Merge remote-tracking branch 'upstream/stabilization/2110' into Atom/santorac/MaterialEditorHandlesMissingTextures

This commit is contained in:
santorac
2021-11-16 10:06:28 -08:00
143 changed files with 1014 additions and 1749 deletions
+1
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@@ -160,6 +160,7 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED AND PAL_TRAIT_BUILD_HOST_TOOLS)
Gem::Atom_RPI.Public
Gem::Atom_RHI.Public
Gem::Atom_RPI.Edit
Gem::Atom_Utils.TestUtils.Static
)
ly_add_googletest(
NAME Gem::Atom_RPI.Tests
@@ -209,10 +209,6 @@ namespace AZ
//! Traversal will stop once all properties have been enumerated or the callback function returns false
void EnumeratePropertiesInDisplayOrder(const EnumeratePropertiesCallback& callback) const;
//! Convert the property value into the format that will be stored in the source data
//! This is primarily needed to support conversions of special types like enums and images
bool ConvertPropertyValueToSourceDataFormat(const AZ::Name& propertyId, const PropertyDefinition& propertyDefinition, MaterialPropertyValue& propertyValue) const;
Outcome<Data::Asset<MaterialTypeAsset>> CreateMaterialTypeAsset(Data::AssetId assetId, AZStd::string_view materialTypeSourceFilePath = "", bool elevateWarnings = true) const;
//! Possibly renames @propertyId based on the material version update steps.
@@ -40,7 +40,7 @@ namespace AZ
//! Set the timestamp value when the ProcessJob() started.
//! This is needed to synchronize between the ShaderAsset and ShaderVariantAsset when hot-reloading shaders.
//! The idea is that this timestamp must be greater or equal than the ShaderAsset.
void SetBuildTimestamp(AZStd::sys_time_t buildTimestamp);
void SetBuildTimestamp(AZ::u64 buildTimestamp);
//! Assigns a shaderStageFunction, which contains the byte code, to the slot dictated by the shader stage.
void SetShaderFunction(RHI::ShaderStage shaderStage, RHI::Ptr<RHI::ShaderStageFunction> shaderStageFunction);
@@ -294,7 +294,7 @@ namespace AZ
Name m_drawListName;
//! Use to synchronize versions of the ShaderAsset and ShaderVariantTreeAsset, especially during hot-reload.
AZStd::sys_time_t m_shaderAssetBuildTimestamp = 0;
AZ::u64 m_shaderAssetBuildTimestamp = 0;
///////////////////////////////////////////////////////////////////
@@ -61,7 +61,7 @@ namespace AZ
//! Return the timestamp when this asset was built, and it must be >= than the timestamp of the main ShaderAsset.
//! This is used to synchronize versions of the ShaderAsset and ShaderVariantAsset, especially during hot-reload.
AZStd::sys_time_t GetBuildTimestamp() const;
AZ::u64 GetBuildTimestamp() const;
bool IsRootVariant() const { return m_stableId == RPI::RootShaderVariantStableId; }
@@ -80,7 +80,7 @@ namespace AZ
AZStd::array<RHI::Ptr<RHI::ShaderStageFunction>, RHI::ShaderStageCount> m_functionsByStage;
//! Used to synchronize versions of the ShaderAsset and ShaderVariantAsset, especially during hot-reload.
