Legacy cleanup (#3383)

* WIP - small legacy cleanup

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* More cleanups + build fixes

Use AZstd instead of std types in a few places.
Remove m_nameTable.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Legacy code cleanups

Remove unused methods using legacy functionality

* EditorViewportWidget::AdjustObjectPosition
* DisplayContext - remove `renderer` pointer
* DisplayContext - log errors when functions using `renderer` are called
* CTrackGizmo::DrawAxis - log errors when function uses `renderer`.
* Legacy CCamera - remove Project, Unproject and CalcScreenBounds
* Remove all unused methods from Cry_GeoDistance.h/Cry_GeoIntersect.h
* Remove Lineseg_Triangle from Cry_GeoOverlap.h
* IEntityRenderState.h - remove unused types
* SMeshColor remove Lerp method and associated constructor.
* IMaterial.h - remove unused types and a few methods
* IRenderMesh.h - remove a few unused methods and use int8 instead of
byte
* IRender.h - remove almost all of the contents
* IShader.h - remove unused types and a few methods
* IStatObj.h - remove unused types and a few methods
* SSystemGlobalEnvironment - remove `renderer` pointer
* IRenderGraph - remove 2 unused methods
* physinterface.h - remove almost all of the contents
* CXmlUtils no longer inherits ISystemEventListener
* CXmlNode no longer has custom new/delete
* Remove IRenderer from some test mocks.

Removed files:
* CryName.h
* Cry_MatrixDiag.h
* Cry_XOptimise.h
* HeapAllocator.h
* IRendererMock.h
* PoolAllocator.h

Things to consider:
* Remove GetMemoryUsage & friends.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Apply review suggestions

IMovieSystem.h - remove unused includes.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Move unreachable code to `#if 0` block

This is hopefully temporary measure until the original functionality is
re-implemented

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix bad merge I messed up.

Fix bad merge I messed up, by re-removing FrameProfiler.h from crycommon_files.cmake (this was removed in an earlier commit this morning: https://github.com/o3de/o3de/pull/3394).

Signed-off-by: bosnichd <bosnichd@amazon.com>

* Update Code/Framework/AzCore/AzCore/std/string/string_view.h

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* implement review suggestion

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* following review, using LYSHINE_ATOM_TODO to guard

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove commented out include

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* EditorViewportWidget.cpp: Convert commented out code to  guarded one

