoat.factor;
clearCoatIblSpecular *= surface.clearCoat.factor;
// attenuate base layer energy
float3 clearCoatResponse = FresnelSchlickWithRoughness(clearCoatNdotV, clearCoatSpecularF0, surface.clearCoat.roughness) * surface.clearCoat.factor;
iblSpecular = iblSpecular * (1.0 - clearCoatResponse) * (1.0 - clearCoatResponse) + clearCoatIblSpecular;
}
// attenuate base layer energy
float3 clearCoatResponse = FresnelSchlickWithRoughness(clearCoatNdotV, clearCoatSpecularF0, surface.clearCoat.roughness) * surface.clearCoat.factor;
iblSpecular = iblSpecular * (1.0 - clearCoatResponse) * (1.0 - clearCoatResponse) + clearCoatIblSpecular;
}
float iblExposureFactor = pow(2.0f, SceneSrg::m_iblExposure);
lightingData.specularLighting += (iblSpecular * iblExposureFactor);
}
}
@@ -0,0 +1,26 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
// This file translates quality option macros like QUALITY_LOW_END to their relevant settings
#ifdef QUALITY_LOW_END
// Unifies the forward output into a single lighting buffer instead of splitting it into a GBuffer
#define UNIFIED_FORWARD_OUTPUT 1
// Forces IBL lighting to be executed in the forward pass instead of subsequent refleciton passes
#define FORCE_IBL_IN_FORWARD_PASS 1
#endif
@@ -150,7 +150,7 @@ uint ComputeTransparentBitMask(float2 minmaxZ)
return 0;
}
float2 minmaxZ_transparent = Depth_to_Z(minmaxDepth_transparent, PassSrg::m_constantData.m_unprojectZ);
float2 minmaxZ_transparent = DepthBufferToViewSpace(minmaxDepth_transparent, PassSrg::m_constantData.m_unprojectZ);
float2 minmaxUnit_transparent = RemapZToUnit(minmaxZ_transparent, minmaxZ);
@@ -295,7 +295,7 @@ void MainCS(
float2 minmaxDepth_opaque = ComputeDepthMinMaxFrom2Samples(opaqueDepthSamples);
minmaxDepth_both = ExpandMinMax(minmaxDepth_opaque, minmaxDepth_transparent);
UpdateMinMaxFromAllThreads(minmaxDepth_both, minmaxDepth_transparent, isPixelOnScreen);
minmaxDepth_both = Depth_to_Z(minmaxDepth_both, PassSrg::m_constantData.m_unprojectZ);
minmaxDepth_both = DepthBufferToViewSpace(minmaxDepth_both, PassSrg::m_constantData.m_unprojectZ);
// if zNear == zFar we want to map z == zNear to 0-bit, so we have to keep zNear without modifications
minmaxDepth_both.y = IncrementULP(minmaxDepth_both.y);
@@ -313,7 +313,7 @@ void MainCS(
float2 minmaxDepth_opaque = ComputeDepthMinMaxFrom4Samples(opaqueDepthSamples);
minmaxDepth_both = ExpandMinMax(minmaxDepth_opaque, minmaxDepth_transparent);
UpdateMinMaxFromAllThreads(minmaxDepth_both, minmaxDepth_transparent, isPixelOnScreen);
minmaxDepth_both = Depth_to_Z(minmaxDepth_both, PassSrg::m_constantData.m_unprojectZ);
minmaxDepth_both = DepthBufferToViewSpace(minmaxDepth_both, PassSrg::m_constantData.m_unprojectZ);
// if zNear == zFar we want to map z == zNear to 0-bit, so we have to keep zNear without modifications
minmaxDepth_both.y = IncrementULP(minmaxDepth_both.y);
@@ -10,6 +10,9 @@
*
*/
// --- Static Options Available ---
// SKYBOX_TWO_OUTPUTS - Skybox renders to two rendertargets instead of one (SkyBox_TwoOutputs.pass writes to specular and reflection targets)
#include <Atom/Features/ColorManagement/TransformColor.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>
#include <Atom/Features/MatrixUtility.azsli>
@@ -102,7 +105,9 @@ float3 GetCubemapCoords(float3 original)
struct PSOutput
{
float4 m_specular : SV_Target0;
#ifdef SKYBOX_TWO_OUTPUTS
float4 m_reflection : SV_Target1;
#endif
};
PSOutput MainPS(VSOutput input)
@@ -163,6 +168,8 @@ PSOutput MainPS(VSOutput input)
PSOutput OUT;
OUT.m_specular = float4(color, 1.0);
#ifdef SKYBOX_TWO_OUTPUTS
OUT.m_reflection = float4(color, 1.0);
#endif
return OUT;
}
@@ -0,0 +1,17 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// NOTE: This file is a temporary workaround until .shader files can #define macros for their .azsl files
#define SKYBOX_TWO_OUTPUTS
#include "SkyBox.azsl"
@@ -0,0 +1,22 @@
{
"Source" : "SkyBox_TwoOutputs",
"DepthStencilState" : {
"Depth" : { "Enable" : true, "CompareFunc" : "GreaterEqual" }
},
"ProgramSettings":
{
"EntryPoints":
[
{
"name": "MainVS",
"type": "Vertex"
},
{
"name": "MainPS",
"type": "Fragment"
}
]
}
}
@@ -0,0 +1,10 @@
The papermill 'Image base lighting' (IBL) images are modified from the following:
http://www.hdrlabs.com/sibl/archive.html
'Papermill Ruins E'
All sIBL-sets on this page, including the images within, are licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.
Creative Commons License: http://creativecommons.org/licenses/by-nc-sa/3.0/us/
Remember: Do what you want with them, but always mention where you got them from...
@@ -38,6 +38,7 @@ set(FILES
Materials/Types/StandardMultilayerPBR_ForwardPass_EDS.shader
Materials/Types/StandardMultilayerPBR_Parallax.lua
Materials/Types/StandardMultilayerPBR_ParallaxPerLayer.lua
Materials/Types/StandardMultilayerPBR_ShaderEnable.lua
Materials/Types/StandardMultilayerPBR_Shadowmap_WithPS.azsl
Materials/Types/StandardMultilayerPBR_Shadowmap_WithPS.shader
Materials/Types/StandardPBR.materialtype
@@ -52,6 +53,9 @@ set(FILES
Materials/Types/StandardPBR_ForwardPass_EDS.shader
Materials/Types/StandardPBR_HandleOpacityDoubleSided.lua
Materials/Types/StandardPBR_HandleOpacityMode.lua
Materials/Types/StandardPBR_LowEndForward.azsl
Materials/Types/StandardPBR_LowEndForward.shader
Materials/Types/StandardPBR_LowEndForward_EDS.shader
Materials/Types/StandardPBR_ParallaxState.lua
Materials/Types/StandardPBR_Roughness.lua
Materials/Types/StandardPBR_ShaderEnable.lua
@@ -116,6 +120,7 @@ set(FILES
Passes/DiffuseProbeGridBlendDistance.pass
Passes/DiffuseProbeGridBlendIrradiance.pass
Passes/DiffuseProbeGridBorderUpdate.pass
Passes/DiffuseProbeGridClassification.pass
Passes/DiffuseProbeGridDownsample.pass
Passes/DiffuseProbeGridRayTracing.pass
Passes/DiffuseProbeGridRelocation.pass
@@ -144,6 +149,7 @@ set(FILES
Passes/FullscreenCopy.pass
Passes/FullscreenOutputOnly.pass
Passes/ImGui.pass
Passes/LightAdaptationParent.pass
Passes/LightCulling.pass
Passes/LightCullingHeatmap.pass
Passes/LightCullingParent.pass
@@ -152,6 +158,8 @@ set(FILES
Passes/LightCullingTilePrepareMSAA.pass
Passes/LookModificationComposite.pass
Passes/LookModificationTransform.pass
Passes/LowEndForward.pass
Passes/LowEndPipeline.pass
Passes/LuminanceHeatmap.pass
Passes/LuminanceHistogramGenerator.pass
Passes/MainPipeline.pass
@@ -179,13 +187,16 @@ set(FILES
Passes/ReflectionScreenSpace.pass
Passes/ReflectionScreenSpaceBlur.pass
Passes/ReflectionScreenSpaceBlurHorizontal.pass
Passes/ReflectionScreenSpaceBlurMobile.pass
Passes/ReflectionScreenSpaceBlurVertical.pass
Passes/ReflectionScreenSpaceComposite.pass
Passes/ReflectionScreenSpaceMobile.pass
Passes/ReflectionScreenSpaceTrace.pass
Passes/Reflections_nomsaa.pass
Passes/ShadowParent.pass
Passes/Skinning.pass
Passes/SkyBox.pass
Passes/SkyBox_TwoOutputs.pass
Passes/SMAA1xApplyLinearHDRColor.pass
Passes/SMAA1xApplyPerceptualColor.pass
Passes/SMAABlendingWeightCalculation.pass
@@ -205,6 +216,7 @@ set(FILES
ShaderLib/Atom/Features/IndirectRendering.azsli
ShaderLib/Atom/Features/MatrixUtility.azsli
ShaderLib/Atom/Features/ParallaxMapping.azsli
ShaderLib/Atom/Features/ShaderQualityOptions.azsli
ShaderLib/Atom/Features/SphericalHarmonicsUtility.azsli
ShaderLib/Atom/Features/SrgSemantics.azsli
ShaderLib/Atom/Features/ColorManagement/TransformColor.azsli
@@ -272,6 +284,7 @@ set(FILES
ShaderLib/Atom/Features/PostProcessing/GlyphData.azsli
ShaderLib/Atom/Features/PostProcessing/GlyphRender.azsli
ShaderLib/Atom/Features/PostProcessing/PostProcessUtil.azsli
ShaderLib/Atom/Features/RayTracing/RayTracingSceneSrg.azsli
ShaderLib/Atom/Features/ScreenSpace/ScreenSpaceUtil.azsli
ShaderLib/Atom/Features/Shadow/BicubicPcfFilters.azsli
ShaderLib/Atom/Features/Shadow/DirectionalLightShadow.azsli
@@ -471,4 +484,6 @@ set(FILES
Shaders/SkinnedMesh/LinearSkinningPassSRG.azsli
Shaders/SkyBox/SkyBox.azsl
Shaders/SkyBox/SkyBox.shader
Shaders/SkyBox/SkyBox_TwoOutputs.azsl
Shaders/SkyBox/SkyBox_TwoOutputs.shader
)
@@ -148,6 +148,8 @@ namespace AZ
Data::Instance<RPI::Model> GetModel(const MeshHandle& meshHandle) const override;
Data::Asset<RPI::ModelAsset> GetModelAsset(const MeshHandle& meshHandle) const override;
Data::Instance<RPI::ShaderResourceGroup> GetObjectSrg(const MeshHandle& meshHandle) const override;
void QueueObjectSrgForCompile(const MeshHandle& meshHandle) const override;
void SetMaterialAssignmentMap(const MeshHandle& meshHandle, const Data::Instance<RPI::Material>& material) override;
void SetMaterialAssignmentMap(const MeshHandle& meshHandle, const MaterialAssignmentMap& materials) override;
const MaterialAssignmentMap& GetMaterialAssignmentMap(const MeshHandle& meshHandle) const override;
@@ -61,6 +61,14 @@ namespace AZ
virtual Data::Instance<RPI::Model> GetModel(const MeshHandle& meshHandle) const = 0;
//! Gets the underlying RPI::ModelAsset for a meshHandle.
virtual Data::Asset<RPI::ModelAsset> GetModelAsset(const MeshHandle& meshHandle) const = 0;
//! Gets the ObjectSrg for a meshHandle.
//! Updating the ObjectSrg should be followed by a call to QueueObjectSrgForCompile,
//! instead of compiling the srg directly. This way, if the srg has already been queued for compile,
//! it will not be queued twice in the same frame. The ObjectSrg should not be updated during
//! Simulate, or it will create a race between updating the data and the call to Compile
virtual Data::Instance<RPI::ShaderResourceGroup> GetObjectSrg(const MeshHandle& meshHandle) const = 0;
//! Queues the object srg for compile.
virtual void QueueObjectSrgForCompile(const MeshHandle& meshHandle) const = 0;
//! Sets the MaterialAssignmentMap for a meshHandle, using just a single material for the DefaultMaterialAssignmentId.
