Commit Graph

402 Commits (8587c8e033e2cfffab786332ef192bd965264ff3)

Author SHA1 Message Date
hershey5045 15e889a2f6
Reintroduce materialtype dependency on fbx files. (#3934)
Signed-off-by: Robin <rbarrand@amazon.com>

Co-authored-by: Robin <rbarrand@amazon.com>
4 years ago
moraaar 9a0ea2c4c5
Fixed NvCloth assets, NvCloth automated test scripts, ModelAsset cloning and UI reverse overrides menu crash (#3851)
- Fixed cloth asset, which stopped working due to Updated skeleton logic: #2957 which changes how fbx graph nodes are collected (affecting its names, which is used by cloth modifier).
- Fixed cloth test suite active call to base's run_test function. It stopped working when its signature was changed here: 182d410#diff-3f5d93b0a76c838893693f19f2eacfe3e67040d445d6463c5c425ef5075cb409
- Renamed nvcloth TestSuite_Active.py to TestSuite_Main.py to be consistent with the other test folders.
- Fixed ModelAsset creator clone function. It was missing to copy the material slots, ultimately causing Material Component to show 0 material slots.
- Fixed crash where the revert overrides menu was not created when checking changes for selected component and selected entities.

Signed-off-by: moraaar moraaar@amazon.com
4 years ago
hershey5045 4249ceeae7
Add material property names to material assets, disable FBX dependency on materialtype files. (#3408)
* Add material property names to material assets, disable FBX dependency on materialtype files.

Signed-off-by: Robin <rbarrand@amazon.com>

* Add reflection for MaterialAssets. Update member variable comment.

Signed-off-by: Robin <rbarrand@amazon.com>

* Switch cvar to using bus value. Refine comments.

Signed-off-by: Robin <rbarrand@amazon.com>

* Refactor functions and refine comments.

Signed-off-by: Robin <rbarrand@amazon.com>

* Realign property values when material property names are populated.

Signed-off-by: Robin <rbarrand@amazon.com>

* Switch PostLoadInit check to on asset status ready. Add realign property values code to PostLoadInit as well.

Signed-off-by: Robin <rbarrand@amazon.com>

* Stash@{1} code.

Signed-off-by: Robin <rbarrand@amazon.com>

* Refactor realignment code into the right places.

Signed-off-by: Robin <rbarrand@amazon.com>

* Remove pragma optmize off.

Signed-off-by: Robin <rbarrand@amazon.com>

* More refactoring.

Signed-off-by: Robin <rbarrand@amazon.com>

* Refactor comments and remove code no longer needed.

Signed-off-by: Robin <rbarrand@amazon.com>

* Refactor comments and remove unused include.

Signed-off-by: Robin <rbarrand@amazon.com>

* Comment refactor, corrected some code.

Signed-off-by: Robin <rbarrand@amazon.com>

Co-authored-by: Robin <rbarrand@amazon.com>
4 years ago
Qing Tao b9c0b2a5f7
Fixed a crash issue with RHI::Fence when trying to capture screenshot which null renderer is used. (#3802)
ATOM-16292, ATOM-16243, ATOM-15493

Signed-off-by: qingtao <qingtao@amazon.com>
4 years ago
Steve Pham fa0f2a1007
Fix unused warnings release (#3677)
* Release build fix for Windows
* Release build fix for Android
* Release build fix for Windows
* Release build fix for Android
* Release build fix for Linux
* Release build fix for Mac
* Release build fix for iOS

Signed-off-by: Steve Pham <spham@amazon.com>
4 years ago
Qing Tao f2eb8ff51f
ATOM-16237 Using setting registry to RPI system settings (#3663)
* 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>
4 years ago
santorac 1abab4ca2f
Shader hot reload fixes
Merge pull request #3574 from aws-lumberyard-dev/Atom/santorac/MoreShaderHotReloadFixes

Fixed a shader hot reload issue where the new root shader variant asset was not getting saved in the Shader object during OnAssetReloaded, it was only saved during OnAssetReady.

Fixed shader variant hot reload which was failing due to mismatched timestamps. The ShaderAsset was using microseconds and the ShaderVariantAsset was using system ticks. Since ticks will always be higher than microseconds, stale variants were not prevented from being used.

