Commit Graph

255 Commits (33cbc2db219cb77d088cb15c1774c86d9b1be9aa)

Author SHA1 Message Date
Santora 00062430a2 Updated the usage of ShaderReloadDebugTracker to include the address of the object. This is necessary for debugging where multiple assets may be reloading at the same time. Also added a Printf function for generic messages at the current indent level.
This is specifically in support of:
ATOM-14613 Baseviewer MatertialHotReloadTest fails to change the color after turning blending on and off
ATOM-15728 Shader Hot Reload Fails in Debug Build
5 years ago
Anton Michels 28d4c259c1
Fixing pass binding issue
Fixing pass binding issue that breaks certain ASV screenshot tests. Should also fix a crash on mac that was reported.
5 years ago
galibzon 1d8f1da213
Fix automation bug caused by unexpected AZ_Error string: (#1269)
[Pass LookModificationComposite] Could not bind shader buffer index
'm_eyeAdaptation' because it has no attachment.

The error message is now ONLY reported if the RHI is not Null.

Signed-off-by: garrieta <garrieta@amazon.com>
5 years ago
michabr 6584e1290b
Reenable LyShine mask support now using Atom (#1218)
* Add option to set stencil ref in Dynamic Draw Context

* Add depth/stencil attachment slot to UI pass

* Rework mask rendering to use Atom

* Add missing circle mask image
5 years ago
galibzon cc615a8f32
[ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Funct… (#1079)
* [ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Functions That
Predate The Shader Supervariants

These are the essential impactful changes as a result of deprecating the
ShaderResourceGroupAsset.

* Addressed feedback by @moudgils. Better comments in header files.

* More updates related with deprecation of ShaderResourceGroupAsset

* Deleted the temporary version 2 classes.

* Updated version of the shader asset builders.

* Updated version of all the shader related classes impacted
by the Supervariant concept and deprecation of ShaderResourceGroupAsset

* Changes to *.pass and DGI, Reflections and RayTracing.

* changes to material related assets

* changes to core lights

* Changes to auxgeom/dynamic draw.

* changes to decals, lyshine, imguipass

* changes to RPI Pass classes

* Shader for SceneSrg, ViewSrg and ForwardPass Srgs.

* changes to mesh, skinned mesh, Morphtarget.

* Fixes to RayTracingPass.cpp & now allow empty srg in shaders.

* Updated Atom_RPI.Tests

* Simplified InstanceDatabase by removing AddHandler

------------------------------------------------------------------------------------
* Updated DiffuseGI precompiled shaders.
Added RayTracingSceneSrg and RayTracingMaterialSrg shader asset.
Updated ShaderAssetCreator::Clone to handle the supervariant when processing root variants.
Co-authored-by: Doug McDiarmid <dmcdiar@amazon.com>
------------------------------------------------------------------------------------

* Changed semantics for some PassSrg to SRG_PerPass_WithFallback.

AuxGeom/FixedShapeProcessor.cpp requires SRG_PerDraw on ObjectSrg.

Removed names of SceneSrg and ViewSrg from RPISystemDescriptor.cpp

* Moved ShaderLib/Atom/Features/DummyEntryFunctions.azsli
To  Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/DummyEntryFunctions.azsli

Removed redundant checking for finalization in
ShaderResourceGroupLayout.cpp

* Fixed race condition bug for Shader::FindOrCreate.
InstanceDatabase<>::CreateInstance() needs to be atomic
for instance creation and initialization.

Added optional InstanceHandler::CreateFunctionWithParams to accomodate
to the needs of Instances that need more than an asset reference
to be able to be created an initialzed.

Removed ShaderResourceGroup::FindOrCreate() only ::Create is available
now.

* Renamed scene_and_view_srgs.* as SceneAndViewSrgs.*

Changed GetAzslFileOfOrigin for GetUniqueId

* Fixed unit tests.

* Reverted the serialization name of m_uniqueId back to
"m_azslFileOfOrigin" so precompiled shaders don't fail
in layout comparison.

* Fixed AtomCore.Tests
Removed non-applicable test. InstanceDatabase.AddHandler() is not
available anymore.

* The Null rhi is re-enabled for shader compilation.

