* Added a ModelReloader class that handles reloading the hierarchy of assets in the correct order. A ModelReloaderSystem that is used to make sure there is only one ModelReloader at a time for a given asset. Modified the Model, ModelLodAsset, and Buffer assets to not automatically reload, and instead handle reloads manually via AssetCatalog events. Modified the MeshLoader to kick off a reload via the ModelReloaderSystem whenever a model asset is added or changed.
Signed-off-by: amzn-tommy <waltont@amazon.com>
* Comment updates
Signed-off-by: amzn-tommy <waltont@amazon.com>
* Minor naming and comment updates based on PR feedback
Signed-off-by: amzn-tommy <waltont@amazon.com>
* Correcting previous commit. I flipped == to != when switching from count to find, when it should have stayed ==
Signed-off-by: amzn-tommy <waltont@amazon.com>
* Updating RenderCommon header
Signed-off-by: amzn-tommy <waltont@amazon.com>
* Removing unneeded headers
Signed-off-by: amzn-tommy <waltont@amazon.com>
* Reverting RayTracingFeatureProcessor change following Doug's guidance. This logic was tricky to get right initially, and leads to TDR when incorrect, so leaving as is.
Signed-off-by: amzn-tommy <waltont@amazon.com>
* Removing a tab
Signed-off-by: amzn-tommy <waltont@amazon.com>
* Added missing #include for AssetId
Signed-off-by: amzn-tommy <waltont@amazon.com>
* Adding missing RTTI header
Signed-off-by: amzn-tommy <waltont@amazon.com>
* Include ModelAsset definition intead of forward declaring it to avoid a static assert on Linux
Signed-off-by: amzn-tommy <waltont@amazon.com>
* Add HDR color grading pass and shaders.
* Remove color grading pass from light adaptation parent pass due to failing ASV tests. This will be added back later on.
* Editor HDR Color Grading Component implemented under the PostFx stack (#219)
* Add softmin/max for unbounded color grading properties.
* Revert channel mixer properties to vector3. Refactor mix to weight. Fix color grading pass to convert any color variable into vec4.
Signed-off-by: rbarrand <rbarrand@amazon.com>
Co-authored-by: Robin <rbarrand@amazon.com>
* ATOM-16237 Using setting registry to RPI system settings
Changes include:
- Remove RHISystemDesriptor since the pre-registered draw list tag is not needed.
- Remove EitorContext which was for system component settings.
- Add atom_rpi.setreg file
- Add getting RPISystemDescriptor from setting registry.
Signed-off-by: qingtao <qingtao@amazon.com>
* Final update copyright headers to reference license files at the repo root
Signed-off-by: spham <spham@amazon.com>
* Fix copyright validator unit tests to support the stale O3DE header scenario
Signed-off-by: spham <spham@amazon.com>
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.
* ATOM-4661 Improvement with pass templates registration from data
- Update PassLibrary so it can load pass templates from more than one files and report duplicate pass templates.
- Added load templates events to pass system so the handlers from any gems can load their own pass templates.
- Added PassSystemInterface::OnReadyLoadTemplatesEvent::Handler in FeatureCommon gem's CommonSystemeComponet to load the PassTemplates.azasset in featureCommon gem.
- Misc: moved BindlessPrototypeSrg.asli from RPI to ASV project; fixed an assert issue when exit ASV