//! Note if there is already a material assignment map, this will replace the entire map with just a single material.
virtual void SetMaterialAssignmentMap(const MeshHandle& meshHandle, const Data::Instance<RPI::Material>& material) = 0;
@@ -53,6 +53,7 @@ namespace AZ
void SetBufferViewsOnShaderResourceGroup(const Data::Instance<RPI::ShaderResourceGroup>& perInstanceSRG);
private:
RHI::Ptr<RHI::BufferView> m_vertexDeltaBufferView;
Data::Instance<RPI::Buffer> m_vertexDeltaBuffer;
};
struct MorphTargetMetaData
@@ -23,6 +23,8 @@ namespace UnitTest
MOCK_METHOD1(CloneMesh, MeshHandle(const MeshHandle&));
MOCK_CONST_METHOD1(GetModel, AZStd::intrusive_ptr<AZ::RPI::Model>(const MeshHandle&));
MOCK_CONST_METHOD1(GetModelAsset, AZ::Data::Asset<AZ::RPI::ModelAsset>(const MeshHandle&));
MOCK_CONST_METHOD1(GetObjectSrg, AZStd::intrusive_ptr<AZ::RPI::ShaderResourceGroup>(const MeshHandle&));
MOCK_CONST_METHOD1(QueueObjectSrgForCompile, void(const MeshHandle&));
MOCK_CONST_METHOD1(GetMaterialAssignmentMap, const AZ::Render::MaterialAssignmentMap&(const MeshHandle&));
MOCK_METHOD2(ConnectModelChangeEventHandler, void(const MeshHandle&, ModelChangedEvent::Handler&));
MOCK_METHOD3(SetTransform, void(const MeshHandle&, const AZ::Transform&, const AZ::Vector3&));
@@ -274,6 +274,10 @@ namespace AZ
passSystem->AddPassCreator(Name("ReflectionScreenSpaceBlurPass"), &Render::ReflectionScreenSpaceBlurPass::Create);
passSystem->AddPassCreator(Name("ReflectionScreenSpaceBlurChildPass"), &Render::ReflectionScreenSpaceBlurChildPass::Create);
passSystem->AddPassCreator(Name("ReflectionCopyFrameBufferPass"), &Render::ReflectionCopyFrameBufferPass::Create);
// setup handler for load pass template mappings
m_loadTemplatesHandler = RPI::PassSystemInterface::OnReadyLoadTemplatesEvent::Handler([this]() { this->LoadPassTemplateMappings(); });
RPI::PassSystemInterface::Get()->ConnectEvent(m_loadTemplatesHandler);
}
void CommonSystemComponent::Deactivate()
@@ -292,5 +296,12 @@ namespace AZ
AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<TransformServiceFeatureProcessor>();
AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<AuxGeomFeatureProcessor>();
}
void CommonSystemComponent::LoadPassTemplateMappings()
{
const char* passTemplatesFile = "Passes/PassTemplates.azasset";
RPI::PassSystemInterface::Get()->LoadPassTemplateMappings(passTemplatesFile);
}
} // namespace Render
} // namespace AZ
@@ -14,6 +14,8 @@
#include <AzCore/Component/Component.h>
#include <Atom_Feature_Traits_Platform.h>
#include <Atom/RPI.Public/Pass/PassSystemInterface.h>
#if AZ_TRAIT_LUXCORE_SUPPORTED
#include "LuxCore/LuxCoreRenderer.h"
#endif
@@ -41,6 +43,11 @@ namespace AZ
void Activate() override;
void Deactivate() override;
// Load pass template mappings for this gem
void LoadPassTemplateMappings();
RPI::PassSystemInterface::OnReadyLoadTemplatesEvent::Handler m_loadTemplatesHandler;
#if AZ_TRAIT_LUXCORE_SUPPORTED
// LuxCore
LuxCoreRenderer m_luxCore;
@@ -134,7 +134,14 @@ namespace AZ
{
m_decalData.GetData(decal.GetIndex()) = m_decalData.GetData(sourceDecal.GetIndex());
const auto materialAsset = GetMaterialUsedByDecal(sourceDecal);
m_materialToTextureArrayLookupTable.at(materialAsset).m_useCount++;
if (materialAsset.IsValid())
{
m_materialToTextureArrayLookupTable.at(materialAsset).m_useCount++;
}
else
{
AZ_Warning("DecalTextureArrayFeatureProcessor", false, "CloneDecal called on a decal with no material set.");
}
m_deviceBufferNeedsUpdate = true;
}
return decal;
@@ -49,11 +49,6 @@ namespace AZ
}
}
DiffuseProbeGridRayTracingPass::~DiffuseProbeGridRayTracingPass()
{
delete m_rayTracingScopeProducerShaderTable;
}
void DiffuseProbeGridRayTracingPass::CreateRayTracingPipelineState()
{
RHI::Ptr<RHI::Device> device = RHI::RHISystemInterface::Get()->GetDevice();
@@ -118,19 +113,28 @@ namespace AZ
void DiffuseProbeGridRayTracingPass::FrameBeginInternal(FramePrepareParams params)
{
RPI::Scene* scene = m_pipeline->GetScene();
RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor<RayTracingFeatureProcessor>();
if (!rayTracingFeatureProcessor)
{
return;
}
if (!m_initialized)
{
CreateRayTracingPipelineState();
CreateShaderTableScope();
m_initialized = true;
}
if (!m_rayTracingShaderTable)
{
RHI::Ptr<RHI::Device> device = RHI::RHISystemInterface::Get()->GetDevice();
RHI::RayTracingBufferPools& rayTracingBufferPools = rayTracingFeatureProcessor->GetBufferPools();
m_rayTracingShaderTable = RHI::Factory::Get().CreateRayTracingShaderTable();
m_rayTracingShaderTable->Init(*device.get(), rayTracingBufferPools);
}
RPI::Scene* scene = m_pipeline->GetScene();
DiffuseProbeGridFeatureProcessor* diffuseProbeGridFeatureProcessor = scene->GetFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
if (!diffuseProbeGridFeatureProcessor || diffuseProbeGridFeatureProcessor->GetProbeGrids().empty())
{
@@ -138,70 +142,9 @@ namespace AZ
return;
}
RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor<RayTracingFeatureProcessor>();
uint32_t rayTracingRevision = rayTracingFeatureProcessor->GetRevision();
if (m_rayTracingRevision != rayTracingRevision)
{
// scene changed, need to rebuild the shader table
m_rayTracingRevision = rayTracingRevision;
// [GFX TODO][ATOM-13575] Move the RHI::RayTracingShaderTable build into the RHI frame and remove this scope
params.m_frameGraphBuilder->ImportScopeProducer(*m_rayTracingScopeProducerShaderTable);
}
RenderPass::FrameBeginInternal(params);
}
void DiffuseProbeGridRayTracingPass::CreateShaderTableScope()
{
struct ScopeData { };
const auto prepareFunction = [this]([[maybe_unused]] RHI::FrameGraphInterface& scopeBuilder, [[maybe_unused]] ScopeData& scopeData) {};
const auto compileFunction = [this]([[maybe_unused]] const RHI::FrameGraphCompileContext& context, [[maybe_unused]] const ScopeData& scopeData) {};
const auto executeFunction = [this]([[maybe_unused]] const RHI::FrameGraphExecuteContext& context, [[maybe_unused]] const ScopeData& scopeData)
{
RHI::Ptr<RHI::Device> device = RHI::RHISystemInterface::Get()->GetDevice();
RayTracingFeatureProcessor* rayTracingFeatureProcessor = m_pipeline->GetScene()->GetFeatureProcessor<RayTracingFeatureProcessor>();
RHI::RayTracingBufferPools& rayTracingBufferPools = rayTracingFeatureProcessor->GetBufferPools();
if (!rayTracingFeatureProcessor->GetSubMeshCount())
{
m_rayTracingShaderTable = nullptr;
return;
}
// build the ray tracing shader table descriptor
RHI::RayTracingShaderTableDescriptor descriptor;
RHI::RayTracingShaderTableDescriptor* descriptorBuild = descriptor.Build(AZ::Name("RayTracingShaderTable"), m_rayTracingPipelineState)
->RayGenerationRecord(AZ::Name("RayGen"))
->MissRecord(AZ::Name("Miss"));
// add a hit group for each mesh to the shader table
for (uint32_t i = 0; i < rayTracingFeatureProcessor->GetSubMeshCount(); ++i)
{
descriptorBuild->HitGroupRecord(AZ::Name("HitGroup"));
}
m_rayTracingShaderTable->Init(*device.get(), &descriptor, rayTracingBufferPools);
};
AZStd::string uuidString = AZ::Uuid::CreateRandom().ToString<AZStd::string>();
AZStd::string scopeName = AZStd::string::format("DiffuseProbeRayTracingBuildShaderTable_%s", uuidString.c_str());
m_rayTracingScopeProducerShaderTable =
aznew RHI::ScopeProducerFunction<
ScopeData,
decltype(prepareFunction),
decltype(compileFunction),
decltype(executeFunction)>(
RHI::ScopeId{ scopeName },
ScopeData{ },
prepareFunction,
compileFunction,
executeFunction);
}
void DiffuseProbeGridRayTracingPass::SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph)
{
RenderPass::SetupFrameGraphDependencies(frameGraph);
@@ -211,7 +154,6 @@ namespace AZ
RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor<RayTracingFeatureProcessor>();
frameGraph.SetEstimatedItemCount(aznumeric_cast<uint32_t>(diffuseProbeGridFeatureProcessor->GetProbeGrids().size()));
frameGraph.ExecuteAfter(m_rayTracingScopeProducerShaderTable->GetScopeId());
for (const auto& diffuseProbeGrid : diffuseProbeGridFeatureProcessor->GetProbeGrids())
{
@@ -326,6 +268,31 @@ namespace AZ
diffuseProbeGrid->GetRayTraceSrg()->Compile();
}
}
uint32_t rayTracingRevision = rayTracingFeatureProcessor->GetRevision();
if (m_rayTracingRevision != rayTracingRevision)
{
// scene changed, need to rebuild the shader table
m_rayTracingRevision = rayTracingRevision;
AZStd::shared_ptr<RHI::RayTracingShaderTableDescriptor> descriptor = AZStd::make_shared<RHI::RayTracingShaderTableDescriptor>();
if (rayTracingFeatureProcessor->GetSubMeshCount())
{
// build the ray tracing shader table descriptor
RHI::RayTracingShaderTableDescriptor* descriptorBuild = descriptor->Build(AZ::Name("RayTracingShaderTable"), m_rayTracingPipelineState)
->RayGenerationRecord(AZ::Name("RayGen"))
->MissRecord(AZ::Name("Miss"));
// add a hit group for each mesh to the shader table
for (uint32_t i = 0; i < rayTracingFeatureProcessor->GetSubMeshCount(); ++i)
{
descriptorBuild->HitGroupRecord(AZ::Name("HitGroup"));
}
}
m_rayTracingShaderTable->Build(descriptor);
}
}
void DiffuseProbeGridRayTracingPass::BuildCommandListInternal([[maybe_unused]] const RHI::FrameGraphExecuteContext& context)
@@ -35,8 +35,6 @@ namespace AZ
AZ_RTTI(DiffuseProbeGridRayTracingPass, "{CB0DF817-3D07-4AC7-8574-F5EE529B8DCA}", RPI::RenderPass);
AZ_CLASS_ALLOCATOR(DiffuseProbeGridRayTracingPass, SystemAllocator, 0);
virtual ~DiffuseProbeGridRayTracingPass() override;
//! Creates a DiffuseProbeGridRayTracingPass
static RPI::Ptr<DiffuseProbeGridRayTracingPass> Create(const RPI::PassDescriptor& descriptor);
@@ -44,7 +42,6 @@ namespace AZ
explicit DiffuseProbeGridRayTracingPass(const RPI::PassDescriptor& descriptor);
void CreateRayTracingPipelineState();
void CreateShaderTableScope();
// Scope producer functions
void SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph) override;
@@ -65,7 +62,6 @@ namespace AZ
// ray tracing shader table
RHI::Ptr<RHI::RayTracingShaderTable> m_rayTracingShaderTable;
RHI::ScopeProducer* m_rayTracingScopeProducerShaderTable = nullptr;
// ray tracing global shader resource group asset and pipeline state
Data::Asset<RPI::ShaderResourceGroupAsset> m_globalSrgAsset;
@@ -231,6 +231,19 @@ namespace AZ
return {};
}
Data::Instance<RPI::ShaderResourceGroup> MeshFeatureProcessor::GetObjectSrg(const MeshHandle& meshHandle) const
{
return meshHandle.IsValid() ? meshHandle->m_shaderResourceGroup : nullptr;
}
void MeshFeatureProcessor::QueueObjectSrgForCompile(const MeshHandle& meshHandle) const
{
if (meshHandle.IsValid())
{
meshHandle->m_objectSrgNeedsUpdate = true;
}
}
void MeshFeatureProcessor::SetMaterialAssignmentMap(const MeshHandle& meshHandle, const Data::Instance<RPI::Material>& material)
{
Render::MaterialAssignmentMap materials;
@@ -12,6 +12,7 @@
#include <MorphTargets/MorphTargetComputePass.h>
#include <SkinnedMesh/SkinnedMeshFeatureProcessor.h>
#include <Atom/Feature/SkinnedMesh/SkinnedMeshOutputStreamManagerInterface.h>
#include <Atom/RPI.Public/Shader/Shader.h>
@@ -38,6 +39,11 @@ namespace AZ
return m_shader;
}
void MorphTargetComputePass::SetFeatureProcessor(SkinnedMeshFeatureProcessor* skinnedMeshFeatureProcessor)
{
m_skinnedMeshFeatureProcessor = skinnedMeshFeatureProcessor;
}
void MorphTargetComputePass::BuildAttachmentsInternal()
{
// The same buffer that skinning writes to is used to manage the computed vertex deltas that are passed from the
@@ -45,30 +51,16 @@ namespace AZ
AttachBufferToSlot(Name{ "MorphTargetDeltaOutput" }, SkinnedMeshOutputStreamManagerInterface::Get()->GetBuffer());
}
void MorphTargetComputePass::AddDispatchItem(const RHI::DispatchItem* dispatchItem)
{
AZ_Assert(dispatchItem != nullptr, "invalid dispatchItem");
AZStd::lock_guard<AZStd::mutex> lock(m_mutex);
//using an unordered_set here to prevent redundantly adding the same dispatchItem to the submission queue
//(i.e. if the same morph target exists in multiple views, it can call AddDispatchItem multiple times with the same item)
m_dispatches.insert(dispatchItem);
}
void MorphTargetComputePass::BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context)
{
RHI::CommandList* commandList = context.GetCommandList();
SetSrgsForDispatch(commandList);
AZStd::lock_guard<AZStd::mutex> lock(m_mutex);
for (const RHI::DispatchItem* dispatchItem : m_dispatches)
if (m_skinnedMeshFeatureProcessor)
{
commandList->Submit(*dispatchItem);
}
RHI::CommandList* commandList = context.GetCommandList();
// Clear the dispatch items. They will need to be re-populated next frame
m_dispatches.clear();
SetSrgsForDispatch(commandList);
m_skinnedMeshFeatureProcessor->SubmitMorphTargetDispatchItems(commandList);
}
}
} // namespace Render
} // namespace AZ
@@ -18,6 +18,8 @@ namespace AZ
{
namespace Render
{
class SkinnedMeshFeatureProcessor;
//! The morph target compute pass submits dispatch items for morph targets. The dispatch items are cleared every frame, so it needs to be re-populated.
class MorphTargetComputePass
: public RPI::ComputePass
@@ -31,16 +33,14 @@ namespace AZ
static RPI::Ptr<MorphTargetComputePass> Create(const RPI::PassDescriptor& descriptor);
//! Thread-safe function for adding a dispatch item to the current frame.
