[ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Funct… (#1079)
* [ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Functions That Predate The Shader Supervariants These are the essential impactful changes as a result of deprecating the ShaderResourceGroupAsset. * Addressed feedback by @moudgils. Better comments in header files. * More updates related with deprecation of ShaderResourceGroupAsset * Deleted the temporary version 2 classes. * Updated version of the shader asset builders. * Updated version of all the shader related classes impacted by the Supervariant concept and deprecation of ShaderResourceGroupAsset * Changes to *.pass and DGI, Reflections and RayTracing. * changes to material related assets * changes to core lights * Changes to auxgeom/dynamic draw. * changes to decals, lyshine, imguipass * changes to RPI Pass classes * Shader for SceneSrg, ViewSrg and ForwardPass Srgs. * changes to mesh, skinned mesh, Morphtarget. * Fixes to RayTracingPass.cpp & now allow empty srg in shaders. * Updated Atom_RPI.Tests * Simplified InstanceDatabase by removing AddHandler ------------------------------------------------------------------------------------ * Updated DiffuseGI precompiled shaders. Added RayTracingSceneSrg and RayTracingMaterialSrg shader asset. Updated ShaderAssetCreator::Clone to handle the supervariant when processing root variants. Co-authored-by: Doug McDiarmid <dmcdiar@amazon.com> ------------------------------------------------------------------------------------ * Changed semantics for some PassSrg to SRG_PerPass_WithFallback. AuxGeom/FixedShapeProcessor.cpp requires SRG_PerDraw on ObjectSrg. Removed names of SceneSrg and ViewSrg from RPISystemDescriptor.cpp * Moved ShaderLib/Atom/Features/DummyEntryFunctions.azsli To Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/DummyEntryFunctions.azsli Removed redundant checking for finalization in ShaderResourceGroupLayout.cpp * Fixed race condition bug for Shader::FindOrCreate. InstanceDatabase<>::CreateInstance() needs to be atomic for instance creation and initialization. Added optional InstanceHandler::CreateFunctionWithParams to accomodate to the needs of Instances that need more than an asset reference to be able to be created an initialzed. Removed ShaderResourceGroup::FindOrCreate() only ::Create is available now. * Renamed scene_and_view_srgs.* as SceneAndViewSrgs.* Changed GetAzslFileOfOrigin for GetUniqueId * Fixed unit tests. * Reverted the serialization name of m_uniqueId back to "m_azslFileOfOrigin" so precompiled shaders don't fail in layout comparison. * Fixed AtomCore.Tests Removed non-applicable test. InstanceDatabase.AddHandler() is not available anymore. * The Null rhi is re-enabled for shader compilation. Signed-off-by: garrieta <garrieta@amazon.com>
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@@ -38,7 +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<ShaderVariantAsyncLoader::TupleShaderAssetAndShaderVariantId> 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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@@ -70,8 +70,8 @@ namespace AZ
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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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[&](const ShaderVariantAsyncLoader::TupleShaderAssetAndShaderVariantId& tuple) {
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newShaderVariantPendingRequests.insert(tuple);
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});
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m_newShaderVariantPendingRequests.clear();
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@@ -91,36 +91,36 @@ 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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auto tupleItor = newShaderVariantPendingRequests.begin();
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while (tupleItor != newShaderVariantPendingRequests.end())
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{
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auto shaderVariantTreeAsset = GetShaderVariantTreeAsset(pairItor->m_shaderAsset.GetId());
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auto shaderVariantTreeAsset = GetShaderVariantTreeAsset(tupleItor->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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tupleItor->m_shaderAsset->GetShaderOptionGroupLayout(), tupleItor->m_shaderVariantId);
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if (searchResult.IsRoot())
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{
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pairItor = newShaderVariantPendingRequests.erase(pairItor);
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tupleItor = newShaderVariantPendingRequests.erase(tupleItor);
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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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ShaderMetricsSystem::Get()->RequestShaderVariant(tupleItor->m_shaderAsset.Get(), tupleItor->m_shaderVariantId, searchResult);
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uint32_t shaderVariantProductSubId =
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ShaderVariantAsset::MakeAssetProductSubId(RHI::Factory::Get().GetAPIUniqueIndex(), searchResult.GetStableId());
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uint32_t shaderVariantProductSubId = ShaderVariantAsset::MakeAssetProductSubId(
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RHI::Factory::Get().GetAPIUniqueIndex(), tupleItor->m_supervariantIndex.GetIndex(), 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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tupleItor = newShaderVariantPendingRequests.erase(tupleItor);
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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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QueueShaderVariantTreeForLoading(*tupleItor, shaderVariantTreePendingRequests);
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tupleItor++;
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}
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@@ -181,7 +181,7 @@ namespace AZ
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///////////////////////////////////////////////////////////////////
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// IShaderVariantFinder overrides
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bool ShaderVariantAsyncLoader::QueueLoadShaderVariantAssetByVariantId(
