Merge branch stabilization/2110 into development

Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
Chris Burel
2021-11-04 11:10:27 -07:00
13 changed files with 80 additions and 125 deletions
@@ -78,7 +78,7 @@ namespace AZ
AZ_Warning("DecalTextureArray", false, "Material property: %s does not have a valid asset Id", propertyName.GetCStr());
return {};
}
return { imageAsset.GetAs< AZ::RPI::StreamingImageAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
return Data::static_pointer_cast<AZ::RPI::StreamingImageAsset>(imageAsset);
}
static AZ::Data::Asset<AZ::RPI::StreamingImageAsset> GetStreamingImageAsset(const AZ::Data::Asset<Data::AssetData> materialAssetData, const AZ::Name& propertyName)
@@ -52,9 +52,8 @@ namespace AZ
*/
class Shader final
: public Data::InstanceData
, public Data::AssetBus::Handler
, public Data::AssetBus::MultiHandler
, public ShaderVariantFinderNotificationBus::Handler
, public ShaderReloadNotificationBus::Handler
{
friend class ShaderSystem;
public:
@@ -167,15 +166,6 @@ namespace AZ
void OnShaderVariantTreeAssetReady(Data::Asset<ShaderVariantTreeAsset> /*shaderVariantTreeAsset*/, bool /*isError*/) override {};
void OnShaderVariantAssetReady(Data::Asset<ShaderVariantAsset> shaderVariantAsset, bool IsError) override;
///////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
// ShaderReloadNotificationBus overrides...
void OnShaderAssetReinitialized(const Data::Asset<ShaderAsset>& shaderAsset) override;
// Note we don't need OnShaderVariantReinitialized because the Shader class doesn't do anything with the data inside
// the ShaderVariant object. The only thing we might want to do is propagate the message upward, but that's unnecessary
// because the ShaderReloadNotificationBus uses the Shader's AssetId as the ID for all messages including those from the variants.
// And of course we don't need to handle OnShaderReinitialized because this *is* this Shader.
///////////////////////////////////////////////////////////////////
//! A strong reference to the shader asset.
Data::Asset<ShaderAsset> m_asset;
@@ -208,6 +198,12 @@ namespace AZ
//! PipelineLibrary file name
char m_pipelineLibraryPath[AZ_MAX_PATH_LEN] = { 0 };
//! During OnAssetReloaded, the internal references to ShaderVariantAsset inside
//! ShaderAsset are not updated correctly. We store here a reference to the root ShaderVariantAsset
//! when it got reloaded, later when We get OnAssetReloaded for the ShaderAsset We update its internal
//! reference to the root variant asset.
Data::Asset<ShaderVariantAsset> m_reloadedRootShaderVariantAsset;
};
}
}
@@ -19,7 +19,6 @@ namespace AZ
//! the RHI::PipelineStateType of the parent Shader instance. For shaders on the raster
//! pipeline, the RHI::DrawFilterTag is also provided.
class ShaderVariant final
: public Data::AssetBus::MultiHandler
{
friend class Shader;
public:
@@ -58,9 +57,6 @@ namespace AZ
const Data::Asset<ShaderVariantAsset>& shaderVariantAsset,
SupervariantIndex supervariantIndex);
// AssetBus overrides...
void OnAssetReloaded(Data::Asset<Data::AssetData> asset) override;
//! A reference to the shader asset that this is a variant of.
Data::Asset<ShaderAsset> m_shaderAsset;
@@ -53,12 +53,12 @@ namespace AZ
class ShaderAsset final
: public Data::AssetData
, public ShaderVariantFinderNotificationBus::Handler
, public Data::AssetBus::Handler
, public AssetInitBus::Handler
{
friend class ShaderAssetCreator;
friend class ShaderAssetHandler;
friend class ShaderAssetTester;
friend class Shader;
public:
AZ_RTTI(ShaderAsset, "{823395A3-D570-49F4-99A9-D820CD1DEF98}", Data::AssetData);
static void Reflect(ReflectContext* context);
@@ -212,22 +212,19 @@ namespace AZ
return GetAttribute(shaderStage, attributeName, DefaultSupervariantIndex);
}
private:
///////////////////////////////////////////////////////////////////
/// AssetBus overrides
void OnAssetReloaded(Data::Asset<Data::AssetData> asset) override;
void OnAssetReady(Data::Asset<Data::AssetData> asset) override;
///////////////////////////////////////////////////////////////////
void ReinitializeRootShaderVariant(Data::Asset<Data::AssetData> asset);
///////////////////////////////////////////////////////////////////
/// ShaderVariantFinderNotificationBus overrides
void OnShaderVariantTreeAssetReady(Data::Asset<ShaderVariantTreeAsset> shaderVariantTreeAsset, bool isError) override;
void OnShaderVariantAssetReady(Data::Asset<ShaderVariantAsset> /*shaderVariantAsset*/, bool /*isError*/) override {};
///////////////////////////////////////////////////////////////////
// Only Shader::OnAssetReloaded() should call this function, because it is pointless for an Asset to
// to refresh its own "serialized references" to other assets during OnAssetReloaded().