void AddDispatchItem(const RHI::DispatchItem* dispatchItem);
Data::Instance<RPI::Shader> GetShader() const;
void SetFeatureProcessor(SkinnedMeshFeatureProcessor* m_skinnedMeshFeatureProcessor);
private:
void BuildAttachmentsInternal() override;
void BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context) override;
AZStd::mutex m_mutex;
AZStd::unordered_set<const RHI::DispatchItem*> m_dispatches;
SkinnedMeshFeatureProcessor* m_skinnedMeshFeatureProcessor = nullptr;
};
}
}
@@ -11,7 +11,7 @@
*/
#include <MorphTargets/MorphTargetDispatchItem.h>
#include <MorphTargets/MorphTargetComputePass.h>
#include <SkinnedMesh/SkinnedMeshFeatureProcessor.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
#include <Atom/RPI.Public/Shader/Shader.h>
@@ -30,7 +30,7 @@ namespace AZ
MorphTargetDispatchItem::MorphTargetDispatchItem(
const AZStd::intrusive_ptr<MorphTargetInputBuffers> inputBuffers,
const MorphTargetMetaData& morphTargetMetaData,
RPI::Ptr<MorphTargetComputePass> morphTargetComputePass,
SkinnedMeshFeatureProcessor* skinnedMeshFeatureProcessor,
MorphTargetInstanceMetaData morphInstanceMetaData,
float morphDeltaIntegerEncoding)
: m_inputBuffers(inputBuffers)
@@ -38,7 +38,7 @@ namespace AZ
, m_morphInstanceMetaData(morphInstanceMetaData)
, m_accumulatedDeltaIntegerEncoding(morphDeltaIntegerEncoding)
{
m_morphTargetShader = morphTargetComputePass->GetShader();
m_morphTargetShader = skinnedMeshFeatureProcessor->GetMorphTargetShader();
RPI::ShaderReloadNotificationBus::Handler::BusConnect(m_morphTargetShader->GetAssetId());
}
@@ -37,7 +37,7 @@ namespace AZ
namespace Render
{
class MorphTargetComputePass;
class SkinnedMeshFeatureProcessor;
//! Holds and manages an RHI DispatchItem for a specific morph target, and the resources that are needed to build and maintain it.
class MorphTargetDispatchItem
@@ -51,7 +51,7 @@ namespace AZ
explicit MorphTargetDispatchItem(
const AZStd::intrusive_ptr<MorphTargetInputBuffers> inputBuffers,
const MorphTargetMetaData& morphTargetMetaData,
RPI::Ptr<MorphTargetComputePass> morphTargetComputePass,
SkinnedMeshFeatureProcessor* skinnedMeshFeatureProcessor,
MorphTargetInstanceMetaData morphInstanceMetaData,
float accumulatedDeltaRange
);
@@ -30,16 +30,18 @@ namespace AZ
{
MorphTargetInputBuffers::MorphTargetInputBuffers(const RPI::BufferAssetView& bufferAssetView, const AZStd::string& bufferNamePrefix)
{
auto buffer = RPI::Buffer::FindOrCreate(bufferAssetView.GetBufferAsset());
AZ::RHI::Ptr<AZ::RHI::BufferView> bufferView = RHI::Factory::Get().CreateBufferView();
m_vertexDeltaBuffer = RPI::Buffer::FindOrCreate(bufferAssetView.GetBufferAsset());
if (m_vertexDeltaBuffer)
{
bufferView->SetName(Name(bufferNamePrefix + "MorphTargetVertexDeltaView"));
[[maybe_unused]] RHI::ResultCode resultCode = bufferView->Init(*buffer->GetRHIBuffer(), bufferAssetView.GetBufferViewDescriptor());
AZ_Error("MorphTargetInputBuffers", resultCode == RHI::ResultCode::Success, "Failed to initialize buffer view for morph target.");
}
AZ::RHI::Ptr<AZ::RHI::BufferView> bufferView = RHI::Factory::Get().CreateBufferView();
{
bufferView->SetName(Name(bufferNamePrefix + "MorphTargetVertexDeltaView"));
[[maybe_unused]] RHI::ResultCode resultCode = bufferView->Init(*m_vertexDeltaBuffer->GetRHIBuffer(), bufferAssetView.GetBufferViewDescriptor());
AZ_Error("MorphTargetInputBuffers", resultCode == RHI::ResultCode::Success, "Failed to initialize buffer view for morph target.");
}
m_vertexDeltaBufferView = bufferView;
m_vertexDeltaBufferView = bufferView;
}
}
void MorphTargetInputBuffers::SetBufferViewsOnShaderResourceGroup(const Data::Instance<RPI::ShaderResourceGroup>& perInstanceSRG)
@@ -12,6 +12,7 @@
#include <SkinnedMesh/SkinnedMeshComputePass.h>
#include <SkinnedMesh/SkinnedMeshFeatureProcessor.h>
#include <Atom/Feature/SkinnedMesh/SkinnedMeshOutputStreamManagerInterface.h>
#include <Atom/RPI.Public/Shader/Shader.h>
@@ -22,11 +23,9 @@ namespace AZ
{
namespace Render
{
SkinnedMeshComputePass::SkinnedMeshComputePass(const RPI::PassDescriptor& descriptor)
: RPI::ComputePass(descriptor)
{
m_cachedShaderOptions.SetShader(m_shader);
}
RPI::Ptr<SkinnedMeshComputePass> SkinnedMeshComputePass::Create(const RPI::PassDescriptor& descriptor)
@@ -40,42 +39,30 @@ namespace AZ
return m_shader;
}
RPI::ShaderOptionGroup SkinnedMeshComputePass::CreateShaderOptionGroup(const SkinnedMeshShaderOptions shaderOptions, SkinnedMeshShaderOptionNotificationBus::Handler& shaderReinitializedHandler)
void SkinnedMeshComputePass::SetFeatureProcessor(SkinnedMeshFeatureProcessor* skinnedMeshFeatureProcessor)
{
m_cachedShaderOptions.ConnectToShaderReinitializedEvent(shaderReinitializedHandler);
return m_cachedShaderOptions.CreateShaderOptionGroup(shaderOptions);
}
void SkinnedMeshComputePass::AddDispatchItem(const RHI::DispatchItem* dispatchItem)
{
AZ_Assert(dispatchItem != nullptr, "invalid dispatchItem");
AZStd::lock_guard<AZStd::mutex> lock(m_mutex);
//using an unordered_set here to prevent redundantly adding the same dispatchItem to the submission queue
//(i.e. if the same skinnedMesh exists in multiple views, it can call AddDispatchItem multiple times with the same item)
m_dispatches.insert(dispatchItem);
m_skinnedMeshFeatureProcessor = skinnedMeshFeatureProcessor;
}
void SkinnedMeshComputePass::BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context)
{
RHI::CommandList* commandList = context.GetCommandList();
SetSrgsForDispatch(commandList);
AZStd::lock_guard<AZStd::mutex> lock(m_mutex);
for (const RHI::DispatchItem* dispatchItem : m_dispatches)
if (m_skinnedMeshFeatureProcessor)
{
commandList->Submit(*dispatchItem);
}
RHI::CommandList* commandList = context.GetCommandList();
// Clear the dispatch items. They will need to be re-populated next frame
m_dispatches.clear();
SetSrgsForDispatch(commandList);
m_skinnedMeshFeatureProcessor->SubmitSkinningDispatchItems(commandList);
}
}
void SkinnedMeshComputePass::OnShaderReinitialized(const RPI::Shader& shader)
{
ComputePass::OnShaderReinitialized(shader);
m_cachedShaderOptions.SetShader(m_shader);
if (m_skinnedMeshFeatureProcessor)
{
m_skinnedMeshFeatureProcessor->OnSkinningShaderReinitialized(m_shader);
}
}
void SkinnedMeshComputePass::OnShaderVariantReinitialized(const RPI::Shader& shader, const RPI::ShaderVariantId&, RPI::ShaderVariantStableId)
@@ -20,6 +20,8 @@ namespace AZ
{
namespace Render
{
class SkinnedMeshFeatureProcessor;
//! The skinned mesh compute pass submits dispatch items for skinning. The dispatch items are cleared every frame, so it needs to be re-populated.
class SkinnedMeshComputePass
: public RPI::ComputePass
@@ -33,10 +35,9 @@ namespace AZ
static RPI::Ptr<SkinnedMeshComputePass> Create(const RPI::PassDescriptor& descriptor);
//! Thread-safe function for adding a dispatch item to the current frame.
void AddDispatchItem(const RHI::DispatchItem* dispatchItem);
Data::Instance<RPI::Shader> GetShader() const;
RPI::ShaderOptionGroup CreateShaderOptionGroup(const SkinnedMeshShaderOptions shaderOptions, SkinnedMeshShaderOptionNotificationBus::Handler& shaderReinitializedHandler);
void SetFeatureProcessor(SkinnedMeshFeatureProcessor* m_skinnedMeshFeatureProcessor);
private:
void BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context) override;
@@ -45,9 +46,7 @@ namespace AZ
void OnShaderReinitialized(const RPI::Shader& shader) override;
void OnShaderVariantReinitialized(const RPI::Shader& shader, const RPI::ShaderVariantId& shaderVariantId, RPI::ShaderVariantStableId shaderVariantStableId) override;
AZStd::mutex m_mutex;
AZStd::unordered_set<const RHI::DispatchItem*> m_dispatches;
CachedSkinnedMeshShaderOptions m_cachedShaderOptions;
SkinnedMeshFeatureProcessor* m_skinnedMeshFeatureProcessor = nullptr;
};
}
}
@@ -12,7 +12,7 @@
#include <SkinnedMesh/SkinnedMeshDispatchItem.h>
#include <SkinnedMesh/SkinnedMeshOutputStreamManager.h>
#include <SkinnedMesh/SkinnedMeshComputePass.h>
#include <SkinnedMesh/SkinnedMeshFeatureProcessor.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
#include <Atom/RPI.Public/Shader/Shader.h>
@@ -34,7 +34,7 @@ namespace AZ
size_t lodIndex,
Data::Instance<RPI::Buffer> boneTransforms,
const SkinnedMeshShaderOptions& shaderOptions,
RPI::Ptr<SkinnedMeshComputePass> skinnedMeshComputePass,
SkinnedMeshFeatureProcessor* skinnedMeshFeatureProcessor,
MorphTargetInstanceMetaData morphTargetInstanceMetaData,
float morphTargetDeltaIntegerEncoding)
: m_inputBuffers(inputBuffers)
@@ -45,7 +45,7 @@ namespace AZ
, m_morphTargetInstanceMetaData(morphTargetInstanceMetaData)
, m_morphTargetDeltaIntegerEncoding(morphTargetDeltaIntegerEncoding)
{
m_skinningShader = skinnedMeshComputePass->GetShader();
m_skinningShader = skinnedMeshFeatureProcessor->GetSkinningShader();
// Shader options are generally set per-skinned mesh instance, but morph targets may only exist on some lods. Override the option for applying morph targets here
if (m_morphTargetInstanceMetaData.m_accumulatedPositionDeltaOffsetInBytes != MorphTargetConstants::s_invalidDeltaOffset)
@@ -58,7 +58,7 @@ namespace AZ
}
// CreateShaderOptionGroup will also connect to the SkinnedMeshShaderOptionNotificationBus
m_shaderOptionGroup = skinnedMeshComputePass->CreateShaderOptionGroup(m_shaderOptions, *this);
m_shaderOptionGroup = skinnedMeshFeatureProcessor->CreateSkinningShaderOptionGroup(m_shaderOptions, *this);
}
SkinnedMeshDispatchItem::~SkinnedMeshDispatchItem()
@@ -38,7 +38,7 @@ namespace AZ
namespace Render
{
class SkinnedMeshComputePass;
class SkinnedMeshFeatureProcessor;
//! Holds and manages an RHI DispatchItem for a specific skinned mesh, and the resources that are needed to build and maintain it.