Signed-off-by: garrieta <garrieta@amazon.com>
5 years ago
antonmic ef87ce094a Fixing pass binding issue that breaks certain ASV screenshot tests. Should also fix a crash on mac that was reported. 5 years ago
antonmic 2a40010089 Pass changes: fixed reflection probe bake 5 years ago
antonmic 3ea74e017f Pass changes: RPI unit test fix 5 years ago
antonmic 9d53073546 Merge branch 'main' into Atom/antonmic/PassChanges 5 years ago
antonmic 2a982fa4b2 Pass changes: Addressing PR feedback 5 years ago
antonmic 886931f2a9 Pass changes: minor fixes misses previously 5 years ago
antonmic 1ddb94ada1 Pass changes: final cleanup 5 years ago
antonmic c996b34835 Pass changes WIP: small optimization 5 years ago
antonmic 702356007c Pass changes WIP: standardized usage of new pass initialization functions 5 years ago
antonmic 6973d9c7a3 Pass changes WIP: moved child pass creation to Build phase 5 years ago
Tom Hulton-Harrop dd95d2b02e
ensure brute force ray intersection works (#1170)
* ensure brute force ray intersection works in the same space as kd-tree intersection

* add additional tests for ray casts against meshes using brute force approach

* update api and add some additional test cases

* comment tidy-up and other small updates/fixes for ray intersection code

* fix issue with values at the end of a ray
5 years ago
antonmic a30d9621d5 Pass changes WIP: various fixes, exposure sample now works 5 years ago
antonmic 451de8e782 Merge branch 'main' into Atom/antonmic/PassChanges 5 years ago
antonmic bd7c5f4ee2 Pass changes WIP: small improvements 5 years ago
antonmic 9d7119a7f8 Pass Changes WIP: fixed bloom pass 5 years ago
antonmic ed759612dd Atom Pass changes WIP: ASV screenshot tests passing now 5 years ago
Ken Pruiksma 9df995dd26
Temporal anti-aliasing and constrast adaptive sharpening (#1161)
First version of temporal antialiasing and contrast adaptive sharpening for GA. Works well in most cases but still has a few issues that will need additional time. This is only the passes and shaders with no exposure to the editor. TAA and CAS can be turned on by enabling their respective passes in the pipeline.

All of the code has been previously reviewed in smaller PRs into the taa_staging branch:
aws-lumberyard-dev#29
aws-lumberyard-dev#53
aws-lumberyard-dev#73
aws-lumberyard-dev#79
aws-lumberyard-dev#84

Main issues:

- Bloom doesn't play nice with TAA and seems to greatly amplify any flickering
- AuxGeom jitters with the camera, so TAA doesn't currently work well in editor
- Transparencies don't have correct motion vectors. History rectification keeps this from looking too bad, but could still be improved
- There is still more that could be done to inhibit flickering, usually from specular aliasing
- Motion vectors aren't correct on POM unless PDO is turned on, which can result in some blurring during motion.
- SSAO can contribute to flickering in its default half res configuration. Changing this to full res mitigates the problem.

Squashed merge of the following:

* [ATOM-13987] Initial checkin of Taa pass.

* TAA pass setup WIP. (does not work yet due to pass configuration issues).

* Taa WIP - Camera motion vectors fixed and hooked up. TAA does simple reprojection and rejection based on depth.

* Small update to use lerp and add some comments.

* Fix issue with attachments not being set up on bindings at initialization. Fixing issue with half-pixel offsets in TAA shader

* - Motion vector passes now use the same output with mesh motion vectors overwriting camera motion vectors.
- Taa pass now works with multiple pipelines.
- Cleaned up TAA shader a bit.

* Fixes from PR review.

* Adding check for multiple attachments of the same name with different resources in Pass::ImportAttachments().

* Adding camera jitter with configurable position count. Updated TAA to blend in tonemapped space.

* Fixes from PR review. Fixing camera motion vectors for background (infinite distance)

* Updates to taa shader from PR review

* Adding a rcp input color size.

* Fix comment on PassAttachment::Update()

* Updates for PR review.

* Fixing missing const on the FrameAttachment* in Pass's call to FindAttachment()

* Taa WIP - Adding filtering to both the current pixel and history. Adding rectification based on variance clipping. Adding some basic anti-flickering. Removing rejection based on depth.

* Updates from PR code review. Mostly better commenting and naming.

* Adding contrast adaptive sharpening based on AMD FidelityFX CAS to help with the softness added by TAA.

* Changing to using luminance for sharpening instead of just green. Added some comments.

* Moving Taa's NaN check to a better location. Disabling TAA and sharpening in prep for check in.

* Updates from PR feedback.
5 years ago
antonmic 1e5a35ccfe Merge branch 'main' into Atom/antonmic/PassChanges 5 years ago
dmcdiarmid-ly d19d2aff9d
Merge pull request #1110 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-15517
[ATOM-15517] Software Occlusion Culling
5 years ago
antonmic 52b306eb3e Pass changes now building and working 5 years ago
Qing Tao dcdd63966e
ATOM-15658 Better option of CreateCommonBuffer requires unique buffer name (#1133)
* ATOM-15658 Better option of CreateCommonBuffer requires unique buffer name
- Change the CreateCommonBuffer function to not require an unique  name by default.
- Remove the code for generating unique buffer names.
- Add buffer name to BufferAsset so it can be used for device object name instead of using asset file name.
- Change RPI::Buffer to use BufferName_AssetUuid as attachment id.
5 years ago
Chris Burel 5d4226df16
Get a mesh's morph targets based on the scene graph hierarchy, instead of mesh name (#1128)
When building a mesh's morph targets, the exporter has to identify the base
mesh in addition to each morph target mesh. Previously this was done by
searching the entire scene graph for nodes
* of type IBlendShapeData
* whose parent's name matches the name of the Atom model

