Commit Graph

366 Commits

Author SHA1 Message Date
cgalvan 46f8c7c1ba [LYN-3412] Updated LandscapeCanvas component to properly serialize with prefabs. (#1224)
* [LYN-3412] Updated LandscapeCanvas component to properly serialize with prefabs.

* [LYN-3412] Updated PR with feedback.

* [LYN-3412] Reverted unintentional changes.

* [LYN-3412] Removed one more comment.

* [LYN-3412] Additional PR feedback fixed.
2021-06-21 14:03:49 -07:00
Doug McDiarmid ada63089b5 Changed FullScreenTrianglePass::FrameBegin to use FramePrepareParams viewport and scissor states if they are set.
Changed ReflectionScreenSpaceBlurChildPass to set the viewport and scissor states.
2021-06-19 01:30:36 -07:00
hershey5045 c127a044d4 Enable fog in physical sky component to blend with deferred fog (#1320) 2021-06-18 13:39:11 -07:00
Ken Pruiksma 0a11931422 Removing reference to non-existent parallax.invert property. (#1409) 2021-06-17 16:10:37 -05:00
lumberyard-employee-dm 7dabe8b6e9 Updated Several Engine Gem's CMakeLists.txt to add themselves as required Gems (#1262)
* Fixed organization of the AssetProcessor SourceAssetBrowser

Assets within the Engine Root were grouped under a '/' entry.
That has been fixed to use the relative path within the engine root for
those assets
Assets outside of the Engine Root, but on the same drive were using
absolute paths before. Now there are child entries that navigate up the
directory hierarchy to those asset locations

* Added ly_enable_gems call to Atom gems targets that are required

The DefaultLevel.prefab contains several Atom components, that require
the Atom RHI, RPI, Common_Feature, ShaderBuilder and AtomLyIntegration CommonFeatures
gems to be enabled in order to successfully process in the
AssetProcessor.

* Added ly_enable_gems call to make the Camera gem required in Tools,
Builders and Clients.

This is needed as the DefaultLevel.prefab contains an Editor Camera
Component

* Adding the ly_enable_gem call to make the Maestro gem required

CrySystem currently requires Maestro to be enabled in order to
initialize

* Added ly_enable_gems call to the SceneProcessing gem to make it required

The SceneCore and SceneData libraries that are part of the core engine
Code folder requires the SceneProcessing gem to be enabled in order to
invoke the InitializeDynamicModule hooks in DllMain.cpp in order to
initialize those libraries.

* Fixed bad argument in comment for Prefab CMakeLists.txt

* Fixed Assert in Asset Builders due to the Atom RPI Builder

The Atom RPI Builder was enabling the Asset Catalog for the ScriptAsset a second time

The Atom Feature Common EditorSystemCommonComponent.cpp which also loads
in the AssetBuilder is enabling the Asset Catalog for the ScriptAsset

Added BehaviorContext reflection to the OutputDeviceTransformType enum
to fix the BehaviorContext errors about reflecting a method that returns
such an enum

* Added TypeId output to the JsonDeserializer report message about missing
ClassData

Previously the report callback would indicate that the target type was
missing Serialization class data, but didn't indicate the TypeId of the
target type

* Added support to the ly_enable_gems function to be able to support
0 gems being enabled.

Updated the Install step for CMake to propagate any ly_enable_gems
within a CMakeLists.txt for a target into the generated CMakeLists.txt
that is made for each installed IMPORTED target

* Adding newline to the end of the Camera Gem CMakeLists.txt

* Fixing target TYPE parameter for actual Gem Modules to use the GEM_MODULE tag instead of MODULE

* Reverting change to the DESTINATION directory for the installed CMakeLists.txt to use the relative path to the installed directory

* Adding the Atom_Bootstrap gem as a required gem

The Client and GameLaunchers required the Atom_Bootstrap gem in order to create the NativeWindow
Added Atom_Feature_Common client module as a runtime dependency of the AtomLyIntegration CommonsFeature client module

* Fixed register.py --all-projects-path and --all-gems-path arguments to
NOT register projects or gems that are within a template folder
Fixed reading of old pre-1.0 o3de_manifest.json files where the
"engines" key was a json array

* Changed how the relative target source directory is calculated when that source directroy resides outside of the engine root.
The final dirname component is used with a unique SHA256 has to form a <dirname>-<8 char SHA256> folder for installing files into

* Adding newline to the end of Atom_Bootstrap CMakeLists.txt

* Moving ly_enable_gems variants for Tools and Builders inside of PAL_TRAIT_BUILD_HOST_TOOLS block

