Shader hot reload fixes

Merge pull request #3574 from aws-lumberyard-dev/Atom/santorac/MoreShaderHotReloadFixes

Fixed a shader hot reload issue where the new root shader variant asset was not getting saved in the Shader object during OnAssetReloaded, it was only saved during OnAssetReady.

Fixed shader variant hot reload which was failing due to mismatched timestamps. The ShaderAsset was using microseconds and the ShaderVariantAsset was using system ticks. Since ticks will always be higher than microseconds, stale variants were not prevented from being used.

AtomSampleViewer's MaterialHotReloadTest script is passing again.
This commit is contained in:
santorac
2021-08-26 13:11:28 -07:00
committed by GitHub
5 changed files with 17 additions and 23 deletions
@@ -175,6 +175,8 @@ namespace AZ
/// ShaderVariantFinderNotificationBus overrides
void Shader::OnShaderVariantAssetReady(Data::Asset<ShaderVariantAsset> shaderVariantAsset, bool isError)
{
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Shader::OnShaderVariantAssetReady %s", this, shaderVariantAsset.GetHint().c_str());
AZ_Assert(shaderVariantAsset, "Reloaded ShaderVariantAsset is null");
const ShaderVariantStableId stableId = shaderVariantAsset->GetStableId();
@@ -587,6 +587,8 @@ namespace AZ
{
Data::Asset<ShaderVariantAsset> shaderVariantAsset = { asset.GetAs<ShaderVariantAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
AZ_Assert(shaderVariantAsset->GetStableId() == RootShaderVariantStableId, "Was expecting to update the root variant");
SupervariantIndex supervariantIndex = GetSupervariantIndexFromAssetId(asset.GetId());
GetCurrentShaderApiData().m_supervariants[supervariantIndex.GetIndex()].m_rootShaderVariantAsset = asset;
ShaderReloadNotificationBus::Event(GetId(), &ShaderReloadNotificationBus::Events::OnShaderAssetReinitialized, Data::Asset<ShaderAsset>{ this, AZ::Data::AssetLoadBehavior::PreLoad } );
}
@@ -607,17 +609,7 @@ namespace AZ
// so it continues using the old ShaderVariantAsset instead of the new one.
// The OnAssetReady bus function is called automatically whenever a connection to AssetBus is made, so listening to this gives
// us the opportunity to assign the appropriate ShaderVariantAsset.
ShaderReloadNotificationBus::Event(GetId(), &ShaderReloadNotificationBus::Events::OnShaderAssetReinitialized, Data::Asset<ShaderAsset>{ this, AZ::Data::AssetLoadBehavior::PreLoad } );
Data::Asset<ShaderVariantAsset> shaderVariantAsset = { asset.GetAs<ShaderVariantAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
AZ_Assert(shaderVariantAsset->GetStableId() == RootShaderVariantStableId,
"Was expecting to update the root variant");
SupervariantIndex supervariantIndex = GetSupervariantIndexFromAssetId(asset.GetId());
GetCurrentShaderApiData().m_supervariants[supervariantIndex.GetIndex()].m_rootShaderVariantAsset = asset;
ShaderReloadNotificationBus::Event(GetId(), &ShaderReloadNotificationBus::Events::OnShaderAssetReinitialized, Data::Asset<ShaderAsset>{ this, AZ::Data::AssetLoadBehavior::PreLoad } );
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->ShaderAsset::OnAssetReady %s", this, asset.GetHint().c_str());
ReinitializeRootShaderVariant(asset);
}