Commit Graph

730 Commits

Author SHA1 Message Date
Guthrie Adams 30120b9626 cleanup and setting asset preload flags
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-08 18:21:28 -06:00
Guthrie Adams 898b1811e0 material editor loads source data
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-08 18:21:25 -06:00
Chris Burel 33d5109fe8 Merge stabilization/2110 as of 20edb35cdc into development (#5319) 2021-11-08 15:22:17 -08:00
santorac c119947f06 Removed tabs
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-11-08 13:40:30 -08:00
Tommy Walton 55ebc17b01 Merge remote-tracking branch 'upstream/stabilization/2110' into Atom/amzn-tommy/ATOM-16289_SkyboxHotReloading
Signed-off-by: Tommy Walton <waltont@amazon.com>
2021-11-08 11:19:05 -08:00
santorac cf0708f260 Merge branch 'development' into Atom/santorac/FixSceneSrgTime 2021-11-08 10:22:03 -08:00
Qing Tao 5a39361f77 ATOM-16747 RPISystemInterface::GetDefaultScene returns the scene crea… (#5153) (#5389)
* ATOM-16747 RPISystemInterface::GetDefaultScene returns the scene created by PreviewRenderer but not the Main Scene
Deprecate GetDefaultScene() function.
Update all the places which use GetDefaultScene to use Scene::GetFeatureProcessorFromEntityId or GetMainScene.
Tested with Editor, UI Editor, Material Editor, game launcher.

Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
(cherry picked from commit 8da6bea073)
2021-11-08 07:49:30 -08:00
Jeremy Ong 6b6eb2c936 Remove markers that occupy <2us for 99% of events
Signed-off-by: Jeremy Ong <jcong@amazon.com>
2021-11-05 16:01:51 -06:00
Chris Burel 0e885b8267 [Linux] Fix crash from accessing an invalid AZ::EnvironmentVariable
During asset processing, no `RPISystem` component is created, so nothing
so nothing calls `ShaderSystem::Init()`, so nothing calls
`ShaderReloadDebugTracker::Init()`. Consequently, the
AZ::EnvironmentVariables that are used during
`ShaderReloadDebugTracker::IsEnabled()` never got created, causing a read
from a nullptr at runtime. This fixes that issue by making `IsEnabled()`
call `CreateVariable()` on the variables it needs if they are not valid.

In addition, it changes the call to `CreateVariable()` to initialize the
variable's values directly, to ensure they are only initialized once. It
also switches to use `AZ::Crc32` so that the variable's id is computed at
compile time.

Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-05 11:38:41 -07:00
Chris Burel 69059ba3e6 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:34:57 -07:00
santorac a444c75e9d Merge branch 'development' into Atom/santorac/FixSceneSrgTime 2021-11-04 00:23:21 -07:00
Guthrie Adams 9522945f20 moved AssetSystemStub to TestUtils folder
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-03 17:30:26 -05:00
Guthrie Adams bb4fdc8fe8 Added basic unit test for relative path function
Moved asset system stub to RPI utils

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-03 17:30:23 -05:00
Guthrie Adams 620e522f86 material editor and exporter save source materials with relative paths
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-03 17:30:07 -05:00
Tommy Walton 672c82f69d Add a default fallback image when a StreamingImageAsset fails to load
Signed-off-by: Tommy Walton <waltont@amazon.com>
2021-11-02 16:40:56 -07:00
galibzon 6763e2a3ac Shaders changes require two or more change cycles before updating (#5142)
* 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>
2021-11-02 16:21:26 -05:00
santorac 01e1bbea67 Merge branch 'development' into Atom/santorac/ShaderReloadDebugImprovements 2021-11-02 13:48:30 -07:00
santorac 029bf03870 Changed PassBuilder's job dependencies to be OrderOnce.
Using a normal job dependency was overkill. As a result, modifying a shader would trigger a pass to rebuild, and that would cause the entire render pipeline to reinitialize. This causes a lot of unnecessary churn that made debugging shader hot reloads difficult.

