* Change AtomTressFX passes to write to exsiting DepthLinear buffer instead of creating a new one as output.
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
* Added new api in RPI to apply render pipeline changes from FP
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
* Update AtomTressFX gem to create hair parent pass at runtime
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
* Change Scene::ApplyRenderPipelineChange() to TryApplyRenderPIpelineChanges().
Have TryApplyRenderPIpelineChanges() called automatically when a render pipeline is added to a Scene.
Re-apply the render pipeline change when RenderPipeline got recreated (Pass hot-reloading support)
Add AddPassBefore() and AddPassAfter() function to RenderPIpeline class.
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
* Changes to AttachmentImage related classes to have better support using render target as texture.
- Updated AttachmentImageAsset to support an unique name which can be used as AttachmentId.
- Functions in ImageSystemInterface to find an AttachmentImage by its unique name.
- Added InsertChild function to ParentPass class so it can insert a child pass at any location.
- Change to ImageAttachmentPreviewPass so it can preview cached pass attachment even the source pass was disabled.
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
* Updated all array_view uses with the C++20 span.
The updates were done in the following order
1. `AZStd::array_view<([^>].+)\* ?>` -> `AZStd::span<\1 const>`
2. `AZStd::array_view<(?:const )(.+)>` -> `AZStd::span<const \1>`
3. `AZStd::array_view` -> `AZStd::span`
Removed the implementation of array_view.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added missing whitespace between `const` and the typename for spans.
Updated the ShaderTest comparison of the ShaderResourceGroupLayout span
to compare the sizes as well
Updated comments on some of the methods that stated that they return "an
array" to mention they return "a span".
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Multiple bug fixes
- Handle Dx12 validation error related to multiple resource transitions happening on the same resource.
- Added API to better query for image/buffer views associated with an attachment.
- Address possible serialization issues by usage of size_t
- Reduced number of Descriptor sets allowed per SRG Pool in order to reduce descriptor waste.
Signed-off-by: moudgils <47460854+moudgils@users.noreply.github.com>
* Addressed minor feedback
Signed-off-by: moudgils <47460854+moudgils@users.noreply.github.com>
* Fix compile issues
Signed-off-by: moudgils <47460854+moudgils@users.noreply.github.com>
* Missed a few other fixes
Signed-off-by: moudgils <47460854+moudgils@users.noreply.github.com>
Jobification of the sort saves 0.7ms/frame on the HighInstanceTest on my pc.
Make MeshFeatureProcessor update of the mesh cull bounds part of the job work rather than part of the simulate work. This saves 0.1ms/frame on the HighInstanceTest
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
2. Add a higher "launch_ap_timeout" for Mac because launching a newly built/downloaded AP can take a while.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Add nullptr checks to prevent crashes when non-critical shaders fail to compile.
2. Add a higher "launch_ap_timeout" for Mac because launching a newly built/downloaded AP can take a while.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Fix one more nullptr dereference.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Shaders changes require two or more change cycles before updating
This fixes the problem described in the title.
Consolidated the responsibility to update the root shader variant
asset into the Shader() class. It was unnecessarily spread across
Shader(), ShaderVariant() and ShaderAsset().
In particular OnAssetReloaded now makes a temporary copy of the root
ShaderVariantAsset and updates the ShaderAsset with such reference
only when OnAssetReloaded() is called on behalf of the ShaderAsset.
Signed-off-by: galibzon <66021303+galibzon@users.noreply.github.com>
* Added "RemovePassTemplate" method.
Signed-off-by: garrieta <garrieta@amazon.com>
* RemovePassTemplate only allows to remove PassTemplates
created with the Runtime API. It now asserts if there are Passes
referencing the PassTemplate that should be removed.
Signed-off-by: garrieta <garrieta@amazon.com>
Made ShaderReloadDebugTracker store its static data in Environment system variables, so they are shared across dlls. This fixes issues with inconsistent indenting when debug operations are performed in different libraries.
New ShaderReloadDebugTracker operations in FullscreenTrianglePass.
Added a ShaderReloadDebugTracker message to Shader::GetVariant that includes asset built timestamp infromation, which I think will be really helpful in sorting out reload issues.
Renamed some functions and variables to remove a redundant "ShaderAsset" term.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Move imageAttachmentCopy instance from RenderPass to Pass so it can support preview image for all passes but not only for RenderPass.
Fixed an issue with image attachment preview when switching render pipeline with attachment preview on.
Signed-off-by: Qing Tao <qingtao@amazon.com>
* ATOM-16489 Add find passes functions for Scene or RenderPipeline in PassSystemInterface
Introduced new PassSystemInterface::ForEachPass() funtion to replace PassSystemInterface::FindPasses(), PassSystemInterface::GetPassesByTemplateName and ParentPass::FindPassByNameRecursive() functions.
Update all the places which were using those three functions.
