Commit Graph

402 Commits

Author SHA1 Message Date
Jeremy Ong a5f072f7a9 Remove statistics profiler
Signed-off-by: Jeremy Ong <jcong@amazon.com>
2021-08-18 17:33:10 -06:00
Jeremy Ong df9b4d4a2f Deprecate profiler categories based on global enum
(to be supplanted by registered budgets in the future)

Signed-off-by: Jeremy Ong <jcong@amazon.com>
2021-08-18 17:33:09 -06:00
Ken Pruiksma 90845313fb Overhaul of LookModification (#3282)
* Fixed log2 shaper equations. Added bspline sampling for lut. Added options for custom log2 or linear lut with custom exposure ranges.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Added support for PQ shaper. Added shader option & cvar for lut sampling quality. Fixed issues in the blend lut shader that were causing considerable quality loss. No longer always changing to the log2 1000 nit shaper when blending luts - if the source luts all use the same shaper, keep using that shaper in the blended lut.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Fixed an integer -> float

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Minor PR reveiw updates

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
2021-08-18 16:59:34 -05:00
chcurran de9e991ccc merge development
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
2021-08-17 15:37:30 -07:00
chcurran 88121f3bb4 move JsonUtils to AzCore
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
2021-08-17 14:06:24 -07:00
Esteban Papp 036114a5a7 Merge branch 'development' into cmake/SPEC-2513_w4244
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Framework/AzToolsFramework/AzToolsFramework/Input/QtEventToAzInputManager.cpp
2021-08-17 12:10:46 -07:00
Jacob Hilliard e865ad5d23 Profiler: implement loading from saved captures (#3026)
* Profiler: implement loading from saved capture
Adds functionality for finding a saved capture on disk and then
deserializing it using rapidjson's built-in buffered stream reader. This
does require use of raw file pointers since saved captures can be
hundreds of megabytes.
Actually showing the data in the visualizer is TODO.
* Profiler: use heap buffer over stack buffer
* Profiler: move deserialization logic to ImGuiCpuProfiler

Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>
2021-08-17 11:33:13 -07:00
Esteban Papp e6b5342c07 Gems/Atom
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
2021-08-16 16:42:28 -07:00
pappeste dcab2751de Atom
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
2021-08-16 16:39:57 -07:00
pappeste 58f8b563d0 fix them all
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
2021-08-16 16:38:33 -07:00
Esteban Papp 90cad016de Gems/Atom
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
2021-08-16 16:05:31 -07:00
pappeste 38fd7f0013 fixing Atom
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
2021-08-16 16:03:36 -07:00
chcurran 5044204839 Move JsonUtils.h for support of SC serialization
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
2021-08-13 21:53:20 -07:00
michabr cd5081a7c3 Fix byte alignment issue for index/vertex buffers (#3110)
* Fix byte alignment issue for index/vertex buffers
* Remove default alignment value when getting dynamic buffer

Signed-off-by: abrmich <abrmich@amazon.com>
2021-08-13 13:31:46 -07:00
antonmic 7d4022fbdf Merge pull request #3035 from aws-lumberyard-dev/Atom/antonmic/PassBuilder
Changing pass builder to declare job dependencies on referenced .shader files and consequently removing the critical flag from the shader builder.
2021-08-13 11:50:51 -07:00
Kyle B 6acbea722e minor syntax changes and adding a refresh tree attributeto the editor component
Signed-off-by: Kyle B <kylebirnbaum@gmail.com>
2021-08-12 18:15:17 -07:00
Kyle B 0c05c9f204 [not working] Made lod selection more generic for further work
Signed-off-by: Kyle B <kylebirnbaum@gmail.com>
2021-08-11 15:49:50 -07:00
antonmic adf7a34ef5 Got PassBuilder shader dependency working and removed critical flag from shader builder
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
2021-08-10 23:07:23 -07:00
Esteban Papp 2147b1d128 Merge branch 'development' into cmake/SPEC-7484 2021-08-10 14:30:07 -07:00
Jacob Hilliard 7c5120b72f [ATOM-16021] Initial continuous capture support (#2624)
* Profiler: Implement continuous capture internals

Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>

* Profiler: extend ProfileCaptureSystemComponent

Implements dumping of saved CPU profiling data to a local file, blocking
call.

Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>

* Profiler: Working IO thread for serialization

Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>

* Profiler: switch to AZ::JobFunction for IO

Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>

* Profiler: move to a ring buffer for storage

Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>

* Profiler: switch back to IO thread

Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>

* Profiler: add TODO

Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>

* Profiler: correct thread safety issues

Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>
2021-08-10 09:57:04 -07:00
Esteban Papp ec1a08d487 Merge branch 'development' into cmake/SPEC-7484
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Editor/ConfigGroup.cpp
#	Code/Editor/ControlMRU.cpp
#	Code/Editor/CryEdit.cpp
#	Code/Editor/CryEdit.h
#	Code/Editor/IEditorImpl.cpp
#	Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/AnimGraph/GameController.cpp
2021-08-10 09:23:34 -07:00
Cynthia Lin c1a0b5c686 performance benchmarks: Aggregate and report CPU frame times. (#2939)
* Add CaptureCpuFrameTime method to ProfilingCaptureSystemComponent for monitoring CPU performance.

Signed-off-by: Cynthia Lin <cyntlin@amazon.com>

* ly_test_tools: Refactor benchmark data aggregator in preparation for CPU frame times.

Signed-off-by: Cynthia Lin <cyntlin@amazon.com>

* performance benchmarks: Aggregate and report CPU frame times based on JSON data.

Signed-off-by: Cynthia Lin <cyntlin@amazon.com>

* AutomatedTesting: Capture CPU frame time in AtomFeatureIntegrationBenchmark.

Signed-off-by: Cynthia Lin <cyntlin@amazon.com>
2021-08-09 14:57:52 -07:00
Kyle B 51271fa15b Created group for Lod component data
Signed-off-by: Kyle B <kylebirnbaum@gmail.com>
2021-08-06 16:57:00 -07:00
Esteban Papp e28d04aea6 Merge branch 'development' into cmake/SPEC-7484
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Editor/CryEditDoc.cpp
#	Code/Editor/CryEditDoc.h
#	Code/Legacy/CryCommon/CryArray.h
#	Code/Legacy/CryCommon/CryString.h
#	Code/Legacy/CryCommon/UnicodeBinding.h
#	Code/Legacy/CrySystem/LocalizedStringManager.cpp
#	Gems/LyShine/Code/Source/StringUtfUtils.h
#	Gems/PhysXDebug/Code/Source/SystemComponent.cpp
2021-08-05 20:05:25 -07:00
Yuriy Toporovskyy 79af7d3c00 Make the maximum amount of vmem available for skinning related things configurable at runtime
Signed-off-by: Yuriy Toporovskyy <toporovskyy.y@gmail.com>
2021-08-05 17:47:19 -04:00
Kyle B 9c5c2e7de6 un-did const on function that did not need it
Signed-off-by: Kyle B <kylebirnbaum@gmail.com>
2021-08-03 19:34:17 -07:00
Kyle B 3db93a564d Made formatting changes per pull comments, incuding adding comments, changing spacing, and changing the ui type of component fields
Signed-off-by: Kyle B <kylebirnbaum@gmail.com>
2021-08-03 18:28:55 -07:00
Esteban Papp dd3f0b86e0 Merge branch 'development' into cmake/SPEC-7484
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Editor/ToolBox.cpp
2021-08-02 18:45:25 -07:00
Esteban Papp b33a4db332 Merge branch 'development' into cmake/SPEC-2513_w4267 2021-08-02 18:03:04 -07:00
Chris Santora 36abde95a9 Added a new registry setting that disables automatic conversion of materials from model files like FBX.
By default, processing of model files (like FBX) automatically convert the included materials to Atom materials, using StandardPBR. This adds a job dependency on StandardPBR.materialtype, which propagates to any related azsl files as well. Thus any change to azsl code will cause all model files in the project to rebuild.

