Merge remote-tracking branch 'upstream/stabilization/2110' into Atom/amzn-tommy/ATOM-16289_SkyboxHotReloading
Signed-off-by: Tommy Walton <waltont@amazon.com>
This commit is contained in:
@@ -31,6 +31,7 @@ namespace AZ
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static constexpr const char UvGroupName[] = "uvSets";
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class MaterialAsset;
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class MaterialAssetCreator;
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//! This is a simple data structure for serializing in/out material source files.
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class MaterialSourceData final
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@@ -78,15 +79,33 @@ namespace AZ
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//! Creates a MaterialAsset from the MaterialSourceData content.
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//! @param assetId ID for the MaterialAsset
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//! @param materialSourceFilePath Indicates the path of the .material file that the MaterialSourceData represents. Used for resolving file-relative paths.
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//! @param materialSourceFilePath Indicates the path of the .material file that the MaterialSourceData represents. Used for
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//! resolving file-relative paths.
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//! @param elevateWarnings Indicates whether to treat warnings as errors
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//! @param includeMaterialPropertyNames Indicates whether to save material property names into the material asset file
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Outcome<Data::Asset<MaterialAsset>> CreateMaterialAsset(
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Data::AssetId assetId,
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AZStd::string_view materialSourceFilePath = "",
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bool elevateWarnings = true,
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bool includeMaterialPropertyNames = true
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) const;
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bool includeMaterialPropertyNames = true) const;
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//! Creates a MaterialAsset from the MaterialSourceData content.
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//! @param assetId ID for the MaterialAsset
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//! @param materialSourceFilePath Indicates the path of the .material file that the MaterialSourceData represents. Used for
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//! resolving file-relative paths.
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//! @param elevateWarnings Indicates whether to treat warnings as errors
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//! @param includeMaterialPropertyNames Indicates whether to save material property names into the material asset file
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//! @param sourceDependencies if not null, will be populated with a set of all of the loaded material and material type paths
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Outcome<Data::Asset<MaterialAsset>> CreateMaterialAssetFromSourceData(
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Data::AssetId assetId,
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AZStd::string_view materialSourceFilePath = "",
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bool elevateWarnings = true,
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bool includeMaterialPropertyNames = true,
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AZStd::unordered_set<AZStd::string>* sourceDependencies = nullptr) const;
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private:
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void ApplyPropertiesToAssetCreator(
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AZ::RPI::MaterialAssetCreator& materialAssetCreator, const AZStd::string_view& materialSourceFilePath) const;
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};
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} // namespace RPI
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} // namespace AZ
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@@ -56,8 +56,8 @@ namespace AZ
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OwnerRenderPipeline = AZ_BIT(5)
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};
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void SetOwenrScene(const Scene* scene);
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void SetOwenrRenderPipeline(const RenderPipeline* renderPipeline);
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void SetOwnerScene(const Scene* scene);
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void SetOwnerRenderPipeline(const RenderPipeline* renderPipeline);
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void SetPassName(Name passName);
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void SetTemplateName(Name passTemplateName);
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void SetPassClass(TypeId passClassTypeId);
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@@ -97,8 +97,7 @@ namespace AZ
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// SystemTickBus::OnTick
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void OnSystemTick() override;
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// Fill system time and game time information for simulation or rendering
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void FillTickTimeInfo();
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float GetCurrentTime();
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// The set of core asset handlers registered by the system.
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AZStd::vector<AZStd::unique_ptr<Data::AssetHandler>> m_assetHandlers;
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@@ -124,7 +123,8 @@ namespace AZ
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// The job policy used for feature processor's rendering prepare
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RHI::JobPolicy m_prepareRenderJobPolicy = RHI::JobPolicy::Parallel;
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TickTimeInfo m_tickTime;
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ScriptTimePoint m_startTime;
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float m_currentSimulationTime = 0.0f;
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RPISystemDescriptor m_descriptor;
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@@ -32,7 +32,6 @@ namespace AZ
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namespace RPI
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{
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class Scene;
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struct TickTimeInfo;
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class ShaderResourceGroup;
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class AnyAsset;
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class WindowContext;
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@@ -203,7 +202,7 @@ namespace AZ
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void OnRemovedFromScene(Scene* scene);
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// Called when this pipeline is about to be rendered
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void OnStartFrame(const TickTimeInfo& tick);
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void OnStartFrame(float time);
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// Called when the rendering of current frame is finished.
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void OnFrameEnd();
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@@ -48,14 +48,6 @@ namespace AZ
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// Callback function to modify values of a ShaderResourceGroup
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using ShaderResourceGroupCallback = AZStd::function<void(ShaderResourceGroup*)>;
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//! A structure for ticks which contains system time and game time.
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struct TickTimeInfo
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{
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float m_currentGameTime;
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float m_gameDeltaTime = 0;
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};
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class Scene final
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: public SceneRequestBus::Handler
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{
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@@ -179,12 +171,14 @@ namespace AZ
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// Cpu simulation which runs all active FeatureProcessor Simulate() functions.
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// @param jobPolicy if it's JobPolicy::Parallel, the function will spawn a job thread for each FeatureProcessor's simulation.
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void Simulate(const TickTimeInfo& tickInfo, RHI::JobPolicy jobPolicy);
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// @param simulationTime the number of seconds since the application started
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void Simulate(RHI::JobPolicy jobPolicy, float simulationTime);
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// Collect DrawPackets from FeatureProcessors
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// @param jobPolicy if it's JobPolicy::Parallel, the function will spawn a job thread for each FeatureProcessor's
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// PrepareRender.
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void PrepareRender(const TickTimeInfo& tickInfo, RHI::JobPolicy jobPolicy);
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// @param simulationTime the number of seconds since the application started; this is the same time value that was passed to Simulate()
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void PrepareRender(RHI::JobPolicy jobPolicy, float simulationTime);
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// Function called when the current frame is finished rendering.
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void OnFrameEnd();
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@@ -267,6 +261,7 @@ namespace AZ
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// Registry which allocates draw filter tag for RenderPipeline
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RHI::Ptr<RHI::DrawFilterTagRegistry> m_drawFilterTagRegistry;
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RHI::ShaderInputConstantIndex m_timeInputIndex;
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float m_simulationTime;
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};
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@@ -118,7 +118,7 @@ namespace AZ
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ResetIssueCounts(); // Because the asset creator can be used multiple times
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m_asset = Data::AssetManager::Instance().CreateAsset<AssetDataT>(assetId, AZ::Data::AssetLoadBehavior::PreLoad);
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m_asset = Data::Asset<AssetDataT>(assetId, aznew AssetDataT, AZ::Data::AssetLoadBehavior::PreLoad);
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m_beginCalled = true;
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if (!m_asset)
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@@ -138,6 +138,7 @@ namespace AZ
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}
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else
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{
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Data::AssetManager::Instance().AssignAssetData(m_asset);
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result = AZStd::move(m_asset);
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success = true;
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}
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