When a builder depends on knowing the UUID of another asset, it does need to have a job dependency on that asset. But when the builder doesn’t actually consume any data from inside the asset, and it just needs the ID, it is best to use JobDependencyType::OrderOnce to simply make sure the AP knows about the asset.

Also, the call to GetSourceInfoBySourcePath was an unnecessary check because the AP does not require the file to exist at the time a dependency is reported. GetSourceInfoBySourcePath will only succeed after the AP has scanned the requested source file. We can’t just assume that a false result indicates the file does not exist, it just isn’t known yet.

There are a couple additional use cases to be aware of (from @antonmic)...
1. Passes are critical assets, and some passes depend on shaders, so those shaders need to be processed, that's one reason for the dependency (otherwise you can start the engine, load all critical passes, try to load the shader, shader isn't ready, and bad things happen)
2. If a shader is deleted/removed, the pass should try to rebuild and fail. This was a recent issue that I fixed, you could have some odd condition where you delete a shader, but the pass that references that shader doesn't update or throw any errors because it doesn't rebuild, so the user is unaware that they need to change the .pass file and bad things happen

OrderOnce is sufficient for both these cases. #1 is related to first time processing which exactly the time when OrderOnce would be applied. I tested #2 as well; deleting a .shader file with OrderOnce dependency did trigger the .pass file to rebuild and fail.

Testing:
Ran an ASV pass test with both an exiting cache and after deleting the local cache.
Started the Editor with a clean cache and didn't encounter any startup issues. Was able to successfully load a level the first time.
Deleted SkyBox.shader and saw SkyBox.pass fail in the AP.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-11-02 13:41:55 -07:00
rgba16f [Amazon] 5c072a5d51 Part 2 of enabling Atom to use TaskGraph
Enable Atom CullingScene to use TaskGraph
Enable Atom PNG save to use TaskGraph for red/blue color channel swap on save out.

Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
2021-11-02 15:02:08 -05:00
Qing Tao 8da6bea073 ATOM-16747 RPISystemInterface::GetDefaultScene returns the scene crea… (#5153)
* ATOM-16747 RPISystemInterface::GetDefaultScene returns the scene created by PreviewRenderer but not the Main Scene
Deprecate GetDefaultScene() function.
Update all the places which use GetDefaultScene to use Scene::GetFeatureProcessorFromEntityId or GetMainScene.
Tested with Editor, UI Editor, Material Editor, game launcher.

Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
2021-11-01 14:26:55 -07:00
Tommy Walton c87670bbfb Fix innocuous release build error in RPIUtils LoadStreamingTexture (#5021)
Signed-off-by: Tommy Walton <waltont@amazon.com>
2021-11-01 11:38:45 -07:00
galibzon 0807cb7f3e Added "RemovePassTemplate" method. (#5039)
* 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>
2021-10-29 15:41:17 -05:00
Tommy Walton 4ccbb964f3 Add missing dependencies to pass builder (#4884) (#5099)
* Adding shaders and attimage files as runtime depenencies for pass files, so that they are included in asset bundles. Also using the correct job key for attimage files.

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Use a reference to avoid a copy

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Bumping the AnyAsset builder version

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Revert "Bumping the AnyAsset builder version"

This reverts commit 778798ae9cdd93ebe93248b3113e4cfb7609020d.

Signed-off-by: Tommy Walton <waltont@amazon.com>
2021-10-29 10:53:31 -07:00
Adi Bar-Lev 8184c526f7 Merge commit '9e0756f3c11ae5218246fec732e1ceb4da14caeb' into barlev/gitflow_211028_O3DE 2021-10-28 19:16:57 -04:00
santorac ecae08fa95 Made some improvements for debugging shader hot reload issues.
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>
2021-10-28 12:05:56 -07:00
Tommy Walton 67f90a9b37 Add missing dependencies to pass builder (#4884)
* Adding shaders and attimage files as runtime depenencies for pass files, so that they are included in asset bundles. Also using the correct job key for attimage files.