The new pass finding filter support any combination of pass name, pass template name, pass class type, pass hirechary, owner scene, owner render pipeline.
Update unit tests.
Signed-off-by: Qing Tao <qingtao@amazon.com>
(cherry picked from commit fe8dac7989)
* ATOM-16489 Add find passes functions for Scene or RenderPipeline in PassSystemInterface
Introduced new PassSystemInterface::ForEachPass() funtion to replace PassSystemInterface::FindPasses(), PassSystemInterface::GetPassesByTemplateName and ParentPass::FindPassByNameRecursive() functions.
Update all the places which were using those three functions.
The new pass finding filter support any combination of pass name, pass template name, pass class type, pass hirechary, owner scene, owner render pipeline.
Update unit tests.
Signed-off-by: Qing Tao <qingtao@amazon.com>
* Create helper function for getting threads per
group from a compute shader
Added GetComputeShaderNumThreads() functions to RPIUtils.
By default the function returns 1, 1, 1 in case of errors.
Updated existing code that was looking for 'numthreads' attribute data
with the new GetComputeShaderNumThreads() API.
Signed-off-by: garrieta <garrieta@amazon.com>
* Hair
- First introduction of Hair gem to Atom and O3DE
- The hair technology is based off TressFX 4.1
- These are some of the areas we enhanced the original TressFX implementation:
- Lighting model was replaced and we now use a modified Marschner model
- Blending is done directly with the back buffer removing the silhouette of the original implementation
- Hair depth / thickness is now calculated to remove incorrect back lighting (TT lobe in the Marschner model)
- Thickness corrected to handle hair gaps hence introducing better light passage for the TT
- The hair is fully integrated into the Atom pipeline and structure design
- Usage of single shared buffer for the computer buffers reduces barriers sync overhead
Remarks:
- Collisions via SDF compute are to be introduced soon
- Improved shortcut rendering method ala Eidos Montreal to be introduced soon
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - code clean pass
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - EMFX Actor visibility implementation
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - COnnecting hair passes to Atom's MainPipeline.pass
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - adding dedicated thumbnail pipeline that does not include the hair gem
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - changed Atom shader files to allow hooking the hair to the lighting data structures
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixed a few headers to have the latest O3DE license + verification fixes
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - enabling editor component only when tool pipline is built + default texture add
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixing Linux and Android compilation builds
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - another files change to make Linux compile
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - more Linux and Android build fixes
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair
- Adding usage of fallback white texture
- Removing invalid null assignments into vectors
- Removing redundant mutex preventing deletion on some platforms
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair
- Shame: removed forgoten #pragma optimize
- Adding header complained by Android
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - removing the Hair Gem connection in the active project.
- This submission removes the connection to the active project hence allowing to run without the Gem. Enable the passes in MainPipeline.pass and declare them again when you want to use the Gem.
Remark: the gem file PassTemplates.azasset was renamed and will be connected via code in the future to avoid the need to declare in the global pass template.
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - registrating gem pass templates through the gem templates file (#198)
* Hair - registrating gem pass templates through the gem templates file
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - adding handler disconnect for the pass template registration.
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - PPLLIndexCounter buffer going data driven via the pass declarations (#202)
* Hair - PPLLIndexCounter buffer going data driven via the pass declaration
- Moving PPLLIndexCounter from code allocation and attachment to be data driven
- Fixed RPI typo bug that can prevent using buffers like that
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixing UI Editor (LYShine) crash (#209)
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair - resolved the multi pipeline mismatches and crashes + cleaned initialization & leftovers (#222)
* [Hair] - multiple render pipelines handling
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair] - Shut down order is handle to allow hair feature processor be deregistered only after the bootstrap component has disabled it
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair] - minor cleanups
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair] - followups from review nits
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - code fixes based on the CR remarks for the Hair merge to Dev (#248)
* Hair
- First introduction of Hair gem to Atom and O3DE
- The hair technology is based off TressFX 4.1
- These are some of the areas we enhanced the original TressFX implementation:
- Lighting model was replaced and we now use a modified Marschner model
- Blending is done directly with the back buffer removing the silhouette of the original implementation
- Hair depth / thickness is now calculated to remove incorrect back lighting (TT lobe in the Marschner model)
- Thickness corrected to handle hair gaps hence introducing better light passage for the TT
- The hair is fully integrated into the Atom pipeline and structure design
- Usage of single shared buffer for the computer buffers reduces barriers sync overhead
Remarks:
- Collisions via SDF compute are to be introduced soon
- Improved shortcut rendering method ala Eidos Montreal to be introduced soon
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - code clean pass
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - EMFX Actor visibility implementation
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - COnnecting hair passes to Atom's MainPipeline.pass
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - adding dedicated thumbnail pipeline that does not include the hair gem
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - changed Atom shader files to allow hooking the hair to the lighting data structures
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixed a few headers to have the latest O3DE license + verification fixes
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - enabling editor component only when tool pipline is built + default texture add
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixing Linux and Android compilation builds
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - another files change to make Linux compile
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - more Linux and Android build fixes
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair
- Adding usage of fallback white texture
- Removing invalid null assignments into vectors
- Removing redundant mutex preventing deletion on some platforms
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair
- Shame: removed forgoten #pragma optimize
- Adding header complained by Android
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - removing the Hair Gem connection in the active project.