This is problematic for a few reasons. The first is that the Atom model's
name may have been based on the optimized mesh node. When this happens,
the `OptimizedMeshSuffix` that is used in the Scene Graph node's name is
stripped off of the Atom model's name. The result is that the *unoptimized*
mesh is used as the base mesh for the blend shapes, instead of the
optimized blend shape. This of course results in disaster, since the
optimizer reorders the vertices, and the base mesh will not match the
optimized one. The second is that it is not really necessary to do the
search based on the node name at all. All of a mesh's blend shapes are
child nodes of the base IMeshData node. With this change, the base mesh
is located based on the node data pointer, and all of its child
IBlendShapeData nodes are added to the set of blend shapes to process. This
way, the Atom model's name isn't involved in the lookup.
5 years ago
antonmic 0f90ccc0b4 initial changes compiling 5 years ago
Doug McDiarmid 2449a9322d Changed the occlusion culling plane model to be on the XZ plane and adjusted the corner point computations 5 years ago
Doug McDiarmid 792176d764 Cached occlusion plane corner points and AABB in the feature processor 5 years ago
Doug McDiarmid ef05412063 Merge branch 'main' into Atom/dmcdiar/ATOM-15517 5 years ago
Esteban Papp 5d7aae9bd8
SPEC-2513 Fixes to enable w4459 (#1107)
* fixing w4459

* Fixes for nounity

* putting OLD_APARAM_USER in a common place to avoid duplicated declarations
5 years ago
Tommy Walton d56688e6cd
Adding a file that was missed when merging PR 481 from 1.0->main. Also, updated the comment a bit (#912) 5 years ago
Doug McDiarmid 091d6894cb Fixed non-Windows platform include 5 years ago
Doug McDiarmid 9afd9b0992 Fixed PAL cmake files for non-Windows builds 5 years ago
Doug McDiarmid 99497672f4 Fixed cmake platform files for non-Windows platforms 5 years ago
Doug McDiarmid 113073ca31 Removed unnecessary include 5 years ago
Doug McDiarmid d737fcd3d3 Removed extra newline 5 years ago
Doug McDiarmid d63edf9b84 Merge branch 'main' into Atom/dmcdiar/ATOM-15517 5 years ago
Qing Tao 7631cdc11e
ATOM-15659 Add changing StencilState support to DynamicDrawContext (#1009) 5 years ago
Tom Hulton-Harrop 4a5b7edbfe
Updates to kd-tree ray intersection - ATOM-15673 (#1026)
* updates to kd-tree ray intersection

* update tests for kd-tree

* add one more test for kd-tree intersection

* updates to ModelKdTree following review feedback

* improve api doc comment for RayIntersection in ModelKdTree

* updates following review feedback

* update .clang-format to stack parameters if they do not all fit on one line
5 years ago
Doug McDiarmid 982c30eefd Added a visibility result flag to RPI::Cullable, set to true if the object passed all culling tests. 5 years ago
Doug McDiarmid a9a42a5405 Added AZ_TRAIT_MASKED_OCCLUSION_CULLING_SUPPORTED 5 years ago
Doug McDiarmid 59ab6edaef Added occlusion culling plane visualization 5 years ago
Doug McDiarmid ddbed2f222 Sorting occlusion planes. 5 years ago
Doug McDiarmid 1b235e0b16 Merge branch 'main' into Atom/dmcdiar/ATOM-15517 5 years ago
Doug McDiarmid c84882869b Changed to a fixed-size occlusion buffer 5 years ago
galibzon 25dc42e298
[ATOM-15600] Fix cpu over usage when loading shader variant assets. (#1014)
This is a temporary fix, in the future ShaderVariantAsyncLoader will use
OnCatalogAssetRemoved()/ OnCatalogAssetAdded().

Signed-off-by: garrieta <garrieta@amazon.com>
5 years ago
Chris Santora ed56635c3e Merge remote-tracking branch 'upstream/main' into Atom/santorac/MaterialTypeCleanup 5 years ago
Qing Tao 85222130d4
LYN-4007 Editor crashes when entering the Game Mode with two Box Shape entities with Game View enabled (#974)
The crash was caused by using gpu query across command lists.
5 years ago
Doug McDiarmid 1d3322f881 Merge branch 'main' into Atom/dmcdiar/ATOM-15517 5 years ago
Chris Santora 755d1b7abc Merge remote-tracking branch 'upstream/main' into Atom/santorac/MaterialTypeCleanup 5 years ago
Chris Santora 7e023c3676 ATOM-15133 "Clean Up EnhancedPBR"
Updated material type files for StandardPBR, EnhancedPBR, and Skin to align with each other as much as possible.
There were minor cases like some property settings were different, properties in different order, comments, and formatting.
There were major cases as well, like EnhancedPBR using clunky built in functors where lua functors would be better, property visibility state wasn't right, properties were missing, etc.