AtomSampleViewer's MaterialHotReloadTest script is passing again.
4 years ago
santorac 822a8f31f1 Merge remote-tracking branch 'upstream/development' into Atom/santorac/MoreShaderHotReloadFixes 4 years ago
Esteban Papp 6b96be82ea Merge branch 'development' into cmake/linux_fix_warn_unused
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Legacy/CrySystem/Log.cpp
#	Code/Tools/Standalone/Source/Driller/Annotations/AnnotationHeaderView.cpp
#	Code/Tools/Standalone/Source/Driller/AreaChart.cpp
#	Code/Tools/Standalone/Source/Driller/AreaChart.hxx
#	Code/Tools/Standalone/Source/Driller/ChannelDataView.cpp
#	Code/Tools/Standalone/Source/Driller/DrillerCaptureWindow.cpp
#	Code/Tools/Standalone/Source/Driller/Profiler/ProfilerDataView.cpp
4 years ago
Esteban Papp cd5df6b372 Some more fixes
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
santorac 3b424bd545 Fixed a shader hot reload issue where the new root shader variant asset was not getting saved in the Shader object during OnAssetReloaded, it was only saved during OnAssetReady.
MaterialHotReloadTest 06_VerticalPattern now passes.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
Jeremy Ong 5e04c3737f Add preliminary budget tracking system and remove driller integration
Signed-off-by: Jeremy Ong <jcong@amazon.com>
4 years ago
Jeremy Ong 07a14bdce1 Add AZ_BUDGET_DEFINE/AZ_BUDGET_DECLARE and remove driller
NOTE: The memory driller is still intact for now to avoid needing to
modify allocators, but the frame/cpu portions of driller and the
standalone executable are now gone.

Signed-off-by: Jeremy Ong <jcong@amazon.com>
4 years ago
Esteban Papp d91dbe3d92 Merge branch 'development' into cmake/linux_fix_warn_unused
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
carlitosan 4e0399b283
Merge pull request #3309 from aws-lumberyard-dev/carlitosan/development
JSON serialization of SC Editor Assets
4 years ago
Esteban Papp 9c7b55a31d Merge branch 'development' into cmake/linux_fix_warn_unused
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Gems/Atom/RHI/Code/Include/Atom/RHI.Reflect/Bits.h
#	Gems/Atom/RHI/Code/Include/Atom/RHI/IndexBufferView.h
#	Gems/Atom/Tools/MaterialEditor/Code/Source/Window/MaterialEditorWindow.cpp
#	Gems/Atom/Tools/ShaderManagementConsole/Code/Source/Window/ShaderManagementConsoleWindow.cpp
4 years ago
Guthrie Adams 701e36f493
Merge pull request #2752 from greenrazer/ExposeLodControls
Expose lod controls
4 years ago
chcurran 794c22c02e merge latest
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
4 years ago
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
4 years ago
Esteban Papp 804d833bb9 Gems/Atom
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Esteban Papp c19c4af1e1 Gems/Atom
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
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>
4 years ago
Esteban Papp b96b99363c Merge branch 'development' into cmake/linux_fix_warn_unused
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Esteban Papp c8c29b1aff
Enable warning MSVC 4296: 'operator': expression is always false 4 years ago
Esteban Papp 8bc9ed3d01
removing some rad leftovers (#3366)
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
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>
4 years ago
Kyle Birnbaum 2b1f4c2fc0
Merge branch 'development' into ExposeLodControls 4 years ago
Kyle B b53a085700 Merge branch 'development' into ExposeLodControls 4 years ago
Esteban Papp b3023242d0 Merge branch 'development' into cmake/win_fix_warn_4296
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Esteban Papp a35464ca08 more fixes
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Esteban Papp 62a0041245 enable warning 4296: 'operator': expression is always false
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Judy Ng f41438770c
add shaderoptiongroup natvis (#3315)
Signed-off-by: Judy Ng <njud@amazon.com>
4 years ago
santorac 079e018e8e Merge remote-tracking branch 'upstream/development' into Atom/santorac/OptionalSceneApiMaterialConversion3 4 years ago
Esteban Papp 2521ad2301 Merge branch 'development' into cmake/SPEC-2513_w4244
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Gems/Atom/RHI/DX12/Code/Source/RHI/Device.cpp
4 years ago
jiaweig 6766d10d1b
ATOM-13883 [RHI][Core] - Moving RHI init settings to the new settings registry system (#3086)
* Moved PlatformLimits to setreg. Removed Device PostInit. Some clean up.

