Integrating latest 47acbe8
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@@ -10,6 +10,7 @@
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*
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*/
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#include <Atom/RPI.Public/Shader/ShaderVariantAsyncLoader.h>
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#include <Atom/RPI.Public/Shader/Metrics/ShaderMetricsSystem.h>
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#include <AzCore/Component/TickBus.h>
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@@ -37,6 +38,7 @@ namespace AZ
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void ShaderVariantAsyncLoader::ThreadServiceLoop()
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{
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AZStd::unordered_set<ShaderVariantAsyncLoader::PairOfShaderAssetAndShaderVariantId> newShaderVariantPendingRequests;
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AZStd::unordered_set<Data::AssetId> shaderVariantTreePendingRequests;
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AZStd::unordered_set<Data::AssetId> shaderVariantPendingRequests;
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while (true)
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@@ -47,8 +49,10 @@ namespace AZ
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m_workCondition.wait(lock, [&]
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{
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return m_isServiceShutdown.load() ||
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!m_newShaderVariantPendingRequests.empty() ||
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!m_shaderVariantTreePendingRequests.empty() ||
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!m_shaderVariantPendingRequests.empty() ||
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!newShaderVariantPendingRequests.empty() ||
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!shaderVariantTreePendingRequests.empty() ||
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!shaderVariantPendingRequests.empty();
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}
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@@ -64,6 +68,13 @@ namespace AZ
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//Move pending requests to the local lists.
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AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
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AZStd::for_each(
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m_newShaderVariantPendingRequests.begin(), m_newShaderVariantPendingRequests.end(),
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[&](const ShaderVariantAsyncLoader::PairOfShaderAssetAndShaderVariantId& pair) {
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newShaderVariantPendingRequests.insert(pair);
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});
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m_newShaderVariantPendingRequests.clear();
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AZStd::for_each(m_shaderVariantTreePendingRequests.begin(), m_shaderVariantTreePendingRequests.end(),
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[&](const Data::AssetId& assetId)
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{
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@@ -80,6 +91,40 @@ namespace AZ
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}
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// Time to work hard.
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auto pairItor = newShaderVariantPendingRequests.begin();
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while (pairItor != newShaderVariantPendingRequests.end())
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{
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auto shaderVariantTreeAsset = GetShaderVariantTreeAsset(pairItor->m_shaderAsset.GetId());
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if (shaderVariantTreeAsset)
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{
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AZ_Assert(shaderVariantTreeAsset.IsReady(), "shaderVariantTreeAsset is not ready!");
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// Get the stableId from the variant tree.
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auto searchResult = shaderVariantTreeAsset->FindVariantStableId(
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pairItor->m_shaderAsset->GetShaderOptionGroupLayout(), pairItor->m_shaderVariantId);
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if (searchResult.IsRoot())
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{
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AZ_Error(LogName, false, "Searching for a variant should never yield the root variant: %s", shaderVariantTreeAsset.GetHint().c_str());
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pairItor = newShaderVariantPendingRequests.erase(pairItor);
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continue;
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}
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// Record the request for metrics.
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ShaderMetricsSystem::Get()->RequestShaderVariant(pairItor->m_shaderAsset.Get(), pairItor->m_shaderVariantId, searchResult);
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uint32_t shaderVariantProductSubId =
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ShaderVariantAsset::GetAssetSubId(RHI::Factory::Get().GetAPIUniqueIndex(), searchResult.GetStableId());
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Data::AssetId shaderVariantAssetId(shaderVariantTreeAsset.GetId().m_guid, shaderVariantProductSubId);
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shaderVariantPendingRequests.insert(shaderVariantAssetId);
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pairItor = newShaderVariantPendingRequests.erase(pairItor);
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continue;
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}
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// If we are here the shaderVariantTreeAsset is not ready, but maybe it is already queued for loading,
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// but we try to queue it anyways.
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QueueShaderVariantTreeForLoading(*pairItor, shaderVariantTreePendingRequests);
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pairItor++;
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}
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auto variantTreeItor = shaderVariantTreePendingRequests.begin();
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while (variantTreeItor != shaderVariantTreePendingRequests.end())
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{
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@@ -138,7 +183,45 @@ namespace AZ
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///////////////////////////////////////////////////////////////////
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// IShaderVariantFinder overrides
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bool ShaderVariantAsyncLoader::LoadShaderVariantTreeAsset(const Data::AssetId& shaderAssetId)
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bool ShaderVariantAsyncLoader::QueueLoadShaderVariantAssetByVariantId(
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Data::Asset<ShaderAsset> shaderAsset, const ShaderVariantId& shaderVariantId)
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{
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if (m_isServiceShutdown.load())
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{
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return false;
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}
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{
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AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
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PairOfShaderAssetAndShaderVariantId pair = {shaderAsset, shaderVariantId};
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m_newShaderVariantPendingRequests.push_back(pair);
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}
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m_workCondition.notify_one();
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return true;
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}
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bool ShaderVariantAsyncLoader::QueueLoadShaderVariantAsset(
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const Data::AssetId& shaderVariantTreeAssetId, ShaderVariantStableId variantStableId)
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{
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if (m_isServiceShutdown.load())
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{
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return false;
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}
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AZ_Assert(variantStableId != RootShaderVariantStableId, "Root Variants Are Found inside ShaderAssets");
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uint32_t shaderVariantProductSubId =
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ShaderVariantAsset::GetAssetSubId(RHI::Factory::Get().GetAPIUniqueIndex(), variantStableId);
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Data::AssetId shaderVariantAssetId(shaderVariantTreeAssetId.m_guid, shaderVariantProductSubId);
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{
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AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
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m_shaderVariantPendingRequests.push_back(shaderVariantAssetId);
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}
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m_workCondition.notify_one();
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return true;
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}
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bool ShaderVariantAsyncLoader::QueueLoadShaderVariantTreeAsset(const Data::AssetId& shaderAssetId)
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{
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if (m_isServiceShutdown.load())
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{
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@@ -153,6 +236,43 @@ namespace AZ
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return true;
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}
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Data::Asset<ShaderVariantAsset> ShaderVariantAsyncLoader::GetShaderVariantAssetByVariantId(
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Data::Asset<ShaderAsset> shaderAsset, const ShaderVariantId& shaderVariantId)
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{
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Data::Asset<ShaderVariantTreeAsset> shaderVariantTreeAsset = GetShaderVariantTreeAsset(shaderAsset.GetId());
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if (!shaderVariantTreeAsset)
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{
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return {};
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}
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// Find the stable id.