AZStd::sys_time_t m_buildTimestamp = 0;
AZ::u64 m_buildTimestamp = 0;
};
class ShaderVariantAssetHandler final
@@ -300,48 +300,6 @@ namespace AZ
}
}
bool MaterialTypeSourceData::ConvertPropertyValueToSourceDataFormat([[maybe_unused]] const AZ::Name& propertyId, const PropertyDefinition& propertyDefinition, MaterialPropertyValue& propertyValue) const
{
if (propertyDefinition.m_dataType == AZ::RPI::MaterialPropertyDataType::Enum && propertyValue.Is<uint32_t>())
{
const uint32_t index = propertyValue.GetValue<uint32_t>();
if (index >= propertyDefinition.m_enumValues.size())
{
AZ_Error("Material source data", false, "Invalid value for material enum property: '%s'.", propertyId.GetCStr());
return false;
}
propertyValue = propertyDefinition.m_enumValues[index];
return true;
}
// Image asset references must be converted from asset IDs to a relative source file path
if (propertyDefinition.m_dataType == AZ::RPI::MaterialPropertyDataType::Image && propertyValue.Is<Data::Asset<ImageAsset>>())
{
const Data::Asset<ImageAsset>& imageAsset = propertyValue.GetValue<Data::Asset<ImageAsset>>();
Data::AssetInfo imageAssetInfo;
if (imageAsset.GetId().IsValid())
{
bool result = false;
AZStd::string rootFilePath;
const AZStd::string platformName = ""; // Empty for default
AzToolsFramework::AssetSystemRequestBus::BroadcastResult(result, &AzToolsFramework::AssetSystem::AssetSystemRequest::GetAssetInfoById,
imageAsset.GetId(), imageAsset.GetType(), platformName, imageAssetInfo, rootFilePath);
if (!result)
{
AZ_Error("Material source data", false, "Image asset could not be found for property: '%s'.", propertyId.GetCStr());
return false;
}
}
propertyValue = imageAssetInfo.m_relativePath;
return true;
}
return true;
}
Outcome<Data::Asset<MaterialTypeAsset>> MaterialTypeSourceData::CreateMaterialTypeAsset(Data::AssetId assetId, AZStd::string_view materialTypeSourceFilePath, bool elevateWarnings) const
{
MaterialTypeAssetCreator materialTypeAssetCreator;
@@ -92,7 +92,7 @@ namespace AZ
/////////////////////////////////////////////////////////////////////
// Methods for all shader variant types
void ShaderVariantAssetCreator::SetBuildTimestamp(AZStd::sys_time_t buildTimestamp)
void ShaderVariantAssetCreator::SetBuildTimestamp(AZ::u64 buildTimestamp)
{
if (ValidateIsReady())
{
@@ -202,17 +202,17 @@ namespace AZ
return;
}
AZ_Assert(m_asset->m_shaderAssetBuildTimestamp == m_reloadedRootShaderVariantAsset->GetBuildTimestamp(),
"shaderAsset timeStamp=%lld, but Root ShaderVariantAsset timeStamp=%lld",
"shaderAsset '%s' timeStamp=%lld, but Root ShaderVariantAsset timeStamp=%lld", m_asset.GetHint().c_str(),
m_asset->m_shaderAssetBuildTimestamp, m_reloadedRootShaderVariantAsset->GetBuildTimestamp());
m_asset->UpdateRootShaderVariantAsset(m_supervariantIndex, m_reloadedRootShaderVariantAsset);
m_reloadedRootShaderVariantAsset = {}; // Clear the temporary reference.
if (ShaderReloadDebugTracker::IsEnabled())
{
auto makeTimeString = [](AZStd::sys_time_t timestamp, AZStd::sys_time_t now)
auto makeTimeString = [](AZ::u64 timestamp, AZ::u64 now)
{
AZStd::sys_time_t elapsedMicroseconds = now - timestamp;
double elapsedSeconds = aznumeric_cast<double>(elapsedMicroseconds / 1'000'000);
AZ::u64 elapsedMillis = now - timestamp;
double elapsedSeconds = aznumeric_cast<double>(elapsedMillis / 1'000);
AZStd::string timeString = AZStd::string::format("%lld (%f seconds ago)", timestamp, elapsedSeconds);
return timeString;
};
@@ -60,7 +60,7 @@ namespace AZ
}
}
AZStd::sys_time_t ShaderVariantAsset::GetBuildTimestamp() const
AZ::u64 ShaderVariantAsset::GetBuildTimestamp() const
{
return m_buildTimestamp;
}
@@ -1,122 +0,0 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Common/AssetSystemStub.h>
#include <AzFramework/StringFunc/StringFunc.h>
namespace UnitTest
{
void AssetSystemStub::Activate()
{
m_sourceInfoMap.clear();
BusConnect();
}
void AssetSystemStub::Deactivate()
{
m_sourceInfoMap.clear();
BusDisconnect();
}
void AssetSystemStub::RegisterSourceInfo(const char* sourcePath, const AZ::Data::AssetId& assetId)
{
AZ::Data::AssetInfo assetInfo;
assetInfo.m_assetId = assetId;
RegisterSourceInfo(sourcePath, assetInfo, "");
}
void AssetSystemStub::RegisterSourceInfo(const char* sourcePath, const AZ::Data::AssetInfo& assetInfo, const AZStd::string& watchFolder)
{
SourceInfo sourceInfo{ assetInfo , watchFolder };
// Because GetSourceInfoBySourcePath should always return 0 for the sub-id, since it's about the source file not product file.
