Merge branch 'development' into cmake/SPEC-7182

monroegm-disable-blank-issue-2
Esteban Papp 4 years ago
commit 5f22dc817c

@ -0,0 +1,19 @@
{
"Amazon": {
"AssetProcessor": {
"Settings": {
"RC cgf": {
"ignore": true
},
"RC fbx": {
"ignore": true
},
"ScanFolder AtomTestData": {
"watch": "@ENGINEROOT@/Gems/Atom/TestData",
"recursive": 1,
"order": 1000
}
}
}
}
}

@ -8,6 +8,7 @@ SPDX-License-Identifier: Apache-2.0 OR MIT
import azlmbr.bus as bus
import azlmbr.editor as editor
import azlmbr.entity as entity
import azlmbr.legacy.general as general
import azlmbr.object
from typing import List
@ -428,3 +429,32 @@ def get_component_type_id_map(component_name_list):
type_ids_by_component[component_names[i]] = typeId
return type_ids_by_component
def attach_component_to_entity(entity_id, component_name):
# type: (azlmbr.entity.EntityId, str) -> azlmbr.entity.EntityComponentIdPair
"""
Adds the component if not added already.
:param entity_id: EntityId of the entity to attach the component to
:param component_name: name of the component
:return: If successful, returns the EntityComponentIdPair, otherwise returns None.
"""
type_ids_list = editor.EditorComponentAPIBus(
bus.Broadcast, 'FindComponentTypeIdsByEntityType', [component_name], 0)
general.log(f"Components found = {len(type_ids_list)}")
if len(type_ids_list) < 1:
general.log(f"ERROR: A component class with name {component_name} doesn't exist")
return None
elif len(type_ids_list) > 1:
general.log(f"ERROR: Found more than one component classes with same name: {component_name}")
return None
# Before adding the component let's check if it is already attached to the entity.
component_outcome = editor.EditorComponentAPIBus(bus.Broadcast, 'GetComponentOfType', entity_id, type_ids_list[0])
if component_outcome.IsSuccess():
return component_outcome.GetValue() # In this case the value is not a list.
component_outcome = editor.EditorComponentAPIBus(bus.Broadcast, 'AddComponentsOfType', entity_id, type_ids_list)
if component_outcome.IsSuccess():
general.log(f"{component_name} Component added to entity.")
return component_outcome.GetValue()[0]
general.log(f"ERROR: Failed to add component [{component_name}] to entity")
return None

@ -29,7 +29,7 @@ def teardown_editor(editor):
def launch_and_validate_results(request, test_directory, editor, editor_script, expected_lines, unexpected_lines=[],
halt_on_unexpected=False, run_python="--runpythontest", auto_test_mode=True, null_renderer=True, cfg_args=[],
timeout=300):
timeout=300, log_file_name="Editor.log"):
"""
Runs the Editor with the specified script, and monitors for expected log lines.
:param request: Special fixture providing information of the requesting test function.
@ -44,6 +44,7 @@ def launch_and_validate_results(request, test_directory, editor, editor_script,
:param null_renderer: Specifies the test does not require the renderer. Defaults to True.
:param cfg_args: Additional arguments for CFG, such as LevelName.
:param timeout: Length of time for test to run. Default is 60.
:param log_file_name: Name of the log file created by the editor. Defaults to 'Editor.log'
"""
test_case = os.path.join(test_directory, editor_script)
request.addfinalizer(lambda: teardown_editor(editor))
@ -58,7 +59,17 @@ def launch_and_validate_results(request, test_directory, editor, editor_script,
with editor.start():
editorlog_file = os.path.join(editor.workspace.paths.project_log(), 'Editor.log')
editorlog_file = os.path.join(editor.workspace.paths.project_log(), log_file_name)
# Log monitor requires the file to exist.
logger.debug(f"Waiting until log file <{editorlog_file}> exists...")
waiter.wait_for(
lambda: os.path.exists(editorlog_file),
timeout=60,
exc=f"Log file '{editorlog_file}' was never created by another process.",
interval=1,
)
logger.debug(f"Done! log file <{editorlog_file}> exists.")
# Initialize the log monitor and set time to wait for log creation
log_monitor = ly_test_tools.log.log_monitor.LogMonitor(launcher=editor, log_file_path=editorlog_file)

@ -39,7 +39,7 @@ if(PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_BUILD_TESTS_SUPPORTED AND AutomatedT
TEST_SUITE main
TEST_REQUIRES gpu
TEST_SERIAL
TIMEOUT 800
TIMEOUT 1200
PATH ${CMAKE_CURRENT_LIST_DIR}/test_Atom_GPUTests.py
RUNTIME_DEPENDENCIES
AssetProcessor

@ -19,7 +19,7 @@ import azlmbr.legacy.general as general
sys.path.append(os.path.join(azlmbr.paths.devassets, "Gem", "PythonTests"))
import editor_python_test_tools.hydra_editor_utils as hydra
from atom_renderer.atom_utils.atom_component_helper import LIGHT_TYPES
from atom_renderer.atom_utils.atom_constants import LIGHT_TYPES
LIGHT_TYPE_PROPERTY = 'Controller|Configuration|Light type'
SPHERE_AND_SPOT_DISK_LIGHT_PROPERTIES = [

@ -0,0 +1,183 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
import azlmbr.materialeditor will fail with a ModuleNotFound error when using this script with Editor.exe
This is because azlmbr.materialeditor only binds to MaterialEditor.exe and not Editor.exe
You need to launch this script with MaterialEditor.exe in order for azlmbr.materialeditor to appear.
"""
import os
import sys
import time
import azlmbr.math as math
import azlmbr.paths
sys.path.append(os.path.join(azlmbr.paths.devassets, "Gem", "PythonTests"))
import atom_renderer.atom_utils.material_editor_utils as material_editor
NEW_MATERIAL = "test_material.material"
NEW_MATERIAL_1 = "test_material_1.material"
NEW_MATERIAL_2 = "test_material_2.material"
TEST_MATERIAL_1 = "001_DefaultWhite.material"
TEST_MATERIAL_2 = "002_BaseColorLerp.material"
TEST_MATERIAL_3 = "003_MetalMatte.material"
TEST_DATA_PATH = os.path.join(
azlmbr.paths.devroot, "Gems", "Atom", "TestData", "TestData", "Materials", "StandardPbrTestCases"
)
MATERIAL_TYPE_PATH = os.path.join(
azlmbr.paths.devroot, "Gems", "Atom", "Feature", "Common", "Assets",
"Materials", "Types", "StandardPBR.materialtype",
)
def run():
"""
Summary:
Material Editor basic tests including the below
1. Opening an Existing Asset
2. Creating a New Asset
3. Closing Selected Material
4. Closing All Materials
5. Closing all but Selected Material
6. Saving Material
7. Saving as a New Material
8. Saving as a Child Material
9. Saving all Open Materials
Expected Result:
All the above functions work as expected in Material Editor.
:return: None
"""
# 1) Test Case: Opening an Existing Asset
document_id = material_editor.open_material(MATERIAL_TYPE_PATH)
print(f"Material opened: {material_editor.is_open(document_id)}")
# Verify if the test material exists initially
target_path = os.path.join(azlmbr.paths.devroot, "AutomatedTesting", "Materials", NEW_MATERIAL)
print(f"Test asset doesn't exist initially: {not os.path.exists(target_path)}")
# 2) Test Case: Creating a New Material Using Existing One
material_editor.save_document_as_child(document_id, target_path)
material_editor.wait_for_condition(lambda: os.path.exists(target_path), 2.0)
print(f"New asset created: {os.path.exists(target_path)}")
# Verify if the newly created document is open
new_document_id = material_editor.open_material(target_path)
material_editor.wait_for_condition(lambda: material_editor.is_open(new_document_id))
print(f"New Material opened: {material_editor.is_open(new_document_id)}")
# 3) Test Case: Closing Selected Material
print(f"Material closed: {material_editor.close_document(new_document_id)}")
# Open materials initially
document1_id, document2_id, document3_id = (
material_editor.open_material(os.path.join(TEST_DATA_PATH, material))
for material in [TEST_MATERIAL_1, TEST_MATERIAL_2, TEST_MATERIAL_3]
)
# 4) Test Case: Closing All Materials
print(f"All documents closed: {material_editor.close_all_documents()}")
# 5) Test Case: Closing all but Selected Material
document1_id, document2_id, document3_id = (
material_editor.open_material(os.path.join(TEST_DATA_PATH, material))
for material in [TEST_MATERIAL_1, TEST_MATERIAL_2, TEST_MATERIAL_3]
)
result = material_editor.close_all_except_selected(document1_id)
print(f"Close All Except Selected worked as expected: {result and material_editor.is_open(document1_id)}")
# 6) Test Case: Saving Material
document_id = material_editor.open_material(os.path.join(TEST_DATA_PATH, TEST_MATERIAL_1))
property_name = azlmbr.name.Name("baseColor.color")
initial_color = material_editor.get_property(document_id, property_name)
# Assign new color to the material file and save the actual material
expected_color = math.Color(0.25, 0.25, 0.25, 1.0)
material_editor.set_property(document_id, property_name, expected_color)
material_editor.save_document(document_id)
# 7) Test Case: Saving as a New Material
# Assign new color to the material file and save the document as copy
expected_color_1 = math.Color(0.5, 0.5, 0.5, 1.0)
material_editor.set_property(document_id, property_name, expected_color_1)
target_path_1 = os.path.join(azlmbr.paths.devroot, "AutomatedTesting", "Materials", NEW_MATERIAL_1)
material_editor.save_document_as_copy(document_id, target_path_1)
time.sleep(2.0)
# 8) Test Case: Saving as a Child Material
# Assign new color to the material file save the document as child
expected_color_2 = math.Color(0.75, 0.75, 0.75, 1.0)
material_editor.set_property(document_id, property_name, expected_color_2)
target_path_2 = os.path.join(azlmbr.paths.devroot, "AutomatedTesting", "Materials", NEW_MATERIAL_2)
material_editor.save_document_as_child(document_id, target_path_2)
time.sleep(2.0)
# Close/Reopen documents
material_editor.close_all_documents()
document_id = material_editor.open_material(os.path.join(TEST_DATA_PATH, TEST_MATERIAL_1))
document1_id = material_editor.open_material(target_path_1)
document2_id = material_editor.open_material(target_path_2)
# Verify if the changes are saved in the actual document
actual_color = material_editor.get_property(document_id, property_name)
print(f"Actual Document saved with changes: {material_editor.compare_colors(actual_color, expected_color)}")
# Verify if the changes are saved in the document saved as copy
actual_color = material_editor.get_property(document1_id, property_name)
result_copy = material_editor.compare_colors(actual_color, expected_color_1)
print(f"Document saved as copy is saved with changes: {result_copy}")
# Verify if the changes are saved in the document saved as child
actual_color = material_editor.get_property(document2_id, property_name)
result_child = material_editor.compare_colors(actual_color, expected_color_2)
print(f"Document saved as child is saved with changes: {result_child}")
# Revert back the changes in the actual document
material_editor.set_property(document_id, property_name, initial_color)
material_editor.save_document(document_id)
material_editor.close_all_documents()
# 9) Test Case: Saving all Open Materials
# Open first material and make change to the values
document1_id = material_editor.open_material(os.path.join(TEST_DATA_PATH, TEST_MATERIAL_1))
property1_name = azlmbr.name.Name("metallic.factor")
initial_metallic_factor = material_editor.get_property(document1_id, property1_name)
expected_metallic_factor = 0.444
material_editor.set_property(document1_id, property1_name, expected_metallic_factor)
# Open second material and make change to the values
document2_id = material_editor.open_material(os.path.join(TEST_DATA_PATH, TEST_MATERIAL_2))
property2_name = azlmbr.name.Name("baseColor.color")
initial_color = material_editor.get_property(document2_id, property2_name)
expected_color = math.Color(0.4156, 0.0196, 0.6862, 1.0)
material_editor.set_property(document2_id, property2_name, expected_color)
# Save all and close all documents
material_editor.save_all()
material_editor.close_all_documents()
# Reopen materials and verify values
document1_id = material_editor.open_material(os.path.join(TEST_DATA_PATH, TEST_MATERIAL_1))
result = material_editor.is_close(
material_editor.get_property(document1_id, property1_name), expected_metallic_factor, 0.00001
)
document2_id = material_editor.open_material(os.path.join(TEST_DATA_PATH, TEST_MATERIAL_2))
result = result and material_editor.compare_colors(
expected_color, material_editor.get_property(document2_id, property2_name))
print(f"Save All worked as expected: {result}")
# Revert the changes made
material_editor.set_property(document1_id, property1_name, initial_metallic_factor)
material_editor.set_property(document2_id, property2_name, initial_color)
material_editor.save_all()
material_editor.close_all_documents()
if __name__ == "__main__":
run()