- This submission removes the connection to the active project hence allowing to run without the Gem. Enable the passes in MainPipeline.pass and declare them again when you want to use the Gem.
Remark: the gem file PassTemplates.azasset was renamed and will be connected via code in the future to avoid the need to declare in the global pass template.
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - registrating gem pass templates through the gem templates file (#198)
* Hair - registrating gem pass templates through the gem templates file
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - adding handler disconnect for the pass template registration.
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - PPLLIndexCounter buffer going data driven via the pass declarations (#202)
* Hair - PPLLIndexCounter buffer going data driven via the pass declaration
- Moving PPLLIndexCounter from code allocation and attachment to be data driven
- Fixed RPI typo bug that can prevent using buffers like that
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixing UI Editor (LYShine) crash (#209)
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair - resolved the multi pipeline mismatches and crashes + cleaned initialization & leftovers (#222)
* [Hair] - multiple render pipelines handling
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair] - Shut down order is handle to allow hair feature processor be deregistered only after the bootstrap component has disabled it
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair] - minor cleanups
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair] - followups from review nits
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - last fixes based on CR remarks
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixing AR
Signed-off-by: Adi-Amazon <barlev@amazon.com>
- Removed all unnecessary includes to Atom CpuProfiler.h
- Added includes to AzCore Profiler.h where necessary
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
- Added new interface type AZ::Debug::Profiler to externally register profiler systems
- Modified the Atom CPU profiler to register as an AzCore profiler
-- This allows full engine markers to be visualized in the associated ImGui tool
- Converted all AZ_ATOM_PROFILE_* macros to use AZ_PROFILE_* macros instead
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
* Implement sync interval and refresh rate API for RenderViewportWidget
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Measure actual frame timings in the viewport info overlay.
Takes the median of the sum of (frame end - frame begin) to provide more a more representative view of when frames begin and end.
Note: Until VSync is internally supported by the event loop, this will produce nearly identical frame timings as the frame will spend as much time as needed synchronously waiting on a vblank.
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Make frame timing per-pipeline, wire up refresh rate info to ViewportContext
Signed-off-by: nvsickle <nvsickle@amazon.com>
* POC: Frame limit pipeline rendering
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Switch Editor tick to every 0ms to allow better tick accumulation behavior
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Move RPISystemComponent to the tick bus, remove tick accumulation logic
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Add `AddToRenderTickAtInterval` to RenderPipeline API
This allows a pipeline to update at a set cadence, instead of rendering every frame or being directly told when to tick.
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Make ViewportContext enforce a target framerate
-Adds GetFpsLimit/SetFpsLimit for actively limiting FPS
-Calculates a render tick interval based on vsync and the vps limit and updates the current pipeline
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Add r_fps_limit and ed_inactive_viewport_fps_limit cvars
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Quick null check from a crash I bumped into
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Fix off-by-one on FPS calculation (shouldn't include the not-yet-rendered frame)
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Clarify frame time begin initialization
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Fix TrackView export.
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Address some reviewer feedback, revert RPISystem API change, fix CPU profiler.
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Add g_simulation_tick_rate
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Address review feedback, make frame limit updates event driven
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Remove timestamp update from ComponentApplication::Tick
Signed-off-by: nvsickle <nvsickle@amazon.com>
ATOM-16273 Compiling SceneSRG before updating it can cause a gpu crash
Changes include:
1. Removed Scene::SetShaderResourceGroupCallback() function and clean up code which use this function.
2. Moved SceneTimeSrg.azsli to RPI's DefaultSceneSrg folder and setup the constants in RPI::Scene
3. Add AZ::Event for Scene's update srg event which features and update scene srg at proper place
4. UpdateTransformServcie FP to use PrepareSceneSrg event handler.
5. Clean up shaders and srgs used in project templates.
Signed-off-by: Qing Tao <qingtao@amazon.com>
* Release build fix for Windows
* Release build fix for Android
* Release build fix for Windows
* Release build fix for Android
* Release build fix for Linux
* Release build fix for Mac
* Release build fix for iOS
Signed-off-by: Steve Pham <spham@amazon.com>
NOTE: The memory driller is still intact for now to avoid needing to
modify allocators, but the frame/cpu portions of driller and the
standalone executable are now gone.
Signed-off-by: Jeremy Ong <jcong@amazon.com>