Make View::SortFinalizedDrawLists use child jobs so they don't block the worker thread from doing other work while waiting.
Implement a TaskGraph version of the view draw list sort.
Fix a misc bug where the scene was waiting on a task graph event twice and so hanging.
Enable MeshFeatureProcessor::Simulate to be able to use jobs when no parent job is specified because the parent job is a task.
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
Switched to HDR irradiance.
SDK Update.
Fixed a Vulkan validation error on RayTracingSceneSrg::MeshInfo.
Improvements to DiffuseProbeGrid blending.
Signed-off-by: dmcdiarmid-ly <63674186+dmcdiarmid-ly@users.noreply.github.com>
Jobification of the sort saves 0.7ms/frame on the HighInstanceTest on my pc.
Make MeshFeatureProcessor update of the mesh cull bounds part of the job work rather than part of the simulate work. This saves 0.1ms/frame on the HighInstanceTest
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
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>
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>