@ -0,0 +1,268 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
Hydra script that is used to create an entity with a Light component attached.
It then updates the property values of the Light component and takes a screenshot.
The screenshot is compared against an expected golden image for test verification.
See the run() function for more in-depth test info.
"""
import os
import sys
import azlmbr.asset as asset
import azlmbr.bus as bus
import azlmbr.editor as editor
import azlmbr.math as math
import azlmbr.paths
import azlmbr.legacy.general as general
sys.path.append(os.path.join(azlmbr.paths.devroot, "AutomatedTesting", "Gem", "PythonTests"))
import editor_python_test_tools.hydra_editor_utils as hydra
from atom_renderer.atom_utils import screenshot_utils
from atom_renderer.atom_utils import atom_component_helper
from editor_python_test_tools.editor_test_helper import EditorTestHelper
helper = EditorTestHelper(log_prefix="Atom_EditorTestHelper")
LEVEL_NAME = "auto_test"
LIGHT_COMPONENT = "Light"
LIGHT_TYPE_PROPERTY = 'Controller|Configuration|Light type'
DEGREE_RADIAN_FACTOR = 0.0174533
def run():
"""
Sets up the tests by making sure the required level is created & setup correctly.
It then executes 2 test cases - see each associated test function's docstring for more info.
Finally prints the string "Light component tests completed" after completion
Tests will fail immediately if any of these log lines are found:
1. Trace::Assert
2. Trace::Error
3. Traceback (most recent call last):
:return: None
"""
atom_component_helper.create_basic_atom_level(level_name=LEVEL_NAME)
# Run tests.
area_light_test()
spot_light_test()
general.log("Light component tests completed.")
def area_light_test():
"""
Basic test for the "Light" component attached to an "area_light" entity.
Test Case - Light Component: Capsule, Spot (disk), and Point (sphere):
1. Creates "area_light" entity w/ a Light component that has a Capsule Light type w/ the color set to 255, 0, 0
2. Enters game mode to take a screenshot for comparison, then exits game mode.
3. Sets the Light component Intensity Mode to Lumens (default).
4. Ensures the Light component Mode is Automatic (default).
5. Sets the Intensity value of the Light component to 0.0
6. Enters game mode again, takes another screenshot for comparison, then exits game mode.
7. Updates the Intensity value of the Light component to 1000.0
8. Enters game mode again, takes another screenshot for comparison, then exits game mode.
9. Swaps the Capsule light type option to Spot (disk) light type on the Light component
10. Updates "area_light" entity Transform rotate value to x: 90.0, y:0.0, z:0.0
11. Enters game mode again, takes another screenshot for comparison, then exits game mode.
12. Swaps the Spot (disk) light type for the Point (sphere) light type in the Light component.
13. Enters game mode again, takes another screenshot for comparison, then exits game mode.
14. Deletes the Light component from the "area_light" entity and verifies its successful.
"""
# Create an "area_light" entity with "Light" component using Light type of "Capsule"
area_light_entity_name = "area_light"
area_light = hydra.Entity(area_light_entity_name)
area_light.create_entity(math.Vector3(-1.0, -2.0, 3.0), [LIGHT_COMPONENT])
general.log(
f"{area_light_entity_name}_test: Component added to the entity: "
f"{hydra.has_components(area_light.id, [LIGHT_COMPONENT])}")
light_component_id_pair = hydra.attach_component_to_entity(area_light.id, LIGHT_COMPONENT)
# Select the "Capsule" light type option.
azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast,
'SetComponentProperty',
light_component_id_pair,
LIGHT_TYPE_PROPERTY,
atom_component_helper.LIGHT_TYPES['capsule']
)
# Update color and take screenshot in game mode
color = math.Color(255.0, 0.0, 0.0, 0.0)
area_light.get_set_test(0, "Controller|Configuration|Color", color)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("AreaLight_1", area_light_entity_name)
# Update intensity value to 0.0 and take screenshot in game mode
area_light.get_set_test(0, "Controller|Configuration|Attenuation Radius|Mode", 1)
area_light.get_set_test(0, "Controller|Configuration|Intensity", 0.0)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("AreaLight_2", area_light_entity_name)
# Update intensity value to 1000.0 and take screenshot in game mode
area_light.get_set_test(0, "Controller|Configuration|Intensity", 1000.0)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("AreaLight_3", area_light_entity_name)
# Swap the "Capsule" light type option to "Spot (disk)" light type
azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast,
'SetComponentProperty',
light_component_id_pair,
LIGHT_TYPE_PROPERTY,
atom_component_helper.LIGHT_TYPES['spot_disk']
)
area_light_rotation = math.Vector3(DEGREE_RADIAN_FACTOR * 90.0, 0.0, 0.0)
azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalRotation", area_light.id, area_light_rotation)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("AreaLight_4", area_light_entity_name)
# Swap the "Spot (disk)" light type to the "Point (sphere)" light type and take screenshot.
azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast,
'SetComponentProperty',
light_component_id_pair,
LIGHT_TYPE_PROPERTY,
atom_component_helper.LIGHT_TYPES['sphere']
)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("AreaLight_5", area_light_entity_name)
editor.ToolsApplicationRequestBus(bus.Broadcast, "DeleteEntityById", area_light.id)
def spot_light_test():
"""
Basic test for the Light component attached to a "spot_light" entity.
Test Case - Light Component: Spot (disk) with shadows & colors:
1. Creates "spot_light" entity w/ a Light component attached to it.
2. Selects the "directional_light" entity already present in the level and disables it.
3. Selects the "global_skylight" entity already present in the level and disables the HDRi Skybox component,
as well as the Global Skylight (IBL) component.
4. Enters game mode to take a screenshot for comparison, then exits game mode.
5. Selects the "ground_plane" entity and changes updates the material to a new material.
6. Enters game mode to take a screenshot for comparison, then exits game mode.
7. Selects the "spot_light" entity and increases the Light component Intensity to 800 lm
8. Enters game mode to take a screenshot for comparison, then exits game mode.
9. Selects the "spot_light" entity and sets the Light component Color to 47, 75, 37
10. Enters game mode to take a screenshot for comparison, then exits game mode.
11. Selects the "spot_light" entity and modifies the Shutter controls to the following values:
- Enable shutters: True
- Inner Angle: 60.0
- Outer Angle: 75.0
12. Enters game mode to take a screenshot for comparison, then exits game mode.
13. Selects the "spot_light" entity and modifies the Shadow controls to the following values:
- Enable Shadow: True
- ShadowmapSize: 256
14. Modifies the world translate position of the "spot_light" entity to 0.7, -2.0, 1.9 (for casting shadows better)
15. Enters game mode to take a screenshot for comparison, then exits game mode.
"""
# Disable "Directional Light" component for the "directional_light" entity
# "directional_light" entity is created by the create_basic_atom_level() function by default.
directional_light_entity_id = hydra.find_entity_by_name("directional_light")
directional_light = hydra.Entity(name='directional_light', id=directional_light_entity_id)
directional_light_component_type = azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast, 'FindComponentTypeIdsByEntityType', ["Directional Light"], 0)[0]
directional_light_component = azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast, 'GetComponentOfType', directional_light.id, directional_light_component_type
).GetValue()
editor.EditorComponentAPIBus(bus.Broadcast, "DisableComponents", [directional_light_component])
general.idle_wait(0.5)
# Disable "Global Skylight (IBL)" and "HDRi Skybox" components for the "global_skylight" entity
global_skylight_entity_id = hydra.find_entity_by_name("global_skylight")
global_skylight = hydra.Entity(name='global_skylight', id=global_skylight_entity_id)
global_skylight_component_type = azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast, 'FindComponentTypeIdsByEntityType', ["Global Skylight (IBL)"], 0)[0]
global_skylight_component = azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast, 'GetComponentOfType', global_skylight.id, global_skylight_component_type
).GetValue()
editor.EditorComponentAPIBus(bus.Broadcast, "DisableComponents", [global_skylight_component])
hdri_skybox_component_type = azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast, 'FindComponentTypeIdsByEntityType', ["HDRi Skybox"], 0)[0]
hdri_skybox_component = azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast, 'GetComponentOfType', global_skylight.id, hdri_skybox_component_type
).GetValue()
editor.EditorComponentAPIBus(bus.Broadcast, "DisableComponents", [hdri_skybox_component])
general.idle_wait(0.5)
# Create a "spot_light" entity with "Light" component using Light Type of "Spot (disk)"
spot_light_entity_name = "spot_light"
spot_light = hydra.Entity(spot_light_entity_name)
spot_light.create_entity(math.Vector3(0.7, -2.0, 1.0), [LIGHT_COMPONENT])
general.log(
f"{spot_light_entity_name}_test: Component added to the entity: "
f"{hydra.has_components(spot_light.id, [LIGHT_COMPONENT])}")
rotation = math.Vector3(DEGREE_RADIAN_FACTOR * 300.0, 0.0, 0.0)
azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalRotation", spot_light.id, rotation)
light_component_type = hydra.attach_component_to_entity(spot_light.id, LIGHT_COMPONENT)
editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast,
'SetComponentProperty',
light_component_type,
LIGHT_TYPE_PROPERTY,
atom_component_helper.LIGHT_TYPES['spot_disk']
)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("SpotLight_1", spot_light_entity_name)
# Change default material of ground plane entity and take screenshot
ground_plane_entity_id = hydra.find_entity_by_name("ground_plane")
ground_plane = hydra.Entity(name='ground_plane', id=ground_plane_entity_id)
ground_plane_asset_path = os.path.join("Materials", "Presets", "MacBeth", "22_neutral_5-0_0-70d.azmaterial")
ground_plane_asset_value = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", ground_plane_asset_path, math.Uuid(), False)
material_property_path = "Default Material|Material Asset"
material_component_type = azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast, 'FindComponentTypeIdsByEntityType', ["Material"], 0)[0]
material_component = azlmbr.editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast, 'GetComponentOfType', ground_plane.id, material_component_type).GetValue()
editor.EditorComponentAPIBus(
azlmbr.bus.Broadcast,
'SetComponentProperty',
material_component,
material_property_path,
ground_plane_asset_value
)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("SpotLight_2", spot_light_entity_name)
# Increase intensity value of the Spot light and take screenshot in game mode
spot_light.get_set_test(0, "Controller|Configuration|Intensity", 800.0)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("SpotLight_3", spot_light_entity_name)
# Update the Spot light color and take screenshot in game mode
color_value = math.Color(47.0 / 255.0, 75.0 / 255.0, 37.0 / 255.0, 255.0 / 255.0)
spot_light.get_set_test(0, "Controller|Configuration|Color", color_value)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("SpotLight_4", spot_light_entity_name)
# Update the Shutter controls of the Light component and take screenshot
spot_light.get_set_test(0, "Controller|Configuration|Shutters|Enable shutters", True)
spot_light.get_set_test(0, "Controller|Configuration|Shutters|Inner angle", 60.0)
spot_light.get_set_test(0, "Controller|Configuration|Shutters|Outer angle", 75.0)
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("SpotLight_5", spot_light_entity_name)
# Update the Shadow controls, move the spot_light entity world translate position and take screenshot
spot_light.get_set_test(0, "Controller|Configuration|Shadows|Enable shadow", True)
spot_light.get_set_test(0, "Controller|Configuration|Shadows|Shadowmap size", 256.0)
azlmbr.components.TransformBus(
azlmbr.bus.Event, "SetWorldTranslation", spot_light.id, math.Vector3(0.7, -2.0, 1.9))
general.idle_wait(1.0)
screenshot_utils.take_screenshot_game_mode("SpotLight_6", spot_light_entity_name)
if __name__ == "__main__":
run()