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Use a reference to avoid a copy

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Bumping the AnyAsset builder version

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Revert "Bumping the AnyAsset builder version"

This reverts commit 778798ae9cdd93ebe93248b3113e4cfb7609020d.

Signed-off-by: Tommy Walton <waltont@amazon.com>
2021-10-28 10:22:20 -07:00
Qing Tao 9e0756f3c1 ATOM-16656 PassTree tool: ParentPass image attachment preview doesn't work (#5032)
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>
2021-10-27 11:28:21 -07:00
Danilo Aimini 20939d6285 Merge commit '3913d9125172ad6a195dcc7d299701be3cd4624a' into daimini/gitflow_211027_o3de
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
2021-10-27 11:22:15 -07:00
Danilo Aimini 4430c1c3d3 Merge commit 'a945fd9f1bc885af48bd7c3172f1e46d24588eb5' into daimini/gitflow_211027_o3de
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
2021-10-27 11:22:10 -07:00
Ken Pruiksma 97920feaf1 Detail material Id texture created from surface weights. (#4984)
* Added some structs for detail materials

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Added some template functions for looking up materials. Added lookups for all the relevant detail material fields in StandardPBR.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Added some structs for detail materials

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Added some template functions for looking up materials. Added lookups for all the relevant detail material fields in StandardPBR.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Added support for generating a detail material texture with IDs populated from surface weights.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Updated TerrainAreaMaterailRequestBus to have separate calls for region vs materials instead of the awkward out parameter
Update MaterialPropertyDescriptor so that you can retrieve enum names by ID
Several bug fixes / updates to the terrain feature processor dealing with detail materials.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Updating detail material texture based on offsets. Not quite working yet but close. Added visualization for detail material in shader (currently on, will be turned off before final commit)

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Small bugfixes
* Fix compile error in non-unity builds
* Fixed backwards x/y loops causing the wrong pixels to update
* Fixed selection of surface type with multiple surface weights

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Adding seam to detail texture debug display. Offseting edges by a half-pixel to avoid bleed. Disabling debugging detail textures by default.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Missing file from last commit for detail material change.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Cleanups

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* bug fix

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Bug fix in the terrain fp for TerrainAreaMaterialRequestBus returning incomplete materials on GetSurfaceMaterialMappings

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Some PR updates. Exposing detail material id debugging through a cvar.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Various updates from review.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* PR updates dealing with debug texture boundary line.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Hiding some fields from the terrain material

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Fixing type in generic lambda for linux / android

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

Co-authored-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
2021-10-27 10:12:13 -05:00
santorac 8988800a43 Fixed potential unused variable 'originalVersion' with 'maybe_unused' attribute.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-10-26 14:49:46 -07:00
santorac 3913d91251 Merge pull request #4983 from aws-lumberyard-dev/Atom/santorac/MoveDoubleSided
Moved DoubleSided Flag Out Of Opacity Group

The double-sided flag was hidden inside the opacity property group, and only exposed when you set the opacity to non-opaque. Here we move doubleSided from opacity to general making it easier to find and set.

Also...
- Fixed a bug with the material version auto-update, where it could rename properties but could not move them to another group.
- Added another "default" texture map to the Common/Feature gem that is directional, so better for understanding UV/tangent space. These were copied from the AtomLyIntegration gem.
2021-10-26 10:36:41 -07:00
galibzon a945fd9f1b Removed ShaderAsset related unncessary warning (#5008)
Removed ShaderAsset related unncessary warning that pollutes the logs.