Some game teams have no interest in using the auto-converted materials; they always use a Material Component to apply material overrides for every mesh. This new setting allows teams to disable material auto-conversion for the entire project, thus removing the job dependency on StandardPBR.materialtype. Instead, every mesh will be assigned the same default material. Any change to azsl code will cause that one default material to rebuild, but this will not trigger any models to rebuild.

Details:
- Added /O3DE/SceneAPI/MaterialConverter registry settings for configuring the scene material converter. It includes an enable flag, and a default material to use when conversion is disabled.
- Added SceneBuilderDependencyRequests::AddFingerprintInfo which allows ScenePI components to modify the scene builder analysis fingerprint. We use this to reprocess scene files when the material converter settings change.
- Updated SceneAPI's material asset builder to skip the StandardPBR dependency when material conversion is disabled.
- Added some code to MaterialComponentController to handle an edge case that may when disabling material conversion on an existing project, and assigned materials disappear.

Testing:
- Changing the registery setting does trigger a rebuild of the fbx files.
- When material conversion is disabled, changing an azsl file does not cause fbx files to rebuild, but the shader still reloads as expected.
- Made a test level using multiple models with multiple meshes, made various adjustments to the material slots for each mesh, and tried switcihng the material conversion registry setting from true to false. (Details below)
- TODO: Will merge this change to a customer's fork and test on their existing content.

Details about my test level:
- Made a new test level AtomTest project
- Added two entities, both using multi-mat_mesh-groups_1m_cubes.fbx
- Added a material component to both entities
  - Entity 1 material assignments
    - Blue_Zaxis: left as-is
    - Green_Yaxis: exported the material
    - Red_Xaxis: exported the material, and changed the material instance color to pink
    - StingrayPBS1: exported the material, scaled the UVs in the exported material source, and changed the material instance color to green.
    - With_Texture: selected an existing brick material, changed the material instance color to red.
  - Entity 2 material assignments
    - Default Material: set to an existing brick material
    - Blue_Zaxis: manually assigned built-in material that was converted from fbx
    - Green_Yaxis: manually assigned built-in material that was converted from fbx, and changed the material instance color to orange

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-08-02 16:09:11 -07:00
Kyle B 1a48118ece Added comments and formatted as close to the original
Signed-off-by: Kyle B <kylebirnbaum@gmail.com>
2021-08-02 14:01:38 -07:00
Kyle B 5b88d96eec Exposed fields to the mesh component giving greater Lod control from the editor
Signed-off-by: Kyle B <kylebirnbaum@gmail.com>
2021-08-02 13:36:10 -07:00
santorac 9e6eadd9a9 Merge branch 'development' into Atom/santorac/OptionalSceneApiMaterialConversion 2021-08-02 09:07:42 -07:00
Jeremy Ong bb782e83b4 Promote IndexedDataVector to public Feature/Utils header
Signed-off-by: Jeremy Ong <jcong@amazon.com>
2021-07-31 00:26:23 -06:00
Esteban Papp f665f572f3 Gems/Atom builds
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
2021-07-30 18:53:50 -07:00
santorac 5d3d3b907e Changed a couple function parameters to const&
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-07-30 16:52:43 -07:00
Guthrie Adams e2eba69d33 updating FindMaterialAssignmentIdInLod to use ModelMaterialSlot
}

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-07-30 18:19:35 -05:00
santorac b407e501e3 Merge branch 'development' into Atom/santorac/OptionalSceneApiMaterialConversion 2021-07-30 14:54:14 -07:00
Chris Santora 66f7fa2f42 Fixed a bug where a new entity using a mesh that was already loaded would not be able to correctly initialize a material component.
Repro steps:
- Create two entities.
- Entity 1
  - Add a mesh component and assign a model with multiple sub-meshes
  - Add a material component. The material component looks correct.
- Entity 2
  - Add a mesh component and assign the same model as the other entity
  - Add a material component. The material component shows "<unknown>" for all material slot names