* Adding a comment to AWSCore.ResourceMappingTool target to indicate that it is not a GEM_MODULE.
Furthermore it cannot be loaded with the Gem system because the library is in a different directory the executable
2021-06-17 13:58:20 -05:00
Aaron Ruiz Mora 7781307afe Fixed cloth automated tests. (#1400)
Bone transforms buffer is not valid when using Null renderer, which caused the test to fail since it reported an error and ultimately crashing as well. For now it's been worked around by checking the pointer is valid and not printing the error when null renderer is used, a task for the Atom team has been created to fix this properly in the future (ATOM-15807).
2021-06-17 19:23:12 +01:00
mrieggeramzn 4746afa332 Merge pull request #1388 from aws-lumberyard-dev/Atom/mriegger/ATOM-15406
Fix for PCF shadow flickering
2021-06-17 09:51:25 -07:00
mriegger 709bca5849 Adding code that prevents nans occuring due to precision issues 2021-06-16 20:15:08 -07:00
Qing Tao aa2c27b22d ATOM-15780 Improve cpu profiler allows pause and output profiling data to a file for reference (#1358)
- Added a pause button in imgui cpu profiler.
- Added a capture button to save cpu profiling data to a data file.
- Added some profile marks in both RPI and RHI.
2021-06-16 13:41:27 -07:00
Chris Santora 15db879e43 Merge pull request #1356 from aws-lumberyard-dev/santorac/stabilization/2106/HotReloadFixes
Added new shader reinitialization signaling

This was done while working on "ATOM-15728 Shader Hot Reload Fails in Debug Build", but it turned out these changes did not actually fix the issue (or any other known hot-reload issue). Still, these improvements are appropriate as they correct logical oversights.

ShaderVariant was not listening to asset reloads. It needs to know when the ShaderVariantAsset reload happens so it can reinitialize it's members as well as propagate reinitialization messages. I added a member for the ShaderAsset as the class needs this to reinitialize itself. So now the class listens for reloads of both the ShaderVariantAsset and the ShaderAsset.

Shader was not listening for ShaderAsset reinitialization events.

Updated the API for ShaderReloadNotificationBus's OnShaderVariantReinitialized to include the ShaderVariant which is the most relevant information (the other information wasn't really being used anyway).

Testing: Ran ASV full test suite in dx12 and vulkan, saw only known issues. Tested hot reload in Material Editor and main Editor.

See also aws-lumberyard/o3de-atom-sampleviewer#118
2021-06-16 12:20:58 -07:00
Ken Pruiksma cf9e088133 ATOM-15708 ATOM-15709. Disabling the low end shader for blended and tinted transparencies. The standard shader is already drawing in the transparent pass for those blend modes. Also improving the way StandardPBR_HandleOpacityMode is getting the correct shader by using a tag instead of index. (#1355) 2021-06-16 14:17:21 -05:00
mrieggeramzn a505ed8a51 Merge pull request #1302 from aws-lumberyard-dev/Atom/mriegger/esmexponent2106
Atom/mriegger/esmexponent2106
2021-06-16 10:47:26 -07:00
Chris Santora c158ca178f Added new shader reinitialization signaling.
This was done while working on "ATOM-15728 Shader Hot Reload Fails in Debug Build", but it turned out these changes did not actually fix the issue (or any other known hot-reload issue). Still, these improvements are appropriate as they correct logical oversights.

ShaderVariant was not listening to asset reloads. It needs to know when the ShaderVariantAsset reload happens so it can reinitialize it's members as well as propagate reinitialization messages. I added a member for the ShaderAsset as the class needs this to reinitialize itself. So now the class listens for reloads of both the ShaderVariantAsset and the ShaderAsset.

Shader was not listening for ShaderAsset reinitialization events.