// The problem is that OnAssetReloaded() doesn't do a good job at updating "serialized references" to other assets,
// So some other class must update the reference and that's why Shader() is the best class to do it.
void UpdateRootShaderVariantAsset(SupervariantIndex SupervariantIndex, Data::Asset<ShaderVariantAsset> newRootVariant);
//! A Supervariant represents a set of static shader compilation parameters.
//! Those parameters can be predefined c-preprocessor macros or specific arguments
//! for AZSLc.
@@ -234,7 +234,7 @@ namespace AZ
{
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Material::OnAssetReloaded %s", this, asset.GetHint().c_str());
Data::Asset<MaterialAsset> newMaterialAsset = { asset.GetAs<MaterialAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
Data::Asset<MaterialAsset> newMaterialAsset = Data::static_pointer_cast<MaterialAsset>(asset);
if (newMaterialAsset)
{
@@ -610,7 +610,7 @@ namespace AZ
}
}
if (Data::Asset<StreamingImageAsset> streamingImageAsset = { imageAsset.GetAs<StreamingImageAsset>(), AZ::Data::AssetLoadBehavior::PreLoad })
if (Data::Asset<StreamingImageAsset> streamingImageAsset = Data::static_pointer_cast<StreamingImageAsset>(imageAsset))
{
Data::Instance<Image> image = StreamingImage::FindOrCreate(streamingImageAsset);
if (!image)
@@ -294,7 +294,7 @@ namespace AZ
void PassLibrary::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
{
// Handle pass asset reload
Data::Asset<PassAsset> passAsset = { asset.GetAs<PassAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
Data::Asset<PassAsset> passAsset = Data::static_pointer_cast<PassAsset>(asset);
if (passAsset && passAsset->GetPassTemplate())
{
LoadPassAsset(passAsset->GetPassTemplate()->m_name, passAsset, true);
@@ -231,7 +231,7 @@ namespace AZ
void ImageAttachmentPreviewPass::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
{
Data::Asset<ShaderAsset> shaderAsset = { asset.GetAs<ShaderAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
Data::Asset<ShaderAsset> shaderAsset = Data::static_pointer_cast<ShaderAsset>(asset);
if (shaderAsset)
{
m_needsShaderLoad = true;
@@ -15,6 +15,8 @@
#include <Atom/RPI.Public/Shader/ShaderSystemInterface.h>
#include <AzCore/Interface/Interface.h>
#include <AzCore/Component/TickBus.h>
namespace AZ
{
@@ -96,8 +98,7 @@ namespace AZ
RHI::ResultCode Shader::Init(ShaderAsset& shaderAsset)
{
Data::AssetBus::Handler::BusDisconnect();
ShaderReloadNotificationBus::Handler::BusDisconnect();
Data::AssetBus::MultiHandler::BusDisconnect();
ShaderVariantFinderNotificationBus::Handler::BusDisconnect();
RHI::RHISystemInterface* rhiSystem = RHI::RHISystemInterface::Get();
@@ -112,7 +113,8 @@ namespace AZ
AZStd::unique_lock<decltype(m_variantCacheMutex)> lock(m_variantCacheMutex);
m_shaderVariants.clear();
}
m_rootVariant.Init(Data::Asset<ShaderAsset>{&shaderAsset, AZ::Data::AssetLoadBehavior::PreLoad}, shaderAsset.GetRootVariant(m_supervariantIndex), m_supervariantIndex);
auto rootShaderVariantAsset = shaderAsset.GetRootVariant(m_supervariantIndex);
m_rootVariant.Init(m_asset, rootShaderVariantAsset, m_supervariantIndex);
if (m_pipelineLibraryHandle.IsNull())
{
@@ -146,8 +148,8 @@ namespace AZ
}
ShaderVariantFinderNotificationBus::Handler::BusConnect(m_asset.GetId());
Data::AssetBus::Handler::BusConnect(m_asset.GetId());