class SkinnedMeshDispatchItem
@@ -55,7 +55,7 @@ namespace AZ
size_t lodIndex,
Data::Instance<RPI::Buffer> skinningMatrices,
const SkinnedMeshShaderOptions& shaderOptions,
RPI::Ptr<SkinnedMeshComputePass> skinnedMeshComputePass,
SkinnedMeshFeatureProcessor* skinnedMeshFeatureProcessor,
MorphTargetInstanceMetaData morphTargetInstanceMetaData,
float morphTargetDeltaIntegerEncoding
);
@@ -24,8 +24,10 @@
#include <Atom/RPI.Public/Pass/PassSystemInterface.h>
#include <Atom/RPI.Public/RPIUtils.h>
#include <Atom/RPI.Public/Shader/Shader.h>
#include <Atom/RPI.Public/RenderPipeline.h>
#include <Atom/RHI/CpuProfiler.h>
#include <Atom/RHI/CommandList.h>
#include <AzCore/Debug/EventTrace.h>
#include <AzCore/Jobs/JobCompletion.h>
@@ -69,26 +71,11 @@ namespace AZ
}
void SkinnedMeshFeatureProcessor::Simulate(const FeatureProcessor::SimulatePacket& packet)
{
AZ_PROFILE_FUNCTION(Debug::ProfileCategory::AzRender);
AZ_ATOM_PROFILE_FUNCTION("SkinnedMesh", "SkinnedMeshFeatureProcessor: Simulate");
AZ_UNUSED(packet);
SkinnedMeshFeatureProcessorNotificationBus::Broadcast(&SkinnedMeshFeatureProcessorNotificationBus::Events::OnUpdateSkinningMatrices);
}
void SkinnedMeshFeatureProcessor::Render(const FeatureProcessor::RenderPacket& packet)
{
AZ_PROFILE_FUNCTION(Debug::ProfileCategory::AzRender);
AZ_ATOM_PROFILE_FUNCTION("SkinnedMesh", "SkinnedMeshFeatureProcessor: Render");
if (!m_skinningPass)
{
return;
}
#if 0 //[GFX_TODO][ATOM-13564] Temporarily disable skinning culling until we figure out how to hook up visibility & lod selection with skinning:
//Setup the culling workgroup (it will be re-used for each view)
{
@@ -132,7 +119,7 @@ namespace AZ
//Dispatch the workgroup to each view
for (const RPI::ViewPtr& viewPtr : packet.m_views)
{
Job *processWorkgroupJob = AZ::CreateJobFunction(
Job* processWorkgroupJob = AZ::CreateJobFunction(
[this, cullingSystem, viewPtr](AZ::Job& thisJob)
{
AZ_PROFILE_SCOPE_DYNAMIC(Debug::ProfileCategory::AzRender, "skinningMeshFP processWorkgroupJob - View: %s", viewPtr->GetName().GetCStr());
@@ -167,7 +154,16 @@ namespace AZ
float maxScreenPercentage(lod.m_range.m_max);
if (approxScreenPercentage >= minScreenPercentage && approxScreenPercentage <= maxScreenPercentage)
{
m_skinningPass->AddDispatchItem(&renderProxy->m_dispatchItemsByLod[lodIndex]->GetRHIDispatchItem());
AZStd::lock_guard lock(m_dispatchItemMutex);
m_skinningDispatches.insert(&renderProxy->m_dispatchItemsByLod[lodIndex]->GetRHIDispatchItem());
for (size_t morphTargetIndex = 0; morphTargetIndex < renderProxy->m_morphTargetDispatchItemsByLod[lodIndex].size(); morphTargetIndex++)
{
const MorphTargetDispatchItem* dispatchItem = renderProxy->m_morphTargetDispatchItemsByLod[lodIndex][morphTargetIndex].get();
if (dispatchItem && dispatchItem->GetWeight() > AZ::Constants::FloatEpsilon)
{
m_morphTargetDispatches.insert(&dispatchItem->GetRHIDispatchItem());
}
}
}
}
}
@@ -232,13 +228,14 @@ namespace AZ
//Note that this supports overlapping lod ranges (to support cross-fading lods, for example)
if (approxScreenPercentage >= lod.m_screenCoverageMin && approxScreenPercentage <= lod.m_screenCoverageMax)
{
m_skinningPass->AddDispatchItem(&renderProxy.m_dispatchItemsByLod[lodIndex]->GetRHIDispatchItem());
AZStd::lock_guard lock(m_dispatchItemMutex);
m_skinningDispatches.insert(&renderProxy.m_dispatchItemsByLod[lodIndex]->GetRHIDispatchItem());
for (size_t morphTargetIndex = 0; morphTargetIndex < renderProxy.m_morphTargetDispatchItemsByLod[lodIndex].size(); morphTargetIndex++)
{
const MorphTargetDispatchItem* dispatchItem = renderProxy.m_morphTargetDispatchItemsByLod[lodIndex][morphTargetIndex].get();
if (dispatchItem && dispatchItem->GetWeight() > AZ::Constants::FloatEpsilon)
{
m_morphTargetPass->AddDispatchItem(&dispatchItem->GetRHIDispatchItem());
m_morphTargetDispatches.insert(&dispatchItem->GetRHIDispatchItem());
}
}
}
@@ -248,29 +245,32 @@ namespace AZ
#endif
}
void SkinnedMeshFeatureProcessor::OnRenderPipelineAdded([[maybe_unused]] RPI::RenderPipelinePtr pipeline)
void SkinnedMeshFeatureProcessor::OnRenderPipelineAdded(RPI::RenderPipelinePtr pipeline)
{
InitSkinningAndMorphPass();
InitSkinningAndMorphPass(pipeline->GetRootPass());
}
void SkinnedMeshFeatureProcessor::OnRenderPipelineRemoved([[maybe_unused]] RPI::RenderPipeline* pipeline)
void SkinnedMeshFeatureProcessor::OnRenderPipelinePassesChanged(RPI::RenderPipeline* renderPipeline)
{
InitSkinningAndMorphPass();
}
void SkinnedMeshFeatureProcessor::OnRenderPipelinePassesChanged([[maybe_unused]] RPI::RenderPipeline* renderPipeline)
{
InitSkinningAndMorphPass();
InitSkinningAndMorphPass(renderPipeline->GetRootPass());
}
void SkinnedMeshFeatureProcessor::OnBeginPrepareRender()
{
m_renderProxiesChecker.soft_lock();
SkinnedMeshFeatureProcessorNotificationBus::Broadcast(&SkinnedMeshFeatureProcessorNotificationBus::Events::OnUpdateSkinningMatrices);
}
void SkinnedMeshFeatureProcessor::OnEndPrepareRender()
void SkinnedMeshFeatureProcessor::OnRenderEnd()
{
m_renderProxiesChecker.soft_unlock();
// Clear any dispatch items that were added but never submitted
// in case there were no passes that submitted this frame
// because they execute at a lower frequency
m_skinningDispatches.clear();
m_morphTargetDispatches.clear();
}
SkinnedMeshRenderProxyHandle SkinnedMeshFeatureProcessor::AcquireRenderProxy(const SkinnedMeshRenderProxyDesc& desc)
@@ -295,61 +295,73 @@ namespace AZ
return false;
}
void SkinnedMeshFeatureProcessor::InitSkinningAndMorphPass()
void SkinnedMeshFeatureProcessor::InitSkinningAndMorphPass(const RPI::Ptr<RPI::ParentPass> pipelineRootPass)
{
m_skinningPass = nullptr; //reset it to null, just in case it fails to load the assets properly
m_morphTargetPass = nullptr;
RPI::PassSystemInterface* passSystem = RPI::PassSystemInterface::Get();
if (passSystem->HasPassesForTemplateName(AZ::Name{ "SkinningPassTemplate" }))
RPI::Ptr<RPI::Pass> skinningPass = pipelineRootPass->FindPassByNameRecursive(AZ::Name{ "SkinningPass" });
if (skinningPass)
{
auto& skinningPasses = passSystem->GetPassesForTemplateName(AZ::Name{ "SkinningPassTemplate" });
SkinnedMeshComputePass* skinnedMeshComputePass = azdynamic_cast<SkinnedMeshComputePass*>(skinningPass.get());
skinnedMeshComputePass->SetFeatureProcessor(this);
// For now, assume one skinning pass
if (!skinningPasses.empty() && skinningPasses[0])
// There may be multiple skinning passes in the scene due to multiple pipelines, but there is only one skinning shader
m_skinningShader = skinnedMeshComputePass->GetShader();
if (!m_skinningShader)
{
m_skinningPass = static_cast<SkinnedMeshComputePass*>(skinningPasses[0]);
const Data::Instance<RPI::Shader> shader = m_skinningPass->GetShader();
if (!shader)
{
AZ_Error(s_featureProcessorName, false, "Failed to get skinning pass shader. It may need to finish processing.");
}
AZ_Error(s_featureProcessorName, false, "Failed to get skinning pass shader. It may need to finish processing.");
}
else
{
AZ_Error(s_featureProcessorName, false, "\"SkinningPassTemplate\" does not have any valid passes. Check your game project's .pass assets.");
m_cachedSkinningShaderOptions.SetShader(m_skinningShader);
}
}
else
{
AZ_Error(s_featureProcessorName, false, "Failed to find passes for \"SkinningPassTemplate\". Check your game project's .pass assets.");
}
if (passSystem->HasPassesForTemplateName(AZ::Name{ "MorphTargetPassTemplate" }))
RPI::Ptr<RPI::Pass> morphTargetPass = pipelineRootPass->FindPassByNameRecursive(AZ::Name{ "MorphTargetPass" });
if (morphTargetPass)
{
auto& morphTargetPasses = passSystem->GetPassesForTemplateName(AZ::Name{ "MorphTargetPassTemplate" });
MorphTargetComputePass* morphTargetComputePass = azdynamic_cast<MorphTargetComputePass*>(morphTargetPass.get());
morphTargetComputePass->SetFeatureProcessor(this);
// For now, assume one skinning pass
if (!morphTargetPasses.empty() && morphTargetPasses[0])
// There may be multiple morph target passes in the scene due to multiple pipelines, but there is only one morph target shader
m_morphTargetShader = morphTargetComputePass->GetShader();
if (!m_morphTargetShader)
{
m_morphTargetPass = static_cast<MorphTargetComputePass*>(morphTargetPasses[0]);
const Data::Instance<RPI::Shader> shader = m_morphTargetPass->GetShader();
AZ_Error(s_featureProcessorName, false, "Failed to get morph target pass shader. It may need to finish processing.");
}
}
}
if (!shader)
{
AZ_Error(s_featureProcessorName, false, "Failed to get morph target pass shader. It may need to finish processing.");
}
}
else
{
AZ_Error(s_featureProcessorName, false, "\"MorphTargetPassTemplate\" does not have any valid passes. Check your game project's .pass assets.");
}
}
else
RPI::ShaderOptionGroup SkinnedMeshFeatureProcessor::CreateSkinningShaderOptionGroup(const SkinnedMeshShaderOptions shaderOptions, SkinnedMeshShaderOptionNotificationBus::Handler& shaderReinitializedHandler)
{
m_cachedSkinningShaderOptions.ConnectToShaderReinitializedEvent(shaderReinitializedHandler);
return m_cachedSkinningShaderOptions.CreateShaderOptionGroup(shaderOptions);
}
void SkinnedMeshFeatureProcessor::OnSkinningShaderReinitialized(const Data::Instance<RPI::Shader> skinningShader)
{
m_skinningShader = skinningShader;
m_cachedSkinningShaderOptions.SetShader(m_skinningShader);
}
void SkinnedMeshFeatureProcessor::SubmitSkinningDispatchItems(RHI::CommandList* commandList)
{
AZStd::lock_guard lock(m_dispatchItemMutex);
for (const RHI::DispatchItem* dispatchItem : m_skinningDispatches)
{
AZ_Error(s_featureProcessorName, false, "Failed to find passes for \"MorphTargetPassTemplate\". Check your game project's .pass assets.");
commandList->Submit(*dispatchItem);
}
m_skinningDispatches.clear();
}
void SkinnedMeshFeatureProcessor::SubmitMorphTargetDispatchItems(RHI::CommandList* commandList)
{
AZStd::lock_guard lock(m_dispatchItemMutex);
for (const RHI::DispatchItem* dispatchItem : m_morphTargetDispatches)
{
commandList->Submit(*dispatchItem);
}
m_morphTargetDispatches.clear();
}
SkinnedMeshRenderProxyInterfaceHandle SkinnedMeshFeatureProcessor::AcquireRenderProxyInterface(const SkinnedMeshRenderProxyDesc& desc)
@@ -363,14 +375,14 @@ namespace AZ
return ReleaseRenderProxy(handle);
}
RPI::Ptr<SkinnedMeshComputePass> SkinnedMeshFeatureProcessor::GetSkinningPass() const
Data::Instance<RPI::Shader> SkinnedMeshFeatureProcessor::GetSkinningShader() const
{
return m_skinningPass;
return m_skinningShader;
}
RPI::Ptr<MorphTargetComputePass> SkinnedMeshFeatureProcessor::GetMorphTargetPass() const
Data::Instance<RPI::Shader> SkinnedMeshFeatureProcessor::GetMorphTargetShader() const
{
return m_morphTargetPass;
return m_morphTargetShader;
}
} // namespace Render
} // namespace AZ
@@ -49,37 +49,47 @@ namespace AZ
// FeatureProcessor overrides ...
void Activate() override;
void Deactivate() override;
void Simulate(const FeatureProcessor::SimulatePacket& packet) override;
void Render(const FeatureProcessor::RenderPacket& packet) override;
void OnRenderEnd() override;
// RPI::SceneNotificationBus overrides ...