I also added a new HasShaderWithTag function for lua functors. This is used in StandardPBR_ShaderEnable.lua to allow this script to be used for both StandardPBR and EnhancedPBR (EnhancedPBR doesn't have the low end pipeline shaders).
5 years ago
Doug McDiarmid 17e9c17f31 Added Occlusion Culling Planes and RPI Culling support for Masked Occlusion Culling 5 years ago
Nicholas Van Sickle d1863c6c5b
Restore Editor viewport icon rendering (#879)
This introduces an EditorViewportIconDisplayInterface that will eventually be used to outright remove CIconManager, it provides a simple interface for loading 2D image assets and rendering them on-screen. It also introduces AtomBridge::PerViewportDynamicDraw for getting a dynamic draw instance on a per-viewport basis
5 years ago
galibzon 0678dec64e
[ATOM-15618] Shader Build Pipeline: Add UnitTest To Validate Shader C… (#918)
* [ATOM-15618] Shader Build Pipeline: Add UnitTest To Validate Shader Compiler
Argument Processing Introduced With The New Supervariant System

- Added new test suite in
  Gems/Atom/Asset/Shader/Code/Tests/SupervariantCmdArgumentTests.cpp

- Refactored and improved the previously existing classes:
  GlobalBuildOptions, PreprocessorOptions and ShaderCompilerArguments
  to work well with the new ShaderSourceData::SupervariantInfo.

- Moved command line argument processing function out of
ShaderCompilerArguments and into its own utility namespace in
Atom/RHI.Edit/Utils.h

Signed-off-by: garrieta <garrieta@amazon.com>
5 years ago
jiaweig 50085d0487
Merge pull request #823 from aws-lumberyard-dev/Atom/jiaweig/ATOM-15125_UV_Tangent
ATOM-15125 Support Reorder of Tangent Streams
5 years ago
jiaweig f64bd999e0 Move UvStreamTangentBitmask to new files. 5 years ago
antonmic 6388277cd1 Fixed ImGui Pass as well as how exposure pass enables itself 5 years ago
jiaweig 13893e77f3 merge main 5 years ago
Chris Santora bffc72794b ATOM-15597 Accessing Material Instance Panel Crashes Editor
There were two issues fixed here. First, I broke the material inspector with my changes at 53188a12da which added support for hiding entire property groups. I'm not sure how this happened because I definitely tested the MaterialComponent's material inspector. Perhaps there was a bad merge or something otherwise got clobbered after testing and before committing. Anyway, this issue was I accidentally delete the code that prepared the list of material properties for functor processing.

The second issue was the MaterialFunctor class needs to return null when metadata can't be found; it was proceeding to dereference an end iterator.

Testing:
Successfully opened the material inspector through the MaterialComponent. Was able to change property flags in the inspector and see other properties change visibility as expected.
5 years ago
jiaweig c3794ca96c Addressed review comments. 5 years ago
Chris Santora 8799d1ab54 Merge branch 'main' into Atom/santorac/NewLayeringWorkflow 5 years ago
galibzon 256df54575
[ATOM-15276] Shader Build Pipeline: Add Shader Supervariant System (#749)
* [ATOM-15276] Shader Build Pipeline: Add Shader Supervariant System.

Added ShaderAssetBuilder2 & ShaderVariantAssetBuilder2.

Added ShaderAsset2, ShaderVariantAsset2.

Eventually they will be the only builders. AzslBuilder &
SrgLayoutBuilder will be removed.
ShaderResourceGroupAsset will be removed. ShaderAssetBuilder &
ShaderVariantAssetBuilder will be replaced.

Signed-off-by: garrieta <garrieta@amazon.com>
5 years ago
Chris Santora f3099aa7d5 Merge remote-tracking branch 'origin/main' into Atom/santorac/NewLayeringWorkflow 5 years ago
pruiksma 5802c4e1dc Merge branch 'main' into pruiksma/ATOM-15561 5 years ago
Tommy Walton ded39be57e
Merging WrinkleMask support from 1.0 to main (#680)
Added a loop to the skin shader that will sample from wrinkle masks, multiply them by a weight, combine them, and use them instead of vertex colors for wrinkle map blending

Added an array of masks, an array of weights, and a wrinkle mask count to the DefaultObjectSrg. -Will create a follow up task to handle this a better way.

Removed motion vector (for now) from skin.materialtype since we're not using them, and removed depthtransparent since skin doesn't support transparency

Added an interface to the MeshFeatureProcessor to get the object srg

Wrapped srg->Compile in if(srg->IsQueuedForCompile()) to prevent compiling twice --This doesn't stop a race condition if both happen at the same time, but that is at least far less likely. It will need a better solution later.

