Atom starter game ios fixes (#3297)

* Various fixes for AtomStarterGame on ios
 - Use low end pipeline on ioos by default for BoootStrapComponent
 - Track the need to bind null heap within Argument buffers
 - Only bind the null heap if its needed
 - Track its usage for Vertex/Fragment stages
 - Increase null dummy buffer to 1K to address GPU crash oon thee first frame

Signed-off-by: moudgils <moudgils@amazon.com>
This commit is contained in:
moudgils
2021-08-20 10:58:40 -07:00
committed by GitHub
parent b0fe07158c
commit aa68122002
22 changed files with 210 additions and 30 deletions
@@ -38,6 +38,10 @@
#include <Atom/Bootstrap/BootstrapNotificationBus.h>
#include <Atom/RPI.Reflect/System/AnyAsset.h>
#include <AzCore/Console/IConsole.h>
#include <BootstrapSystemComponent_Traits_Platform.h>
AZ_CVAR(AZ::CVarFixedString, r_default_pipeline_name, AZ_TRAIT_BOOTSTRAPSYSTEMCOMPONENT_PIPELINE_NAME, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Default Render pipeline name");
namespace AZ
{
@@ -50,8 +54,7 @@ namespace AZ
if (SerializeContext* serialize = azrtti_cast<SerializeContext*>(context))
{
serialize->Class<BootstrapSystemComponent, Component>()
->Version(0)
->Field("DefaultRenderPipelineAssetFile", &BootstrapSystemComponent::m_defaultPipelineAssetPath)
->Version(1)
;
if (EditContext* ec = serialize->GetEditContext())
@@ -60,8 +63,6 @@ namespace AZ
->ClassElement(Edit::ClassElements::EditorData, "")
->Attribute(Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("System", 0xc94d118b))
->Attribute(Edit::Attributes::AutoExpand, true)
->DataElement(Edit::UIHandlers::Default, &BootstrapSystemComponent::m_defaultPipelineAssetPath, "Default RenderPipeline Asset",
"The asset file path of default render pipeline for default window")
;
}
}
@@ -314,13 +315,15 @@ namespace AZ
// Create a render pipeline from the specified asset for the window context and add the pipeline to the scene.
// When running with no Asset Processor (for example in release), CompileAssetSync will return AssetStatus_Unknown.
AzFramework::AssetSystem::AssetStatus status = AzFramework::AssetSystem::AssetStatus_Unknown;
AzFramework::AssetSystemRequestBus::BroadcastResult(
status, &AzFramework::AssetSystemRequestBus::Events::CompileAssetSync, m_defaultPipelineAssetPath);
AZ_Assert(status == AzFramework::AssetSystem::AssetStatus_Compiled || status == AzFramework::AssetSystem::AssetStatus_Unknown, "Could not compile the default render pipeline at '%s'", m_defaultPipelineAssetPath.c_str());
const AZ::CVarFixedString pipelineName = static_cast<AZ::CVarFixedString>(r_default_pipeline_name);
AzFramework::AssetSystemRequestBus::BroadcastResult(status, &AzFramework::AssetSystemRequestBus::Events::CompileAssetSync, pipelineName.data());
AZ_Assert(status == AzFramework::AssetSystem::AssetStatus_Compiled || status == AzFramework::AssetSystem::AssetStatus_Unknown, "Could not compile the default render pipeline at '%s'", pipelineName.c_str());
Data::Asset<RPI::AnyAsset> pipelineAsset = RPI::AssetUtils::LoadAssetByProductPath<RPI::AnyAsset>(m_defaultPipelineAssetPath.c_str(), RPI::AssetUtils::TraceLevel::Error);
Data::Asset<RPI::AnyAsset> pipelineAsset = RPI::AssetUtils::LoadAssetByProductPath<RPI::AnyAsset>(pipelineName.data(), RPI::AssetUtils::TraceLevel::Error);
RPI::RenderPipelineDescriptor renderPipelineDescriptor = *RPI::GetDataFromAnyAsset<RPI::RenderPipelineDescriptor>(pipelineAsset);
renderPipelineDescriptor.m_name = AZStd::string::format("%s_%i", renderPipelineDescriptor.m_name.c_str(), viewportContext->GetId());
if (!scene->GetRenderPipeline(AZ::Name(renderPipelineDescriptor.m_name)))
{
RPI::RenderPipelinePtr renderPipeline = RPI::RenderPipeline::CreateRenderPipelineForWindow(renderPipelineDescriptor, *viewportContext->GetWindowContext().get());