Commit Graph

24 Commits

Author SHA1 Message Date
Steve Pham 70042fcdcd O3DE Copyright Updates for Linux Foundation (#1504) 2021-06-23 10:55:22 -07:00
Chris Santora b7f6b57e16 Fixed a couple builders to avoid adding job dependencies on source files that don't exist.
This removes mostly benign (but noisy) messages about "Failed to find builder dependency".

Changed AssetUtils::GetPossibleDepenencyPaths to return all possible source paths, rather than stopping when one is found. This function is now used to report a list of all possible source dependencies, so that CreateJobs will get called by the AP whenever a file shows up at one of those locations. If a file was missing before and then appears, this will cause the builders to wake up and add the appropriate job dependencies on the new files. In ShaderVariantAssetBuilder and MaterialBuilder, we now use GetPossibleDepenencyPaths to report source dependencies rather than job dependencies. We only report a job dependency when the actual source file has been identified. This should all now be consistent with the intended design of the AP's dependency systems (the prior approach was a hack based on misunderstanding of what source dependencies are).

SrgLayoutBuilder's change is a bit tricky. The above changes did not fix all of the "Failed to find builder dependency" messages because AzslBuilder sometimes skips particular files in CreateJobs. When this happens, it is invalid to report an AzslBuilder job dependency on that file. So I copied the same conditional code that is used to skip an azsli file in CreateJobs, and used that to skip AddAzslBuilderJobDependency() in SrgLayoutBuilder as well.

With all these changes combined, I do think we've solved the issue where jobs fail to evict outdated jobs, as described in ATOM-15134. However, we are not yet seeing the iteration time improvements we were hoping for. Before these changes I was seeing roughly a 0.5 minute delay for the initial change, and a 2 minute delay for a subsequent change. With these changes it's more like 0.5 mibutes and 1.5 minutes. It appears that the AP scan is being starved by all the AssetBuilder processing going on, and perhaps IO contention. I suspect that this will be greatly improved on the development branch where we no longer have AzslBuilder and SrgLayoutBuilder slowing things down.

ATOM-15136 Builder dependency errors reported in mainline
ATOM-15134 Replace GetPossibleDepenencyPaths Approach with Source Dependencies
2021-06-21 10:34:36 -07:00
Terry Michaels b600dd9b71 Fixed issues with mac build caused by a double define of "MAC" (#996)
* fixed missed reference to name change

* Fixed MAC double define issue, changed to MAC_ID
2021-05-27 12:49:16 -05:00
Terry Michaels 9b1be43367 Renamed osx_gl to mac and es3 to android for cache folders (#949) 2021-05-26 19:17:17 -05:00
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>
2021-05-26 15:23:11 -05:00
galibzon 78d6dc3613 [SPEC-7010] Windows release_vs2019 build fails with an unreferenced formal parameter (#952)
in ShaderBuilderUtility.cpp

Added [[maybe_unused]] to a parameter that was not used under all
conditions.
2021-05-26 09:49:09 -05:00
moudgils 5a149a4594 Merge branch 'main' into DxcExperiment 2021-05-20 11:56:35 -07:00
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>
2021-05-20 04:53:16 -05:00
moudgils 94a8c8258b Bumped shader builders 2021-05-19 19:22:35 -07:00
lumberyard-employee-dm 3dec5d3b71 LYN-2537 engine assets (#254)
* LYN-2537 Moved the Engine and Editor folder to be within the EngineAssets folder

* Fixed Documentation in bootstrap.cfg to correct the path to the user project specific registry file

* Adding a newline to the output of AssetCatalog 'Registering asset..., but type is not set' message

* Updating the AssetProcessorPlatformConfig.setreg Scan Folder to detect
the @ENGINEROOT@/EngineAssets/Engine path for engine runtime assets and
@ENGINEROOT@/EngineAssets/Editor path for engine tool assets

* Updating references to Icons and other assets to account for moving the
Engine and Editor folder under a single EngineAssets folder

* Moving the Engine Settings Registry folder from Engine/Registry -> Registry

* Removed the LY_PROJECT_CMAKE_PATH define as it is not portable to other locations. It is hard coded to the project location that was used for the CMake configuration. Furthermore it paths with backslashes within it are treated as escape characters and not a path separator

* Updated the LyTestTools asset_processor.py script to copy the exclude.filetag from the EngineAssets/Engine directory now

* Fixed Atom Shader Preprocessing when running using an External Project

* Updated the TSGenerateAction.cpp to fix the build error with using a renamed variable

* Updated the Install_Common.cmake ly_setup_others function to install the
EngineAssets directory and the each of the Gem's Assets directory while
maintaining the relative directory structure to the Engine Root
Also updated the install step to install the Registry folder at the
engine root

* Fixed the copying of the Registry folder to be in the install root, instead of under a second 'Registry' folder

* Moving the AssetProcessorPlatformConfig.setreg file over to the Registry folder

* Updated the LyTestTools and C++ code to point that the new location of
the AssetProcessorPlatformConfig.setreg file inside of the Registry
folder

