Commit Graph

332 Commits

Author SHA1 Message Date
Guthrie Adams 701e36f493 Merge pull request #2752 from greenrazer/ExposeLodControls
Expose lod controls
2021-08-24 10:41:24 -05:00
santorac 60d137c5b6 Merge pull request #2746 from aws-lumberyard-dev/Atom/santorac/OptionalSceneApiMaterialConversion3
Made Model Material Conversion Optional

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 SceneAPI 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 registry 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 switching the material conversion registry setting from true to false. (Details below)
- Merged this change to a customer's fork and tested 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
2021-08-23 15:24:21 -07:00
michabr 89cc27fdef Fix input priority conflict with LyShine and ImGuiPass (#3329)
* Fix input priority conflict with LyShine and ImGuiPass

Signed-off-by: abrmich <abrmich@amazon.com>

* Add GetPriorityDebugUI() input listener priority

Signed-off-by: abrmich <abrmich@amazon.com>
2021-08-23 13:05:19 -07:00
santorac 6b23e07af4 Changed MaterialConverterBus GetMaterialTypePath() to return a string instead of char*
Minor code cleanup.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-08-20 17:22:11 -07:00
Esteban Papp c8c29b1aff Enable warning MSVC 4296: 'operator': expression is always false 2021-08-20 13:42:19 -07:00
moudgils b2b6886338 Fixes asserts related to buffer allocation using null rhi (#3367)
Fixes GPU crashes when releasing Indirect draw and query related dx12 objects
Fixes imgui profiler related to viewing buffer allocations

Signed-off-by: moudgils <moudgils@amazon.com>
2021-08-20 13:31:35 -07:00
Kyle Birnbaum 2b1f4c2fc0 Merge branch 'development' into ExposeLodControls 2021-08-20 12:45:00 -07:00
Kyle B b53a085700 Merge branch 'development' into ExposeLodControls 2021-08-20 12:14:59 -07:00
Kyle B e410eecd93 fixed mesh feature processor abstract interface
Signed-off-by: Kyle B <kylebirnbaum@gmail.com>
2021-08-19 23:41:30 -07:00
Esteban Papp 62a0041245 enable warning 4296: 'operator': expression is always false
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
2021-08-19 16:16:28 -07:00
Esteban Papp 61f7fe5dc5 Merge branch 'development' into cmake/AddressSanitizer
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
2021-08-19 12:25:41 -07:00
Esteban Papp 68b04fa6c1 Merge branch 'development' into cmake/AddressSanitizer
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Legacy/CryCommon/LegacyAllocator.h
2021-08-19 11:44:28 -07:00
santorac 079e018e8e Merge remote-tracking branch 'upstream/development' into Atom/santorac/OptionalSceneApiMaterialConversion3 2021-08-19 10:37:01 -07:00
Esteban Papp d0238a5977 More fixes after merge
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
2021-08-19 09:37:45 -07:00
Esteban Papp f8e99cd7dd Merge branch 'development' into cmake/SPEC-2513_w4244
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Editor/CryEditDoc.cpp
#	Code/Framework/AzToolsFramework/AzToolsFramework/Input/QtEventToAzInputManager.cpp
#	Gems/Atom/Feature/Common/Code/Source/PostProcessing/BlendColorGradingLutsPass.cpp
#	Gems/PhysXDebug/Code/Source/SystemComponent.cpp
2021-08-19 08:53:41 -07:00
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
Esteban Papp dd80a3ebae Linux and non-unity build fixes
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
2021-08-18 11:09:14 -07:00
Kyle B c515ead27e attempt to fixed mock errors
Signed-off-by: Kyle B <kylebirnbaum@gmail.com>
2021-08-17 22:44:41 -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
Kyle B 01ad7c5e4e fixed namespace issue with the mocks
Signed-off-by: Kyle B <kylebirnbaum@gmail.com>
2021-08-16 23:09:25 -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
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
Kyle B baab204c0b updated Mock with new interface values
Signed-off-by: Kyle B <kylebirnbaum@gmail.com>
2021-08-05 00:07:54 -07:00
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 68a7a21e62 Reintroduce .h and .inl split
Signed-off-by: Jeremy Ong <jcong@amazon.com>
2021-07-31 00:26:28 -06:00
Jeremy Ong 78760245c5 Remove one level of indentation
Signed-off-by: Jeremy Ong <jcong@amazon.com>
2021-07-31 00:26:26 -06:00