@ -3,17 +3,184 @@ Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright
SPDX-License-Identifier: Apache-2.0 OR MIT
File to assist with common hydra component functions or constants used across various Atom tests.
File to assist with common hydra component functions used across various Atom tests.
"""
import os
# Light type options for the Light component.
LIGHT_TYPES = {
'unknown': 0,
'sphere': 1,
'spot_disk': 2,
'capsule': 3,
'quad': 4,
'polygon': 5,
'simple_point': 6,
'simple_spot': 7,
}
from editor_python_test_tools.editor_test_helper import EditorTestHelper
helper = EditorTestHelper(log_prefix="Atom_EditorTestHelper")
def create_basic_atom_level(level_name):
"""
Creates a new level inside the Editor matching level_name & adds the following:
1. "default_level" entity to hold all other entities.
2. Adds Grid, Global Skylight (IBL), ground Mesh, Directional Light, Sphere w/ material+mesh, & Camera components.
3. Each of these components has its settings tweaked slightly to match the ideal scene to test Atom rendering.
:param level_name: name of the level to create and apply this basic setup to.
:return: None
"""
import azlmbr.asset as asset
import azlmbr.bus as bus
import azlmbr.camera as camera
import azlmbr.editor as editor
import azlmbr.entity as entity
import azlmbr.legacy.general as general
import azlmbr.math as math
import azlmbr.object
import editor_python_test_tools.hydra_editor_utils as hydra
# Create a new level.
new_level_name = level_name
heightmap_resolution = 512
heightmap_meters_per_pixel = 1
terrain_texture_resolution = 412
use_terrain = False
# Return codes are ECreateLevelResult defined in CryEdit.h
return_code = general.create_level_no_prompt(
new_level_name, heightmap_resolution, heightmap_meters_per_pixel, terrain_texture_resolution, use_terrain)
if return_code == 1:
general.log(f"{new_level_name} level already exists")
elif return_code == 2:
general.log("Failed to create directory")
elif return_code == 3:
general.log("Directory length is too long")
elif return_code != 0:
general.log("Unknown error, failed to create level")
else:
general.log(f"{new_level_name} level created successfully")
# Enable idle and update viewport.
general.idle_enable(True)
general.idle_wait(1.0)
general.update_viewport()
general.idle_wait(0.5) # half a second is more than enough for updating the viewport.
# Close out problematic windows, FPS meters, and anti-aliasing.
if general.is_helpers_shown(): # Turn off the helper gizmos if visible
general.toggle_helpers()
general.idle_wait(1.0)
if general.is_pane_visible("Error Report"): # Close Error Report windows that block focus.
general.close_pane("Error Report")
if general.is_pane_visible("Error Log"): # Close Error Log windows that block focus.
general.close_pane("Error Log")
general.idle_wait(1.0)
general.run_console("r_displayInfo=0")
general.run_console("r_antialiasingmode=0")
general.idle_wait(1.0)
# Delete all existing entities & create default_level entity
search_filter = azlmbr.entity.SearchFilter()
all_entities = entity.SearchBus(azlmbr.bus.Broadcast, "SearchEntities", search_filter)
editor.ToolsApplicationRequestBus(bus.Broadcast, "DeleteEntities", all_entities)
default_level = hydra.Entity("default_level")
default_position = math.Vector3(0.0, 0.0, 0.0)
default_level.create_entity(default_position, ["Grid"])
default_level.get_set_test(0, "Controller|Configuration|Secondary Grid Spacing", 1.0)
# Set the viewport up correctly after adding the parent default_level entity.
screen_width = 1280
screen_height = 720
degree_radian_factor = 0.0174533 # Used by "Rotation" property for the Transform component.
general.set_viewport_size(screen_width, screen_height)
general.update_viewport()
helper.wait_for_condition(
function=lambda: helper.isclose(a=general.get_viewport_size().x, b=screen_width, rel_tol=0.1)
and helper.isclose(a=general.get_viewport_size().y, b=screen_height, rel_tol=0.1),
timeout_in_seconds=4.0
)
result = helper.isclose(a=general.get_viewport_size().x, b=screen_width, rel_tol=0.1) and helper.isclose(
a=general.get_viewport_size().y, b=screen_height, rel_tol=0.1)
general.log(general.get_viewport_size().x)
general.log(general.get_viewport_size().y)
general.log(general.get_viewport_size().z)
general.log(f"Viewport is set to the expected size: {result}")
general.log("Basic level created")
general.run_console("r_DisplayInfo = 0")
# Create global_skylight entity and set the properties
global_skylight = hydra.Entity("global_skylight")
global_skylight.create_entity(
entity_position=default_position,
components=["HDRi Skybox", "Global Skylight (IBL)"],
parent_id=default_level.id)
global_skylight_asset_path = os.path.join(
"LightingPresets", "greenwich_park_02_4k_iblskyboxcm_iblspecular.exr.streamingimage")
global_skylight_asset_value = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", global_skylight_asset_path, math.Uuid(), False)
global_skylight.get_set_test(0, "Controller|Configuration|Cubemap Texture", global_skylight_asset_value)
global_skylight.get_set_test(1, "Controller|Configuration|Diffuse Image", global_skylight_asset_value)
global_skylight.get_set_test(1, "Controller|Configuration|Specular Image", global_skylight_asset_value)
# Create ground_plane entity and set the properties
ground_plane = hydra.Entity("ground_plane")
ground_plane.create_entity(
entity_position=default_position,
components=["Material"],
parent_id=default_level.id)
azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalUniformScale", ground_plane.id, 32.0)
ground_plane_material_asset_path = os.path.join(
"Materials", "Presets", "PBR", "metal_chrome.azmaterial")
ground_plane_material_asset_value = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", ground_plane_material_asset_path, math.Uuid(), False)
ground_plane.get_set_test(0, "Default Material|Material Asset", ground_plane_material_asset_value)
# Work around to add the correct Atom Mesh component
mesh_type_id = azlmbr.globals.property.EditorMeshComponentTypeId
ground_plane.components.append(
editor.EditorComponentAPIBus(
bus.Broadcast, "AddComponentsOfType", ground_plane.id, [mesh_type_id]
).GetValue()[0]
)
ground_plane_mesh_asset_path = os.path.join("Models", "plane.azmodel")
ground_plane_mesh_asset_value = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", ground_plane_mesh_asset_path, math.Uuid(), False)
ground_plane.get_set_test(1, "Controller|Configuration|Mesh Asset", ground_plane_mesh_asset_value)
# Create directional_light entity and set the properties
directional_light = hydra.Entity("directional_light")
directional_light.create_entity(
entity_position=math.Vector3(0.0, 0.0, 10.0),
components=["Directional Light"],
parent_id=default_level.id)
directional_light_rotation = math.Vector3(degree_radian_factor * -90.0, 0.0, 0.0)
azlmbr.components.TransformBus(
azlmbr.bus.Event, "SetLocalRotation", directional_light.id, directional_light_rotation)
# Create sphere entity and set the properties
sphere_entity = hydra.Entity("sphere")
sphere_entity.create_entity(
entity_position=math.Vector3(0.0, 0.0, 1.0),
components=["Material"],
parent_id=default_level.id)
sphere_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_brass_polished.azmaterial")
sphere_material_asset_value = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", sphere_material_asset_path, math.Uuid(), False)
sphere_entity.get_set_test(0, "Default Material|Material Asset", sphere_material_asset_value)
# Work around to add the correct Atom Mesh component
sphere_entity.components.append(
editor.EditorComponentAPIBus(
bus.Broadcast, "AddComponentsOfType", sphere_entity.id, [mesh_type_id]
).GetValue()[0]
)
sphere_mesh_asset_path = os.path.join("Models", "sphere.azmodel")
sphere_mesh_asset_value = asset.AssetCatalogRequestBus(
bus.Broadcast, "GetAssetIdByPath", sphere_mesh_asset_path, math.Uuid(), False)
sphere_entity.get_set_test(1, "Controller|Configuration|Mesh Asset", sphere_mesh_asset_value)
# Create camera component and set the properties
camera_entity = hydra.Entity("camera")
camera_entity.create_entity(
entity_position=math.Vector3(5.5, -12.0, 9.0),
components=["Camera"],
parent_id=default_level.id)
rotation = math.Vector3(
degree_radian_factor * -27.0, degree_radian_factor * -12.0, degree_radian_factor * 25.0
)
azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalRotation", camera_entity.id, rotation)
camera_entity.get_set_test(0, "Controller|Configuration|Field of view", 60.0)
camera.EditorCameraViewRequestBus(azlmbr.bus.Event, "ToggleCameraAsActiveView", camera_entity.id)

@ -0,0 +1,19 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
Hold constants used across both hydra and non-hydra scripts.
"""
# Light type options for the Light component.
LIGHT_TYPES = {
'unknown': 0,
'sphere': 1,
'spot_disk': 2,
'capsule': 3,
'quad': 4,
'polygon': 5,
'simple_point': 6,
'simple_spot': 7,
}