void OnRenderPipelineAdded(RPI::RenderPipelinePtr pipeline) override;
void OnRenderPipelineRemoved(RPI::RenderPipeline* pipeline) override;
void OnRenderPipelinePassesChanged(RPI::RenderPipeline* renderPipeline) override;
void OnBeginPrepareRender() override;
void OnEndPrepareRender() override;
SkinnedMeshRenderProxyHandle AcquireRenderProxy(const SkinnedMeshRenderProxyDesc& desc);
bool ReleaseRenderProxy(SkinnedMeshRenderProxyHandle& handle);
RPI::Ptr<SkinnedMeshComputePass> GetSkinningPass() const;
RPI::Ptr<MorphTargetComputePass> GetMorphTargetPass() const;
Data::Instance<RPI::Shader> GetSkinningShader() const;
RPI::ShaderOptionGroup CreateSkinningShaderOptionGroup(const SkinnedMeshShaderOptions shaderOptions, SkinnedMeshShaderOptionNotificationBus::Handler& shaderReinitializedHandler);
void OnSkinningShaderReinitialized(const Data::Instance<RPI::Shader> skinningShader);
void SubmitSkinningDispatchItems(RHI::CommandList* commandList);
Data::Instance<RPI::Shader> GetMorphTargetShader() const;
void SubmitMorphTargetDispatchItems(RHI::CommandList* commandList);
private:
AZ_DISABLE_COPY_MOVE(SkinnedMeshFeatureProcessor);
void InitSkinningAndMorphPass();
void InitSkinningAndMorphPass(const RPI::Ptr<RPI::ParentPass> pipelineRootPass);
SkinnedMeshRenderProxyInterfaceHandle AcquireRenderProxyInterface(const SkinnedMeshRenderProxyDesc& desc) override;
bool ReleaseRenderProxyInterface(SkinnedMeshRenderProxyInterfaceHandle& handle) override;
static const char* s_featureProcessorName;
RPI::Ptr<SkinnedMeshComputePass> m_skinningPass;
RPI::Ptr<MorphTargetComputePass> m_morphTargetPass;
Data::Instance<RPI::Shader> m_skinningShader;
CachedSkinnedMeshShaderOptions m_cachedSkinningShaderOptions;
Data::Instance<RPI::Shader> m_morphTargetShader;
AZStd::concurrency_checker m_renderProxiesChecker;
StableDynamicArray<SkinnedMeshRenderProxy> m_renderProxies;
AZStd::unique_ptr<SkinnedMeshStatsCollector> m_statsCollector;
MeshFeatureProcessor* m_meshFeatureProcessor = nullptr;
AZStd::unordered_set<const RHI::DispatchItem*> m_skinningDispatches;
AZStd::unordered_set<const RHI::DispatchItem*> m_morphTargetDispatches;
AZStd::mutex m_dispatchItemMutex;
};
} // namespace Render
@@ -60,13 +60,7 @@ namespace AZ
bool SkinnedMeshRenderProxy::BuildDispatchItem([[maybe_unused]] const RPI::Scene& scene, size_t modelLodIndex, [[maybe_unused]] const SkinnedMeshShaderOptions& shaderOptions)
{
if (!m_featureProcessor->GetSkinningPass())
{
AZ_Error("Skinned Mesh Feature Processor", false, "Failed to get Skinning Pass. Make sure the project has a skinning pass.");
return false;
}
Data::Instance<RPI::Shader> skinningShader = m_featureProcessor->GetSkinningPass()->GetShader();
Data::Instance<RPI::Shader> skinningShader = m_featureProcessor->GetSkinningShader();
if (!skinningShader)
{
AZ_Error("Skinned Mesh Feature Processor", false, "Failed to get skinning shader from skinning pass");
@@ -89,7 +83,7 @@ namespace AZ
m_instance->m_outputStreamOffsetsInBytes[modelLodIndex],
modelLodIndex, m_boneTransforms,
m_shaderOptions,
m_featureProcessor->GetSkinningPass(),
m_featureProcessor,
m_instance->m_morphTargetInstanceMetaData[modelLodIndex],
morphDeltaIntegerEncoding });
@@ -100,7 +94,7 @@ namespace AZ
}
// Get the data needed to create a morph target dispatch item
Data::Instance<RPI::Shader> morphTargetShader = m_featureProcessor->GetMorphTargetPass()->GetShader();
Data::Instance<RPI::Shader> morphTargetShader = m_featureProcessor->GetMorphTargetShader();
const AZStd::vector<AZStd::intrusive_ptr<MorphTargetInputBuffers>>& morphTargetInputBuffersVector = m_inputBuffers->GetMorphTargetInputBuffers(modelLodIndex);
AZ_Assert(morphTargetMetaDatas.size() == morphTargetInputBuffersVector.size(), "Skinned Mesh Feature Processor - Mismatch in morph target metadata count and morph target input buffer count");
@@ -118,7 +112,7 @@ namespace AZ
aznew MorphTargetDispatchItem{
morphTargetInputBuffersVector[morphTargetIndex],
morphTargetMetaDatas[morphTargetIndex],
m_featureProcessor->GetMorphTargetPass(),
m_featureProcessor,
m_instance->m_morphTargetInstanceMetaData[modelLodIndex],
morphDeltaIntegerEncoding });
-43
View File
@@ -1,43 +0,0 @@
{
"gem_name": "Atom_Feature_Common",
"Dependencies": [
{
"Uuid": "a218db9eb2114477b46600fea4441a6c",
"VersionConstraints": [
"~>0.1.0"
],
"_comment": "Atom RPI"
}
],
"GemFormatVersion": 4,
"Uuid": "b58e5eed0901428ca78544b04dbd61bd",
"Name": "Atom_Feature_Common",
"DisplayName": "Atom.Feature.Common",
"Version": "0.1.0",
"LinkType": "Dynamic",
"Summary": "Provides commonly used render features.",
"Tags": [ "Atom", "Feature", "Common" ],
"IconPath": "preview.png",
"Modules": [
{
"Type": "GameModule"
},
{
"Name": "Builders",
"Type": "EditorModule"
},
{
"Name": "Public",
"Type": "StaticLib"
},
{
"Name": "Editor",
"Type": "EditorModule",
"Extends": "GameModule"
},
{
"Name": "StaticLibrary",
"Type": "StaticLib"
}
]
}
@@ -100,7 +100,9 @@ namespace AZ
Size size,
uint32_t rowCount,
uint32_t bytesPerRow,
uint32_t bytesPerImage);
uint32_t bytesPerImage,
uint32_t numBlocksWidth,
uint32_t numBlocksHeight);
/// The size of the image subresource in pixels. Certain formats have alignment requirements.
/// Block compressed formats are 4 pixel aligned. Other non-standard formats may be 2 pixel aligned.
@@ -114,6 +116,13 @@ namespace AZ
/// The number of bytes in a single image slice. 3D textures are comprised of m_size.m_depth image slices.
uint32_t m_bytesPerImage = 0;
/// The number of blocks in width based on the texture fomat
uint32_t m_blockElementWidth = 1;
/// The number of blocks in height based on the texture fomat
uint32_t m_blockElementHeight = 1;
};
struct ImageSubresourceLayoutPlaced : ImageSubresourceLayout
@@ -18,6 +18,7 @@
#include <Atom/RHI/FrameGraphExecuter.h>
#include <Atom/RHI/FrameGraphCompiler.h>
#include <Atom/RHI/FrameGraph.h>
#include <Atom/RHI/RayTracingShaderTable.h>
#include <Atom/RHI/ScopeProducer.h>
#include <Atom/RHI/ScopeProducerEmpty.h>
#include <Atom/RHI/TransientAttachmentPool.h>
@@ -181,6 +182,9 @@ namespace AZ
const TransientAttachmentPoolDescriptor* GetTransientAttachmentPoolDescriptor() const;
//! Adds a RayTracingShaderTable to be built this frame
void QueueRayTracingShaderTableForBuild(RayTracingShaderTable* rayTracingShaderTable);
private:
const ScopeId m_rootScopeId{"Root"};
@@ -190,6 +194,7 @@ namespace AZ
void PrepareProducers();
void CompileProducers();
void CompileShaderResourceGroups();
void BuildRayTracingShaderTables();
ScopeProducer* FindScopeProducer(const ScopeId& scopeId);
@@ -224,6 +229,9 @@ namespace AZ
AZStd::unique_ptr<ScopeProducerEmpty> m_rootScopeProducer;
AZStd::vector<ScopeProducer*> m_scopeProducers;
AZStd::unordered_map<ScopeId, ScopeProducer*> m_scopeProducerLookup;
// list of RayTracingShaderTables that should be built this frame
AZStd::vector<RHI::Ptr<RayTracingShaderTable>> m_rayTracingShaderTablesToBuild;
};
}
}
@@ -57,6 +57,7 @@ namespace AZ
const RHI::TransientAttachmentStatistics* GetTransientAttachmentStatistics() const override;
const RHI::TransientAttachmentPoolDescriptor* GetTransientAttachmentPoolDescriptor() const override;
ConstPtr<PlatformLimitsDescriptor> GetPlatformLimitsDescriptor() const override;
void QueueRayTracingShaderTableForBuild(RayTracingShaderTable* rayTracingShaderTable) override;
//////////////////////////////////////////////////////////////////////////
private:
@@ -26,6 +26,7 @@ namespace AZ
class PipelineState;
class PipelineStateCache;
class PlatformLimitsDescriptor;
class RayTracingShaderTable;
struct CpuTimingStatistics;
struct FrameSchedulerCompileRequest;
struct TransientAttachmentStatistics;
@@ -61,6 +62,8 @@ namespace AZ
virtual const RHI::TransientAttachmentPoolDescriptor* GetTransientAttachmentPoolDescriptor() const = 0;
virtual ConstPtr<PlatformLimitsDescriptor> GetPlatformLimitsDescriptor() const = 0;
virtual void QueueRayTracingShaderTableForBuild(RayTracingShaderTable* rayTracingShaderTable) = 0;
};
//! This bus exists to give RHI samples the ability to slot in scopes manually
@@ -97,18 +97,30 @@ namespace AZ
virtual ~RayTracingShaderTable() = default;
static RHI::Ptr<RHI::RayTracingShaderTable> CreateRHIRayTracingShaderTable();
void Init(Device& device, const RayTracingBufferPools& rayTracingBufferPools);
ResultCode Init(Device& device, const RayTracingShaderTableDescriptor* descriptor, const RayTracingBufferPools& rayTracingBufferPools);
//! Queues this RayTracingShaderTable to be built by the FrameScheduler.
//! Note that the descriptor must be heap allocated, preferably using make_shared.
void Build(const AZStd::shared_ptr<RayTracingShaderTableDescriptor> descriptor);
protected:
AZStd::shared_ptr<RayTracingShaderTableDescriptor> m_descriptor;
const RayTracingBufferPools* m_bufferPools = nullptr;
private:
// explicit shutdown is not allowed for this type
void Shutdown() override final;
friend class FrameScheduler;
/// Called by the FrameScheduler to validate the state prior to building
void Validate();
//////////////////////////////////////////////////////////////////////////
// Platform API
virtual RHI::ResultCode InitInternal(RHI::Device& deviceBase, const RHI::RayTracingShaderTableDescriptor* descriptor, const RayTracingBufferPools& bufferPools) = 0;
virtual RHI::ResultCode BuildInternal() = 0;
//////////////////////////////////////////////////////////////////////////
bool m_isQueuedForBuild = false;
};
}
}
@@ -102,11 +102,13 @@ namespace AZ
if (auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<ImageSubresourceLayout>()
->Version(0)
->Version(1)
->Field("m_size", &ImageSubresourceLayout::m_size)
->Field("m_rowCount", &ImageSubresourceLayout::m_rowCount)
->Field("m_bytesPerRow", &ImageSubresourceLayout::m_bytesPerRow)
->Field("m_bytesPerImage", &ImageSubresourceLayout::m_bytesPerImage)
->Field("m_blockElementWidth", &ImageSubresourceLayout::m_blockElementWidth)
->Field("m_blockElementHeight", &ImageSubresourceLayout::m_blockElementHeight)
;
}
}
@@ -115,11 +117,15 @@ namespace AZ
Size size,
uint32_t rowCount,
uint32_t bytesPerRow,
uint32_t bytesPerImage)
uint32_t bytesPerImage,
uint32_t blockElementWidth,
uint32_t blockElementHeight)
: m_size{size}
, m_rowCount{rowCount}
, m_bytesPerRow{bytesPerRow}
, m_bytesPerImage{bytesPerImage}
, m_blockElementWidth{blockElementWidth}
, m_blockElementHeight{blockElementHeight}
{}
ImageSubresourceLayoutPlaced::ImageSubresourceLayoutPlaced(const ImageSubresourceLayout& subresourceLayout, size_t offset)
@@ -296,8 +302,22 @@ namespace AZ
numBlocks = 4;
break;
case RHI::Format::EAC_R11_UNORM:
case RHI::Format::EAC_R11_SNORM:
isBlockCompressed = true;
bytesPerElement = 8;
numBlocks = 4;
break;
case RHI::Format::EAC_RG11_UNORM:
case RHI::Format::EAC_RG11_SNORM:
isBlockCompressed = true;
bytesPerElement = 16;
numBlocks = 4;
break;
default:
AZ_Assert(false, "Unimplemented esoteric format.");
AZ_Assert(false, "Unimplemented esoteric format %i.", static_cast<int>(imageFormat));
}
if (isBlockCompressed)
@@ -316,6 +336,8 @@ namespace AZ
subresourceLayout.m_rowCount = numBlocksHigh;
subresourceLayout.m_size.m_width = imageSize.m_width;
subresourceLayout.m_size.m_height = imageSize.m_height;
subresourceLayout.m_blockElementWidth = numBlocks;
subresourceLayout.m_blockElementHeight = numBlocks;
}
else if (isPacked)
{
@@ -27,6 +27,7 @@
#include <Atom/RHI/ShaderResourceGroupPool.h>
#include <Atom/RHI/TransientAttachmentPool.h>
#include <Atom/RHI/ResourcePoolDatabase.h>
#include <Atom/RHI/RayTracingShaderTable.h>
#include <AzCore/Debug/EventTrace.h>
#include <AzCore/Jobs/Algorithms.h>
@@ -204,6 +205,9 @@ namespace AZ
// Compile all invalidated shader resource groups.
CompileShaderResourceGroups();
// Build RayTracingShaderTables
BuildRayTracingShaderTables();
}
return outcome;
}
@@ -314,6 +318,25 @@ namespace AZ
}
}
void FrameScheduler::BuildRayTracingShaderTables()
{
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::AzRender);
AZ_ATOM_PROFILE_FUNCTION("RHI", "FrameScheduler: BuildRayTracingShaderTables");
for (auto rayTracingShaderTable : m_rayTracingShaderTablesToBuild)
{
rayTracingShaderTable->Validate();
[[maybe_unused]] ResultCode resultCode = rayTracingShaderTable->BuildInternal();
AZ_Assert(resultCode == ResultCode::Success, "RayTracingShaderTable build failed");
rayTracingShaderTable->m_isQueuedForBuild = false;
}
// clear the list now that all RayTracingShaderTables have been built for this frame
m_rayTracingShaderTablesToBuild.clear();
}
ResultCode FrameScheduler::BeginFrame()
{
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::AzRender);
@@ -528,5 +551,10 @@ namespace AZ
{
return m_transientAttachmentPool ? &m_transientAttachmentPool->GetDescriptor() : nullptr;
}
void FrameScheduler::QueueRayTracingShaderTableForBuild(RayTracingShaderTable* rayTracingShaderTable)
{
m_rayTracingShaderTablesToBuild.push_back(rayTracingShaderTable);
}
}
}
@@ -290,5 +290,9 @@ namespace AZ
return m_platformLimitsDescriptor;
}
void RHISystem::QueueRayTracingShaderTableForBuild(RayTracingShaderTable* rayTracingShaderTable)
{
m_frameScheduler.QueueRayTracingShaderTableForBuild(rayTracingShaderTable);
}
} //namespace RPI
} //namespace AZ
@@ -12,6 +12,7 @@
#include <Atom/RHI/Factory.h>
#include <Atom/RHI/RayTracingShaderTable.h>
#include <Atom/RHI/RHISystemInterface.h>
namespace AZ
{
@@ -77,21 +78,28 @@ namespace AZ
return rayTracingShaderTable;
}
ResultCode RayTracingShaderTable::Init(Device& device, const RayTracingShaderTableDescriptor* descriptor, const RayTracingBufferPools& bufferPools)
void RayTracingShaderTable::Init(Device& device, const RayTracingBufferPools& bufferPools)
{
#if defined (AZ_RHI_ENABLE_VALIDATION)
// [GFX TODO][ATOM-5217] Validate shaders in the ray tracing shader table are present in the pipeline state
#endif
ResultCode resultCode = InitInternal(device, descriptor, bufferPools);
if (resultCode == ResultCode::Success)
{
DeviceObject::Init(device);
}
return resultCode;
DeviceObject::Init(device);
m_bufferPools = &bufferPools;
}
void RayTracingShaderTable::Shutdown()
void RayTracingShaderTable::Build(const AZStd::shared_ptr<RayTracingShaderTableDescriptor> descriptor)
{
AZ_Assert(!m_isQueuedForBuild, "Attempting to build a RayTracingShaderTable that's already been queued. Only build once per frame.")
m_descriptor = descriptor;
RHI::RHISystemInterface::Get()->QueueRayTracingShaderTableForBuild(this);
m_isQueuedForBuild = true;
}
void RayTracingShaderTable::Validate()
{
AZ_Assert(m_isQueuedForBuild, "Attempting to build a RayTracingShaderTable that is not queued.");
AZ_Assert(m_bufferPools, "RayTracingBufferPools pointer is null.");
}
}
}
@@ -271,7 +271,7 @@ namespace AZ
// Staging sizes
uint32_t stagingRowPitch = RHI::AlignUp(subresourceLayout.m_bytesPerRow, DX12_TEXTURE_DATA_PITCH_ALIGNMENT);
uint32_t stagingSlicePitch = RHI::AlignUp(subresourceLayout.m_rowCount*stagingRowPitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
const uint32_t compressedTexelBlockSizeHeight = subresourceLayout.m_size.m_height / subresourceLayout.m_rowCount;
const uint32_t compressedTexelBlockSizeHeight = subresourceLayout.m_blockElementHeight;
// ImageHeight must be bigger than or equal to the Image's row count. Images with a RowCount that is less than the ImageHeight indicates a block compression.
