Normalize Shader vs Shaders Folders (#4925)
Normalize Shader vs Shaders Folders (#4925) Signed-off-by: garrieta <garrieta@amazon.com>
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@@ -7,10 +7,10 @@
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#
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set(FILES
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Shader/DecomposeMsImage.azsl
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Shader/DecomposeMsImage.shader
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Shader/ImagePreview.azsl
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Shader/ImagePreview.shader
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Shaders/DecomposeMsImage.azsl
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Shaders/DecomposeMsImage.shader
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Shaders/ImagePreview.azsl
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Shaders/ImagePreview.shader
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ShaderLib/Atom/RPI/Math.azsli
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ShaderLib/Atom/RPI/TangentSpace.azsli
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ShaderLib/Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli
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@@ -32,7 +32,7 @@ namespace AZ
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//! The asset cache relative path of the only common shader asset for the RPI system that is used
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//! as means to load the layout for scene srg and view srg. This is used to create any RPI::Scene.
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AZStd::string m_commonSrgsShaderAssetPath = "shader/sceneandviewsrgs.azshader";
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AZStd::string m_commonSrgsShaderAssetPath = "shaders/sceneandviewsrgs.azshader";
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ImageSystemDescriptor m_imageSystemDescriptor;
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GpuQuerySystemDescriptor m_gpuQuerySystemDescriptor;
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@@ -121,7 +121,7 @@ namespace AZ
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m_fence->Init(*device, RHI::FenceState::Reset);
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// Load shader and srg
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const char* ShaderPath = "shader/decomposemsimage.azshader";
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const char* ShaderPath = "shaders/decomposemsimage.azshader";
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m_decomposeShader = LoadCriticalShader(ShaderPath);
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if (m_decomposeShader == nullptr)
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@@ -244,7 +244,7 @@ namespace AZ
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m_needsShaderLoad = false;
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// Load Shader
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const char* ShaderPath = "shader/imagepreview.azshader";
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const char* ShaderPath = "shaders/imagepreview.azshader";
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Data::Asset<ShaderAsset> shaderAsset = RPI::FindShaderAsset(ShaderPath);
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m_shader = Shader::FindOrCreate(shaderAsset);
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if (m_shader == nullptr)
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@@ -3,7 +3,7 @@
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"Atom": {
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"RPI": {
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"Initialization": {
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"CommonSrgsShaderAssetPath": "shader/sceneandviewsrgs.azshader",
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"CommonSrgsShaderAssetPath": "shaders/sceneandviewsrgs.azshader",
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"ImageSystemDescriptor": {
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"AssetStreamingImagePoolSize": 2147483648, // 2 * 1024 * 1024 * 1024
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"SystemStreamingImagePoolSize": 134217728, // 128 * 1024 * 1024
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