* Add a function to get the internal data for a disk light from it's feature processor
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Address PR comments. Fixed assert message, made function const.
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
This is needed to support deeply nested material property groups, it just makes the serialization code a lot simpler than trying to support nested groups in the .material file. It also makes the file more readable and easier to search all files for particular properties.
I also updated MaterialSourceData to hide the property values behind a clean API.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* Added support for hardware queue class on passes. Compute pass data and copy pass data can now specify to run on their appropriate queue.
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
* addressed PR feedaback
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
* fixing python test failures on AR
Signed-off-by: antonmic <56370189+antonmic@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>
This wrapper used to be needed in order to bind the custom JsonMaterialPropertyValueSerializer back when property values were represented by AZStd::any. Now that property values have a custom MaterialPropertyValue type, the wrapper class is no longer needed.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Shaders can now specify a top-level field "Definitions" which
accepts an array of string values. Each string will be appended
to the set of preprocessor definitions defined globally and forwarded
to the MCPP preprocessor on shader build. The shader-reload soak test
was modified to accept a new shader to test this feature in the ASV.
Signed-off-by: Jeremy Ong <jcong@amazon.com>
Added new utility functions for easily creating the value set for a ShaderOptionDescriptor.
Made ShaderOptionDescriptor default value optional, picking the first available value as the default ... by default.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Made PropertyDefinition::m_name private.
Moved code around for a cleaner diff in MaterialTypeSourceData.h.
Added API comments.
Signed-off-by: santorac <55155825+santorac@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>
There were lots of material system conflicts that had to be resolved. I expect the build is broken at this commit, and I'll fix it in followup commits.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Here the class has been generalized for a list of group names and a final property name, rather than assuming a single group containing the property. This included removing the unused GetPropertyName and GetGroupName functions. All that's really need from this class is conversion to a full property ID string.
Testing:
New unit test.
Reprocessed all core material types and StandardPBR test materials used in Atom Sample Viewer's material screenshot test.
Atom Sample Viewer material screenshot test script.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Updates and fixes to support GCC for Linux
Signed-off-by: Steve Pham <82231385+spham-amzn@users.noreply.github.com>
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Added supervariants to the precompiled DiffuseProbeGrid shaders for the NumRaysPerProbe values
Signed-off-by: dmcdiarmid-ly <63674186+dmcdiarmid-ly@users.noreply.github.com>
These changes have the added benefit of simplifying some of the serialization code. MaterialSourceDataSerializer is no longer needed, as its main purpose was to pass the MaterialTypeSourceData down to the MaterialPropertyValueSerializer.
Before, the JSON serialization system gave a lot of data flexibility because it did best-effort conversions, like allowing a float to be loaded as an int for example. But now the material serialization code doesn't know target data type, so it has to assume the data type based on what's in the .material file, and then the MaterialAsset will convert the data to the appropriate type later when Finalize() is called.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
In some cases it may be acceptable to do non-const things in a const function as long as it is only manipulating internal data, and the public facing API returns the same values as before. But in this case, the IsFinalized function is a public facing API that would have a different result after GetPropertyValues was called.
I also updated a couple other minor things from code review feedback.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
I found a mistake where MaterialAssetCreator needs to clear the raw data when configured to finalize the material asset.
Since MaterialSourceData no longer relies on the material type source file at all, I was able to change MaterialSourceDataTest to avoid saving the source data to disk.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
I made MaterialAsset::Finalize private so I could add some parameters specifically for MaterialAssetCreator to use. Now MaterialAssetCreator::Begin has an option to finalize the material or not.
Moved MaterialAssetCreatorCommon::ValidateDataType to MaterialPropertyDescriptor as "ValidateMaterialPropertyDataType" so that MaterialAsset::Finalize could use it too
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>