// Images with a RowCount which is higher than the ImageHeight indicates a planar image, which is not supported for streaming images.
@@ -386,7 +386,7 @@ namespace AZ
const uint32_t numRowsToCopy = endRow - startRow;
// Calculate the blocksize for BC formatted images; the copy command works in texels.
const uint32_t heightToCopy = (endRow - startRow) * compressedTexelBlockSizeHeight;
uint32_t heightToCopy = (endRow - startRow) * compressedTexelBlockSizeHeight;
// Copy subresource data to staging memory
{
@@ -402,6 +402,14 @@ namespace AZ
}
}
//Clamp heightToCopy to match subresourceLayout.m_size.m_height as it is possible to go over
//if subresourceLayout.m_size.m_height is not perfectly divisible by compressedTexelBlockSizeHeight
if(destHeight+heightToCopy > subresourceLayout.m_size.m_height)
{
uint32_t HeightDiff = (destHeight + heightToCopy) - subresourceLayout.m_size.m_height;
heightToCopy -= HeightDiff;
}
// Add copy command to copy image subresource from staging memory to image gpu resource
// Source location
@@ -415,7 +415,7 @@ namespace AZ
// this assert typically happens when a shader needs a particular Srg (e.g., the ViewSrg) but the code did not bind it,
// check the pass code in this callstack to determine why it was not bound
AZ_Assert(false, "ShaderResourceGroup in slot '%d' is null at DrawItem submit time. This is not valid and means the shader is expecting an Srg that is not currently bound in the pipeline. Current bindings: %s",
AZ_Assert(false, "ShaderResourceGroup in slot '%d' is null at DrawItem submit time. This is not valid and means the shader is expecting an Srg that isF not currently bound in the pipeline. Current bindings: %s",
srgSlot,
slotSrgString.c_str());
@@ -121,15 +121,15 @@ namespace AZ
}
#endif
RHI::ResultCode RayTracingShaderTable::InitInternal([[maybe_unused]] RHI::Device& deviceBase, [[maybe_unused]] const RHI::RayTracingShaderTableDescriptor* descriptor, [[maybe_unused]] const RHI::RayTracingBufferPools& bufferPools)
RHI::ResultCode RayTracingShaderTable::BuildInternal()
{
#ifdef AZ_DX12_DXR_SUPPORT
// advance to the next buffer
m_currentBufferIndex = (m_currentBufferIndex + 1) % BufferCount;
ShaderTableBuffers& buffers = m_buffers[m_currentBufferIndex];
// clear the shader table if a null descriptor was passed in
if (!descriptor)
// clear the shader table if the descriptor has no ray generation shader
if (m_descriptor->GetRayGenerationRecord().empty())
{
buffers.m_rayGenerationTable = nullptr;
buffers.m_rayGenerationTableSize = 0;
@@ -144,7 +144,7 @@ namespace AZ
// retrieve the ID3D12StateObjectProperties interface from the raytracing pipeline state object
// this is needed to get the shader identifiers to put in the table
const RayTracingPipelineState* rayTracingPipelineState = static_cast<const RayTracingPipelineState*>(descriptor->GetPipelineState().get());
const RayTracingPipelineState* rayTracingPipelineState = static_cast<const RayTracingPipelineState*>(m_descriptor->GetPipelineState().get());
Microsoft::WRL::ComPtr<ID3D12StateObjectProperties> stateObjectProperties;
[[maybe_unused]] HRESULT hr = rayTracingPipelineState->Get()->QueryInterface(IID_GRAPHICS_PPV_ARGS(stateObjectProperties.GetAddressOf()));
@@ -153,28 +153,28 @@ namespace AZ
// ray generation shader table
{
// RayGeneration table must have one and only one record
AZ_Assert(descriptor->GetRayGenerationRecord().size() == 1, "Descriptor must contain one and only one RayGeneration record");
uint32_t shaderRecordSize = RHI::AlignUp(FindLargestRecordSize(descriptor->GetRayGenerationRecord()), D3D12_RAYTRACING_SHADER_RECORD_BYTE_ALIGNMENT);
AZ_Assert(m_descriptor->GetRayGenerationRecord().size() == 1, "Descriptor must contain one and only one RayGeneration record");
uint32_t shaderRecordSize = RHI::AlignUp(FindLargestRecordSize(m_descriptor->GetRayGenerationRecord()), D3D12_RAYTRACING_SHADER_RECORD_BYTE_ALIGNMENT);
buffers.m_rayGenerationTable = BuildTable(deviceBase, bufferPools, descriptor->GetRayGenerationRecord(), shaderRecordSize, L"Ray Generation Shader Table", stateObjectProperties);
buffers.m_rayGenerationTable = BuildTable(GetDevice(), *m_bufferPools, m_descriptor->GetRayGenerationRecord(), shaderRecordSize, L"Ray Generation Shader Table", stateObjectProperties);
buffers.m_rayGenerationTableSize = shaderRecordSize;
}
// miss shader table
{
uint32_t shaderRecordSize = RHI::AlignUp(FindLargestRecordSize(descriptor->GetMissRecords()), D3D12_RAYTRACING_SHADER_RECORD_BYTE_ALIGNMENT);
uint32_t shaderRecordSize = RHI::AlignUp(FindLargestRecordSize(m_descriptor->GetMissRecords()), D3D12_RAYTRACING_SHADER_RECORD_BYTE_ALIGNMENT);
buffers.m_missTable = BuildTable(deviceBase, bufferPools, descriptor->GetMissRecords(), shaderRecordSize, L"Miss Shader Table", stateObjectProperties);
buffers.m_missTableSize = shaderRecordSize * static_cast<uint32_t>(descriptor->GetMissRecords().size());
buffers.m_missTable = BuildTable(GetDevice(), *m_bufferPools, m_descriptor->GetMissRecords(), shaderRecordSize, L"Miss Shader Table", stateObjectProperties);
buffers.m_missTableSize = shaderRecordSize * static_cast<uint32_t>(m_descriptor->GetMissRecords().size());
buffers.m_missTableStride = shaderRecordSize;
}
// hit group shader table
{
uint32_t shaderRecordSize = RHI::AlignUp(FindLargestRecordSize(descriptor->GetHitGroupRecords()), D3D12_RAYTRACING_SHADER_RECORD_BYTE_ALIGNMENT);
uint32_t shaderRecordSize = RHI::AlignUp(FindLargestRecordSize(m_descriptor->GetHitGroupRecords()), D3D12_RAYTRACING_SHADER_RECORD_BYTE_ALIGNMENT);
buffers.m_hitGroupTable = BuildTable(deviceBase, bufferPools, descriptor->GetHitGroupRecords(), shaderRecordSize, L"HitGroup Shader Table", stateObjectProperties);
buffers.m_hitGroupTableSize = shaderRecordSize * static_cast<uint32_t>(descriptor->GetHitGroupRecords().size());
buffers.m_hitGroupTable = BuildTable(GetDevice(), *m_bufferPools, m_descriptor->GetHitGroupRecords(), shaderRecordSize, L"HitGroup Shader Table", stateObjectProperties);
buffers.m_hitGroupTableSize = shaderRecordSize * static_cast<uint32_t>(m_descriptor->GetHitGroupRecords().size());
buffers.m_hitGroupTableStride = shaderRecordSize;
}
#endif
@@ -61,8 +61,8 @@ namespace AZ
#endif
//////////////////////////////////////////////////////////////////////////
// RHI::PipelineState
RHI::ResultCode InitInternal(RHI::Device& deviceBase, const RHI::RayTracingShaderTableDescriptor* descriptor, const RHI::RayTracingBufferPools& bufferPools) override;
// RHI::RayTracingShaderTable
RHI::ResultCode BuildInternal() override;
//////////////////////////////////////////////////////////////////////////
static const uint32_t BufferCount = 3;
-35
View File
@@ -1,35 +0,0 @@
{
"gem_name": "Atom_RHI_DX12",
"Dependencies": [
{
"Uuid": "fb7f322c8bdb42228d9e155c954f98bd",
"VersionConstraints": [
"~>0.1.0"
],
"_comment": "Atom RHI"
}
],
"GemFormatVersion": 4,
"Uuid": "e011969cf32442fdaac2443a960ab5ff",
"Name": "Atom_RHI_DX12",
"DisplayName": "Atom RHI.DX12",
"Version": "0.1.0",
"Summary": "The DirectX 12 backend for the Atom Render Hardware Interface",
"Tags": ["Atom", "RHI", "DX12"],
"LinkType": "Dynamic",
"IconPath": "preview.png",
"Modules": [
{
"Name": "Private",
"Type": "GameModule"
},
{
"Name": "Reflect",
"Type": "StaticLib"
},
{
"Name": "Builders",
"Type": "EditorModule"
}
]
}
@@ -190,8 +190,8 @@ namespace AZ
const uint32_t stagingRowPitch = RHI::AlignUp(subresourceLayout.m_bytesPerRow, bufferOffsetAlign);
const uint32_t stagingSlicePitch = RHI::AlignUp(subresourceLayout.m_rowCount * stagingRowPitch, bufferOffsetAlign);
const uint32_t rowsPerSplit = static_cast<uint32_t>(m_descriptor.m_stagingSizeInBytes) / stagingRowPitch;
const uint32_t compressedTexelBlockSizeHeight = subresourceLayout.m_size.m_height / subresourceLayout.m_rowCount;
const uint32_t compressedTexelBlockSizeHeight = subresourceLayout.m_blockElementHeight;
// ImageHeight must be bigger than or equal to the Image's row count. Images with a RowCount that is less than the ImageHeight indicates a block compression.
// Images with a RowCount which is higher than the ImageHeight indicates a planar image, which is not supported for streaming images.
if (subresourceLayout.m_size.m_height < subresourceLayout.m_rowCount)
@@ -281,7 +281,7 @@ namespace AZ
const uint32_t endRow = AZStd::min(startRow + rowsPerSplit, subresourceLayout.m_rowCount);
// Calculate the blocksize for BC formatted images; the copy command works in texels.
const uint32_t heightToCopy = (endRow - startRow) * compressedTexelBlockSizeHeight;
uint32_t heightToCopy = (endRow - startRow) * compressedTexelBlockSizeHeight;
// Copy subresource data to staging memory.