sourceInfo.m_assetInfo.m_assetId.m_subId = 0;
AZStd::string normalizedSourcePath = sourcePath;
AzFramework::StringFunc::Path::Normalize(normalizedSourcePath);
m_sourceInfoMap.emplace(normalizedSourcePath, sourceInfo);
}
bool AssetSystemStub::GetSourceInfoBySourcePath(const char* sourcePath, AZ::Data::AssetInfo& assetInfo, AZStd::string& watchFolder)
{
AZStd::string normalizedSourcePath = sourcePath;
AzFramework::StringFunc::Path::Normalize(normalizedSourcePath);
auto iter = m_sourceInfoMap.find(normalizedSourcePath);
if (iter != m_sourceInfoMap.end())
{
assetInfo = iter->second.m_assetInfo;
watchFolder = iter->second.m_watchFolder;
return true;
}
return false;
}
bool AssetSystemStub::GetRelativeProductPathFromFullSourceOrProductPath([[maybe_unused]] const AZStd::string& fullPath, [[maybe_unused]] AZStd::string& relativeProductPath)
{
return false;
}
bool AssetSystemStub::GenerateRelativeSourcePath(
[[maybe_unused]] const AZStd::string& sourcePath, [[maybe_unused]] AZStd::string& relativePath,
[[maybe_unused]] AZStd::string& watchFolder)
{
return false;
}
bool AssetSystemStub::GetFullSourcePathFromRelativeProductPath(
[[maybe_unused]] const AZStd::string& relPath, [[maybe_unused]] AZStd::string& fullSourcePath)
{
return false;
}
bool AssetSystemStub::GetAssetInfoById([[maybe_unused]] const AZ::Data::AssetId& assetId, [[maybe_unused]] const AZ::Data::AssetType& assetType, [[maybe_unused]] const AZStd::string& platformName, [[maybe_unused]] AZ::Data::AssetInfo& assetInfo, [[maybe_unused]] AZStd::string& rootFilePath)
{
return false;
}
bool AssetSystemStub::GetSourceInfoBySourceUUID([[maybe_unused]] const AZ::Uuid& sourceUuid, [[maybe_unused]] AZ::Data::AssetInfo& assetInfo, [[maybe_unused]] AZStd::string& watchFolder)
{
return false;
}
bool AssetSystemStub::GetScanFolders([[maybe_unused]] AZStd::vector<AZStd::string>& scanFolders)
{
return false;
}
bool AssetSystemStub::GetAssetSafeFolders([[maybe_unused]] AZStd::vector<AZStd::string>& assetSafeFolders)
{
return false;
}
bool AssetSystemStub::IsAssetPlatformEnabled(const char* /*platform*/)
{
return false;
}
int AssetSystemStub::GetPendingAssetsForPlatform(const char* /*platform*/)
{
return 0;
}
bool AssetSystemStub::GetAssetsProducedBySourceUUID(const AZ::Uuid& sourceUuid, AZStd::vector<AZ::Data::AssetInfo>& productsAssetInfo)
{
productsAssetInfo.clear();
for (AZStd::pair<AZStd::string, SourceInfo> element : m_sourceInfoMap)
{
if (element.second.m_assetInfo.m_assetId.m_guid == sourceUuid)
{
productsAssetInfo.push_back(element.second.m_assetInfo);
}
}
return true;
}
}
@@ -1,71 +0,0 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
namespace UnitTest
{
/**
* This class can stub out the asset system to enable the RPI's AssetUtils class to look up test assets.