Added a function to the MorphTargetExporter that will check to see if a texture that matches the blend shape name exists in a particular folder, and adds a reference to that image to the MorphTargetMetaAsset --Only supports .tif, and doesn't automatically re-process the .fbx if the folder is updated. These can be improved in later iterations

Added a null check in MaterialTypeSourceData.cpp to fix a crash I ran into

Added a for loop in two places to look for the first submesh that has a morph target, instead of just using the first to check if a lod has morph targets or not. --I have a better fix for this, but it involves more areas of the code, so I'm saving that for another change.

Modified AtomActorInstance to look for any morph targets that have a wrinkle mask reference

Then each frame, for any morph targets with non-zero weights that also have wrinkle masks, it updates the mask array, weights, and count on the object srg.
5 years ago
jiaweig 775b7d048b Add support for tangent stream pairing with the first UV from the model. 5 years ago
antonmic a4e1b40e88 Merge branch 'main' into Atom/antonmic/lowEnd 5 years ago
pruiksma dff3efbfca [ATOM-15561] Adding AZ_Error for unhandled pass binding failure case. 5 years ago
antonmic 242a10dd10 addressed PR feedback 5 years ago
Nicholas Van Sickle 46c0c35c26
Merge pull request #734 from aws-lumberyard-dev/nvsickle/DebugInfoDisplay
Restore debug rendering to the viewport
5 years ago
Vicky 1c575763c7
ATOM-4661 Improvement with pass templates registration from data (#735)
* ATOM-4661 Improvement with pass templates registration from data
- Update PassLibrary so it can load pass templates from more than one files and report duplicate pass templates.
- Added load templates events to pass system so the handlers from any gems can load their own pass templates.
- Added PassSystemInterface::OnReadyLoadTemplatesEvent::Handler in FeatureCommon gem's CommonSystemeComponet to load the PassTemplates.azasset in featureCommon gem.
- Misc: moved BindlessPrototypeSrg.asli from RPI to ASV project; fixed an assert issue when exit ASV
5 years ago
nvsickle cc986f563a Merge remote-tracking branch 'upstream/main' into nvsickle/DebugInfoDisplay 5 years ago
Chris Santora 1684c338b2 More minor cleanup in MaterialFunctor.cpp 5 years ago
moudgils da8f5849aa Merge branch 'main' into Atom/moudgils/FixTextureArray 5 years ago
Chris Santora 70c8ef99ef Updates in response to code review, from gadams3.
Cleaned up code around MaterialFunctor's QueryMaterialPropertyMetadata and QueryMaterialPropertyGroupMetadata.
Removed unnecessary "groupHeader->setObjectName(...)"
Simplified code in MaterialInspector::OnDocumentPropertyGroupVisibilityChanged.
5 years ago
Chris Santora 37a1b77d50 Merge branch 'main' into Atom/santorac/NewLayeringWorkflow 5 years ago
Chris Santora 53188a12da Made StandardMultilayerPBR hide a layer's property groups when that layer is disabled.
ATOM-14688 Disable Individual Layers

- Added new SetMaterialPropertyGroupVisibility functions to the material functors.
- Updated the MaterialFunctor::EditorContext to include parameters for handling material property group metadata.
- Updated the material inspector(s) to apply the property group visiblity changes from the material functor, to hide or show the property groups.
- Moved some code from MaterialPropertyDescriptor.h/cpp to a new MaterialDynamicMetadata.h/cpp, since these aren't really related to the MaterialPropertyDescriptor code. It's more for material functors to use.
- Also fixed the casing for the "GetMaterialPropertyValue_Image" lua function, since I was already in this code (ATOM-14793 "Fix Inconsistent Casing For LuaMaterialFunctorRuntimeContext")

Tested in MaterialEditor and in in the main Editor's MaterialComponent property override inspector.
5 years ago
nvsickle 559798251d Merge remote-tracking branch 'upstream/main' into nvsickle/DebugInfoDisplay 5 years ago
Tom Hulton-Harrop f9fb61cc5d
Fix issue with viewport interaction ordering and viewport matrix changed handler (#695)
* fix for ctrl+mouse-wheel to cycle transform modes in the viewport

* ensure correct callback function is invoked

* remove redundant check in CameraInput
5 years ago
dmcdiarmid-ly a0cb4714c0
Merge pull request #659 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-15511
[ATOM-15511] Change AtomSampleViewer BindlessPrototype sample to use an unbounded array
5 years ago
Tom Hulton-Harrop b5e5a3bfee
More camera fixes for the new CameraInput system (#667)
* use new ViewportContext interface to set camera transform on load