The problem was that ReflectedPropertyEditor creates a new Asset<> reference with the correct ID but does not load it. This asset is passed to EditorMaterialComponent, MaterialComponentController, and MeshFeatureProcessor and none of these tell the Asset to load. The MeshFeatureProcessor was not loading the Asset or connecting to the AssetBus because the instance already existed in the InstanceDatabse so from the FP's perspecive there was no need. But for the FP's GetModelAsset() API to function correctly it needs to have the asset initialized to the available AssetData pointer. So we updated the MeshFeatureProcessor to always connect to the AssetBus so it will find the available AssetData via the OnAssetReady callback.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-07-30 11:41:14 -07:00
Chris Santora fec79a7d53 Moved the material slot list from ModelLodAsset to ModelAsset, so all the slots live in one main list. This removes data duplication between LODs and cleans up the code a bit.
I had to update the ModelLod class to take in both the ModelLodAsset and ModelAsset for initialization so it can fetch the slots for each mesh.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-07-30 11:41:02 -07:00
Chris Santora a71ee7eb3a Fixed the MaterialAssignmentId version converter to properly handle the default material assignment slot.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-07-30 11:41:01 -07:00
Chris Santora 3daf3f7d7a Fixed an issue with Actors where the material slot IDs were incorrect, and caused the displayed slot labels to be all "<unknown>" (and likely other issues).
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-07-30 11:40:59 -07:00
Chris Santora e3ceaa477e Added a version converter for MaterialAssignmentId. This allowed me to successfully load the Sponza level in AtomTest.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-07-30 11:40:53 -07:00
Chris Santora 14d2e38b90 Refactored how model material slots work in preparation to support more flexible material conversion options for the scene asset pipeline. The material slot IDs are based on the MaterialUid that come from SceneAPI. Since these IDs are also used as the AssetId sub-ID for the converted material assets, the system was just checking the material asset sub-ID to determine the material slot ID. But in order to support certain FBX material conversion options, we needed to break this tie, so the slot ID is separate from the AssetId of the material in that slot. This will allow some other material to be used in the slot, instead of being forced to use one that was generated from the FBX.
Here we inttroduce a new struct ModelMaterialSlot which formalizes the concept of material slot, with an ID, display name, and default material assignment. The ID still comes from the MaterialUid like before. The display name is built-in, rather than being parsed out from the asset file name. And the default material assignment can be any material asset, it doesn't have to come from the FBX (or other scene file).

This commit is just the preliminary set of changes. Cursory testing shows that it works pretty well but more testing is needed (and likely some fixes) before merging.

Here is what's left to do...
Add serialization version converters to preserve prior prefab data.
See if we can get rid of GetLabelByAssetId function only rely on the display name inside ModelMaterialSlot.
I'm not sure if the condition for enabling the "Edit Material Instance..." context menu item is correct.
Test actors
Lots more testing in general

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-07-30 11:40:51 -07:00
Guthrie Adams ffbeb903c1 Material Component: Add functions to lookup material ids by name
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-07-29 18:09:40 -05:00
Guthrie Adams d12d7de139 Add missing display mapper operation type bindings
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-07-29 08:58:10 -05:00
Esteban Papp 074e33081f more fixes for w4267
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
2021-07-27 19:32:11 -07:00
pappeste 97f9ac870d Atom
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
2021-07-27 19:29:20 -07:00
Ken Pruiksma 33c408f654 Expose shadow bias to component & feature processors. (#2406)
* Expose shadow bias to component & feature processors. Shadow bias now works more consistently with various near / far shadow planes and caster positions. Bias now also affects esm shadows which helps eliminate acne in certain situations.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Adding jira comment to light configuration serialization version. Improved comment on final adjustment to bias before its sent to the shader.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Hooking up bias to behavior context.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
2021-07-27 11:31:05 -07:00
Cynthia Lin 61f91d4a9a Move benchmark data aggregation from ASV into ly_test_tools module. (#2335)
* fix: Correct typo in profiling capture system.

Signed-off-by: Cynthia Lin <cyntlin@amazon.com>

* Move benchmark data aggregation from ASV into ly_test_tools module.

Signed-off-by: Cynthia Lin <cyntlin@amazon.com>
2021-07-26 12:25:50 -07:00