ShaderReloadNotificationBus::Handler::BusConnect(m_asset.GetId());
Data::AssetBus::MultiHandler::BusConnect(rootShaderVariantAsset.GetId());
Data::AssetBus::MultiHandler::BusConnect(m_asset.GetId());
return RHI::ResultCode::Success;
}
@@ -155,8 +157,7 @@ namespace AZ
void Shader::Shutdown()
{
ShaderVariantFinderNotificationBus::Handler::BusDisconnect();
Data::AssetBus::Handler::BusDisconnect();
ShaderReloadNotificationBus::Handler::BusDisconnect();
Data::AssetBus::MultiHandler::BusDisconnect();
if (m_pipelineLibraryHandle.IsValid())
{
@@ -181,14 +182,52 @@ namespace AZ
{
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Shader::OnAssetReloaded %s", this, asset.GetHint().c_str());
if (asset->GetId() == m_asset->GetId())
if (asset.GetAs<ShaderVariantAsset>())
{
Data::Asset<ShaderAsset> newAsset = { asset.GetAs<ShaderAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
AZ_Assert(newAsset, "Reloaded ShaderAsset is null");
m_reloadedRootShaderVariantAsset = Data::static_pointer_cast<ShaderVariantAsset>(asset);
if (m_asset->m_buildTimestamp == m_reloadedRootShaderVariantAsset->GetBuildTimestamp())
{
Init(*m_asset.Get());
ShaderReloadNotificationBus::Event(asset.GetId(), &ShaderReloadNotificationBus::Events::OnShaderReinitialized, *this);
}
return;
}
Init(*newAsset.Get());
if (asset.GetAs<ShaderAsset>())
{
m_asset = Data::static_pointer_cast<ShaderAsset>(asset);
if (!m_reloadedRootShaderVariantAsset.IsReady())
{
// Do nothing, as We should not re-initilize until the root shader variant asset has been reloaded.
return;
}
AZ_Assert(m_asset->m_buildTimestamp == m_reloadedRootShaderVariantAsset->GetBuildTimestamp(),
"shaderAsset timeStamp=%lld, but Root ShaderVariantAsset timeStamp=%lld",
m_asset->m_buildTimestamp, m_reloadedRootShaderVariantAsset->GetBuildTimestamp());
m_asset->UpdateRootShaderVariantAsset(m_supervariantIndex, m_reloadedRootShaderVariantAsset);
m_reloadedRootShaderVariantAsset = {}; // Clear the temporary reference.
if (ShaderReloadDebugTracker::IsEnabled())
{
auto makeTimeString = [](AZStd::sys_time_t timestamp, AZStd::sys_time_t now)
{
AZStd::sys_time_t elapsedMicroseconds = now - timestamp;
double elapsedSeconds = aznumeric_cast<double>(elapsedMicroseconds / 1'000'000);
AZStd::string timeString = AZStd::string::format("%lld (%f seconds ago)", timestamp, elapsedSeconds);
return timeString;
};
AZStd::sys_time_t now = AZStd::GetTimeNowMicroSecond();
const auto shaderVariantAsset = m_asset->GetRootVariant();
ShaderReloadDebugTracker::Printf("{%p}->Shader::OnAssetReloaded for shader '%s' [build time %s] found variant '%s' [build time %s]", this,
m_asset.GetHint().c_str(), makeTimeString(m_asset->m_buildTimestamp, now).c_str(),
shaderVariantAsset.GetHint().c_str(), makeTimeString(shaderVariantAsset->GetBuildTimestamp(), now).c_str());
}
Init(*m_asset.Get());
ShaderReloadNotificationBus::Event(asset.GetId(), &ShaderReloadNotificationBus::Events::OnShaderReinitialized, *this);
}
}
///////////////////////////////////////////////////////////////////////
@@ -253,23 +292,6 @@ namespace AZ
ShaderReloadNotificationBus::Event(m_asset.GetId(), &ShaderReloadNotificationBus::Events::OnShaderVariantReinitialized, updatedVariant);
}
///////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
// ShaderReloadNotificationBus overrides...