* WIP fixes for camera viewport handler callbacks

* disable synchonization with old camera when new camera system is enabled

* further updates to camera-input

* ensure event is signalled when camera transform is set

* updates to ModernViewportCameraController

* fix for right click menu appearing with camera

* updates following review feedback

* convert std:: usage to AZStd::
5 years ago
antonmic 8e4d0d73dc Good working state, but material always emmits low end draw item 5 years ago
Vicky 01b2798fe1
Integrate from 1.0 to main: LYN-3436 AutomatedTesting.GameLauncher crashes at launch if assets are not all processed (#612)
* Atom/qingtao/lyn 3436 (#558)

* LYN-3436 AutomatedTesting.GameLauncher crashes at launch if assets are not all processed

Change RPISystem so that the application would exit if the RPI system couldn't load critical assets.
Added code to avoid the GetLayout crash when layout for each platforms were not ready.
Added LoadCriticalAsset function to force compile and load critical assets.
Added default value to viewport size for ViewportContext.

* Change RPISystem asset initialization order so it returns earlier when those critical assets are not ready
5 years ago
nvsickle 64d53d1fab Fix View::GetCameraTransform 5 years ago
nvsickle dca2294b36 Move GetCameraTransform into RPI::View. 5 years ago
moudgils 521a486ee4 Fixes to ios build 5 years ago
dmcdiar 1e860e7c82 Change BindlessPrototype to use an unbounded array 5 years ago
sourjon cd0628f513
Merge pull request #565 from aws-lumberyard-dev/Prefab/PhysX/ColliderFixes
Prefab/physx/collider fixes - Addresses collider crashes on starting in game mode
5 years ago
jonbeer 3751493862 Fixing ATOM RPI issue with new serialization changes 5 years ago
Chris Santora a940f12183 Merge branch 'main' into Atom/santorac/ShaderCollectionItemFixMain-LYN-2905 5 years ago
Vicky 1681e97a0c
ATOM-15369 LYN-3352 Expose sorting paramers to DynamicDrawContext's draw functions (#451) (#463)
* ATOM-15369 Expose sorting paramers to DynamicDrawContext's draw functions
 LYN-3352 LyShine: First element in Hierarchy does not properly draw in UI Editor

Add function to DynamicDrawContext to support set sort key for followed draw calls.
Use different sort key for background draw and top layer draw in UI canvas.
5 years ago
AMZN-koppersr 5e4094b258
Revamped AzFramework::Scene (#332)
Updated AzFramework::Scene to allow it to serve as the one-stop location for localized singletons. Localized singletons in this case are instance that can only occur once in an environment but multiple times within an application. As an example, this allows settings up a single camera per viewport for instance.

Highlights of changes:

Replaced the original ebuses with interfaces and events for easy of use and performance.
Removed the Entity Context specific code and moved that to new locations within the Entity Context itself.
Allowed basic inheritance. If a subsystem isn't found in a scene the parent can optionally be searched.
Scenes can enter a zombie state and avoid immediately being deleted. This is needed for situations where subsystems can't be destroyed until async calls have been completed.
5 years ago
Mike Balfour 18c2069b64
Merge pull request #359 from aws-lumberyard-dev/mbalfour/misc-viewport-fixes
ViewportContext - fix ebus connections
5 years ago
Vicky e4509dbe68
Merge pull request #322 from aws-lumberyard-dev/Atom/qingtao/ATOM-6088
ATOM-6088 Unified approach to send draws to a single viewport

    Created a template class TagRegistery which implements the previous DrawListTagRegistry. The template is used for both DrawListTagRegistry and DrawFilterTagRegistry
    Added DrawFilterTag to DrawItemKeyPair
    Added DrawFilterMask support in DrawPacket and DrawPacketBuilder
    Added CreateDynamicContext for render pipeline which allows draw to selected render pipeline.
    Updated RasterPass's BuildCommandListInternal function to filter draw items for its owner RenderPipeline.
5 years ago
qingtao 60db6b55d0 Address feedback of PR for ATOM-6088.
* Rename DrawItemKeyPair to DrawItemProperties.
* Switch back to use Ptr<DrawListTagRegistry> instead of DrawListTagRegistry
* Updated some comment.
5 years ago
mbalfour 251929d071 Two misc bugfixes:
1) RayTracing will sometimes crash by dereferencing a null ptr.  This guards against it.
2) ViewportContext was missing some BusConnect / BusDisconnect calls.
5 years ago
qingtao 12f528d744 ATOM-6088 Unified approach to send draws to a single viewport
- Created a template class TagRegistery which implements the previous DrawListTagRegistry. The template is used for both DrawListTagRegistry and DrawFilterTagRegistry
- Added DrawFilterTag to DrawItemKeyPair
- Added DrawFilterMask support in DrawPacket and DrawPacketBuilder
- Added CreateDynamicContext for render pipeline which allows draw to selected render pipeline.
- Updated RasterPass's BuildCommandListInternal function to filter draw items for its owner RenderPipeline.
- Updated RHI unit tests.
5 years ago
Chris Santora 9db65478ee LYN-2905 Script Canvas: Saving a graph that contains an Item Variable crashes the Editor
Set the reflection name for ShaderCollection::Item to "ShaderCollectionItem" so it doesn't show up as just "Item" in Script Canvas. Note that this change was made in main only, not in the 1.0 branch, to de-risk the beta branch.