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

* Move setreg loading the PlatformLimitsDescriptor super class.

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

* Apply same implementation for fake device used in unit tests

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

* Add implementation for Null renderer. Swap order for register RHI interface in initialization.

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

* Move back setreg from PlatfromLimitsDescriptor to Device, due to Linux dependency issue.

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

* Changed the function to take in RHI backend name

Signed-off-by: jiaweig <jiaweig@amazon.com>
4 years ago
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
4 years ago
Jeremy Ong a5f072f7a9 Remove statistics profiler
Signed-off-by: Jeremy Ong <jcong@amazon.com>
4 years ago
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>
4 years ago
chcurran de9e991ccc merge development
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
4 years ago
chcurran 88121f3bb4 move JsonUtils to AzCore
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
4 years ago
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
4 years ago
AMZN-stankowi b98a67e836
Better error reporting on mixing skinned and unskinned meshes. (#3158)
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
4 years ago
Esteban Papp 1d4c53a777 More fixes for Gems
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Esteban Papp 75c388b746 change conversions to static_cast
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Esteban Papp 90cad016de Gems/Atom
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
pappeste 38fd7f0013 fixing Atom
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
chcurran 5044204839 Move JsonUtils.h for support of SC serialization
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
4 years ago
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>
4 years ago
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.
4 years ago
antonmic 706333466e Addressing PR feedback and making PassBuilder error if referenced shader isn't found
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
moudgils c2b8542bbd
Support for refresh rate and sync interval (#2989)
* Add support for querying the refresh rate and sync interval
4 years ago
Kyle B 0c05c9f204 [not working] Made lod selection more generic for further work
Signed-off-by: Kyle B <kylebirnbaum@gmail.com>
4 years ago
antonmic 193fa3c918
Merge pull request #2584 from aws-lumberyard-dev/Atom/antonmic/SrgDebugImprovements
Shader resource group debug improvements
4 years ago
Benjamin Jillich 5c90bc0d58
Skip blend shapes that influence multiple meshes (#3009)
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
4 years ago
antonmic adf7a34ef5 Got PassBuilder shader dependency working and removed critical flag from shader builder
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
antonmic 5472d6768e Minor improvements
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
antonmic 43ae25b49b fixed compiler loss of precision warning
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
antonmic 8d7d560d9d Merge branch 'dev' into Atom/antonmic/SrgDebugImprovements 4 years ago
antonmic 4beb66c9ca Making pass files declare dependency on shader files (part 01)
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
antonmic 5f1e973b3f Removing condition from View SRG compilation
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
antonmic 64cff38f82 Addressing PR feedback and fixed a small issue with the draw item count display
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
Kyle B 51271fa15b Created group for Lod component data
Signed-off-by: Kyle B <kylebirnbaum@gmail.com>
4 years ago
Esteban Papp 19d79f1559 Merge branch 'development' into cmake/SPEC-2513_w4267 4 years ago
Chris Burel 24740b3f86
Update the cloth rule to look for optimized meshes (#2737)
The cloth rule stores the name of a mesh node that is used to retrieve
cloth data from. However, at asset processing time, the model builder
switches things to look for the optimized version of a mesh. The cloth
rule was not doing this, so it would return the cloth data for the
unoptimized mesh. This resulted in the final mesh having some data from
the optimized mesh and cloth data from the non-optimized mesh.

This changes the cloth rule to use the optimized version of a mesh, if
it exists, and fall back to the unoptimized mesh when it does not exist.

This closes issue 2454.