Updated the API for ShaderReloadNotificationBus's OnShaderVariantReinitialized to include the ShaderVariant which is the most relevant information (the other information wasn't really being used anyway).
2021-06-15 19:26:11 -07:00
mrieggeramzn 51ba3e9346 Merge pull request #1300 from aws-lumberyard-dev/Atom/mriegger/bsearchstab
Fixing boundary search
2021-06-15 10:49:36 -07:00
Roman 1f6bb14ed3 [EMFX][ATOM] crash during mesh reload (#1301)
* Fixed a crash when entering game mode, removing a mesh and re-adding mesh.
2021-06-14 20:38:37 -07:00
dmcdiarmid-ly 567b54ee25 Merge pull request #1297 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-15767
[ATOM-15767] ReflectionScreenSpaceBlurPass uses a fixed number of mips
2021-06-14 19:06:13 -07:00
Doug McDiarmid de4605d6b7 Added comment. 2021-06-14 18:31:43 -07:00
dmcdiarmid-ly b1e22db0be Merge pull request #1298 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-15623
[ATOM-15623] Objects excluded from ReflectionProbe still render DirectionalLight shadows
2021-06-14 12:45:55 -07:00
jiaweig eec5fc1546 Merge pull request #1257 from aws-lumberyard-dev/Atom/jiaweig/ATOM-13723_lattice_sizing_crash
ATOM-13723 BaseViewer DynamicMaterialTest Crash With Many Objects on dx12
2021-06-14 11:11:50 -07:00
mriegger 4ac846383a Fixes from feedback 2021-06-13 23:13:43 -07:00
mriegger f340189075 remove tabs 2021-06-13 23:12:47 -07:00
mriegger 959ec14df6 Exposing esm exponent 2021-06-13 23:07:10 -07:00
mriegger 95e21bf2af Fixing boundary search 2021-06-13 15:29:27 -07:00
Doug McDiarmid bb083fde3c Added ReflectiveCubeMap usage flag if the shadow is rendering in an EnvironmentCubeMap pipeline 2021-06-12 17:28:50 -07:00
Doug McDiarmid 886601ad94 Created a new ReflectionScreenSpaceCompositePass to set the maximum roughness mip in the pass Srg.
Changed the ReflectionScreenSpaceBlurPass to auto-generate the mip chain, which will compute the appropriate number of mips.
2021-06-12 03:20:31 -07:00
Doug McDiarmid 8459cbe5c2 Removed the DiffuseGlobalIllumination component from the editor Entity Component list, it was intended to be a Level Component only.
Checked for a valid quality level in DiffuseGlobalIlluminationFeatureProcessor::SetQualityLevel.
Initialized the quality level to Low in DiffuseGlobalIlluminationComponentConfig.
2021-06-12 01:18:24 -07:00
michabr 6584e1290b Reenable LyShine mask support now using Atom (#1218)
* Add option to set stencil ref in Dynamic Draw Context

* Add depth/stencil attachment slot to UI pass

* Rework mask rendering to use Atom

* Add missing circle mask image
2021-06-11 10:03:06 -07:00
moudgils f2db30c5d0 Merge pull request #1246 from aws-lumberyard-dev/UpdateIosPipeline
Fix many issues on Mac metal
2021-06-11 09:42:14 -07:00
Anton Michels 63a612efbc Merge pull request #1215 from aws-lumberyard-dev/Atom/antonmic/PassChanges
[ATOM-15590] Pass System Improvements
2021-06-10 23:55:00 -07:00
jiaweig 7590ef04b2 Increase the platform limit to handle more objects. 2021-06-10 16:48:48 -07:00
moudgils b18b03b8fb Added comments and more format fixes 2021-06-10 14:40:52 -07:00
Ken Pruiksma bf76963696 [ATOM-15683] StandardPBR shader now makes sure to mark w for no subsurface scattering. Currently all StandardPBR materials are being subject to a 2x2 box blur because the DiffuseSpecalarMerge pass thinks they have samples with subsurface scattering turned on, and this is degrading the quality of diffuse. (#1249) 2021-06-10 16:12:02 -05:00
antonmic 2a982fa4b2 Pass changes: Addressing PR feedback 2021-06-10 12:50:38 -07:00
moudgils 3b249844d5 Minor formatting cleanup 2021-06-10 11:02:45 -07:00
Doug McDiarmid d94015f5e1 Skipped meshes with no materials in MeshFeatureProcessor::SetRayTracingData 2021-06-09 14:53:32 -07:00
antonmic 1ddb94ada1 Pass changes: final cleanup 2021-06-09 08:55:57 -07:00
antonmic 702356007c Pass changes WIP: standardized usage of new pass initialization functions 2021-06-08 22:36:54 -07:00
antonmic 6973d9c7a3 Pass changes WIP: moved child pass creation to Build phase 2021-06-08 12:03:58 -07:00
antonmic a30d9621d5 Pass changes WIP: various fixes, exposure sample now works 2021-06-07 23:05:36 -07:00
antonmic 451de8e782 Merge branch 'main' into Atom/antonmic/PassChanges 2021-06-07 08:41:31 -07:00
antonmic ed759612dd Atom Pass changes WIP: ASV screenshot tests passing now 2021-06-05 19:12:45 -07:00
moudgils 77b209d023 Merge branch 'main' into UpdateIosPipeline 2021-06-04 23:07:40 -07:00
Ken Pruiksma 9df995dd26 Temporal anti-aliasing and constrast adaptive sharpening (#1161)
First version of temporal antialiasing and contrast adaptive sharpening for GA. Works well in most cases but still has a few issues that will need additional time. This is only the passes and shaders with no exposure to the editor. TAA and CAS can be turned on by enabling their respective passes in the pipeline.

