Fixes to ios build
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@@ -12,6 +12,7 @@
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#include <Atom/RPI.Reflect/Shader/ShaderVariantTreeAsset.h>
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#include <AzCore/Casting/numeric_cast.h>
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#include <AzCore/IO/Path/Path.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/std/algorithm.h>
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@@ -40,15 +41,12 @@ namespace AZ
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Data::AssetId ShaderVariantTreeAsset::GetShaderVariantTreeAssetIdFromShaderAssetId(const Data::AssetId& shaderAssetId)
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{
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//From the shaderAssetId We can deduce the path of the shader asset, and from the path of the shader asset we can deduce the path of the ShaderVariantTreeAsset.
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AZStd::string shaderAssetPath;
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(shaderAssetPath
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, &AZ::Data::AssetCatalogRequests::GetAssetPathById
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, shaderAssetId);
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AZStd::string shaderAssetPathRoot;
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AZStd::string shaderAssetPathName;
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AzFramework::StringFunc::Path::Split(shaderAssetPath.c_str(), nullptr /*drive*/, &shaderAssetPathRoot, &shaderAssetPathName, nullptr /*extension*/);
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AZ::IO::FixedMaxPath shaderAssetPath;
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(shaderAssetPath.Native(), &AZ::Data::AssetCatalogRequests::GetAssetPathById
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, shaderAssetId);
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AZ::IO::FixedMaxPath shaderAssetPathRoot = shaderAssetPath.ParentPath();
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AZ::IO::FixedMaxPath shaderAssetPathName = shaderAssetPath.Stem();
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AZStd::string shaderVariantTreeAssetDir;
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AzFramework::StringFunc::Path::Join(ShaderVariantTreeAsset::CommonSubFolderLowerCase, shaderAssetPathRoot.c_str(), shaderVariantTreeAssetDir);
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AZStd::string shaderVariantTreeAssetFilename = AZStd::string::format("%s.%s", shaderAssetPathName.c_str(), ShaderVariantTreeAsset::Extension);
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@@ -63,8 +61,7 @@ namespace AZ
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{
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// If the game project did not customize the shadervariantlist, let's see if the original author of the .shader file
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// provided a shadervariantlist.
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shaderVariantTreeAssetDir = shaderAssetPathRoot;
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AzFramework::StringFunc::Path::Join(shaderVariantTreeAssetDir.c_str(), shaderVariantTreeAssetFilename.c_str(), shaderVariantTreeAssetPath);
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AzFramework::StringFunc::Path::Join(shaderAssetPathRoot.c_str(), shaderVariantTreeAssetFilename.c_str(), shaderVariantTreeAssetPath);
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(shaderVariantTreeAssetId, &AZ::Data::AssetCatalogRequests::GetAssetIdByPath
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, shaderVariantTreeAssetPath.c_str(), AZ::Data::s_invalidAssetType, false);
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}
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