@ -0,0 +1,274 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
import azlmbr.materialeditor will fail with a ModuleNotFound error when using this script with Editor.exe
This is because azlmbr.materialeditor only binds to MaterialEditor.exe and not Editor.exe
You need to launch this script with MaterialEditor.exe in order for azlmbr.materialeditor to appear.
"""
import os
import sys
import time
import azlmbr.atom
import azlmbr.materialeditor as materialeditor
import azlmbr.bus as bus
import azlmbr.atomtools.general as general
def is_close(actual, expected, buffer=sys.float_info.min):
"""
:param actual: actual value
:param expected: expected value
:param buffer: acceptable variation from expected
:return: bool
"""
return abs(actual - expected) < buffer
def compare_colors(color1, color2, buffer=0.00001):
"""
Compares the red, green and blue properties of a color allowing a slight variance of buffer
:param color1: first color to compare
:param color2: second color
:param buffer: allowed variance in individual color value
:return: bool
"""
return (
is_close(color1.r, color2.r, buffer)
and is_close(color1.g, color2.g, buffer)
and is_close(color1.b, color2.b, buffer)
)
def open_material(file_path):
"""
:return: uuid of material document opened
"""
return materialeditor.MaterialDocumentSystemRequestBus(bus.Broadcast, "OpenDocument", file_path)
def is_open(document_id):
"""
:return: bool
"""
return materialeditor.MaterialDocumentRequestBus(bus.Event, "IsOpen", document_id)
def save_document(document_id):
"""
:return: bool success
"""
return materialeditor.MaterialDocumentSystemRequestBus(bus.Broadcast, "SaveDocument", document_id)
def save_document_as_copy(document_id, target_path):
"""
:return: bool success
"""
return materialeditor.MaterialDocumentSystemRequestBus(
bus.Broadcast, "SaveDocumentAsCopy", document_id, target_path
)
def save_document_as_child(document_id, target_path):
"""
:return: bool success
"""
return materialeditor.MaterialDocumentSystemRequestBus(
bus.Broadcast, "SaveDocumentAsChild", document_id, target_path
)
def save_all():
"""
:return: bool success
"""
return materialeditor.MaterialDocumentSystemRequestBus(bus.Broadcast, "SaveAllDocuments")
def close_document(document_id):
"""
:return: bool success
"""
return materialeditor.MaterialDocumentSystemRequestBus(bus.Broadcast, "CloseDocument", document_id)
def close_all_documents():
"""
:return: bool success
"""
return materialeditor.MaterialDocumentSystemRequestBus(bus.Broadcast, "CloseAllDocuments")
def close_all_except_selected(document_id):
"""
:return: bool success
"""
return materialeditor.MaterialDocumentSystemRequestBus(bus.Broadcast, "CloseAllDocumentsExcept", document_id)
def get_property(document_id, property_name):
"""
:return: property value or invalid value if the document is not open or the property_name can't be found
"""
return materialeditor.MaterialDocumentRequestBus(bus.Event, "GetPropertyValue", document_id, property_name)
def set_property(document_id, property_name, value):
materialeditor.MaterialDocumentRequestBus(bus.Event, "SetPropertyValue", document_id, property_name, value)
def is_pane_visible(pane_name):
"""
:return: bool
"""
return materialeditor.MaterialEditorWindowRequestBus(bus.Broadcast, "IsDockWidgetVisible", pane_name)
def set_pane_visibility(pane_name, value):
materialeditor.MaterialEditorWindowRequestBus(bus.Broadcast, "SetDockWidgetVisible", pane_name, value)
def select_lighting_config(config_name):
azlmbr.materialeditor.MaterialViewportRequestBus(azlmbr.bus.Broadcast, "SelectLightingPresetByName", config_name)
def set_grid_enable_disable(value):
azlmbr.materialeditor.MaterialViewportRequestBus(azlmbr.bus.Broadcast, "SetGridEnabled", value)
def get_grid_enable_disable():
"""
:return: bool
"""
return azlmbr.materialeditor.MaterialViewportRequestBus(azlmbr.bus.Broadcast, "GetGridEnabled")
def set_shadowcatcher_enable_disable(value):
azlmbr.materialeditor.MaterialViewportRequestBus(azlmbr.bus.Broadcast, "SetShadowCatcherEnabled", value)
def get_shadowcatcher_enable_disable():
"""
:return: bool
"""
return azlmbr.materialeditor.MaterialViewportRequestBus(azlmbr.bus.Broadcast, "GetShadowCatcherEnabled")
def select_model_config(configname):
azlmbr.materialeditor.MaterialViewportRequestBus(azlmbr.bus.Broadcast, "SelectModelPresetByName", configname)
def wait_for_condition(function, timeout_in_seconds=1.0):
# type: (function, float) -> bool
"""
Function to run until it returns True or timeout is reached
the function can have no parameters and
waiting idle__wait_* is handled here not in the function
:param function: a function that returns a boolean indicating a desired condition is achieved
:param timeout_in_seconds: when reached, function execution is abandoned and False is returned
"""
with Timeout(timeout_in_seconds) as t:
while True:
try:
general.idle_wait_frames(1)
except Exception:
print("WARNING: Couldn't wait for frame")
if t.timed_out:
return False
ret = function()
if not isinstance(ret, bool):
raise TypeError("return value for wait_for_condition function must be a bool")
if ret:
return True
class Timeout:
# type: (float) -> None
"""
contextual timeout
:param seconds: float seconds to allow before timed_out is True
"""
def __init__(self, seconds):
self.seconds = seconds
def __enter__(self):
self.die_after = time.time() + self.seconds
return self
def __exit__(self, type, value, traceback):
pass
@property
def timed_out(self):
return time.time() > self.die_after
screenshotsFolder = os.path.join(azlmbr.paths.devroot, "AtomTest", "Cache" "pc", "Screenshots")
class ScreenshotHelper:
"""
A helper to capture screenshots and wait for them.
"""
def __init__(self, idle_wait_frames_callback):
super().__init__()
self.done = False
self.capturedScreenshot = False
self.max_frames_to_wait = 60
self.idle_wait_frames_callback = idle_wait_frames_callback
def capture_screenshot_blocking(self, filename):
"""
Capture a screenshot and block the execution until the screenshot has been written to the disk.
"""
self.handler = azlmbr.atom.FrameCaptureNotificationBusHandler()
self.handler.connect()
self.handler.add_callback("OnCaptureFinished", self.on_screenshot_captured)
self.done = False
self.capturedScreenshot = False
success = azlmbr.atom.FrameCaptureRequestBus(azlmbr.bus.Broadcast, "CaptureScreenshot", filename)
if success:
self.wait_until_screenshot()
print("Screenshot taken.")
else:
print("screenshot failed")
return self.capturedScreenshot
def on_screenshot_captured(self, parameters):
# the parameters come in as a tuple
if parameters[0]:
print("screenshot saved: {}".format(parameters[1]))
self.capturedScreenshot = True
else:
print("screenshot failed: {}".format(parameters[1]))
self.done = True
self.handler.disconnect()
def wait_until_screenshot(self):
frames_waited = 0
while self.done == False:
self.idle_wait_frames_callback(1)
if frames_waited > self.max_frames_to_wait:
print("timeout while waiting for the screenshot to be written")
self.handler.disconnect()
break
else:
frames_waited = frames_waited + 1
print("(waited {} frames)".format(frames_waited))
def capture_screenshot(file_path):
return ScreenshotHelper(azlmbr.atomtools.general.idle_wait_frames).capture_screenshot_blocking(
os.path.join(file_path)
)

@ -91,3 +91,20 @@ class ScreenshotHelper(object):
else:
frames_waited = frames_waited + 1
general.log(f"(waited {frames_waited} frames)")
def take_screenshot_game_mode(screenshot_name, entity_name=None):
"""
Enters game mode & takes a screenshot, then exits game mode after.
:param screenshot_name: name to give the captured screenshot .ppm file.
:param entity_name: name of the entity being tested (for generating unique log lines).
:return: None
"""
general.enter_game_mode()
helper.wait_for_condition(lambda: general.is_in_game_mode(), 2.0)
general.log(f"{entity_name}_test: Entered game mode: {general.is_in_game_mode()}")
ScreenshotHelper(general.idle_wait_frames).capture_screenshot_blocking(f"{screenshot_name}.ppm")
general.idle_wait(1.0)
general.exit_game_mode()
helper.wait_for_condition(lambda: not general.is_in_game_mode(), 2.0)
general.log(f"{entity_name}_test: Exit game mode: {not general.is_in_game_mode()}")

@ -0,0 +1,3 @@
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@ -15,11 +15,11 @@ import pytest
import ly_test_tools.environment.file_system as file_system
from ly_test_tools.image.screenshot_compare_qssim import qssim as compare_screenshots
from ly_test_tools.benchmark.data_aggregator import BenchmarkDataAggregator
import editor_python_test_tools.hydra_test_utils as hydra
logger = logging.getLogger(__name__)
DEFAULT_SUBFOLDER_PATH = 'user/PythonTests/Automated/Screenshots'
EDITOR_TIMEOUT = 600
TEST_DIRECTORY = os.path.join(os.path.dirname(__file__), "atom_hydra_scripts")
@ -67,6 +67,7 @@ class TestAllComponentsIndepthTests(object):
"Trace::Assert",
"Trace::Error",
"Traceback (most recent call last):",
"Screenshot failed"
]
hydra.launch_and_validate_results(
@ -74,7 +75,7 @@ class TestAllComponentsIndepthTests(object):
TEST_DIRECTORY,
editor,
"hydra_GPUTest_BasicLevelSetup.py",
timeout=EDITOR_TIMEOUT,
timeout=180,
expected_lines=level_creation_expected_lines,
unexpected_lines=unexpected_lines,
halt_on_unexpected=True,
@ -85,6 +86,60 @@ class TestAllComponentsIndepthTests(object):
for test_screenshot, golden_screenshot in zip(test_screenshots, golden_images):
compare_screenshots(test_screenshot, golden_screenshot)
def test_LightComponent_ScreenshotMatchesGoldenImage(
self, request, editor, workspace, project, launcher_platform, level):
"""
Please review the hydra script run by this test for more specific test info.
Tests that the Light component screenshots in a rendered level appear the same as the golden images.
"""
screenshot_names = [
"AreaLight_1.ppm",
"AreaLight_2.ppm",
"AreaLight_3.ppm",
"AreaLight_4.ppm",
"AreaLight_5.ppm",
"SpotLight_1.ppm",
"SpotLight_2.ppm",
"SpotLight_3.ppm",
"SpotLight_4.ppm",
"SpotLight_5.ppm",
"SpotLight_6.ppm",
]
test_screenshots = []
for screenshot in screenshot_names:
screenshot_path = os.path.join(workspace.paths.project(), DEFAULT_SUBFOLDER_PATH, screenshot)
test_screenshots.append(screenshot_path)
file_system.delete(test_screenshots, True, True)
golden_images = []
for golden_image in screenshot_names:
golden_image_path = os.path.join(golden_images_directory(), golden_image)
golden_images.append(golden_image_path)
expected_lines = ["Light component tests completed."]
unexpected_lines = [
"Trace::Assert",
"Trace::Error",
"Traceback (most recent call last):",
"Screenshot failed",
]
hydra.launch_and_validate_results(
request,
TEST_DIRECTORY,
editor,
"hydra_GPUTest_LightComponent.py",
timeout=180,
expected_lines=expected_lines,
unexpected_lines=unexpected_lines,
halt_on_unexpected=True,
cfg_args=[level],
null_renderer=False,
)
for test_screenshot, golden_screenshot in zip(test_screenshots, golden_images):
compare_screenshots(test_screenshot, golden_screenshot)
@pytest.mark.parametrize('rhi', ['dx12', 'vulkan'])
@pytest.mark.parametrize("project", ["AutomatedTesting"])
@pytest.mark.parametrize("launcher_platform", ["windows_editor"])
@ -116,7 +171,7 @@ class TestPerformanceBenchmarkSuite(object):
TEST_DIRECTORY,
editor,
"hydra_GPUTest_AtomFeatureIntegrationBenchmark.py",
timeout=EDITOR_TIMEOUT,
timeout=600,
expected_lines=expected_lines,
unexpected_lines=unexpected_lines,
halt_on_unexpected=True,

@ -11,8 +11,9 @@ import os
import pytest
import ly_test_tools.environment.file_system as file_system
import editor_python_test_tools.hydra_test_utils as hydra
from atom_renderer.atom_utils.atom_component_helper import LIGHT_TYPES
from atom_renderer.atom_utils.atom_constants import LIGHT_TYPES
logger = logging.getLogger(__name__)
EDITOR_TIMEOUT = 120
@ -242,3 +243,65 @@ class TestAtomEditorComponentsMain(object):
null_renderer=True,
cfg_args=cfg_args,
)
@pytest.mark.parametrize("project", ["AutomatedTesting"])
@pytest.mark.parametrize("launcher_platform", ['windows_generic'])
@pytest.mark.system
class TestMaterialEditorBasicTests(object):
@pytest.fixture(autouse=True)
def setup_teardown(self, request, workspace, project):
def delete_files():
file_system.delete(
[
os.path.join(workspace.paths.project(), "Materials", "test_material.material"),
os.path.join(workspace.paths.project(), "Materials", "test_material_1.material"),
os.path.join(workspace.paths.project(), "Materials", "test_material_2.material"),
],
True,
True,
)
# Cleanup our newly created materials
delete_files()
def teardown():
# Cleanup our newly created materials
delete_files()
request.addfinalizer(teardown)
@pytest.mark.parametrize("exe_file_name", ["MaterialEditor"])
def test_MaterialEditorBasicTests(
self, request, workspace, project, launcher_platform, generic_launcher, exe_file_name):
expected_lines = [
"Material opened: True",
"Test asset doesn't exist initially: True",
"New asset created: True",
"New Material opened: True",
"Material closed: True",
"All documents closed: True",
"Close All Except Selected worked as expected: True",
"Actual Document saved with changes: True",
"Document saved as copy is saved with changes: True",
"Document saved as child is saved with changes: True",
"Save All worked as expected: True",
]
unexpected_lines = [
# "Trace::Assert",
# "Trace::Error",
"Traceback (most recent call last):"
]
hydra.launch_and_validate_results(
request,
TEST_DIRECTORY,
generic_launcher,
"hydra_AtomMaterialEditor_BasicTests.py",
run_python="--runpython",
timeout=80,
expected_lines=expected_lines,
unexpected_lines=unexpected_lines,
halt_on_unexpected=True,
log_file_name="MaterialEditor.log",
)