uint8_t* stagingDataStart = framePacket->m_stagingResourceData + framePacket->m_dataOffset;
@@ -293,6 +293,14 @@ namespace AZ
const uint32_t bytesCopied = (endRow - startRow) * stagingRowPitch;
Platform::SynchronizeBufferOnCPU(framePacket->m_stagingResource, framePacket->m_dataOffset, bytesCopied);
//Clamp heightToCopy to match subresourceLayout.m_size.m_height as it is possible to go over
//if subresourceLayout.m_size.m_height is not perfectly divisible by compressedTexelBlockSizeHeight
if(destHeight+heightToCopy > subresourceLayout.m_size.m_height)
{
uint32_t HeightDiff = (destHeight + heightToCopy) - subresourceLayout.m_size.m_height;
heightToCopy -= HeightDiff;
}
const RHI::Size sourceSize = RHI::Size(subresourceLayout.m_size.m_width, heightToCopy, 1);
const RHI::Origin sourceOrigin = RHI::Origin(0, destHeight, depth);
CopyBufferToImage(framePacket, image, stagingRowPitch, bytesCopied,
-35
View File
@@ -1,35 +0,0 @@
{
"gem_name": "Atom_RHI_Metal",
"Dependencies": [
{
"Uuid": "fb7f322c8bdb42228d9e155c954f98bd",
"VersionConstraints": [
"~>0.1.0"
],
"_comment": "Atom RHI"
}
],
"GemFormatVersion": 4,
"Uuid": "5f27cdc951e64fe0be9d823dc7acbc28",
"Name": "Atom_RHI_Metal",
"DisplayName": "Atom RHI.Metal",
"Version": "0.1.0",
"Summary": "The Metal backend for the Atom Render Hardware Interface",
"Tags": ["Atom", "RHI", "Metal"],
"LinkType": "Dynamic",
"IconPath": "preview.png",
"Modules": [
{
"Name": "Private",
"Type": "GameModule"
},
{
"Name": "Reflect",
"Type": "StaticLib"
},
{
"Name": "Builders",
"Type": "EditorModule"
}
]
}
@@ -33,8 +33,8 @@ namespace AZ
RayTracingShaderTable() = default;
//////////////////////////////////////////////////////////////////////////
// RHI::PipelineState
RHI::ResultCode InitInternal([[maybe_unused]] RHI::Device& deviceBase, [[maybe_unused]] const RHI::RayTracingShaderTableDescriptor* descriptor, [[maybe_unused]] const RHI::RayTracingBufferPools& bufferPools) override {return RHI::ResultCode::Success;}
// RHI::RayTracingShaderTable
RHI::ResultCode BuildInternal() override {return RHI::ResultCode::Success;}
//////////////////////////////////////////////////////////////////////////
};
}
-26
View File
@@ -1,26 +0,0 @@
{
"gem_name": "Atom_RHI_Null",
"GemFormatVersion": 4,
"Uuid": "1f64c07a7d2f4722a3969fcf3be34d30",
"Name": "Atom_RHI_Null",
"DisplayName": "Atom RHI.Null",
"Version": "0.1.0",
"Summary": "The Null backend for the Atom Render Hardware Interface",
"Tags": ["Atom", "RHI", "Null"],
"LinkType": "Dynamic",
"IconPath": "preview.png",
"Modules": [
{
"Name": "Private",
"Type": "GameModule"
},
{
"Name": "Reflect",
"Type": "StaticLib"
},
{
"Name": "Builders",
"Type": "EditorModule"
}
]
}
@@ -214,7 +214,7 @@ namespace AZ
const uint32_t stagingRowPitch = RHI::AlignUp(subresourceLayout.m_bytesPerRow, bufferOffsetAlign);
const uint32_t stagingSlicePitch = subresourceLayout.m_rowCount * stagingRowPitch;
const uint32_t rowsPerSplit = static_cast<uint32_t>(m_descriptor.m_stagingSizeInBytes) / stagingRowPitch;
const uint32_t compressedTexelBlockSizeHeight = subresourceLayout.m_size.m_height / subresourceLayout.m_rowCount;
const uint32_t compressedTexelBlockSizeHeight = subresourceLayout.m_blockElementHeight;
// ImageHeight must be bigger than or equal to the Image's row count. Images with a RowCount that is less than the ImageHeight indicates a block compression.
// Images with a RowCount which is higher than the ImageHeight indicates a planar image, which is not supported for streaming images.
@@ -333,7 +333,7 @@ namespace AZ
const uint32_t endRow = AZStd::min(startRow + rowsPerSplit, subresourceLayout.m_rowCount);
// Calculate the blocksize for BC formatted images; the copy command works in texels.
const uint32_t heightToCopy = (endRow - startRow) * compressedTexelBlockSizeHeight;
uint32_t heightToCopy = (endRow - startRow) * compressedTexelBlockSizeHeight;
// Copy subresource data to staging memory.
{
@@ -348,6 +348,14 @@ namespace AZ
framePacket->m_stagingBuffer->GetBufferMemoryView()->Unmap(RHI::HostMemoryAccess::Write);
}
//Clamp heightToCopy to match subresourceLayout.m_size.m_height as it is possible to go over
//if subresourceLayout.m_size.m_height is not perfectly divisible by compressedTexelBlockSizeHeight
if(destHeight+heightToCopy > subresourceLayout.m_size.m_height)
{
uint32_t HeightDiff = (destHeight + heightToCopy) - subresourceLayout.m_size.m_height;
heightToCopy -= HeightDiff;
}
// Add copy command to copy image subresource from staging memory to image GPU resource.
copyDescriptor.m_destinationOrigin.m_top = destHeight;
copyDescriptor.m_sourceSize.m_height = heightToCopy;
@@ -75,9 +75,9 @@ namespace AZ
return static_cast<Buffer*>(shaderTableBuffer.get());
}
RHI::ResultCode RayTracingShaderTable::InitInternal([[maybe_unused]] RHI::Device& deviceBase, [[maybe_unused]] const RHI::RayTracingShaderTableDescriptor* descriptor, [[maybe_unused]] const RHI::RayTracingBufferPools& bufferPools)
RHI::ResultCode RayTracingShaderTable::BuildInternal()
{
auto& device = static_cast<Device&>(deviceBase);
auto& device = static_cast<Device&>(GetDevice());
auto& physicalDevice = static_cast<const PhysicalDevice&>(device.GetPhysicalDevice());
const VkPhysicalDeviceRayTracingPipelinePropertiesKHR& rayTracingPipelineProperties = physicalDevice.GetPhysicalDeviceRayTracingPipelineProperties();
uint32_t shaderHandleSize = rayTracingPipelineProperties.shaderGroupHandleSize;
@@ -87,8 +87,8 @@ namespace AZ
m_currentBufferIndex = (m_currentBufferIndex + 1) % BufferCount;
ShaderTableBuffers& buffers = m_buffers[m_currentBufferIndex];
// clear the shader table if a null descriptor was passed in
if (!descriptor)
// clear the shader table if the descriptor has no ray generation shader
if (m_descriptor->GetRayGenerationRecord().empty())
{
buffers.m_rayGenerationTable = nullptr;
buffers.m_rayGenerationTableStride = 0;
@@ -108,34 +108,34 @@ namespace AZ
buffers.m_hitGroupTableStride = RHI::AlignUp(alignedShaderHandleSize, rayTracingPipelineProperties.shaderGroupBaseAlignment);
// calculate sub-table sizes
buffers.m_rayGenerationTableSize = buffers.m_rayGenerationTableStride * aznumeric_cast<uint32_t>(descriptor->GetRayGenerationRecord().size());
buffers.m_missTableSize = buffers.m_missTableStride * aznumeric_cast<uint32_t>(descriptor->GetMissRecords().size());
buffers.m_hitGroupTableSize = buffers.m_hitGroupTableStride * aznumeric_cast<uint32_t>(descriptor->GetHitGroupRecords().size());
buffers.m_rayGenerationTableSize = buffers.m_rayGenerationTableStride * aznumeric_cast<uint32_t>(m_descriptor->GetRayGenerationRecord().size());
buffers.m_missTableSize = buffers.m_missTableStride * aznumeric_cast<uint32_t>(m_descriptor->GetMissRecords().size());
buffers.m_hitGroupTableSize = buffers.m_hitGroupTableStride * aznumeric_cast<uint32_t>(m_descriptor->GetHitGroupRecords().size());
const RayTracingPipelineState* rayTracingPipelineState = static_cast<const RayTracingPipelineState*>(descriptor->GetPipelineState().get());
const RayTracingPipelineState* rayTracingPipelineState = static_cast<const RayTracingPipelineState*>(m_descriptor->GetPipelineState().get());
// build sub-tables
buffers.m_rayGenerationTable = BuildTable(
rayTracingPipelineProperties,
rayTracingPipelineState,
bufferPools,
descriptor->GetRayGenerationRecord(),
*m_bufferPools,
m_descriptor->GetRayGenerationRecord(),
buffers.m_rayGenerationTableStride,
"RayGenerationTable");
buffers.m_missTable = BuildTable(
rayTracingPipelineProperties,
rayTracingPipelineState,
bufferPools,
descriptor->GetMissRecords(),
*m_bufferPools,
m_descriptor->GetMissRecords(),
buffers.m_missTableStride,
"MissTable");
buffers.m_hitGroupTable = BuildTable(
rayTracingPipelineProperties,
rayTracingPipelineState,
bufferPools,
descriptor->GetHitGroupRecords(),
*m_bufferPools,
m_descriptor->GetHitGroupRecords(),
buffers.m_hitGroupTableStride,
"HitGroupTable");
@@ -59,7 +59,7 @@ namespace AZ
//////////////////////////////////////////////////////////////////////////
// RHI::RayTracingShaderTable
RHI::ResultCode InitInternal(RHI::Device& deviceBase, const RHI::RayTracingShaderTableDescriptor* descriptor, const RHI::RayTracingBufferPools& bufferPools) override;
RHI::ResultCode BuildInternal() override;
//////////////////////////////////////////////////////////////////////////
static const uint32_t BufferCount = 3;
-39
View File
@@ -1,39 +0,0 @@
{
"gem_name": "Atom_RHI_Vulkan",
"Dependencies": [
{
"Uuid": "fb7f322c8bdb42228d9e155c954f98bd",
"VersionConstraints": [
"~>0.1.0"
],
"_comment": "Atom RHI"
}
],
"GemFormatVersion": 4,
"Uuid": "150d40d376124d98a388dfe890551c03",
"Name": "Atom_RHI_Vulkan",
"DisplayName": "Atom RHI.Vulkan",
"Version": "0.1.0",
"Summary": "The Vulkan backend for the Atom Render Hardware Interface",
"Tags": ["Atom", "RHI", "Vulkan"],
"LinkType": "Dynamic",
"IconPath": "preview.png",
"Modules": [
{
"Name": "Private",
"Type": "GameModule"
},
{
"Name": "Reflect",
"Type": "StaticLib"
},
{
"Name": "Glad",
"Type": "StaticLib"
},
{
"Name": "Builders",
"Type": "EditorModule"
}
]
}
-30
View File
@@ -1,30 +0,0 @@
{
"gem_name": "Atom_RHI",
"GemFormatVersion": 4,
"Uuid": "fb7f322c8bdb42228d9e155c954f98bd",
"Name": "Atom_RHI",
"DisplayName": "Atom RHI",
"Version": "0.1.0",
"Summary": "The Atom Render Hardware Interface",
"Tags": ["Atom", "RHI"],
"LinkType": "Dynamic",
"IconPath": "preview.png",
"Modules": [
{
"Name": "Private",
"Type": "GameModule"
},
{
"Name": "Public",
"Type": "StaticLib"
},
{
"Name": "Reflect",
"Type": "StaticLib"
},
{
"Name": "Tests",
"Type": "Standalone"
}
]
}
@@ -1,136 +0,0 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
// NOTE: Nest this array, so Azslc will output a size of the bindingslot to 1
struct FloatBuffer
{
float buffer;
};
// Listed on update frequency
ShaderResourceGroupSemantic FrequencyPerScene
{
FrequencyId = 6;
};
ShaderResourceGroupSemantic FloatBufferSemanticId
{
FrequencyId = 7;
};
ShaderResourceGroup ImageSrg : FrequencyPerScene
{
Sampler m_sampler
{
MaxAnisotropy = 16;
AddressU = Wrap;
AddressV = Wrap;
AddressW = Wrap;
};
// Array of textures
Texture2D m_textureArray[];
}
ShaderResourceGroup FloatBufferSrg : FloatBufferSemanticId
{
StructuredBuffer<FloatBuffer> m_floatBuffer;
};
// Helper functions to read data from the FloatBuffer. The FloatBuffer is accessed with a descriptor and a index.
// The descriptor holds the initial offset within the FloatBuffer, and the index is a sub-index, which increments with each property that is being read.
// The data needs to be read in the same order as it is allocated on the host.
// All float setters
void SetFloat(out float outFloat, in uint desc, inout uint index)
{
outFloat = FloatBufferSrg::m_floatBuffer[desc + index + 0].buffer;
index += 1;
}
void SetFloat2(out float2 outFloat, in uint desc, inout uint index)
{
outFloat.x = FloatBufferSrg::m_floatBuffer[desc + index + 0].buffer;
outFloat.y = FloatBufferSrg::m_floatBuffer[desc + index + 1].buffer;
index += 2;
}
void SetFloat3(out float3 outFloat, in uint desc, inout uint index)
{
outFloat.x = FloatBufferSrg::m_floatBuffer[desc + index + 0].buffer;
outFloat.y = FloatBufferSrg::m_floatBuffer[desc + index + 1].buffer;
outFloat.z = FloatBufferSrg::m_floatBuffer[desc + index + 2].buffer;
index += 3;
}
void SetFloat4(out float4 outFloat, in uint desc, inout uint index)
{
outFloat.x = FloatBufferSrg::m_floatBuffer[desc + index + 0].buffer;
outFloat.y = FloatBufferSrg::m_floatBuffer[desc + index + 1].buffer;
outFloat.z = FloatBufferSrg::m_floatBuffer[desc + index + 2].buffer;
outFloat.w = FloatBufferSrg::m_floatBuffer[desc + index + 3].buffer;
index += 4;
}
// All matrix setters
void SetFloat4x4(out float4x4 outFloat, in uint desc, inout uint index)
{
[unroll(4)]
for(uint i = 0; i < 4; i++)
{
SetFloat4(outFloat[i], desc, index);
}
}
// All uint setters
void SetUint(out uint outUInt, in uint desc, inout uint index)
{
outUInt = asuint(FloatBufferSrg::m_floatBuffer[desc + index + 0].buffer);
index += 1;
}
void SetUint2(out uint2 outUInt, in uint desc, inout uint index)
{
outUInt.x = asuint(FloatBufferSrg::m_floatBuffer[desc + index + 0].buffer);
outUInt.y = asuint(FloatBufferSrg::m_floatBuffer[desc + index + 1].buffer);
index += 2;
}
void SetUint3(out uint3 outUInt, in uint desc, inout uint index)
{
outUInt.x = asuint(FloatBufferSrg::m_floatBuffer[desc + index + 0].buffer);
outUInt.y = asuint(FloatBufferSrg::m_floatBuffer[desc + index + 1].buffer);
outUInt.z = asuint(FloatBufferSrg::m_floatBuffer[desc + index + 2].buffer);
index += 3;
}
void SetUint4(out uint4 outUInt, in uint desc, inout uint index)
{
outUInt.x = asuint(FloatBufferSrg::m_floatBuffer[desc + index + 0].buffer);
outUInt.y = asuint(FloatBufferSrg::m_floatBuffer[desc + index + 1].buffer);
outUInt.z = asuint(FloatBufferSrg::m_floatBuffer[desc + index + 2].buffer);
outUInt.w = asuint(FloatBufferSrg::m_floatBuffer[desc + index + 3].buffer);
index += 4;
}
// All double setters
void SetDouble(out double outDouble, in uint desc, inout uint index)
{
uint lowBits;
uint highBits;
SetUint(highBits, desc, index);
SetUint(lowBits, desc, index);
outDouble = asdouble(lowBits, highBits);
}
@@ -21,7 +21,6 @@ set(FILES
Shader/ImagePreview.shader
ShaderLib/Atom/RPI/Math.azsli
ShaderLib/Atom/RPI/TangentSpace.azsli
ShaderLib/Atom/RPI/ShaderResourceGroups/BindlessPrototypeSrg.azsli
ShaderLib/Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli
ShaderLib/Atom/RPI/ShaderResourceGroups/DefaultObjectSrg.azsli
)
@@ -381,6 +381,7 @@ namespace AZ
uint64_t m_createdByPassRequest : 1;
uint64_t m_initialized : 1;
uint64_t m_enabled : 1;
uint64_t m_parentEnabled : 1;
uint64_t m_alreadyCreated : 1;
uint64_t m_alreadyReset : 1;
uint64_t m_alreadyPrepared : 1;
@@ -89,7 +89,7 @@ namespace AZ
// --- Members ---
// Cached pointer to the pass library to simplify code
PassLibrary* m_passLibary = nullptr;
PassLibrary* m_passLibrary = nullptr;
// ClassNames are used to look up PassCreators. This list is 1-to-1 with the PassCreator list
AZStd::vector<Name> m_passClassNames;
@@ -56,6 +56,9 @@ namespace AZ
// The list of passes created from this template
AZStd::vector<Pass*> m_passes;
// The pass templates mapping asset id which this template is coming from.