All of the code has been previously reviewed in smaller PRs into the taa_staging branch:
aws-lumberyard-dev#29
aws-lumberyard-dev#53
aws-lumberyard-dev#73
aws-lumberyard-dev#79
aws-lumberyard-dev#84

Main issues:

- Bloom doesn't play nice with TAA and seems to greatly amplify any flickering
- AuxGeom jitters with the camera, so TAA doesn't currently work well in editor
- Transparencies don't have correct motion vectors. History rectification keeps this from looking too bad, but could still be improved
- There is still more that could be done to inhibit flickering, usually from specular aliasing
- Motion vectors aren't correct on POM unless PDO is turned on, which can result in some blurring during motion.
- SSAO can contribute to flickering in its default half res configuration. Changing this to full res mitigates the problem.

Squashed merge of the following:

* [ATOM-13987] Initial checkin of Taa pass.

* TAA pass setup WIP. (does not work yet due to pass configuration issues).

* Taa WIP - Camera motion vectors fixed and hooked up. TAA does simple reprojection and rejection based on depth.

* Small update to use lerp and add some comments.

* Fix issue with attachments not being set up on bindings at initialization. Fixing issue with half-pixel offsets in TAA shader

* - Motion vector passes now use the same output with mesh motion vectors overwriting camera motion vectors.
- Taa pass now works with multiple pipelines.
- Cleaned up TAA shader a bit.

* Fixes from PR review.

* Adding check for multiple attachments of the same name with different resources in Pass::ImportAttachments().

* Adding camera jitter with configurable position count. Updated TAA to blend in tonemapped space.

* Fixes from PR review. Fixing camera motion vectors for background (infinite distance)

* Updates to taa shader from PR review

* Adding a rcp input color size.

* Fix comment on PassAttachment::Update()

* Updates for PR review.

* Fixing missing const on the FrameAttachment* in Pass's call to FindAttachment()

* Taa WIP - Adding filtering to both the current pixel and history. Adding rectification based on variance clipping. Adding some basic anti-flickering. Removing rejection based on depth.

* Updates from PR code review. Mostly better commenting and naming.

* Adding contrast adaptive sharpening based on AMD FidelityFX CAS to help with the softness added by TAA.

* Changing to using luminance for sharpening instead of just green. Added some comments.

* Moving Taa's NaN check to a better location. Disabling TAA and sharpening in prep for check in.

* Updates from PR feedback.
2021-06-04 20:57:44 -05:00
antonmic 1e5a35ccfe Merge branch 'main' into Atom/antonmic/PassChanges 2021-06-04 17:49:20 -07:00
dmcdiarmid-ly d19d2aff9d Merge pull request #1110 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-15517
[ATOM-15517] Software Occlusion Culling
2021-06-04 15:21:39 -07:00
dmcdiarmid-ly 579f4ca9d6 Merge pull request #1138 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-15718
[ATOM-15718] DiffuseProbeGrid quality level
2021-06-04 15:14:47 -07:00
antonmic 52b306eb3e Pass changes now building and working 2021-06-04 14:59:27 -07:00
AMZN-mnaumov 8fa6d5d1b0 Merge pull request #1050 from aws-lumberyard-dev/Atom/mnaumov/ATOM-15631
[ATOM-15631] First pass on exposing Display Mapper properties to Behavior Context
2021-06-04 10:30:04 -07:00
Qing Tao dcdd63966e ATOM-15658 Better option of CreateCommonBuffer requires unique buffer name (#1133)
* ATOM-15658 Better option of CreateCommonBuffer requires unique buffer name
- Change the CreateCommonBuffer function to not require an unique  name by default.
- Remove the code for generating unique buffer names.
- Add buffer name to BufferAsset so it can be used for device object name instead of using asset file name.
- Change RPI::Buffer to use BufferName_AssetUuid as attachment id.
2021-06-04 10:28:56 -07:00
antonmic 0f90ccc0b4 initial changes compiling 2021-06-04 09:38:28 -07:00