@ -46,7 +46,6 @@ namespace AzToolsFramework
bool InstanceToTemplatePropagator::GenerateDomForEntity(PrefabDom& generatedEntityDom, const AZ::Entity& entity)
{
//grab the owning instance so we can use the entityIdMapper in settings
InstanceOptionalReference owningInstance = m_instanceEntityMapperInterface->FindOwningInstance(entity.GetId());
if (!owningInstance)
@ -54,19 +53,8 @@ namespace AzToolsFramework
AZ_Error("Prefab", false, "Entity does not belong to an instance");
return false;
}
InstanceEntityIdMapper entityIdMapper;
entityIdMapper.SetStoringInstance(owningInstance->get());
//create settings so that the serialized entity dom undergoes mapping from entity id to entity alias
AZ::JsonSerializerSettings settings;
settings.m_metadata.Add(static_cast<AZ::JsonEntityIdSerializer::JsonEntityIdMapper*>(&entityIdMapper));
//generate PrefabDom using Json serialization system
AZ::JsonSerializationResult::ResultCode result = AZ::JsonSerialization::Store(
generatedEntityDom, generatedEntityDom.GetAllocator(), entity, settings);
return result.GetOutcome() == AZ::JsonSerializationResult::Outcomes::Success;
return PrefabDomUtils::StoreEntityInPrefabDomFormat(entity, owningInstance->get(), generatedEntityDom);
}
bool InstanceToTemplatePropagator::GenerateDomForInstance(PrefabDom& generatedInstanceDom, const Prefab::Instance& instance)
@ -185,8 +173,10 @@ namespace AzToolsFramework
else
{
AZ_Error(
"Prefab", result.GetOutcome() != AZ::JsonSerializationResult::Outcomes::PartialSkip,
"Some of the patches are not successfully applied.");
"Prefab",
(result.GetOutcome() != AZ::JsonSerializationResult::Outcomes::Skipped) &&
(result.GetOutcome() != AZ::JsonSerializationResult::Outcomes::PartialSkip),
"Some of the patches were not successfully applied.");
m_prefabSystemComponentInterface->SetTemplateDirtyFlag(templateId, true);
m_prefabSystemComponentInterface->PropagateTemplateChanges(templateId, instanceToExclude);
return true;

@ -196,7 +196,8 @@ namespace AzToolsFramework
m_sourceTemplateId, m_targetTemplateId);
return false;
}
if (applyPatchResult.GetOutcome() == AZ::JsonSerializationResult::Outcomes::PartialSkip)
if (applyPatchResult.GetOutcome() == AZ::JsonSerializationResult::Outcomes::PartialSkip ||
applyPatchResult.GetOutcome() == AZ::JsonSerializationResult::Outcomes::Skipped)
{
AZ_Error(
"Prefab", false,

@ -26,6 +26,30 @@ namespace AzToolsFramework
{
namespace PrefabDomUtils
{
namespace Internal
{
AZ::JsonSerializationResult::ResultCode JsonIssueReporter(AZStd::string& scratchBuffer,
AZStd::string_view message, AZ::JsonSerializationResult::ResultCode result, AZStd::string_view path)
{
namespace JSR = AZ::JsonSerializationResult;
if (result.GetProcessing() == JSR::Processing::Halted)
{
scratchBuffer.append(message.begin(), message.end());
scratchBuffer.append("\n Reason: ");
result.AppendToString(scratchBuffer, path);
scratchBuffer.append(".");
AZ_Warning("Prefab Serialization", false, "%s", scratchBuffer.c_str());
scratchBuffer.clear();
return JSR::ResultCode(result.GetTask(), JSR::Outcomes::Skipped);
}
return result;
}
}
PrefabDomValueReference FindPrefabDomValue(PrefabDomValue& parentValue, const char* valueName)
{
PrefabDomValue::MemberIterator valueIterator = parentValue.FindMember(valueName);
@ -48,7 +72,7 @@ namespace AzToolsFramework
return valueIterator->value;
}
bool StoreInstanceInPrefabDom(const Instance& instance, PrefabDom& prefabDom, StoreInstanceFlags flags)
bool StoreInstanceInPrefabDom(const Instance& instance, PrefabDom& prefabDom, StoreFlags flags)
{
InstanceEntityIdMapper entityIdMapper;
entityIdMapper.SetStoringInstance(instance);
@ -59,11 +83,21 @@ namespace AzToolsFramework
settings.m_metadata.Add(static_cast<AZ::JsonEntityIdSerializer::JsonEntityIdMapper*>(&entityIdMapper));
settings.m_metadata.Add(&entityIdMapper);
if ((flags & StoreInstanceFlags::StripDefaultValues) != StoreInstanceFlags::StripDefaultValues)
if ((flags & StoreFlags::StripDefaultValues) != StoreFlags::StripDefaultValues)
{
settings.m_keepDefaults = true;
}
AZStd::string scratchBuffer;
auto issueReportingCallback = [&scratchBuffer]
(AZStd::string_view message, AZ::JsonSerializationResult::ResultCode result,
AZStd::string_view path) -> AZ::JsonSerializationResult::ResultCode
{
return Internal::JsonIssueReporter(scratchBuffer, message, result, path);
};
settings.m_reporting = AZStd::move(issueReportingCallback);
AZ::JsonSerializationResult::ResultCode result =
AZ::JsonSerialization::Store(prefabDom, prefabDom.GetAllocator(), instance, settings);
@ -80,7 +114,38 @@ namespace AzToolsFramework
return true;
}
bool LoadInstanceFromPrefabDom(Instance& instance, const PrefabDom& prefabDom, LoadInstanceFlags flags)
bool StoreEntityInPrefabDomFormat(const AZ::Entity& entity, Instance& owningInstance, PrefabDom& prefabDom, StoreFlags flags)
{
InstanceEntityIdMapper entityIdMapper;
entityIdMapper.SetStoringInstance(owningInstance);
//create settings so that the serialized entity dom undergoes mapping from entity id to entity alias
AZ::JsonSerializerSettings settings;
settings.m_metadata.Add(static_cast<AZ::JsonEntityIdSerializer::JsonEntityIdMapper*>(&entityIdMapper));
if ((flags & StoreFlags::StripDefaultValues) != StoreFlags::StripDefaultValues)
{
settings.m_keepDefaults = true;
}
AZStd::string scratchBuffer;
auto issueReportingCallback = [&scratchBuffer]
(AZStd::string_view message, AZ::JsonSerializationResult::ResultCode result,
AZStd::string_view path) -> AZ::JsonSerializationResult::ResultCode
{
return Internal::JsonIssueReporter(scratchBuffer, message, result, path);
};
settings.m_reporting = AZStd::move(issueReportingCallback);
//generate PrefabDom using Json serialization system
AZ::JsonSerializationResult::ResultCode result = AZ::JsonSerialization::Store(
prefabDom, prefabDom.GetAllocator(), entity, settings);
return result.GetOutcome() == AZ::JsonSerializationResult::Outcomes::Success;
}
bool LoadInstanceFromPrefabDom(Instance& instance, const PrefabDom& prefabDom, LoadFlags flags)
{
// When entities are rebuilt they are first destroyed. As a result any assets they were exclusively holding on to will
// be released and reloaded once the entities are built up again. By suspending asset release temporarily the asset reload
@ -89,7 +154,7 @@ namespace AzToolsFramework
InstanceEntityIdMapper entityIdMapper;
entityIdMapper.SetLoadingInstance(instance);
if ((flags & LoadInstanceFlags::AssignRandomEntityId) == LoadInstanceFlags::AssignRandomEntityId)
if ((flags & LoadFlags::AssignRandomEntityId) == LoadFlags::AssignRandomEntityId)
{
entityIdMapper.SetEntityIdGenerationApproach(InstanceEntityIdMapper::EntityIdGenerationApproach::Random);
}
@ -119,7 +184,7 @@ namespace AzToolsFramework
}
bool LoadInstanceFromPrefabDom(
Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets, LoadInstanceFlags flags)
Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets, LoadFlags flags)
{
// When entities are rebuilt they are first destroyed. As a result any assets they were exclusively holding on to will
// be released and reloaded once the entities are built up again. By suspending asset release temporarily the asset reload
@ -128,7 +193,7 @@ namespace AzToolsFramework
InstanceEntityIdMapper entityIdMapper;
entityIdMapper.SetLoadingInstance(instance);
if ((flags & LoadInstanceFlags::AssignRandomEntityId) == LoadInstanceFlags::AssignRandomEntityId)
if ((flags & LoadFlags::AssignRandomEntityId) == LoadFlags::AssignRandomEntityId)
{
entityIdMapper.SetEntityIdGenerationApproach(InstanceEntityIdMapper::EntityIdGenerationApproach::Random);
}
@ -161,7 +226,7 @@ namespace AzToolsFramework
}
bool LoadInstanceFromPrefabDom(
Instance& instance, Instance::EntityList& newlyAddedEntities, const PrefabDom& prefabDom, LoadInstanceFlags flags)
Instance& instance, Instance::EntityList& newlyAddedEntities, const PrefabDom& prefabDom, LoadFlags flags)
{
// When entities are rebuilt they are first destroyed. As a result any assets they were exclusively holding on to will
// be released and reloaded once the entities are built up again. By suspending asset release temporarily the asset reload
@ -170,7 +235,7 @@ namespace AzToolsFramework
InstanceEntityIdMapper entityIdMapper;
entityIdMapper.SetLoadingInstance(instance);
if ((flags & LoadInstanceFlags::AssignRandomEntityId) == LoadInstanceFlags::AssignRandomEntityId)
if ((flags & LoadFlags::AssignRandomEntityId) == LoadFlags::AssignRandomEntityId)
{
entityIdMapper.SetEntityIdGenerationApproach(InstanceEntityIdMapper::EntityIdGenerationApproach::Random);
}
@ -240,15 +305,12 @@ namespace AzToolsFramework
AZ::JsonSerializationResult::ResultCode ApplyPatches(
PrefabDomValue& prefabDomToApplyPatchesOn, PrefabDom::AllocatorType& allocator, const PrefabDomValue& patches)
{
auto issueReportingCallback = [](AZStd::string_view, AZ::JsonSerializationResult::ResultCode result,
AZStd::string_view) -> AZ::JsonSerializationResult::ResultCode
AZStd::string scratchBuffer;
auto issueReportingCallback = [&scratchBuffer]
(AZStd::string_view message, AZ::JsonSerializationResult::ResultCode result,
AZStd::string_view path) -> AZ::JsonSerializationResult::ResultCode
{
using namespace AZ::JsonSerializationResult;
if (result.GetProcessing() == Processing::Halted)
{
return ResultCode(result.GetTask(), Outcomes::PartialSkip);
}
return result;
return Internal::JsonIssueReporter(scratchBuffer, message, result, path);
};
AZ::JsonApplyPatchSettings applyPatchSettings;