* Renamed Test AssetProcessor*Config.ini files to have the .setreg extension

* Converted the AssetProcessor test setreg files from ini format to json
format using the SerializeContextTools convert-ini command

* Updated the AssetProcessor CMakeLists.txt to copy over the test setreg files to the build folder

* Updated the assetprocessor test file list to point at the renamed AsssetProcessor*Config setreg filenames

* Removed the Output Prefix code from the AssetProcessor. The complexity that it brought to the AP code is not needed, as users can replicate the behavior by just moving there assets underneath a another folder, underneath the scan folder

* Adding back support to read the AssetProcessorPlatformConfig.setreg file from the asset root. This is only needed for C++ UnitTests as they run in an environment where the accessing the Engine Settings Registry is not available

* Updating the Install_common.cmake logic to copy any "Assets" folder to
the install layout.
The Script has also been updated to copy over the "Assets" folder in the
Engine Root to the install layout instead of an "EngineAssets" folder

* Updating References to EngineAssets source asset folder in code to be the Assets source folder

* Moved the Engine Source Asset folder of 'EngineAssets' to a new folder name of 'Assets'. This is inline with the naming scheme we use for Gem asset folders

* Adding the EngineFinder.cmake to the AutomatedTesting project to allow it to work in a project centric manner

* Updating the LyTestTools copy_assets_to_project function to be able to copy assets with folders to the temporary project root
Fixed an issue in LyTestTools where the temporary log directory could have shutil.rmtree being called twice on it leading to an exception which fails an automated test

Updated the asset_procesor_gui_tests_2 AddScanFolder test to not use the
output prefix, but instead place the source asset root into a
subdirectory

* Correct the AssetProcessorPlatformConfig Scan Folders for the EngineAssets directory to point at the Assets directory

* Updated the asset procesor batch dependency test scan folder to point at the 'Assets' folder instead of 'EngineAssets'
2021-04-28 21:38:43 -05:00
Chris Burel 28170ffe41 Add newlines to the end of all files 2021-04-23 09:43:40 -07:00
Chris Santora 43b7a42a0b Merge pull request #188 from aws-lumberyard-dev/Atom/santorac/CavityMaps-ATOM-14040
ATOM-14040 Add Support for Cavity Maps

Replace the "Ambient Occlusion" property groups with "Occlusion" property groups that contain settings for "Diffuse AO" and "Specular Cavity" maps.
Pre-multiplied diffuseAmbientOcclusion into the m_albedo.rgb gbuffer, making room for specularOcclusion to be stored in m_albedo.a
Added new render pipeline connections to connect the albedo gbuffer to the fullscreen reflection passes.
Also fixed ATOM-15297 "StandardPBR_ForwardPass.shadervariantlist Job Fails With Obscure Error"
2021-04-22 12:15:22 -07:00
moudgils a177067e9b Bump shader builder 2021-04-22 08:52:44 -07:00
Chris Santora c4771997a2 Merge branch 'main' into Atom/santorac/CavityMaps-ATOM-14040 2021-04-21 01:13:09 -07:00
Chris Santora 8a8ecf25d6 Fixed ATOM-15297 StandardPBR_ForwardPass.shadervariantlist Job Fails With Obscure Error
ShaderVariantAssetBuilder::ProcessJob was not handling the should-exit-early flag, described at ValidateShaderVariantListLocation(). It was assuming that this flag would be set only during error conditions, which is not the case. I just had to rearrange the logic to handle deferred errors and should-exit-early separately.

Testing:
The problematic job now finishes successfully. I also edited the shadervariantlist file to give it a bad path to the shader and confirmed that we still get the "Error during CreateJobs" message.
2021-04-20 21:54:55 -07:00
garrieta 1a359ac50d [ATOM-15285] ShaderVariantAssetBuilder code merge bug
Fixing what appears to be a code merge/integration bug.

Signed-off-by: garrieta <garrieta@amazon.com>
2021-04-20 10:59:02 -05:00
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.
2021-04-16 12:06:05 -07:00
moudgils 68d58f48ae Merge branch 'main' into Atom/moudgils/MacRuntimeFixes 2021-04-13 19:45:18 -07:00
moudgils 16ba08c917 Mac compile fixes, Fix imgui rendering, Introduce a new RHI::BufferBindFlag, Fix a crash in AsyncStreaming, Fix shader build errors 2021-04-13 11:03:27 -07:00
alexpete 1044dc3da1 Integrating github/staging through commit ab87ed9 2021-04-09 11:27:37 -07:00
alexpete c2cbd430fe Integrating up through commit 90f050496 2021-04-07 14:03:29 -07:00
alexpete 36c4e827bd Integrating latest from github/staging
Integrating up through commit 5e1bdae
2021-03-26 14:32:02 -07:00
alexpete 75dc720198 Integrating latest 47acbe8 2021-03-25 13:57:57 -07:00
alexpete a10351f38d Initial commit 2021-03-08 14:30:57 -08:00