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

Co-authored-by: bosnichd <bosnichd@amazon.com>
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
This commit is contained in:
Artur K
2021-08-25 23:04:38 +02:00
committed by GitHub
parent c3b6725118
commit 45b2336dce
109 changed files with 349 additions and 14829 deletions
+14 -39
View File
@@ -150,7 +150,7 @@ namespace LyShine
// [LYSHINE_ATOM_TODO][ATOM-15073] - need to combine into a single DrawIndexed call to take advantage of the draw call
// optimization done by this RenderGraph. This option will be added to DynamicDrawContext. For
// now we could combine the vertices ourselves
for (const IRenderer::DynUiPrimitive& primitive : m_primitives)
for (const DynUiPrimitive& primitive : m_primitives)
{
dynamicDraw->DrawIndexed(primitive.m_vertices, primitive.m_numVertices, primitive.m_indices, primitive.m_numIndices, AZ::RHI::IndexFormat::Uint16, drawSrg);
}
@@ -159,7 +159,7 @@ namespace LyShine
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void PrimitiveListRenderNode::AddPrimitive(IRenderer::DynUiPrimitive* primitive)
void PrimitiveListRenderNode::AddPrimitive(DynUiPrimitive* primitive)
{
// always clear the next pointer before adding to list
primitive->m_next = nullptr;
@@ -170,9 +170,9 @@ namespace LyShine
}
////////////////////////////////////////////////////////////////////////////////////////////////////
IRenderer::DynUiPrimitiveList& PrimitiveListRenderNode::GetPrimitives() const
DynUiPrimitiveList& PrimitiveListRenderNode::GetPrimitives() const
{
return const_cast<IRenderer::DynUiPrimitiveList&>(m_primitives);
return const_cast<DynUiPrimitiveList&>(m_primitives);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -194,7 +194,7 @@ namespace LyShine
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool PrimitiveListRenderNode::HasSpaceToAddPrimitive(IRenderer::DynUiPrimitive* primitive) const
bool PrimitiveListRenderNode::HasSpaceToAddPrimitive(DynUiPrimitive* primitive) const
{
return primitive->m_numVertices + m_totalNumVertices < std::numeric_limits<uint16>::max();
}
@@ -218,9 +218,9 @@ namespace LyShine
{
size_t numPrims = m_primitives.size();
size_t primCount = 0;
const IRenderer::DynUiPrimitive* lastPrim = nullptr;
const DynUiPrimitive* lastPrim = nullptr;
int highestTexUnit = 0;
for (const IRenderer::DynUiPrimitive& primitive : m_primitives)
for (const DynUiPrimitive& primitive : m_primitives)
{
if (primCount > numPrims)
{
@@ -709,25 +709,8 @@ namespace LyShine
}
}
void RenderGraph::AddPrimitive(
IRenderer::DynUiPrimitive* primitive,
ITexture* texture,
bool isClampTextureMode,
bool isTextureSRGB,
bool isTexturePremultipliedAlpha,
BlendMode blendMode)
{
// LYSHINE_ATOM_TODO - this function will be removed when all IRenderer references are gone from UI components
AZ_UNUSED(primitive);
AZ_UNUSED(texture);
AZ_UNUSED(isClampTextureMode);
AZ_UNUSED(isTextureSRGB);
AZ_UNUSED(isTexturePremultipliedAlpha);
AZ_UNUSED(blendMode);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void RenderGraph::AddPrimitiveAtom(IRenderer::DynUiPrimitive* primitive, const AZ::Data::Instance<AZ::RPI::Image>& texture,
void RenderGraph::AddPrimitiveAtom(DynUiPrimitive* primitive, const AZ::Data::Instance<AZ::RPI::Image>& texture,
bool isClampTextureMode, bool isTextureSRGB, bool isTexturePremultipliedAlpha, BlendMode blendMode)
{
AZStd::vector<RenderNode*>* renderNodeList = m_renderNodeListStack.top();
@@ -800,15 +783,7 @@ namespace LyShine
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void RenderGraph::AddAlphaMaskPrimitive([[maybe_unused]] IRenderer::DynUiPrimitive* primitive,
[[maybe_unused]] ITexture* texture, [[maybe_unused]] ITexture* maskTexture,
[[maybe_unused]] bool isClampTextureMode, [[maybe_unused]] bool isTextureSRGB, [[maybe_unused]] bool isTexturePremultipliedAlpha, [[maybe_unused]] BlendMode blendMode)
{
// LYSHINE_ATOM_TODO - this function will be removed when all IRenderer references are gone from UI components
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void RenderGraph::AddAlphaMaskPrimitiveAtom(IRenderer::DynUiPrimitive* primitive,
void RenderGraph::AddAlphaMaskPrimitiveAtom(DynUiPrimitive* primitive,
AZ::Data::Instance<AZ::RPI::AttachmentImage> contentAttachmentImage,
AZ::Data::Instance<AZ::RPI::AttachmentImage> maskAttachmentImage,
bool isClampTextureMode,
@@ -892,7 +867,7 @@ namespace LyShine
}
////////////////////////////////////////////////////////////////////////////////////////////////////
IRenderer::DynUiPrimitive* RenderGraph::GetDynamicQuadPrimitive(const AZ::Vector2* positions, uint32 packedColor)
DynUiPrimitive* RenderGraph::GetDynamicQuadPrimitive(const AZ::Vector2* positions, uint32 packedColor)
{
const int numVertsInQuad = 4;
const int numIndicesInQuad = 6;
@@ -1181,10 +1156,10 @@ namespace LyShine
const PrimitiveListRenderNode* primListRenderNode = static_cast<const PrimitiveListRenderNode*>(renderNode);
IRenderer::DynUiPrimitiveList& primitives = primListRenderNode->GetPrimitives();
DynUiPrimitiveList& primitives = primListRenderNode->GetPrimitives();
info.m_numPrimitives += static_cast<int>(primitives.size());
{
for (const IRenderer::DynUiPrimitive& primitive : primitives)
for (const DynUiPrimitive& primitive : primitives)
{
info.m_numTriangles += primitive.m_numIndices / 3;
}
@@ -1365,10 +1340,10 @@ namespace LyShine
previousNodeAlreadyCounted = false;
}
IRenderer::DynUiPrimitiveList& primitives = primListRenderNode->GetPrimitives();
DynUiPrimitiveList& primitives = primListRenderNode->GetPrimitives();
int numPrimitives = static_cast<int>(primitives.size());
int numTriangles = 0;
for (const IRenderer::DynUiPrimitive& primitive : primitives)
for (const DynUiPrimitive& primitive : primitives)
{
numTriangles += primitive.m_numIndices / 3;
}