void Shader::OnShaderAssetReinitialized(const Data::Asset<ShaderAsset>& shaderAsset)
{
// When reloads occur, it's possible for old Asset objects to hang around and report reinitialization,
// so we can reduce unnecessary reinitialization in that case.
if (shaderAsset.Get() == m_asset.Get())
{
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Shader::OnShaderAssetReinitialized %s", this, shaderAsset.GetHint().c_str());
Init(*m_asset.Get());
ShaderReloadNotificationBus::Event(shaderAsset.GetId(), &ShaderReloadNotificationBus::Events::OnShaderReinitialized, *this);
}
}
///////////////////////////////////////////////////////////////////
ConstPtr<RHI::PipelineLibraryData> Shader::LoadPipelineLibrary() const
{
@@ -22,24 +22,20 @@ namespace AZ
const Data::Asset<ShaderAsset>& shaderAsset,
const Data::Asset<ShaderVariantAsset>& shaderVariantAsset,
SupervariantIndex supervariantIndex)
{
{
m_shaderAsset = shaderAsset;
m_shaderVariantAsset = shaderVariantAsset;
m_supervariantIndex = supervariantIndex;
m_pipelineStateType = shaderAsset->GetPipelineStateType();
m_pipelineLayoutDescriptor = shaderAsset->GetPipelineLayoutDescriptor(supervariantIndex);
m_shaderVariantAsset = shaderVariantAsset;
m_renderStates = &shaderAsset->GetRenderStates(supervariantIndex);
m_supervariantIndex = supervariantIndex;
Data::AssetBus::MultiHandler::BusDisconnect();
Data::AssetBus::MultiHandler::BusConnect(shaderAsset.GetId());
Data::AssetBus::MultiHandler::BusConnect(shaderVariantAsset.GetId());
m_shaderAsset = shaderAsset;
return true;
}
ShaderVariant::~ShaderVariant()
{
Data::AssetBus::MultiHandler::BusDisconnect();
}
void ShaderVariant::ConfigurePipelineState(RHI::PipelineStateDescriptor& descriptor) const
@@ -82,25 +78,5 @@ namespace AZ
}
}
void ShaderVariant::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
{
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->ShaderVariant::OnAssetReloaded %s", this, asset.GetHint().c_str());
if (asset.GetAs<ShaderVariantAsset>())
{
Data::Asset<ShaderVariantAsset> shaderVariantAsset = { asset.GetAs<ShaderVariantAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
Init(m_shaderAsset, shaderVariantAsset, m_supervariantIndex);
ShaderReloadNotificationBus::Event(m_shaderAsset.GetId(), &ShaderReloadNotificationBus::Events::OnShaderVariantReinitialized, *this);
}
if (asset.GetAs<ShaderAsset>())
{
Data::Asset<ShaderAsset> shaderAsset = { asset.GetAs<ShaderAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
Init(shaderAsset, m_shaderVariantAsset, m_supervariantIndex);
ShaderReloadNotificationBus::Event(m_shaderAsset.GetId(), &ShaderReloadNotificationBus::Events::OnShaderVariantReinitialized, *this);
}
}
} // namespace RPI
} // namespace AZ
@@ -237,7 +237,7 @@ namespace AZ
void MaterialAsset::ReinitializeMaterialTypeAsset(Data::Asset<Data::AssetData> asset)
{
Data::Asset<MaterialTypeAsset> newMaterialTypeAsset = { asset.GetAs<MaterialTypeAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
Data::Asset<MaterialTypeAsset> newMaterialTypeAsset = Data::static_pointer_cast<MaterialTypeAsset>(asset);
if (newMaterialTypeAsset)
{
@@ -108,7 +108,6 @@ namespace AZ
ShaderAsset::~ShaderAsset()
{
Data::AssetBus::Handler::BusDisconnect();
ShaderVariantFinderNotificationBus::Handler::BusDisconnect();
AssetInitBus::Handler::BusDisconnect();
}
@@ -570,46 +569,16 @@ namespace AZ
bool ShaderAsset::PostLoadInit()
{
// Once the ShaderAsset is loaded, it is necessary to listen for changes in the Root Variant Asset.