Data::AssetId m_mappingAssetId;
};
typedef AZStd::unordered_map<Name, TemplateEntry> TemplateEntriesByName;
@@ -105,7 +108,7 @@ namespace AZ
bool LoadPassAsset(const Name& name, const Data::Asset<PassAsset>& passAsset, bool hotReloading = false);
// Find asset with specified pass template asset id and load pass template from the asset.
void LoadPassAsset(const Name& name, const Data::AssetId& passAssetId);
bool LoadPassAsset(const Name& name, const Data::AssetId& passAssetId);
// Data::AssetBus::Handler overrides...
void OnAssetReloaded(Data::Asset<Data::AssetData> asset) override;
@@ -55,6 +55,10 @@ namespace AZ
//! Initializes the PassSystem and the Root Pass and creates the Pass InstanceDatabase
void Init();
//! Initialize and load pass templates
//! This function need to be called after Init()
void InitPassTemplates();
//! Deletes the Root Pass and shuts down the PassSystem
void Shutdown();
@@ -74,6 +78,7 @@ namespace AZ
void SetHotReloading(bool hotReloading) override;
void SetTargetedPassDebuggingName(const AZ::Name& targetPassName) override;
const AZ::Name& GetTargetedPassDebuggingName() const override;
void ConnectEvent(OnReadyLoadTemplatesEvent::Handler& handler) override;
// PassSystemInterface factory related functions...
void AddPassCreator(Name className, PassCreator createFunction) override;
@@ -139,6 +144,9 @@ namespace AZ
// Counts the number of passes
int32_t m_passCounter = 0;
// Events
OnReadyLoadTemplatesEvent m_loadTemplatesEvent;
};
} // namespace RPI
} // namespace AZ
@@ -64,7 +64,10 @@ namespace AZ
//! initializing a scene;
virtual void ProcessQueuedChanges() = 0;
//! Load pass templates listed in a name-assetid mapping asset
//! Load pass templates listed in a name-assetid mapping asset
//! This function should be called before the render pipelines which use templates from this mappings are created.
//! To load pass template mapping before any render pipelines are created, use OnReadyLoadTemplatesEvent::Handler to
//! load desired pass template mappings
virtual bool LoadPassTemplateMappings(const AZStd::string& templateMappingPath) = 0;
//! Writes a pass template to a .pass file which can then be used as a pass asset. Useful for
@@ -148,6 +151,12 @@ namespace AZ
//! Find the SwapChainPass associated with window Handle
virtual SwapChainPass* FindSwapChainPass(AzFramework::NativeWindowHandle windowHandle) const = 0;
using OnReadyLoadTemplatesEvent = AZ::Event<>;
//! Connect a handler to listen to the event that the pass system is ready to load pass templates
//! The event is triggered when pass system is initialized and asset system is ready.
//! The handler can add new pass templates or load pass template mappings from assets
virtual void ConnectEvent(OnReadyLoadTemplatesEvent::Handler& handler) = 0;
private:
// These functions are only meant to be used by the Pass class
@@ -164,17 +173,10 @@ namespace AZ
virtual void UnregisterPass(Pass* pass) = 0;
};
//! Notifications of the pass system such attachments were rebuilt, pass tree changes
class PassSystemNotificiations
: public AZ::EBusTraits
namespace PassSystemEvents
{
public:
}
//! Notify when any pass's attachment was rebuilt
virtual void OnPassAttachmentsBuilt() = 0;
};
using PassSystemNotificiationBus = AZ::EBus<PassSystemNotificiations>;
} // namespace RPI
} // namespace AZ
@@ -91,6 +91,8 @@ namespace AZ
const AZ::Matrix4x4& GetViewToWorldMatrix() const;
const AZ::Matrix4x4& GetViewToClipMatrix() const;
const AZ::Matrix4x4& GetWorldToClipMatrix() const;
//! Get the camera's world transform, converted from the viewToWorld matrix's native y-up to z-up
AZ::Transform GetCameraTransform() const;
//! Finalize draw lists in this view. This function should only be called when all
//! draw packets for current frame are added.
@@ -92,6 +92,8 @@ namespace AZ
virtual ViewPtr GetCurrentView(const Name& contextName) const = 0;
};
using ViewportContextRequests = AZ::Interface<ViewportContextRequestsInterface>;
class ViewportContextManagerNotifications
: public AZ::EBusTraits
{
@@ -137,13 +137,19 @@ namespace AZ
template<typename AssetDataT>
Data::Asset<AssetDataT> LoadCriticalAsset(const AZStd::string& assetFilePath, TraceLevel reporting)
{
AzFramework::AssetSystem::AssetStatus status = AzFramework::AssetSystem::AssetStatus_Unknown;
AzFramework::AssetSystemRequestBus::BroadcastResult(status, &AzFramework::AssetSystemRequestBus::Events::CompileAssetSync, assetFilePath);
if (status != AzFramework::AssetSystem::AssetStatus_Compiled)
bool apConnected = false;
AzFramework::AssetSystemRequestBus::BroadcastResult(
apConnected, &AzFramework::AssetSystemRequestBus::Events::ConnectedWithAssetProcessor);
if (apConnected)
{
AssetUtilsInternal::ReportIssue(reporting, AZStd::string::format("Could not compile asset '%s'", assetFilePath.c_str()).c_str());
return {};
AzFramework::AssetSystem::AssetStatus status = AzFramework::AssetSystem::AssetStatus_Unknown;
AzFramework::AssetSystemRequestBus::BroadcastResult(
status, &AzFramework::AssetSystemRequestBus::Events::CompileAssetSync, assetFilePath);
if (status != AzFramework::AssetSystem::AssetStatus_Compiled)
{
AssetUtilsInternal::ReportIssue(reporting, AZStd::string::format("Could not compile asset '%s'", assetFilePath.c_str()).c_str());
return {};
}
}
return LoadAssetByProductPath<AssetDataT>(assetFilePath.c_str(), reporting);
@@ -15,6 +15,7 @@
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/std/containers/unordered_map.h>
#include <Atom/RPI.Reflect/Asset/AssetHandler.h>
#include <Atom/RPI.Reflect/Image/StreamingImageAsset.h>
namespace AZ::RPI
{
@@ -56,6 +57,9 @@ namespace AZ::RPI
float m_minPositionDelta;
float m_maxPositionDelta;
//! Reference to the wrinkle mask, if it exists
AZ::Data::Asset<AZ::RPI::StreamingImageAsset> m_wrinkleMask;
//! Boolean to indicate the presence or absence of color deltas
bool m_hasColorDeltas = false;
@@ -44,9 +44,6 @@ namespace AZ
//! The path of the only one view srg asset for the RPI system. This is used to create any RPI::View.
AZStd::string m_viewSrgAssetPath = "shaderlib/viewsrg_viewsrg.azsrg";
//! Path of pass templates' name-assetid mapping file.
AZStd::string m_passTemplatesMappingPath = "Passes/PassTemplates.azasset";
ImageSystemDescriptor m_imageSystemDescriptor;
GpuQuerySystemDescriptor m_gpuQuerySystemDescriptor;
DynamicDrawSystemDescriptor m_dynamicDrawSystemDescriptor;
@@ -18,6 +18,9 @@
#include <SceneAPI/SceneCore/Containers/Views/PairIterator.h>
#include <SceneAPI/SceneCore/Containers/Views/SceneGraphDownwardsIterator.h>
#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
#include <AzCore/Asset/AssetManagerBus.h>
namespace AZ::RPI
{
using namespace AZ::SceneAPI;
@@ -114,7 +117,7 @@ namespace AZ::RPI
meshNodeName, sourceMesh.m_name.GetCStr());
const DataTypes::MatrixType globalTransform = Utilities::BuildWorldTransform(sceneGraph, sceneNodeIndex);
BuildMorphTargetMesh(vertexOffset, sourceMesh, productMesh, metaAssetCreator, blendShapeName, blendShapeData, globalTransform, coordSysConverter);
BuildMorphTargetMesh(vertexOffset, sourceMesh, productMesh, metaAssetCreator, blendShapeName, blendShapeData, globalTransform, coordSysConverter, scene.GetSourceFilename());
}
}
}
@@ -157,7 +160,8 @@ namespace AZ::RPI
const AZStd::string& blendShapeName,
const AZStd::shared_ptr<const DataTypes::IBlendShapeData>& blendShapeData,
const DataTypes::MatrixType& globalTransform,
const AZ::SceneAPI::CoordinateSystemConverter& coordSysConverter)
const AZ::SceneAPI::CoordinateSystemConverter& coordSysConverter,
const AZStd::string& sourceSceneFilename)
{
const float tolerance = CalcPositionDeltaTolerance(sourceMesh);
AZ::Aabb deltaPositionAabb = AZ::Aabb::CreateNull();
@@ -288,6 +292,8 @@ namespace AZ::RPI
metaData.m_maxPositionDelta = maxValue;
}
metaData.m_wrinkleMask = GetWrinkleMask(sourceSceneFilename, blendShapeName);
metaAssetCreator.AddMorphTarget(metaData);
AZ_Assert(uncompressedPositionDeltas.size() == compressedDeltas.size(), "Number of uncompressed (%d) and compressed position delta components (%d) do not match.",
@@ -312,4 +318,47 @@ namespace AZ::RPI
AZ_Assert((packedCompressedMorphTargetVertexData.size() - metaData.m_startIndex) == numMorphedVertices, "Vertex index range (%d) in morph target meta data does not match number of morphed vertices (%d).",
packedCompressedMorphTargetVertexData.size() - metaData.m_startIndex, numMorphedVertices);
}
Data::Asset<RPI::StreamingImageAsset> MorphTargetExporter::GetWrinkleMask(const AZStd::string& sourceSceneFullFilePath, const AZStd::string& blendShapeName) const
{
AZ::Data::Asset<AZ::RPI::StreamingImageAsset> imageAsset;
// See if there is a wrinkle map mask for this mesh
AZStd::string sceneRelativeFilePath;
bool relativePathFound = true;
AzToolsFramework::AssetSystemRequestBus::BroadcastResult(relativePathFound, &AzToolsFramework::AssetSystemRequestBus::Events::GetRelativeProductPathFromFullSourceOrProductPath, sourceSceneFullFilePath, sceneRelativeFilePath);
if (relativePathFound)
{
AZ::StringFunc::Path::StripFullName(sceneRelativeFilePath);
// Get the folder the masks are supposed to be in
AZStd::string folderName;
AZ::StringFunc::Path::GetFileName(sourceSceneFullFilePath.c_str(), folderName);
folderName += "_wrinklemasks";
// Note: for now, we're assuming the mask is always authored as a .tif
AZStd::string blendMaskFileName = blendShapeName + "_wrinklemask.tif.streamingimage";
AZStd::string maskFolderAndFile;
AZ::StringFunc::Path::Join(folderName.c_str(), blendMaskFileName.c_str(), maskFolderAndFile);
AZStd::string maskRelativePath;
AZ::StringFunc::Path::Join(sceneRelativeFilePath.c_str(), maskFolderAndFile.c_str(), maskRelativePath);
AZ::StringFunc::Path::Normalize(maskRelativePath);
// Now see if the file exists
AZ::Data::AssetId maskAssetId;
Data::AssetCatalogRequestBus::BroadcastResult(maskAssetId, &Data::AssetCatalogRequests::GetAssetIdByPath, maskRelativePath.c_str(), AZ::Data::s_invalidAssetType, false);
if (maskAssetId.IsValid())
{
// Flush asset manager events to ensure no asset references are held by closures queued on Ebuses.
AZ::Data::AssetManager::Instance().DispatchEvents();
imageAsset.Create(maskAssetId, AZ::Data::AssetLoadBehavior::PreLoad, false);
}
}
return imageAsset;
}
} // namespace AZ::RPI
@@ -64,7 +64,11 @@ namespace AZ
const AZStd::string& blendShapeName,
const AZStd::shared_ptr<const AZ::SceneAPI::DataTypes::IBlendShapeData>& blendShapeData,
const AZ::SceneAPI::DataTypes::MatrixType& globalTransform,
const AZ::SceneAPI::CoordinateSystemConverter& coordSysConverter);
const AZ::SceneAPI::CoordinateSystemConverter& coordSysConverter,
const AZStd::string& sourceSceneFilename);
// Find a wrinkle mask for this morph target, if it exists
Data::Asset<RPI::StreamingImageAsset> GetWrinkleMask(const AZStd::string& sourceSceneFullFilePath, const AZStd::string& blendShapeName) const;
};
} // namespace RPI
} // namespace AZ

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