Model Hot-Reloading (#4304)
* Added a ModelReloader class that handles reloading the hierarchy of assets in the correct order. A ModelReloaderSystem that is used to make sure there is only one ModelReloader at a time for a given asset. Modified the Model, ModelLodAsset, and Buffer assets to not automatically reload, and instead handle reloads manually via AssetCatalog events. Modified the MeshLoader to kick off a reload via the ModelReloaderSystem whenever a model asset is added or changed. Signed-off-by: amzn-tommy <waltont@amazon.com> * Comment updates Signed-off-by: amzn-tommy <waltont@amazon.com> * Minor naming and comment updates based on PR feedback Signed-off-by: amzn-tommy <waltont@amazon.com> * Correcting previous commit. I flipped == to != when switching from count to find, when it should have stayed == Signed-off-by: amzn-tommy <waltont@amazon.com> * Updating RenderCommon header Signed-off-by: amzn-tommy <waltont@amazon.com> * Removing unneeded headers Signed-off-by: amzn-tommy <waltont@amazon.com> * Reverting RayTracingFeatureProcessor change following Doug's guidance. This logic was tricky to get right initially, and leads to TDR when incorrect, so leaving as is. Signed-off-by: amzn-tommy <waltont@amazon.com> * Removing a tab Signed-off-by: amzn-tommy <waltont@amazon.com> * Added missing #include for AssetId Signed-off-by: amzn-tommy <waltont@amazon.com> * Adding missing RTTI header Signed-off-by: amzn-tommy <waltont@amazon.com> * Include ModelAsset definition intead of forward declaring it to avoid a static assert on Linux Signed-off-by: amzn-tommy <waltont@amazon.com>
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Source/Mesh/ModelReloaderSystem.h>
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#include <Source/Mesh/ModelReloader.h>
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#include <AzCore/std/parallel/scoped_lock.h>
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namespace AZ
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{
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namespace Render
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{
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void ModelReloaderSystem::ReloadModel(Data::Asset<RPI::ModelAsset> modelAsset, ModelReloadedEvent::Handler& onReloadedEventHandler)
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{
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AZStd::scoped_lock lock(m_pendingReloadMutex);
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if (m_pendingReloads.find(modelAsset.GetId()) == m_pendingReloads.end())
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{
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ModelReloader* reloader = new ModelReloader(modelAsset, m_removeModelHandler);
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m_pendingReloads[modelAsset.GetId()] = reloader;
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}
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m_pendingReloads[modelAsset.GetId()]->ConnectOnReloadedEventHandler(onReloadedEventHandler);
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}
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void ModelReloaderSystem::RemoveReloader(const Data::AssetId& assetId)
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{
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AZStd::scoped_lock lock(m_pendingReloadMutex);
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// We don't delete the ModelReloader here, because its in the middle of signaling this RemoveReloader event.
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// We only remove it from the pending reloads here.
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// The ModelReloader will delete itself after it finishes firing this event.
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m_pendingReloads.erase(assetId);
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}
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} // namespace Render
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} // namespace AZ
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