Data::AssetBus::Handler::BusConnect(GetRootVariant().GetId());
ShaderVariantFinderNotificationBus::Handler::BusConnect(GetId());
AssetInitBus::Handler::BusDisconnect();
return true;
}
void ShaderAsset::ReinitializeRootShaderVariant(Data::Asset<Data::AssetData> asset)
{
Data::Asset<ShaderVariantAsset> shaderVariantAsset = { asset.GetAs<ShaderVariantAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
AZ_Assert(shaderVariantAsset->GetStableId() == RootShaderVariantStableId, "Was expecting to update the root variant");
SupervariantIndex supervariantIndex = GetSupervariantIndexFromAssetId(asset.GetId());
GetCurrentShaderApiData().m_supervariants[supervariantIndex.GetIndex()].m_rootShaderVariantAsset = asset;
ShaderReloadNotificationBus::Event(GetId(), &ShaderReloadNotificationBus::Events::OnShaderAssetReinitialized, Data::Asset<ShaderAsset>{ this, AZ::Data::AssetLoadBehavior::PreLoad } );
}
///////////////////////////////////////////////////////////////////////
// AssetBus overrides...
void ShaderAsset::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
void ShaderAsset::UpdateRootShaderVariantAsset(SupervariantIndex supervariantIndex, Data::Asset<ShaderVariantAsset> newRootVariant)
{
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->ShaderAsset::OnAssetReloaded %s", this, asset.GetHint().c_str());
ReinitializeRootShaderVariant(asset);
GetCurrentShaderApiData().m_supervariants[supervariantIndex.GetIndex()].m_rootShaderVariantAsset = newRootVariant;
}
void ShaderAsset::OnAssetReady(Data::Asset<Data::AssetData> asset)
{
// We have to listen to OnAssetReady, OnAssetReloaded isn't enough, because of the following scenario:
// The user changes a .shader file, which causes the AP to rebuild the ShaderAsset and root ShaderVariantAsset.
// 1) Thread A creates the new ShaderAsset, loads it, and gets the old ShaderVariantAsset.
// 2) Thread B creates the new ShaderVariantAsset, loads it, and calls OnAssetReloaded.
// 3) Main thread calls ShaderAsset::PostLoadInit which connects to the AssetBus but it's too late to receive OnAssetReloaded,
// so it continues using the old ShaderVariantAsset instead of the new one.
// The OnAssetReady bus function is called automatically whenever a connection to AssetBus is made, so listening to this gives
// us the opportunity to assign the appropriate ShaderVariantAsset.
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->ShaderAsset::OnAssetReady %s", this, asset.GetHint().c_str());
ReinitializeRootShaderVariant(asset);
}
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
/// ShaderVariantFinderNotificationBus overrides
@@ -628,7 +597,6 @@ namespace AZ
m_shaderVariantTree = shaderVariantTreeAsset;
}
lock.unlock();
ShaderReloadNotificationBus::Event(GetId(), &ShaderReloadNotificationBus::Events::OnShaderAssetReinitialized, Data::Asset<ShaderAsset>{ this, AZ::Data::AssetLoadBehavior::PreLoad });
}
///////////////////////////////////////////////////////////////////
@@ -196,7 +196,7 @@ namespace AZ
{
// bake is complete, update configuration with the new baked texture asset
AzToolsFramework::ScopedUndoBatch undoBatch("DiffuseProbeGrid Texture Bake");
configurationAsset = { textureAsset.GetAs<RPI::StreamingImageAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
configurationAsset = textureAsset;
SetDirty();
if (m_controller.m_configuration.m_bakedIrradianceTextureAsset.IsReady() &&
@@ -178,7 +178,7 @@ namespace AZ
if (notificationType == CubeMapAssetNotificationType::Ready)
{
// bake is complete, update configuration with the new baked cubemap asset
m_controller.m_configuration.m_bakedCubeMapAsset = { cubeMapAsset.GetAs<RPI::StreamingImageAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
m_controller.m_configuration.m_bakedCubeMapAsset = cubeMapAsset;
// refresh the currently rendered cubemap
m_controller.UpdateCubeMap();