Signed-off-by: garrieta <garrieta@amazon.com>
2021-10-26 12:27:40 -05:00
puvvadar e68f57c843 Merge pull request #4889 from aws-lumberyard-dev/bitset_serialization_includes
Fix usages of AZStd::bitset not being found by serialize context
2021-10-26 10:16:32 -07:00
santorac b80e55229f Merge remote-tracking branch 'upstream/stabilization/2110' into Atom/santorac/MoveDoubleSided 2021-10-26 09:07:23 -07:00
santorac eb542bfe69 Merge branch 'stabilization/2110' into Atom/santorac/MoveDoubleSided 2021-10-25 16:10:45 -07:00
santorac 144af200bf Fixed potential unused variable 'originalVersion' with 'maybe_unused' attribute.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-10-25 16:02:55 -07:00
santorac 0f60d37fec Fixed a bug where material version updates didn't support moving a property from one group to another.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-10-25 13:32:32 -07:00
Qing Tao a5694a5ac6 ATOM-16489 Add find passes functions for Scene or RenderPipeline in PassSystemInterface (#4739) (#4963)
* 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)
2021-10-25 12:49:57 -07:00
galibzon da2ce2d7f0 Normalize Shader vs Shaders Folders (#4925)
Normalize Shader vs Shaders Folders (#4925)
Signed-off-by: garrieta <garrieta@amazon.com>
2021-10-25 13:23:43 -05:00
Qing Tao fe8dac7989 ATOM-16489 Add find passes functions for Scene or RenderPipeline in PassSystemInterface (#4739)
* 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>
2021-10-25 10:07:55 -07:00
santorac cef1e200f6 Merge remote-tracking branch 'upstream/development' into Atom/santorac/MaterialPropertyRenameInMaterialComponent 2021-10-22 16:42:09 -07:00
santorac 3c331e00ff Moved the Material Component property override renaming to EditorMaterialComponent via ApplyAutomaticPropertyUpdates.
MaterialAssignment::ApplyProperties() still reports warnings but does not update the m_propertyOverrides.
MaterialAssignment::ApplyProperties() will now skip the old name'd overrides if overrides are present for the new names. I'm not sure if this will ever happen, but it did happen while I had some intermediate changes, so I imagine it could happen again.
I had to update the Material::FindPropertyIndex function to expose information about renames when they occur. This should make it easier for other systems to get (somewhat) automatic benefit from the version update feature.
I also found that there was an issue with material inspector where it wouldn't be initialized the the right override values when renames were present. Now it applies the renames to whatever override data it gets from the Material Component.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-10-22 16:41:44 -07:00
puvvadar 94f27fc279 Add SerializeContext include for nounity builds
Signed-off-by: puvvadar <puvvadar@amazon.com>
2021-10-22 11:26:12 -07:00
puvvadar 3ced67974d Merge branch 'development' of https://github.com/o3de/o3de into bitset_serialization_includes 2021-10-22 09:52:27 -07:00
santorac c6b209ace0 Made material property auto-rename procedure apply to Material Component at runtime. This ensures that an material property overrides and any gameplay scripts that work with property overrides can get the benefit of the material type version update procedure.
I added an ApplyPropertyRenames function to MaterialTypeAsset very similar to the one in MaterialTypeSourceData.
Updated the MaterialAssignment class to apply any property renames when it discovers the old name doesn't work. This will be written to disk when the level or prefab is saved.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-10-21 23:18:08 -07:00
antonmic 4b7eac0b40 merging dev
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
2021-10-21 22:37:12 -07:00
santorac a4321baecc Hopefully fix a Jenkins build failure about "function cannot access 'AZ::RPI::MaterialVersionUpdate::RenamePropertyAction::m_fromPropertyId'"
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-10-21 17:00:06 -07:00
puvvadar 2a42654df7 Fix usages of AZStd::bitset not being found by serialize context
Signed-off-by: puvvadar <puvvadar@amazon.com>
2021-10-21 14:36:51 -07:00
santorac f4d5a75574 Fixed an issue where the wrong version number was being reported in a warning message. It showed the latest version instead of the original version number.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-10-21 12:13:45 -07:00