- Add the following compilation flags for clang
-fpie
-fstack-protector-all
-fstack-check (non-release)
- Add the following compilation flags for gcc
-fpie
-fstack-protector-all
- Fix -Wunused-result errors from above compilation flag updates
- Add _FORTIFY_SOURCE=2 to GCC DEFINES
Signed-off-by: Steve Pham <82231385+spham-amzn@users.noreply.github.com>
PAL-ified default thread priority for pthread platforms.
Fix threads not getting named on Apple platforms by setting the thread name ptr on the thread_info struct.
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Add support for updating the values of existing keys in associative containers
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Map/Unordered Map serialization updates values corresponding to existing keys by default. Multimaps always add a new entry for existing keys.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Fix unused parameter warning
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Update comparison function for test case
Signed-off-by: amzn-sj <srikkant@amazon.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>
* Fixed string_view compilation in GCC 10+.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* More GCC 10+ Fixes.
GCC 11 seems to have an issue with linkage regarding using a lambda as a default parameter in a function declaration.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* GCC10+ Fix - Fixed binding to a temporary references.
> error: loop variable ‘pathName’ of type ‘const QString&’ binds to a temporary constructed from type ‘const char* const’ [-Werror=range-loop-construct]
415 | for (const QString& pathName : { "CrySystem",
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
At the root the problem is that some editor-only components store information to construct an asset for the runtime component but not the asset itself. This behavior caused the assets to not be correctly detected in two places.
The first place was due to the recent move to PrefDocument to avoid repeated (de)serialization of the PrefabDOM when converting to spawnables. Due to the caching the change from editor-only component to runtime component didn't record the new asset. This has been fixed by allowing assets to be collected on store as well and to check the cache validity when retrieving the list of referenced assets.
The second problem was with loading assets from the in-memory spawnable that's created for Play-In-Editor. Because the newly created assets wouldn't be loaded they need to be explicitly loaded. The original code used the collected list of assets from the PrefabDocument and checked if they were loaded, depending on hot-reloading to trigger a reload on the actual asset. This turned out to not be universally applicable, so instead the Serialize Context is now used to find all the assets that aren't loaded yet and queues a load. This is a bit more expensive to do, but to offset this cost checks are done to only do any operations on assets that haven't been loaded yet which reduces the number of calls to the Asset Manager.
Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
- Abstracted the platform specific low level profiler API
- Added support for ATrace markers on Android
- Stubbed iOS, Linux, and macOS with unimplemented versions of the low level platform profiler API
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
* Adding partial implementation of C++20 concepts and range functions for AZStd::span
The new concepts to discovered existing issues with the PathIterator and deque::iterator classes
PathIterator wasn't properly an input_iterator and therefore the Path classes weren't a range due to an incorrect const_iterator alias
The deque::iterator classes was missing the operator+ friend function that accepted a (ptrdiff_t, deque::iterator) to fulfill the random_access_iterator concepts
The AZStd implementations of (uninitialized_)copy(_n), (uninitialized_)move(_n) and (uninitialized_)file(_n) have been optimized to use memcpy and memset based on fulfilling the contiguous_iterator concept
Fixed invalid AZStd::vector inserts in FrameGraphExecuter.cpp and SliceditorEntityOwnershipService.cpp
The code was trying to copy the underlying addresses for vector<unique_ptr> to a vector<raw pointer> using insert, which it was doing by using memcpy.
relates to #6749
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed the `fixed_vector` emplace function to not move initialized
elements using uninitialized_move.
This was causing initialized elements of the fixed_vector to be
overwritten with the element at the emplace position.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed clang warnings about variables that are set, but never read
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the `az_has_builtin_is_constant_evaluated` define to not have
"()" as is not a macro.
This helps prevent users from using `az_has_builtin_is_constant_evaluated`
define in a situation where they want to know if the function is being
evaluated in a compile time context.
In that case they need to use the `az_builtin_is_constant_evaluated()`
macro (which of course looks quite similiar) but does not have the word
"has" in it..
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AZStd span class to be C++20 compliant.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Changed phrase "DoesNotCompiles" to be more grammatically correct.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added more unit test for AZStd span
Fixed an the the return type of the subspan template overload to account
for the source span having a dynamic extent.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed unused variable from span unit test.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Add Dom::Path class for representing positions in a Dom
This also adds Value support for doing a path-based lookup.
The serialized representation is presently compliant with the JSON-pointer spec but the implementation supports Node types and may be later expanded if we require additional functionality (e.g. XPath style conditional querying).
Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>
* A bit of Generic DOM tidying/fixup
- Refactor out a test fixture for all DOM tests / benchmarks
- Optimize `GetType` implementation to not use `AZStd::variant::visit` (benchmark included to A/B the implementations)
- Tag a few more mutating Value functions with "Mutable" to avoid astonishing copy-on-writes
Benchmark results for GetType implementation:
```
DomValueBenchmark/AzDomValueGetType_UsingVariantIndex 18.2 ns 18.0 ns 40727273 items_per_second=443.667M/s
DomValueBenchmark/AzDomValueGetType_UsingVariantVisit 32.2 ns 32.2 ns 21333333 items_per_second=248.242M/s
```
Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>
* Templates/Restricted upgrade/fixes:
Fixed template storage format: templates now only store true relative paths and no longer save "origin" paths and "optional" has been removed, it was never used.
Upgraded all templates to new standard
Template system now correctly handles child objects: Child objects no longer have to specify restricted they inherit from parent
Restricted now operates at the object level and makes no assumptions about parent
Restricted templates can now be combined and seperated on creation
ly_get_list_relative_filename has been deprecated for o3de_pal_dir
All Gems/Projects/Templates updated to use new code
Signed-off-by: byrcolin <byrcolin@amazon.com>
* Updated the Maestro MovieSystem and LyShine AnimationSystem to register
Anim Nodes and Anim Params into a member variable map
Previously the registration was occuring in a global variable map inside
of Movie.cpp and UiAnimationSystem.cpp
Rolled back the changes to update the CUiAnimNode and CAnimParamType to
use the stateless allocator in their m_name string member.
This was only needed because those types were used in global memory.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AZStd::hash specializations for basic_string and
basic_fixed_string to be transparent.
This allows hashing of types that aren't basic_string or
basic_fixed_string using the hash specializations for those types
without needing to create an instance of those types.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding call to disable saving of the UserSettings.xml in the DisplaySettingsPythonBindingsFixture to avoid race condition running the test in parallel
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* [Terrain] First pass of the ProcessList and ProcessRegion APIs for retrieving surface data
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add a couple of more tests. The expected values were plugged in based on the values generated by the brute force approach.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Move some declarations out of loops since they can be reused.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Update all the per position callbacks to pass SurfacePoint refs. Construct only one SurfacePoint object outside the loop which can be reused.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Update tests to use the new per position callbacks
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add ProcessRegion functions to the terrain benchmark.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Change C style static casts to aznumeric_cast. Add maybe_unused to unused params in benchmarks.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Update the ProcessList API functions to use array_view instead of a vector. This includes some additional changes to satisfy build dependencies.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add ProcessList API functions to benchmarks
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Update the ProcessList API functions to take Vector2 as input positions
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Revert changes to AtomCore library split. Add partial implementation of span(mostly just copied over from array_view) to AzCore std containers.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Adding some const/non-const overloads that were missing in span
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Move input position list generation to a function
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Bring back Vector3 version of ProcessList functions. Rename Vector2 version to follow similar pattern as the Get functions.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Split span.h into .h/.inl files
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add [mayby_unused] for unused parameters to fix build errors
Signed-off-by: amzn-sj <srikkant@amazon.com>