@ -38,7 +38,7 @@ namespace AzToolsFramework
PrefabDomValueReference FindPrefabDomValue(PrefabDomValue& parentValue, const char* valueName);
PrefabDomValueConstReference FindPrefabDomValue(const PrefabDomValue& parentValue, const char* valueName);
enum class StoreInstanceFlags : uint8_t
enum class StoreFlags : uint8_t
{
//! No flags used during the call to LoadInstanceFromPrefabDom.
None = 0,
@ -47,7 +47,7 @@ namespace AzToolsFramework
//! such as saving to disk, this flag will control that behavior.
StripDefaultValues = 1 << 0
};
AZ_DEFINE_ENUM_BITWISE_OPERATORS(StoreInstanceFlags);
AZ_DEFINE_ENUM_BITWISE_OPERATORS(StoreFlags);
/**
* Stores a valid Prefab Instance within a Prefab Dom. Useful for generating Templates
@ -56,9 +56,21 @@ namespace AzToolsFramework
* @param flags Controls behavior such as whether to store default values
* @return bool on whether the operation succeeded
*/
bool StoreInstanceInPrefabDom(const Instance& instance, PrefabDom& prefabDom, StoreInstanceFlags flags = StoreInstanceFlags::None);
bool StoreInstanceInPrefabDom(const Instance& instance, PrefabDom& prefabDom, StoreFlags flags = StoreFlags::None);
enum class LoadInstanceFlags : uint8_t
/**
* Stores a valid entity in Prefab Dom format.
* @param entity The entity to store
* @param owningInstance The instance owning the passed in entity.
* Used for contextualizing the entity's place in a Prefab hierarchy.
* @param prefabDom The prefabDom that will be used to store the entity data
* @param flags controls behavior such as whether to store default values
* @return bool on whether the operation succeeded
*/
bool StoreEntityInPrefabDomFormat(const AZ::Entity& entity, Instance& owningInstance, PrefabDom& prefabDom,
StoreFlags flags = StoreFlags::None);
enum class LoadFlags : uint8_t
{
//! No flags used during the call to LoadInstanceFromPrefabDom.
None = 0,
@ -66,7 +78,7 @@ namespace AzToolsFramework
//! unique, e.g. when they are duplicates of live entities, this flag will assign them a random new id.
AssignRandomEntityId = 1 << 0
};
AZ_DEFINE_ENUM_BITWISE_OPERATORS(LoadInstanceFlags);
AZ_DEFINE_ENUM_BITWISE_OPERATORS(LoadFlags);
/**
* Loads a valid Prefab Instance from a Prefab Dom. Useful for generating Instances.
@ -76,7 +88,7 @@ namespace AzToolsFramework
* @return bool on whether the operation succeeded.
*/
bool LoadInstanceFromPrefabDom(
Instance& instance, const PrefabDom& prefabDom, LoadInstanceFlags flags = LoadInstanceFlags::None);
Instance& instance, const PrefabDom& prefabDom, LoadFlags flags = LoadFlags::None);
/**
* Loads a valid Prefab Instance from a Prefab Dom. Useful for generating Instances.
@ -88,7 +100,7 @@ namespace AzToolsFramework
*/
bool LoadInstanceFromPrefabDom(
Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets,
LoadInstanceFlags flags = LoadInstanceFlags::None);
LoadFlags flags = LoadFlags::None);
/**
* Loads a valid Prefab Instance from a Prefab Dom. Useful for generating Instances.
@ -101,7 +113,7 @@ namespace AzToolsFramework
*/
bool LoadInstanceFromPrefabDom(
Instance& instance, Instance::EntityList& newlyAddedEntities, const PrefabDom& prefabDom,
LoadInstanceFlags flags = LoadInstanceFlags::None);
LoadFlags flags = LoadFlags::None);
inline PrefabDomPath GetPrefabDomInstancePath(const char* instanceName)
{

@ -328,7 +328,7 @@ namespace AzToolsFramework
PrefabDom storedPrefabDom(&savingTemplateDom->get().GetAllocator());
if (!PrefabDomUtils::StoreInstanceInPrefabDom(savingPrefabInstance, storedPrefabDom,
PrefabDomUtils::StoreInstanceFlags::StripDefaultValues))
PrefabDomUtils::StoreFlags::StripDefaultValues))
{
return false;
}

@ -266,8 +266,8 @@ namespace AzToolsFramework
AZ_Error(
"Prefab",
result.GetOutcome() == AZ::JsonSerializationResult::Outcomes::PartialSkip ||
result.GetOutcome() == AZ::JsonSerializationResult::Outcomes::Success,
(result.GetOutcome() != AZ::JsonSerializationResult::Outcomes::Skipped) &&
(result.GetOutcome() != AZ::JsonSerializationResult::Outcomes::PartialSkip),
"Some of the patches are not successfully applied.");
//remove the link id placed into the instance

@ -513,7 +513,7 @@ exportComponent, prefabProcessorContext);
// convert Prefab DOM into Prefab Instance.
AZStd::unique_ptr<Instance> instance(aznew Instance());
if (!Prefab::PrefabDomUtils::LoadInstanceFromPrefabDom(*instance, prefab,
Prefab::PrefabDomUtils::LoadInstanceFlags::AssignRandomEntityId))
Prefab::PrefabDomUtils::LoadFlags::AssignRandomEntityId))
{
PrefabDomValueReference sourceReference = PrefabDomUtils::FindPrefabDomValue(prefab, PrefabDomUtils::SourceName);

@ -30,7 +30,7 @@ namespace AzToolsFramework::Prefab::SpawnableUtils
{
Instance instance;
if (Prefab::PrefabDomUtils::LoadInstanceFromPrefabDom(instance, prefabDom, referencedAssets,
Prefab::PrefabDomUtils::LoadInstanceFlags::AssignRandomEntityId)) // Always assign random entity ids because the spawnable is
Prefab::PrefabDomUtils::LoadFlags::AssignRandomEntityId)) // Always assign random entity ids because the spawnable is
// going to be used to create clones of the entities.
{
AzFramework::Spawnable::EntityList& entities = spawnable.GetEntities();

@ -8,6 +8,7 @@
#include <Prefab/PrefabTestDomUtils.h>
#include <Prefab/PrefabTestFixture.h>
#include <Prefab/PrefabTestComponent.h>
#include <AzCore/Component/TransformBus.h>
#include <AzCore/Component/ComponentApplicationBus.h>
@ -18,6 +19,98 @@ namespace UnitTest
{
using PrefabInstanceToTemplateTests = PrefabTestFixture;
TEST_F(PrefabInstanceToTemplateTests, GenerateEntityDom_InvalidType_InvalidTypeSkipped)
{
const char* newEntityName = "New Entity";
AZ::Entity* newEntity = CreateEntity(newEntityName, false);
ASSERT_TRUE(newEntity);
// Add a component with a member that is missing reflection info
// and a member that is properly reflected
PrefabTestComponentWithUnReflectedTypeMember* newComponent =
newEntity->CreateComponent<PrefabTestComponentWithUnReflectedTypeMember>();
ASSERT_TRUE(newComponent);
AZStd::unique_ptr<Instance> prefabInstance = m_prefabSystemComponent->CreatePrefab({ newEntity }, {}, "test/path");
ASSERT_TRUE(prefabInstance);
PrefabDom entityDom;
m_instanceToTemplateInterface->GenerateDomForEntity(entityDom, *newEntity);
auto componentListDom = entityDom.FindMember("Components");
// Confirm that there is only one component in the entityDom
ASSERT_NE(componentListDom, entityDom.MemberEnd());
ASSERT_TRUE(componentListDom->value.IsObject());
ASSERT_EQ(componentListDom->value.MemberCount(), 1);
auto testComponentDom = componentListDom->value.MemberBegin();
ASSERT_TRUE(testComponentDom->value.IsObject());
// Confirm that the componentDom does not contained the invalid UnReflectedType
// We want to skip over it and produce a best effort entityDom
auto unReflectedTypeDom = testComponentDom->value.FindMember("UnReflectedType");
ASSERT_EQ(unReflectedTypeDom, testComponentDom->value.MemberEnd());
// Confirm the presence of the valid ReflectedType
auto reflectedTypeDom = testComponentDom->value.FindMember("ReflectedType");
ASSERT_NE(reflectedTypeDom, testComponentDom->value.MemberEnd());
// Confirm the reflected type has the correct type and value
ASSERT_TRUE(reflectedTypeDom->value.IsInt());
EXPECT_EQ(reflectedTypeDom->value.GetInt(), newComponent->m_reflectedType);
}
TEST_F(PrefabInstanceToTemplateTests, GenerateInstanceDom_InvalidType_InvalidTypeSkipped)
{
const char* newEntityName = "New Entity";
AZ::Entity* newEntity = CreateEntity(newEntityName, false);
ASSERT_TRUE(newEntity);
// Add a component with a member that is missing reflection info
// and a member that is properly reflected
PrefabTestComponentWithUnReflectedTypeMember* newComponent =
newEntity->CreateComponent<PrefabTestComponentWithUnReflectedTypeMember>();
ASSERT_TRUE(newComponent);
AZStd::unique_ptr<Instance> prefabInstance = m_prefabSystemComponent->CreatePrefab({ newEntity }, {}, "test/path");
ASSERT_TRUE(prefabInstance);
PrefabDom instanceDom;
m_instanceToTemplateInterface->GenerateDomForInstance(instanceDom, *prefabInstance);
// Acquire the entity out of the instanceDom
auto entitiesDom = instanceDom.FindMember(PrefabDomUtils::EntitiesName);
ASSERT_NE(entitiesDom, instanceDom.MemberEnd());
ASSERT_EQ(entitiesDom->value.MemberCount(), 1);
auto entityDom = entitiesDom->value.MemberBegin();
auto componentListDom = entityDom->value.FindMember("Components");
// Confirm that there is only one component in the entityDom
ASSERT_NE(componentListDom, entityDom->value.MemberEnd());
ASSERT_TRUE(componentListDom->value.IsObject());
ASSERT_EQ(componentListDom->value.MemberCount(), 1);
auto testComponentDom = componentListDom->value.MemberBegin();
ASSERT_TRUE(testComponentDom->value.IsObject());
// Confirm that the componentDom does not contained the invalid UnReflectedType
// We want to skip over it and produce a best effort entityDom
auto unReflectedTypeDom = testComponentDom->value.FindMember("UnReflectedType");
ASSERT_EQ(unReflectedTypeDom, testComponentDom->value.MemberEnd());
// Confirm the presence of the valid ReflectedType
auto reflectedTypeDom = testComponentDom->value.FindMember("ReflectedType");
ASSERT_NE(reflectedTypeDom, testComponentDom->value.MemberEnd());
// Confirm the reflected type has the correct type and value
ASSERT_TRUE(reflectedTypeDom->value.IsInt());
EXPECT_EQ(reflectedTypeDom->value.GetInt(), newComponent->m_reflectedType);
}
TEST_F(PrefabInstanceToTemplateTests, PrefabUpdateTemplate_UpdateEntityOnInstance)
{
//create template with single entity

@ -28,4 +28,18 @@ namespace UnitTest
: m_boolProperty(boolProperty)
{
}
void PrefabTestComponentWithUnReflectedTypeMember::Reflect(AZ::ReflectContext* reflection)
{
AZ::SerializeContext* serializeContext = AZ::RttiCast<AZ::SerializeContext*>(reflection);
// We reflect our member but not its type this will result in missing reflection data
// when we try to store or load this field
if (serializeContext)
{
serializeContext->Class<PrefabTestComponentWithUnReflectedTypeMember, AzToolsFramework::Components::EditorComponentBase>()
->Field("UnReflectedType", &PrefabTestComponentWithUnReflectedTypeMember::m_unReflectedType)
->Field("ReflectedType", &PrefabTestComponentWithUnReflectedTypeMember::m_reflectedType);
}
}
}

@ -27,4 +27,22 @@ namespace UnitTest
int m_intProperty = 0;
AZ::EntityId m_entityIdProperty;
};
class UnReflectedType
{
public:
AZ_TYPE_INFO(UnReflectedType, "{FB65262C-CE9A-45CA-99EB-4DDCB19B32DB}");
int m_unReflectedInt = 42;
};
class PrefabTestComponentWithUnReflectedTypeMember
: public AzToolsFramework::Components::EditorComponentBase
{
public:
AZ_EDITOR_COMPONENT(PrefabTestComponentWithUnReflectedTypeMember, "{726281E1-8E47-46AB-8018-D3F4BA823D74}");
static void Reflect(AZ::ReflectContext* reflection);
UnReflectedType m_unReflectedType;
int m_reflectedType = 52;
};
}