Testing:
Ran the repro steps for the bug, and ran the ShaderManagementConsole's GenerateShaderVariantListForMaterials.py script successfully.
5 years ago
Chris Santora 6b3abe3c56 Cherrypick from 1.0 branch of...
6c2a243cdc3dbe8cf5cb2ec9063585255607f8e5

LYN-2905 Script Canvas: Saving a graph that contains an Item Variable crashes the Editor

Added a check for m_shaderAsset.IsReady() before trying to use the asset data. Also added a check before calling BlockUntilLoadComplete() to prevent reporting an error message unnecessarily.
5 years ago
Aaron Ruiz Mora 45fbc86d2d
Fix cloth with MeshOptimization ON
- Reexport cloth assets with AssImp ON. These was necessary because AssImp collects a different name for the color streams than FbxSDK and therefore they needed to be reassigned in the cloth rule.
- Adding '_optimized' string to a global variable and using StringFunc RChop to remove it for a string.
5 years ago
Chris Burel 61fe298319
Merge pull request #197 from aws-lumberyard-dev/filesEndInNewlines
Add newlines to the end of all files
5 years ago
Nicholas Van Sickle 3eaa749191
Merge pull request #277 from aws-lumberyard-dev/nvsickle/MoreMainFixes
Cherry-pick several 1.0 viewport fixes to main
5 years ago
Chris Burel 28170ffe41 Add newlines to the end of all files 5 years ago
Benjamin Jillich 0fa00a117c
[ATOM-14477] Add clone function to model and/or model asset (#135)
* Added clone methods for the buffer, model lod and model assets.
* Cloning works via the creators.
* Mesh handle/instance now knows about the model asset it originated from as well as the cloned model asset that we need for instancing until instancing works without the dependencies to the asset ids.
* MeshComponentRequestBus returns the original asset id and the model asset. If you need access to the clone, go by the model.
* Cloth component mesh now gettings its model asset from the model as it needs to work on the clone.
* Moved the requires cloning function from the mesh loader in the mesh feature processor to the mesh component controller.
* As we need the model asset to be loaded before we can check if it requires cloning or not, we couldn't pass in a bool from the controller but had to use a callback.
* Using asset hint instead of asset id for the model lod asset creator error.
* Storing a map of source buffer asset ids and the actual cloned buffer assets rather than just their ids.
* Using the buffer assets from the new map directly and removed the search process in the mesh loop where the asset views are created.
* Fixed the vegetation mocks.
* Using the actor's mesh asset when emitting the on model ready event for the mesh component notification bus.
* Mesh components notifications connection policy changed to adapt to cloned model asset.
* Handling empty meshes in model lod asset creator.
* Removed the requires cloning callback from the mesh feature processor and made it a parameter to the acquire mesh function
* Fixing mocks and unit tests
5 years ago
nvsickle 12468fd81a Fix spacing from merge 5 years ago
nvsickle f835372c0f Fix capitalization... 5 years ago
nvsickle 228fa7ff6b Fix search and replace fail 5 years ago
nvsickle e6cfe36a03 Fix typo 5 years ago
nvsickle 9e6244dc99 Fix game mode camera components not working in-Editor
Ensures RPI::View updates always make it back to the ViewportContext, even if you talk directly to the View
5 years ago
rgba16f ca1a684c95
Merge pull request #266 from aws-lumberyard-dev/FixGameLauncherConsole
Fix GameLauncher Imgui DebugConsole so that it renders
5 years ago
rgba16f 0bf7c29506 Fix GameLauncher Imgui DebugConsole so that it renders 5 years ago
greerdv 62a3b7635b Merge branch 'main' into non-uniform-scale-mesh 5 years ago
greerdv 496891b4c0 feedback from PR 5 years ago
Tommy Walton b95865b2d8
Simple Motion component doesn't animate actors (#179)
Buffers that have InputAssembly bind flags but also have ShaderRead flags should create buffer views
5 years ago
nvsickle ba5e0170a2 Fix ImGui rendering in-Editor
-Ensure ViewportContext rendertick notifications always fire
-Use viewport size to determine ImGui resolution, ensure OnViewportSizeChanged is always up-to-date for the default viewport context
5 years ago
greerdv fd8b42c45e Merge branch 'main' into non-uniform-scale-mesh 5 years ago