* This is included in the RPITestFixture class. To use it, first create a test asset using AssetManager::Create()
* or one of the RPI's AssetCreators. This will register the asset with the asset database. Example:
*
* Data::Asset<MaterialAsset> myTestMaterialAsset1;
* MaterialAssetCreator creator;
* creator.Begin(...);
* // set some stuff
* creator.End(myTestMaterialAsset1);
*
* Then call RegisterSourceInfo for whatever test assets you want to be able to access via AssetUtils.
* This associates an AssetInfo object with some dummy source file name. No source file is actually created;
* it just allows AssetUtils to find the desired AssetInfo when looking up a source file name that your unit
* test provides. Example:
*
* m_assetSystemStub.RegisterSourceInfo("MyTestMaterial1.material", Data::AssetInfo{ myTestMaterialAsset1.GetId() }, "");
* m_assetSystemStub.RegisterSourceInfo("MyTestMaterial2.material", Data::AssetInfo{ myTestMaterialAsset2.GetId() }, "");
*
* Now the RPI should be able to use AssetUtils like normal to access your test assets. Example:
*
* RPI::AssetUtils::LoadAsset("MyTestMaterial1.material"); // Returns myTestMaterialAsset1
*/
class AssetSystemStub : public AzToolsFramework::AssetSystemRequestBus::Handler
{
public:
void Activate();
void Deactivate();
void RegisterSourceInfo(const char* sourcePath, const AZ::Data::AssetId& assetId);
void RegisterSourceInfo(const char* sourcePath, const AZ::Data::AssetInfo& assetInfo, const AZStd::string& watchFolder);
private:
struct SourceInfo
{
AZ::Data::AssetInfo m_assetInfo;
AZStd::string m_watchFolder;
};
AZStd::unordered_map<AZStd::string, SourceInfo> m_sourceInfoMap;
bool GetSourceInfoBySourcePath(const char* sourcePath, AZ::Data::AssetInfo& assetInfo, AZStd::string& watchFolder) override;
bool GetRelativeProductPathFromFullSourceOrProductPath(const AZStd::string& fullPath, AZStd::string& relativeProductPath) override;
bool GenerateRelativeSourcePath(
const AZStd::string& sourcePath, AZStd::string& relativePath, AZStd::string& watchFolder) override;
bool GetFullSourcePathFromRelativeProductPath(const AZStd::string& relPath, AZStd::string& fullSourcePath) override;
bool GetAssetInfoById(const AZ::Data::AssetId& assetId, const AZ::Data::AssetType& assetType, const AZStd::string& platformName, AZ::Data::AssetInfo& assetInfo, AZStd::string& rootFilePath) override;
bool GetSourceInfoBySourceUUID(const AZ::Uuid& sourceUuid, AZ::Data::AssetInfo& assetInfo, AZStd::string& watchFolder) override;
bool GetScanFolders(AZStd::vector<AZStd::string>& scanFolders) override;
bool GetAssetSafeFolders(AZStd::vector<AZStd::string>& assetSafeFolders) override;
bool IsAssetPlatformEnabled(const char* platform) override;
int GetPendingAssetsForPlatform(const char* platform) override;
bool GetAssetsProducedBySourceUUID(const AZ::Uuid& sourceUuid, AZStd::vector<AZ::Data::AssetInfo>& productsAssetInfo) override;
};
} // namespace UnitTest
@@ -21,7 +21,7 @@
#include <Common/AssetManagerTestFixture.h>
#include <Common/RHI/Stubs.h>
#include <Common/RHI/Factory.h>
#include <Common/AssetSystemStub.h>
#include <Atom/Utils/TestUtils/AssetSystemStub.h>
namespace UnitTest
{
@@ -10,8 +10,6 @@ set(FILES
Tests/Buffer/BufferTests.cpp
Tests/Common/AssetManagerTestFixture.cpp
Tests/Common/AssetManagerTestFixture.h
Tests/Common/AssetSystemStub.cpp
Tests/Common/AssetSystemStub.h
Tests/Common/ErrorMessageFinder.cpp
Tests/Common/ErrorMessageFinder.h
Tests/Common/ErrorMessageFinderTests.cpp