@ -49,6 +49,7 @@ namespace UnitTest
EXPECT_TRUE(m_instanceToTemplateInterface);
GetApplication()->RegisterComponentDescriptor(PrefabTestComponent::CreateDescriptor());
GetApplication()->RegisterComponentDescriptor(PrefabTestComponentWithUnReflectedTypeMember::CreateDescriptor());
}
AZStd::unique_ptr<ToolsTestApplication> PrefabTestFixture::CreateTestApplication()

@ -136,7 +136,10 @@ namespace UnitTest
PrefabDomValueReference wheelEntityComponentBoolPropertyValue =
PrefabDomUtils::FindPrefabDomValue(wheelEntityComponentValue->get(), PrefabTestDomUtils::BoolPropertyName);
ASSERT_FALSE(wheelEntityComponentBoolPropertyValue.has_value());
ASSERT_TRUE(wheelEntityComponentBoolPropertyValue.has_value());
ASSERT_TRUE(wheelEntityComponentBoolPropertyValue->get().IsBool());
ASSERT_FALSE(wheelEntityComponentBoolPropertyValue->get().GetBool());
// Validate that the axles under the car have the same DOM as the axle template.
PrefabTestDomUtils::ValidatePrefabDomInstances(axleInstanceAliasesUnderCar, carTemplateDom, axleTemplateDom);

@ -82,6 +82,10 @@ namespace AZ
//! If validation is disabled, true is always returned.
bool ValidateAccess(ShaderInputConstantIndex inputIndex) const;
//! Prints to the console the shader input names specified by input list of indices
//! Will ignore any indices outside of the inputs array bounds
void DebugPrintNames(AZStd::array_view<ShaderInputConstantIndex> constantList) const;
protected:
ConstantsLayout() = default;
@ -95,7 +99,6 @@ namespace AZ
AZStd::vector<ShaderInputConstantDescriptor> m_inputs;
IdReflectionMapForConstants m_idReflection;
AZStd::vector<Interval> m_intervals;
uint32_t m_sizeInBytes = 0;
HashValue64 m_hash = InvalidHash;
};

@ -69,6 +69,9 @@ namespace AZ
/// Return the number of entries
size_t Size() const;
// Returns true if size is zero
bool IsEmpty() const;
class NameIdReflectionMapSerializationEvents
: public SerializeContext::IEventHandler
{
@ -169,6 +172,12 @@ namespace AZ
return m_reflectionMap.size();
}
template <typename IndexType>
bool NameIdReflectionMap<IndexType>::IsEmpty() const
{
return Size() == 0;
}
template <typename IndexType>
void NameIdReflectionMap<IndexType>::Sort()
{

@ -85,6 +85,14 @@ namespace AZ
//! Returns the constants layout.
const ConstantsLayout* GetLayout() const;
//! Returns whether other constant data and this have the same value at the specified shader input index
bool ConstantIsEqual(const ConstantsData& other, ShaderInputConstantIndex inputIndex) const;
//! Performs a diff between this and input constant data and returns a list of all the shader input indices
//! for which the constants are not the same between the two. If one of the two has more constants than the
//! other, these additional constants will be added to the end of the returned list.
AZStd::vector<ShaderInputConstantIndex> GetIndicesOfDifferingConstants(const ConstantsData& other) const;
private:
enum class ValidateConstantAccessExpect : uint32_t
{

@ -173,6 +173,9 @@ namespace AZ
//! Different platforms might follow different packing rules for the internally-managed SRG constant buffer.
AZStd::array_view<uint8_t> GetConstantData() const;
//! Returns the underlying ConstantsData struct
const ConstantsData& GetConstantsData() const;
//! Returns the shader resource layout for this group.
const ShaderResourceGroupLayout* GetLayout() const;

@ -0,0 +1,31 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
namespace AZ
{
namespace RHI
{
class ConstantsData;
struct DrawItem;
class ShaderResourceGroup;
/// Given a ShaderResourceGroup and a reference ConstantsData input, this function will fetch the ConstantsData on the SRG and compare it
/// to the reference ConstantsData. It will print the names of any constants that are different between the two.
/// The parameter updateReferenceData can be used to set the reference data to the SRG's constant data after the comparison. This is
/// useful for keeping track of differences in between calls to the function, such as between frames.
void PrintConstantDataDiff(const ShaderResourceGroup& shaderResourceGroup, ConstantsData& referenceData, bool updateReferenceData = false);
/// Given a DrawItem, an SRG binding slot on that draw item and a reference ConstantsData input, this function will fetch the ConstantsData
/// from the draw item's SRG at the binding slot and compare it to the reference ConstantsData. It will print the names of any constants
/// that are different between the two.
/// The parameter updateReferenceData can be used to set the reference data to the draw item's constant data after the comparison. This is
/// useful for keeping track of differences in between calls to the function, such as between frames.
void PrintConstantDataDiff(const DrawItem& drawItem, ConstantsData& referenceData, uint32_t srgBindingSlot, bool updateReferenceData = false);
}
}

@ -18,10 +18,9 @@ namespace AZ
if (SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context))
{
serializeContext->Class<ConstantsLayout>()
->Version(0)
->Version(1) // Version 1: Adding debug helper functions to Shader Resource Groups
->Field("m_inputs", &ConstantsLayout::m_inputs)
->Field("m_idReflection", &ConstantsLayout::m_idReflection)
->Field("m_intervals", &ConstantsLayout::m_intervals)
->Field("m_sizeInBytes", &ConstantsLayout::m_sizeInBytes)
->Field("m_hash", &ConstantsLayout::m_hash);
}
@ -43,7 +42,6 @@ namespace AZ
{
m_inputs.clear();
m_idReflection.Clear();
m_intervals.clear();
m_sizeInBytes = 0;
m_hash = InvalidHash;
}
@ -67,11 +65,8 @@ namespace AZ
return false;
}
// The constant data size is the maximum offset + size from the start of the struct.
constantDataSize = AZStd::max(constantDataSize, constantDescriptor.m_constantByteOffset + constantDescriptor.m_constantByteCount);
// Add the [min, max) interval for the inline constant.
m_intervals.emplace_back(constantDescriptor.m_constantByteOffset, constantDescriptor.m_constantByteOffset + constantDescriptor.m_constantByteCount);
uint32_t end = constantDescriptor.m_constantByteOffset + constantDescriptor.m_constantByteCount;
constantDataSize = AZStd::max(constantDataSize, end);
++constantInputIndex;
m_hash = TypeHash64(constantDescriptor.GetHash(), m_hash);
@ -100,7 +95,10 @@ namespace AZ
Interval ConstantsLayout::GetInterval(ShaderInputConstantIndex inputIndex) const
{
return m_intervals[inputIndex.GetIndex()];
const ShaderInputConstantDescriptor& desc = GetShaderInput(inputIndex);
uint32_t start = desc.m_constantByteOffset;
uint32_t end = start + desc.m_constantByteCount;
return Interval(start, end);
}
const ShaderInputConstantDescriptor& ConstantsLayout::GetShaderInput(ShaderInputConstantIndex inputIndex) const
@ -139,8 +137,8 @@ namespace AZ
{
if (!m_sizeInBytes)
{
AZ_Assert(m_intervals.empty(), "Constants size is not valid.");
return m_intervals.empty();
AZ_Assert(m_idReflection.IsEmpty(), "Constants size is not valid.");
return m_idReflection.IsEmpty();
}
}
@ -149,5 +147,20 @@ namespace AZ
return true;
}
void ConstantsLayout::DebugPrintNames(AZStd::array_view<ShaderInputConstantIndex> constantList) const
{
AZStd::string output;
for (const ShaderInputConstantIndex& constantIdx : constantList)
{
if (constantIdx.GetIndex() < m_inputs.size())
{
output += m_inputs[constantIdx.GetIndex()].m_name.GetCStr();
output += " - ";
}
}
AZ_Printf("RHI", output.c_str());
}
}
}

@ -405,5 +405,71 @@ namespace AZ
AZ_Assert(m_layout, "Constants layout is null");
return m_layout.get();
}
bool ConstantsData::ConstantIsEqual(const ConstantsData& other, ShaderInputConstantIndex inputIndex) const
{
AZStd::array_view<uint8_t> myConstant = GetConstantRaw(inputIndex);
AZStd::array_view<uint8_t> otherConstant = other.GetConstantRaw(inputIndex);
// If they point to the same data, they are equal
if (myConstant == otherConstant)
{
return true;
}
// If they point to data of different size, they are not equal
if (myConstant.size() != otherConstant.size())
{
return false;
}
// If they point to differing data of same size, compare the data
// Note: due to small size of data this loop will be faster than a mem compare
for(uint32_t i = 0; i < myConstant.size(); ++i)
{
if (myConstant[i] != otherConstant[i])
{
return false;
}
}
// Arrays point to different locations in memory but all bytes match, return true
return true;
}
AZStd::vector<ShaderInputConstantIndex> ConstantsData::GetIndicesOfDifferingConstants(const ConstantsData& other) const
{
AZStd::vector<ShaderInputConstantIndex> differingIndices;
if (m_layout == nullptr || other.m_layout == nullptr)
{
return differingIndices;
}
AZStd::array_view<ShaderInputConstantDescriptor> myShaderInputs = m_layout->GetShaderInputList();
AZStd::array_view<ShaderInputConstantDescriptor> otherShaderInputs = other.m_layout->GetShaderInputList();
size_t minSize = AZStd::min(myShaderInputs.size(), otherShaderInputs.size());
size_t maxSize = AZStd::max(myShaderInputs.size(), otherShaderInputs.size());
for (size_t idx = 0; idx < minSize; ++idx)
{
const ShaderInputConstantIndex inputIndex(idx);
if (!ConstantIsEqual(other, inputIndex))
{
differingIndices.push_back(inputIndex);
}
}
// If sizes are different, add difference at the end
for (size_t idx = minSize; idx < maxSize; ++idx)
{
const ShaderInputConstantIndex inputIndex(idx);
differingIndices.push_back(inputIndex);
}
return differingIndices;
}
}
}

@ -335,5 +335,10 @@ namespace AZ
return m_constantsData.GetConstantData();
}
const ConstantsData& ShaderResourceGroupData::GetConstantsData() const
{
return m_constantsData;
}
} // namespace RHI
} // namespace AZ

@ -0,0 +1,59 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Atom/RHI/ConstantsData.h>
#include <Atom/RHI/DrawItem.h>
#include <Atom/RHI/ShaderResourceGroup.h>
#include <Atom/RHI/ShaderResourceGroupDebug.h>
namespace AZ
{
namespace RHI
{
void PrintConstantDataDiff(const ShaderResourceGroup& shaderResourceGroup, ConstantsData& referenceData, bool updateReferenceData)
{
const RHI::ConstantsData& currentData = shaderResourceGroup.GetData().GetConstantsData();
AZStd::vector<RHI::ShaderInputConstantIndex> differingIndices = currentData.GetIndicesOfDifferingConstants(referenceData);
if (differingIndices.size() > 0)
{
AZ_Printf("RHI", "Detected different SRG values for the following fields:\n");
if (currentData.GetLayout())
{
currentData.GetLayout()->DebugPrintNames(differingIndices);
}
}
if (updateReferenceData)
{
referenceData = currentData;
}
}
void PrintConstantDataDiff(const DrawItem& drawItem, ConstantsData& referenceData, uint32_t srgBindingSlot, bool updateReferenceData)
{
int srgIndex = -1;
for (uint32_t i = 0; i < drawItem.m_shaderResourceGroupCount; ++i)
{
if (drawItem.m_shaderResourceGroups[i]->GetBindingSlot() == srgBindingSlot)
{
srgIndex = i;
break;
}
}
if (srgIndex != -1)
{
const ShaderResourceGroup& srg = *drawItem.m_shaderResourceGroups[srgIndex];
PrintConstantDataDiff(srg, referenceData, updateReferenceData);
}
}
}
}

