This fixes gamepad input for both of our ImGui integrations (which should probably be combined at some point).
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Various Vulkan fixes
- Swapchain related fix for UI editor
- Object of type VkQueue is simultaneously used in the main thread and the queue thread. Pushed the swapchain invalidation to the presentation queue thread
- Added padding for DepthOfFieldData to ensure it is 16 byte aligned
- Added aspect flag for SMAAEdgeDetectionTemplate pass
- Reduced MaxUnboundedArrayDescriptors so that it is under the maxDescriptorSetSampledImages limit
- Added CopyRead flag for ReflectionScreenSpaceBlurPass related transient resources.
Signed-off-by: moudgils <47460854+moudgils@users.noreply.github.com>
* Missed file
Signed-off-by: moudgils <47460854+moudgils@users.noreply.github.com>
* Rename IndexedDataVectorTests -> MultiIndexedDataVectorTests
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Adding unit tests for IndexedDataVector. Updated fixture for MultiIndexedDataVector.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixed a bug in the test. Updated IndexedDataVector with more/better comments and removed a non-const function that wasn't necessary.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Further updates to some comments
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* - Moved settings related to the detail material to a partial view srg owned by the terrain gem.
- Added support for base color in detail materials.
- Hooked up basic base color rendering of detail materials.
- Corrected the way the material data was stored.
- Added ref counting for detail materials so they can be released when no longer used.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* - Moved settings related to the detail material to a partial view srg owned by the terrain gem.
- Added support for base color in detail materials.
- Hooked up basic base color rendering of detail materials.
- Corrected the way the material data was stored.
- Added ref counting for detail materials so they can be released when no longer used.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Detail materials now put textures into bindless array that's accessed in the shader. Shader now pulls all the detail materal information for a single mateiral but does no blending.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Correcting rebase merge problem.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fix detail roughness fade out with distance.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Adding tests for new MultiIndexedDataVector functions
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updates to move bindless array to separate SRG
- Exposed BindSrg() in renderpass so it's possible to add additional SRGs to a pass
- Created a TerrainSrg for use by the terrain forward shader
- Moved the bindless array out of the partial view SRG to the TerrainSrg
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Moved more properties out of the view srg to the terrain srg.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Spelling fixes
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing bug where the roughness min/max value were inverted. Also fixed bug where bad data would show for areas where there was no macro material.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updates from PR review
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing case issues and updating function name due to a recent fix.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* The Build Time Stamp of ShaderAsset And
ShaderVariantAsset Should Be Based On
GetTimeUTCMilliSecond()
GetTimeNowMicroseconds() is useful to measure time stamp differences.
GetTimeUTCMilliSecond() is for time stamps based on absolute clock/wall time.
* Updated DiffuseGlobalIllumination precompiled shaders
Co-authored-by: dmcdiar <dmcdiar@amazon.com>
Signed-off-by: galibzon <66021303+galibzon@users.noreply.github.com>
Fixed issue where skin material wouldn't render if applied to a model with several submeshes and those submeshes had different material types applied to them.
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>
* Enable relocation of the Project Game Release Layout
Relocating the Project Game Release Layout to another directory on the file system failed due to the querying of the engine root failing due to the ComponentApplication::m_engineRoot not using the project path stored in the SettingsRegisry if the engine root cannot be detected
Removed the ApplicationRequestBus GetEngineRoot function.
The ComponentApplicationRequestBus has a function of the same name that returns the same path.
Removed the deprecated GetAppRoot function.
The path it returns has no defined value. It was not the engine root or the project root.
Removed unused CFileUtil and CFileUtil_impl functions that were invoking the ApplicationREquestBus GetEngineRoot function.
On the way to update the functions it was discovered that they aren't called
Added a CalculateBranchToken overload that can populate a fixed_string to avoid heap allocations
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Protect against an empty list of artifacts to remove when generating the
engine.pak
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* 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)
float
Github issue: https://github.com/o3de/o3de/issues/2522
Change to float3. The current ASV tests are not affected but
using the RPI/Mesh example with Mesh: objects/suzanne.azmodel
and the material:
StandardMultilayerPbrTestCases/005_UseDisplacement.material
Showed a clear improvement.
Signed-off-by: galibzon <66021303+galibzon@users.noreply.github.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>
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>
* 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>
Replaced get and set functions with explicit types with templates
Added special case handling for setting enum values as strings or numbers from script
Signed-off-by: Guthrie Adams <guthadam@amazon.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)
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>
Fixed an issue where the shader builder would incorrectly succeed when the .azsl file is missing.
Also renamed some variables for more consistency.
Updated all .shader files accordingly.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* Implement simple tint for white balance color grading. Adjust temperature slider to feel linear.
Signed-off-by: rbarrand <rbarrand@amazon.com>
* Change white balance luminance preservation equation and remove unused code.
Signed-off-by: rbarrand <rbarrand@amazon.com>
Co-authored-by: rbarrand <rbarrand@amazon.com>