qingtao c9153b0353 ATOM-15272 Running game with Actor spams asserts in the log resulting in low framerate
The condition was setup wrongly when introducing DynamicInputAssembly.
5 years ago
greerdv e497b7ac33 Merge branch 'main' into non-uniform-scale-mesh 5 years ago
dmcdiar 46b9f1934d Removed commented line 5 years ago
dmcdiar 456bcb3bf9 Updated the EnvironmentCubeMapPipeline to match recent changes to the MainPipeline.
Set the multisample state on the EnvironmentCubeMapPipeline render settings.
5 years ago
Vicky 9195abe5c6
Merge pull request #102 from aws-lumberyard-dev/Atom/qingtao/ATOM-15252
ATOM-15252 [Atom 0.8.5] Track View capture crashes when scene contains certain postfx
5 years ago
hershey5045 8378f52ba6
Fix bug in ShaderVariantAssetBuilder. Add cvar in MeshDrawPacket class. (#61)
Fix bug in ShaderVariantAssetBuilder. Add a console variable to force root shader variant usage.
5 years ago
qingtao 0aae99c491 Merge branch 'main' into Atom/qingtao/ATOM-15252 to first the blast test issue in AR. 5 years ago
qingtao 8e34d784e6 ATOM-15252 [Atom 0.8.5] Track View capture crashes when scene contains certain postfx
The crash was because the "BlendColorGradingLutImageAttachmentId" attachment got imported to attachment database twice.
This fix avoids import this attachment twice. It also avoid crash but only report a warning if an imported attachment wasn't used in any scope.
Enable both RHI and RPI validation (no visiable performance impact observed.
5 years ago
moudgils ca86068d83 Minor update 5 years ago
moudgils d0435b4489 Minor update 5 years ago
moudgils 05359187c4 Test update 5 years ago
moudgils 89a935cd29 Minor update 5 years ago
moudgils 3c631e4a85 Merge branch 'main' into Atom/moudgils/BumpResourcePoolbuilder 5 years ago
Vicky 8743155b73
Merge pull request #76 from aws-lumberyard-dev/Atom/qingtao/ATOM-13791
ATOM-13791 Editor: ImGui profiling tools doesn't work correctly due to disabled RenderPipelines
LYN-2908 Pressing Home button crashes the Editor
5 years ago
moudgils abf26eede1 Bump REsourcePoolBuilder as the bufferBindFlags were updated 5 years ago
dmcdiar 20c1454e4b Added the ShaderRead buffer bind flag to the static and dynamic input assembly pools, and one creation of a static input assembly buffer. 5 years ago
greerdv 4c582a2b0a Merge branch 'main' into non-uniform-scale-mesh 5 years ago
greerdv d8169e08fb merging from main 5 years ago
qingtao fa7f61cf0d ATOM-13791 Editor: ImGui profiling tools doesn't work correctly due to disabled RenderPipelines
- Added pause/resume button to ImGui Profiler to pause/resume profiling
- Added showing pass execution timeline
- Change TimestampResult to include both begin tick and duration tick. Update some function names of TimestampResult.
- Update some functions names in Pass.
- Stop showing accumulated time for ParentPass.
- Fixed a crash issue with ImGuiManager which doesn't have default font.
5 years ago
moudgils 3d3f43b0b9
Merge pull request #36 from aws-lumberyard-dev/Atom/moudgils/MacRuntimeFixes
Atom/moudgils/mac runtime fixes
5 years ago
AMZN-mnaumov c97dae47b7
Merge pull request #22 from aws-lumberyard-dev/Atom/mnaumov/ATOM-14904_2
[ATOM-14904] Fixing ShaderVariantAsyncLoader shutdown not releasing it's assets
5 years ago
moudgils 6f67aabd67 Minor cleanup 5 years ago
greerdv 2fb2813b48 updating atom mesh component to support non-uniform scale component 5 years ago
moudgils 9aec30a608 Merge branch 'main' into Atom/moudgils/MacRuntimeFixes 5 years ago
moudgils 68d58f48ae Merge branch 'main' into Atom/moudgils/MacRuntimeFixes 5 years ago
alexpete 8469c9ca0a Integrating github/staging through commit 5f214be 5 years ago
moudgils 16ba08c917 Mac compile fixes, Fix imgui rendering, Introduce a new RHI::BufferBindFlag, Fix a crash in AsyncStreaming, Fix shader build errors 5 years ago
Alex Peterson 921eb742d4
Merge branch 'main' into github/staging 5 years ago
AMZN-mnaumov 1a7bf94917
Merge branch 'main' into Atom/mnaumov/ATOM-14904_2 5 years ago
mnaumov f188e1c9a7 Fixing ShaderVariantAsyncLoader shutdown not releasing it's assets 5 years ago
nvsickle 1dabb39b98 Migrate fixes from CodeCommit branch 5 years ago
alexpete c5b955d281 Integrating github/staging through commit b0dd7ed 5 years ago