@ -157,10 +157,12 @@ set(FILES
Source/RHI/ScopeAttachment.cpp
Include/Atom/RHI/ShaderResourceGroup.h
Include/Atom/RHI/ShaderResourceGroupData.h
Include/Atom/RHI/ShaderResourceGroupDebug.h
Include/Atom/RHI/ShaderResourceGroupInvalidateRegistry.h
Include/Atom/RHI/ShaderResourceGroupPool.h
Source/RHI/ShaderResourceGroup.cpp
Source/RHI/ShaderResourceGroupData.cpp
Source/RHI/ShaderResourceGroupDebug.cpp
Source/RHI/ShaderResourceGroupInvalidateRegistry.cpp
Source/RHI/ShaderResourceGroupPool.cpp
Include/Atom/RHI/MemoryStatisticsBuilder.h

@ -75,6 +75,12 @@ namespace AZ
const AZ::Name& GetTargetedPassDebuggingName() const override;
void ConnectEvent(OnReadyLoadTemplatesEvent::Handler& handler) override;
PassSystemState GetState() const override;
SwapChainPass* FindSwapChainPass(AzFramework::NativeWindowHandle windowHandle) const override;
// PassSystemInterface statistics related functions
void IncrementFrameDrawItemCount(u32 numDrawItems) override;
void IncrementFrameRenderPassCount() override;
PassSystemFrameStatistics GetFrameStatistics() override;
// PassSystemInterface factory related functions...
void AddPassCreator(Name className, PassCreator createFunction) override;
@ -93,7 +99,6 @@ namespace AZ
void RegisterPass(Pass* pass) override;
void UnregisterPass(Pass* pass) override;
AZStd::vector<Pass*> FindPasses(const PassFilter& passFilter) const override;
SwapChainPass* FindSwapChainPass(AzFramework::NativeWindowHandle windowHandle) const override;
private:
// Returns the root of the pass tree hierarchy
@ -116,6 +121,9 @@ namespace AZ
void QueueForRemoval(Pass* pass) override;
void QueueForInitialization(Pass* pass) override;
// Resets the frame statistic counters
void ResetFrameStatistics();
// Lists for queuing passes for various function calls
// Name of the list reflects the pass function it will call
AZStd::vector< Ptr<Pass> > m_buildPassList;
@ -141,13 +149,16 @@ namespace AZ
AZ::Name m_targetedPassDebugName;
// Counts the number of passes
int32_t m_passCounter = 0;
u32 m_passCounter = 0;
// Events
OnReadyLoadTemplatesEvent m_loadTemplatesEvent;
// Used to track what phase of execution the pass system is in
PassSystemState m_state = PassSystemState::Unitialized;
// Counters used to gather statistics about the frame
PassSystemFrameStatistics m_frameStatistics;
};
} // namespace RPI
} // namespace AZ

@ -67,6 +67,14 @@ namespace AZ
FrameEnd,
};
//! Frame counters used for collecting statistics
struct PassSystemFrameStatistics
{
u32 m_numRenderPassesExecuted = 0;
u32 m_totalDrawItemsRendered = 0;
u32 m_maxDrawItemsRenderedInAPass = 0;
};
class PassSystemInterface
{
friend class Pass;
@ -116,6 +124,27 @@ namespace AZ
virtual void SetTargetedPassDebuggingName(const AZ::Name& targetPassName) = 0;
virtual const AZ::Name& GetTargetedPassDebuggingName() const = 0;
//! 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;
virtual PassSystemState GetState() const = 0;
// Passes call this function to notify the pass system that they are drawing X draw items this frame
// Used for Pass System statistics
virtual void IncrementFrameDrawItemCount(u32 numDrawItems) = 0;
// Increments the counter for the number of render passes executed this frame (does not include passes that are disabled)
virtual void IncrementFrameRenderPassCount() = 0;
// Get frame statistics from the Pass System
virtual PassSystemFrameStatistics GetFrameStatistics() = 0;
// --- Pass Factory related functionality ---
//! Directly creates a pass given a PassDescriptor
@ -172,17 +201,6 @@ namespace AZ
//! Find matching passes from registered passes with specified filter
virtual AZStd::vector<Pass*> FindPasses(const PassFilter& passFilter) const = 0;
//! 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;
virtual PassSystemState GetState() const = 0;
private:
// These functions are only meant to be used by the Pass class
@ -200,7 +218,6 @@ namespace AZ
//! Unregisters the pass with the pass library. Called in the Pass destructor.
virtual void UnregisterPass(Pass* pass) = 0;
};
namespace PassSystemEvents

@ -38,11 +38,13 @@ namespace AZ
void SetDrawListTag(Name drawListName);
void SetPipelineStateDataIndex(u32 index);
void SetPipelineStateDataIndex(uint32_t index);
//! Expose shader resource group.
ShaderResourceGroup* GetShaderResourceGroup();
uint32_t GetDrawItemCount();
protected:
explicit RasterPass(const PassDescriptor& descriptor);
@ -76,6 +78,7 @@ namespace AZ
RHI::Viewport m_viewportState;
bool m_overrideScissorSate = false;
bool m_overrideViewportState = false;
uint32_t m_drawItemCount = 0;
};
} // namespace RPI
} // namespace AZ

@ -310,6 +310,7 @@ namespace AZ
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::AzRender);
AZ_ATOM_PROFILE_FUNCTION("RPI", "PassSystem: FrameUpdate");
ResetFrameStatistics();
ProcessQueuedChanges();
m_state = PassSystemState::Rendering;
@ -398,6 +399,29 @@ namespace AZ
handler.Connect(m_loadTemplatesEvent);
}
void PassSystem::ResetFrameStatistics()
{
m_frameStatistics.m_numRenderPassesExecuted = 0;
m_frameStatistics.m_totalDrawItemsRendered = 0;
m_frameStatistics.m_maxDrawItemsRenderedInAPass = 0;
}
PassSystemFrameStatistics PassSystem::GetFrameStatistics()
{
return m_frameStatistics;
}
void PassSystem::IncrementFrameDrawItemCount(u32 numDrawItems)
{
m_frameStatistics.m_totalDrawItemsRendered += numDrawItems;
m_frameStatistics.m_maxDrawItemsRenderedInAPass = AZStd::max(m_frameStatistics.m_maxDrawItemsRenderedInAPass, numDrawItems);
}
void PassSystem::IncrementFrameRenderPassCount()
{
++m_frameStatistics.m_numRenderPassesExecuted;
}
// --- Pass Factory Functions ---
void PassSystem::AddPassCreator(Name className, PassCreator createFunction)

@ -104,7 +104,7 @@ namespace AZ
m_flags.m_hasDrawListTag = true;
}
void RasterPass::SetPipelineStateDataIndex(u32 index)
void RasterPass::SetPipelineStateDataIndex(uint32_t index)
{
m_pipelineStateDataIndex.m_index = index;
}
@ -114,6 +114,11 @@ namespace AZ
return m_shaderResourceGroup.get();
}
uint32_t RasterPass::GetDrawItemCount()
{
return m_drawItemCount;
}
// --- Pass behaviour overrides ---
void RasterPass::Validate(PassValidationResults& validationResults)
@ -154,17 +159,21 @@ namespace AZ
// Assert the view has our draw list (the view's DrawlistTags are collected from passes using its viewTag)
AZ_Assert(view->HasDrawListTag(m_drawListTag), "View's DrawListTags out of sync with pass'. ");
// Draw List
viewDrawList = view->GetDrawList(m_drawListTag);
}
// clean up data
m_drawListView = {};
m_combinedDrawList.clear();
m_drawItemCount = 0;
// draw list from view was sorted and if it's the only draw list then we can use it directly
if (viewDrawList.size() > 0 && drawLists.size() == 0)
{
m_drawListView = viewDrawList;
m_drawItemCount += static_cast<uint32_t>(viewDrawList.size());
PassSystemInterface::Get()->IncrementFrameDrawItemCount(m_drawItemCount);
return;
}
@ -172,12 +181,12 @@ namespace AZ
drawLists.push_back(viewDrawList);
// combine draw items from mutiple draw lists to one draw list and sort it.
size_t itemCount = 0;
for (auto drawList : drawLists)
{
itemCount += drawList.size();
m_drawItemCount += static_cast<uint32_t>(drawList.size());
}
m_combinedDrawList.resize(itemCount);
PassSystemInterface::Get()->IncrementFrameDrawItemCount(m_drawItemCount);
m_combinedDrawList.resize(m_drawItemCount);
RHI::DrawItemProperties* currentBuffer = m_combinedDrawList.data();
for (auto drawList : drawLists)
{
@ -202,7 +211,7 @@ namespace AZ
void RasterPass::SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph)
{
RenderPass::SetupFrameGraphDependencies(frameGraph);
frameGraph.SetEstimatedItemCount(static_cast<u32>(m_drawListView.size()));
frameGraph.SetEstimatedItemCount(static_cast<uint32_t>(m_drawListView.size()));
}
void RasterPass::CompileResources(const RHI::FrameGraphCompileContext& context)

@ -201,6 +201,8 @@ namespace AZ
m_attachmentCopy.lock()->FrameBegin(params);
}
CollectSrgs();
PassSystemInterface::Get()->IncrementFrameRenderPassCount();
}

@ -230,25 +230,20 @@ namespace AZ::Render
AZ::RPI::ViewportContextPtr viewportContext = GetViewportContext();
auto rootPass = viewportContext->GetCurrentPipeline()->GetRootPass();
const RPI::PipelineStatisticsResult stats = rootPass->GetLatestPipelineStatisticsResult();
AZStd::function<int(const AZ::RPI::Ptr<AZ::RPI::Pass>)> containingPassCount = [&containingPassCount](const AZ::RPI::Ptr<AZ::RPI::Pass> pass)
{
int count = 1;
if (auto passAsParent = pass->AsParent())
{
for (const auto& child : passAsParent->GetChildren())
{
count += containingPassCount(child);
}
}
return count;
};
const int numPasses = containingPassCount(rootPass);
RPI::PassSystemFrameStatistics passSystemFrameStatistics = AZ::RPI::PassSystemInterface::Get()->GetFrameStatistics();
DrawLine(AZStd::string::format(
"Total Passes: %d Vertex Count: %lld Primitive Count: %lld",
numPasses,
"RenderPasses: %d Vertex Count: %lld Primitive Count: %lld",
passSystemFrameStatistics.m_numRenderPassesExecuted,
aznumeric_cast<long long>(stats.m_vertexCount),
aznumeric_cast<long long>(stats.m_primitiveCount)
));
DrawLine(AZStd::string::format(
"Total Draw Item Count: %d Max Draw Items in a Pass: %d",
passSystemFrameStatistics.m_totalDrawItemsRendered,
passSystemFrameStatistics.m_maxDrawItemsRenderedInAPass
));
}
void AtomViewportDisplayInfoSystemComponent::UpdateFramerate()

@ -56,7 +56,7 @@ namespace Multiplayer
// convert Prefab DOM into Prefab Instance.
AZStd::unique_ptr<Instance> sourceInstance(aznew Instance());
if (!PrefabDomUtils::LoadInstanceFromPrefabDom(*sourceInstance, prefab, PrefabDomUtils::LoadInstanceFlags::AssignRandomEntityId))
if (!PrefabDomUtils::LoadInstanceFromPrefabDom(*sourceInstance, prefab, PrefabDomUtils::LoadFlags::AssignRandomEntityId))
{
PrefabDomValueConstReference sourceReference = PrefabDomUtils::FindPrefabDomValue(prefab, PrefabDomUtils::SourceName);

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