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ShaderVariantSearchResult searchResult =
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shaderVariantTreeAsset->FindVariantStableId(shaderAsset->GetShaderOptionGroupLayout(), shaderVariantId);
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if (searchResult.IsRoot())
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{
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return shaderAsset->GetRootVariant();
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}
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// Record the request for metrics.
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ShaderMetricsSystem::Get()->RequestShaderVariant(shaderAsset.Get(), shaderVariantId, searchResult);
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return GetShaderVariantAsset(shaderVariantTreeAsset.GetId(), searchResult.GetStableId());
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}
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Data::Asset<ShaderVariantAsset> ShaderVariantAsyncLoader::GetShaderVariantAssetByStableId(
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Data::Asset<ShaderAsset> shaderAsset, ShaderVariantStableId shaderVariantStableId)
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{
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AZ_Assert(shaderVariantStableId != RootShaderVariantStableId, "Root Variants Are Found inside ShaderAssets");
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Data::Asset<ShaderVariantTreeAsset> shaderVariantTreeAsset = GetShaderVariantTreeAsset(shaderAsset.GetId());
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if (!shaderVariantTreeAsset)
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{
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return {};
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}
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return GetShaderVariantAsset(shaderVariantTreeAsset.GetId(), shaderVariantStableId);
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}
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Data::Asset<ShaderVariantTreeAsset> ShaderVariantAsyncLoader::GetShaderVariantTreeAsset(const Data::AssetId& shaderAssetId)
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{
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AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
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@@ -175,25 +295,6 @@ namespace AZ
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return {};
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}
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bool ShaderVariantAsyncLoader::LoadShaderVariantAsset(const Data::AssetId& shaderVariantTreeAssetId, ShaderVariantStableId variantStableId)
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{
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if (m_isServiceShutdown.load())
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{
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return false;
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}
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AZ_Assert(variantStableId != RootShaderVariantStableId, "Root Variants Are Found inside ShaderAssets");
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uint32_t shaderVariantProductSubId = ShaderVariantAsset::GetAssetSubId(RHI::Factory::Get().GetAPIUniqueIndex(), variantStableId);
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Data::AssetId shaderVariantAssetId(shaderVariantTreeAssetId.m_guid, shaderVariantProductSubId);
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{
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AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
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m_shaderVariantPendingRequests.push_back(shaderVariantAssetId);
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}
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m_workCondition.notify_one();
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return true;
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}
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Data::Asset<ShaderVariantAsset> ShaderVariantAsyncLoader::GetShaderVariantAsset(const Data::AssetId& shaderVariantTreeAssetId, ShaderVariantStableId variantStableId)
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{
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AZ_Assert(variantStableId != RootShaderVariantStableId, "Root Variants Are Found inside ShaderAssets");
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@@ -402,6 +503,37 @@ namespace AZ
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});
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}
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void ShaderVariantAsyncLoader::QueueShaderVariantTreeForLoading(
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const PairOfShaderAssetAndShaderVariantId& shaderAndVariantPair,
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AZStd::unordered_set<Data::AssetId>& shaderVariantTreePendingRequests)
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{
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auto shaderAssetId = shaderAndVariantPair.m_shaderAsset.GetId();
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if (shaderVariantTreePendingRequests.count(shaderAndVariantPair.m_shaderAsset.GetId()))
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{
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// Already queued.
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return;
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}
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Data::AssetId shaderVariantTreeAssetId = ShaderVariantTreeAsset::GetShaderVariantTreeAssetIdFromShaderAssetId(shaderAssetId);
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if (!shaderVariantTreeAssetId.IsValid())
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{
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shaderVariantTreePendingRequests.insert(shaderAssetId);
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return;
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}
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{
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AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
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auto findIt = m_shaderVariantData.find(shaderVariantTreeAssetId);
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if (findIt != m_shaderVariantData.end())
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{
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// Already queued.
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return;
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}
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}
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shaderVariantTreePendingRequests.insert(shaderAssetId);
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}
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bool ShaderVariantAsyncLoader::TryToLoadShaderVariantTreeAsset(const Data::AssetId& shaderAssetId)
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{
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Data::AssetId shaderVariantTreeAssetId = ShaderVariantTreeAsset::GetShaderVariantTreeAssetIdFromShaderAssetId(shaderAssetId);
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