Merge branch 'development' into Atom/dmcdiar/ATOM-5702

This commit is contained in:
Doug McDiarmid
2021-06-18 17:12:52 -07:00
539 changed files with 30395 additions and 19441 deletions
@@ -139,7 +139,7 @@ namespace AZ
void MaterialAsset::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
{
ShaderReloadDebugTracker::ScopedSection reloadSection("MaterialAsset::OnAssetReloaded %s", asset.GetHint().c_str());
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->MaterialAsset::OnAssetReloaded %s", this, asset.GetHint().c_str());
Data::Asset<MaterialTypeAsset> newMaterialTypeAsset = { asset.GetAs<MaterialTypeAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
@@ -189,7 +189,7 @@ namespace AZ
void MaterialTypeAsset::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
{
ShaderReloadDebugTracker::ScopedSection reloadSection("MaterialTypeAsset::OnAssetReloaded %s", asset.GetHint().c_str());
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->MaterialTypeAsset::OnAssetReloaded %s", this, asset.GetHint().c_str());
// The order of asset reloads is non-deterministic. If the MaterialTypeAsset reloads before these
// dependency assets, this will make sure the MaterialTypeAsset gets the latest ones when they reload.
@@ -581,7 +581,7 @@ namespace AZ
// AssetBus overrides...
void ShaderAsset::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
{
ShaderReloadDebugTracker::ScopedSection reloadSection("ShaderAsset::OnAssetReloaded %s", asset.GetHint().c_str());
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->ShaderAsset::OnAssetReloaded %s", this, asset.GetHint().c_str());
Data::Asset<ShaderVariantAsset> shaderVariantAsset = { asset.GetAs<ShaderVariantAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
AZ_Assert(shaderVariantAsset->GetStableId() == RootShaderVariantStableId,
@@ -597,7 +597,7 @@ namespace AZ
/// ShaderVariantFinderNotificationBus overrides
void ShaderAsset::OnShaderVariantTreeAssetReady(Data::Asset<ShaderVariantTreeAsset> shaderVariantTreeAsset, bool isError)
{
ShaderReloadDebugTracker::ScopedSection reloadSection("ShaderAsset::OnShaderVariantTreeAssetReady %s", shaderVariantTreeAsset.GetHint().c_str());
ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->ShaderAsset::OnShaderVariantTreeAssetReady %s", this, shaderVariantTreeAsset.GetHint().c_str());
AZStd::unique_lock<decltype(m_variantTreeMutex)> lock(m_variantTreeMutex);
if (isError)