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Data::Asset<ShaderAsset> shaderAsset, const ShaderVariantId& shaderVariantId)
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Data::Asset<ShaderAsset> shaderAsset, const ShaderVariantId& shaderVariantId, SupervariantIndex supervariantIndex)
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{
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if (m_isServiceShutdown.load())
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{
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@@ -190,15 +190,15 @@ namespace AZ
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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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TupleShaderAssetAndShaderVariantId tuple = {shaderAsset, shaderVariantId, supervariantIndex};
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m_newShaderVariantPendingRequests.push_back(tuple);
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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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const Data::AssetId& shaderVariantTreeAssetId, ShaderVariantStableId variantStableId, SupervariantIndex supervariantIndex)
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{
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if (m_isServiceShutdown.load())
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{
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@@ -208,7 +208,7 @@ namespace AZ
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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::MakeAssetProductSubId(RHI::Factory::Get().GetAPIUniqueIndex(), variantStableId);
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ShaderVariantAsset::MakeAssetProductSubId(RHI::Factory::Get().GetAPIUniqueIndex(), supervariantIndex.GetIndex(), 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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@@ -234,7 +234,7 @@ namespace AZ
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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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Data::Asset<ShaderAsset> shaderAsset, const ShaderVariantId& shaderVariantId, SupervariantIndex supervariantIndex)
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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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@@ -253,11 +253,11 @@ namespace AZ
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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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return GetShaderVariantAsset(shaderVariantTreeAsset.GetId(), searchResult.GetStableId(), supervariantIndex);
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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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Data::Asset<ShaderAsset> shaderAsset, ShaderVariantStableId shaderVariantStableId, SupervariantIndex supervariantIndex)
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{
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AZ_Assert(shaderVariantStableId != RootShaderVariantStableId, "Root Variants Are Found inside ShaderAssets");
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@@ -267,7 +267,7 @@ namespace AZ
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return {};
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}
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return GetShaderVariantAsset(shaderVariantTreeAsset.GetId(), shaderVariantStableId);
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return GetShaderVariantAsset(shaderVariantTreeAsset.GetId(), shaderVariantStableId, supervariantIndex);
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}
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Data::Asset<ShaderVariantTreeAsset> ShaderVariantAsyncLoader::GetShaderVariantTreeAsset(const Data::AssetId& shaderAssetId)
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@@ -292,11 +292,13 @@ namespace AZ
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return {};
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}
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Data::Asset<ShaderVariantAsset> ShaderVariantAsyncLoader::GetShaderVariantAsset(const Data::AssetId& shaderVariantTreeAssetId, ShaderVariantStableId variantStableId)
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Data::Asset<ShaderVariantAsset> ShaderVariantAsyncLoader::GetShaderVariantAsset(
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const Data::AssetId& shaderVariantTreeAssetId, ShaderVariantStableId variantStableId, SupervariantIndex supervariantIndex)
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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::MakeAssetProductSubId(RHI::Factory::Get().GetAPIUniqueIndex(), variantStableId);
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uint32_t shaderVariantProductSubId =
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ShaderVariantAsset::MakeAssetProductSubId(RHI::Factory::Get().GetAPIUniqueIndex(), supervariantIndex.GetIndex(), variantStableId);
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Data::AssetId shaderVariantAssetId(shaderVariantTreeAssetId.m_guid, shaderVariantProductSubId);
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AZStd::unique_lock<decltype(m_mutex)> lock(m_mutex);
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@@ -502,11 +504,11 @@ namespace AZ
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void ShaderVariantAsyncLoader::QueueShaderVariantTreeForLoading(
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const PairOfShaderAssetAndShaderVariantId& shaderAndVariantPair,
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const TupleShaderAssetAndShaderVariantId& shaderAndVariantTuple,
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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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auto shaderAssetId = shaderAndVariantTuple.m_shaderAsset.GetId();
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if (shaderVariantTreePendingRequests.count(shaderAndVariantTuple.m_shaderAsset.GetId()))
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{
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// Already queued.
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return;
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