Merge branch 'development' into Atom/santorac/FixSceneSrgTime
This commit is contained in:
@@ -209,10 +209,6 @@ namespace AZ
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//! Traversal will stop once all properties have been enumerated or the callback function returns false
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void EnumeratePropertiesInDisplayOrder(const EnumeratePropertiesCallback& callback) const;
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//! Convert the property value into the format that will be stored in the source data
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//! This is primarily needed to support conversions of special types like enums and images
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bool ConvertPropertyValueToSourceDataFormat(const PropertyDefinition& propertyDefinition, MaterialPropertyValue& propertyValue) const;
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Outcome<Data::Asset<MaterialTypeAsset>> CreateMaterialTypeAsset(Data::AssetId assetId, AZStd::string_view materialTypeSourceFilePath = "", bool elevateWarnings = true) const;
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//! Possibly renames @propertyId based on the material version update steps.
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@@ -154,6 +154,8 @@ namespace AZ
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ConstPtr<RHI::PipelineLibraryData> LoadPipelineLibrary() const;
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void SavePipelineLibrary() const;
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const ShaderVariant& GetVariantInternal(ShaderVariantStableId shaderVariantStableId);
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///////////////////////////////////////////////////////////////////
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/// AssetBus overrides
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@@ -24,6 +24,9 @@ namespace AZ
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class ShaderReloadDebugTracker final
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{
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public:
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static void Init();
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static void Shutdown();
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static bool IsEnabled();
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//! Begin a code section. Will print a "[BEGIN] <sectionName>" header, and all subsequent calls will be indented.
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@@ -34,8 +37,8 @@ namespace AZ
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if (IsEnabled())
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{
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const AZStd::string sectionName = AZStd::string::format(sectionNameFormat, args...);
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AZ_TracePrintf("ShaderReloadDebug", "%*s [BEGIN] %s \n", s_indent, "", sectionName.c_str());
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s_indent += IndentSpaces;
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AZ_TracePrintf("ShaderReloadDebug", "%*s [BEGIN] %s \n", GetIndent(), "", sectionName.c_str());
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AddIndent();
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}
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#endif
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}
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@@ -48,8 +51,8 @@ namespace AZ
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if (IsEnabled())
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{
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const AZStd::string sectionName = AZStd::string::format(sectionNameFormat, args...);
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s_indent -= IndentSpaces;
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AZ_TracePrintf("ShaderReloadDebug", "%*s [_END_] %s \n", s_indent, "", sectionName.c_str());
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RemoveIndent();
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AZ_TracePrintf("ShaderReloadDebug", "%*s [_END_] %s \n", GetIndent(), "", sectionName.c_str());
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}
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#endif
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}
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@@ -63,7 +66,7 @@ namespace AZ
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{
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const AZStd::string message = AZStd::string::format(format, args...);
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AZ_TracePrintf("ShaderReloadDebug", "%*s %s \n", s_indent, "", message.c_str());
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AZ_TracePrintf("ShaderReloadDebug", "%*s %s \n", GetIndent(), "", message.c_str());
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}
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#endif
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}
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@@ -86,9 +89,12 @@ namespace AZ
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};
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private:
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static bool s_enabled;
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static int s_indent;
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static constexpr int IndentSpaces = 4;
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static void MakeReady();
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static void AddIndent();
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static void RemoveIndent();
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static int GetIndent();
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};
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} // namespace RPI
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@@ -96,7 +96,7 @@ namespace AZ
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//! Return the timestamp when the shader asset was built.
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//! This is used to synchronize versions of the ShaderAsset and ShaderVariantTreeAsset, especially during hot-reload.
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AZStd::sys_time_t GetShaderAssetBuildTimestamp() const;
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AZStd::sys_time_t GetBuildTimestamp() const;
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//! Returns the shader option group layout.
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const ShaderOptionGroupLayout* GetShaderOptionGroupLayout() const;
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@@ -297,7 +297,7 @@ namespace AZ
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Name m_drawListName;
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//! Use to synchronize versions of the ShaderAsset and ShaderVariantTreeAsset, especially during hot-reload.
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AZStd::sys_time_t m_shaderAssetBuildTimestamp = 0;
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AZStd::sys_time_t m_buildTimestamp = 0;
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///////////////////////////////////////////////////////////////////
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