Signed-off-by: Chris Burel <burelc@amazon.com>
4 years ago
michabr 3a689aa319
Reenable support for UI Elements that use Render Targets (#2352)
* Re-add support for UI Elements that use Render Targets
* Move LyShine pass request from Atom's MainPipeline.pass to project's
* Make all dynamic draw contexts in LyShine draw to pass directly without the need of draw list tags
* Remove local RPI changes that are no longer needed
* Prevent crash if LyShine gem is enabled but its custom pass hasn't been added to the main render pipeline
* Revert to default UI pass if the LyShine pass has not been added to project's main render pipeline

Signed-off-by: abrmich <abrmich@amazon.com>
4 years ago
Esteban Papp b33a4db332 Merge branch 'development' into cmake/SPEC-2513_w4267 4 years ago
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>
4 years ago
santorac 8542de8c32 Fixed a link error on android (clang) 4 years ago
santorac 7d84a005c0 Updated unit tests and fixed build failures. 4 years ago
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>
5 years ago
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>
5 years ago
Jacob Hilliard 4d618ea619 Profiling: Add more instrumentation
Adds new instrumentation macros throughout the codebase, using the
visualizer to find where current instrumentation is lacking using the
shadowed sponza sample + editor. Some notes from exploring:

- We spend ~5ms in CullingScene: BeginCulling
- PipelineStateCache: Compact usually 1ms
- CompileImageBarriers takes most of the time in CompileResourceBarriers

Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>
5 years ago
antonmic d693ee5dd3 merging latest
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
5 years ago
antonmic 72f808876c Improvements to pass statistics and SRG debugability
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
5 years ago
pappeste 95914e3fd6 merging from development + fixing linux
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
5 years ago
pappeste 97f9ac870d Atom
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
5 years ago
Steve Pham 4d5a985276
Enable AZSLc and Shader Compilation on Linux (#2338)
* Enable Shader Compilation support for Linux
* Add azslc package 3P definition for download
* Add AzslcGeader.azsli nad PlatformHeader.hlsli for Linux/Null and Linux/Vulkan (Copy of Android/Vulkan)
* Enable trait PAL_TRAIT_BUILD_ATOM_ASSET_SHADER_SUPPORTED for Linux
* Add platform builder file dependencies
* Updated AZ_TRAIT_ATOM_SHADERBUILDER_AZSLC to use new 3P linux version of azslc
* Add AtomShaderCapabilities.json, PlatformLimits.azasset for Linux (Copy from Android)
* Fix paths/values for Vulkan_Traits_Linux.h
* Enable trait PAL_TRAIT_BUILD_ATOM_ASSET_SHADER_SUPPORTED for Linux
* Enabled AZ_TRAIT_ATOM_VULKAN_LAYER_LUNARG_STD_VALIDATION_SUPPORT for Linux/Vulkan
* Added AzslcHeader.azsli, PlatformHeader.hlsli dependencies for Linux/Null and Linux/Vulkan in the platform builders for windows and mac for consistency

Signed-off-by: spham-amzn <spham@amazon.com>
5 years ago
Benjamin Jillich 001aa96fae
Merge pull request #2299 from aws-lumberyard-dev/jillich/TangentsGeneration
MikkT tangent generation support
5 years ago
Benjamin Jillich d987c45072 MikkT tangent generation support
* Default setting when no tangents rule: MikkT tangents.
* Calculates tangents/bitangents for all available uv sets.
* Creates tangent/bitangent data in in case they are not existing yet (as in: the source scene contains tangents/bitangents)
* Overwrites the tangent/bitangent data from the source scene in case MikkT is wished.
* Added helper functions to create tangent/bitangent scene nodes, finding tangent/bitangent data for a given uv layer and calculating the number of uv layers provided by the mesh scene node.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
5 years ago
moudgils 1c2f5ab6d5
Add support for LowEndRenderPipeline for mobile and the cleanup associated with it (#2292)
Signed-off-by: moudgils <moudgils@amazon.com>
5 years ago
amzn-mike fc75dd5fda
Fix python fbx tests (#2171)
* Update fbx test dbgsg files

Remove rc products from fbx test expected output
Update warning counts for 2 of the tests - these are due to missing material properties
Add SkipAtomOutput setting to disable atom material and mesh processing in scene as these pull in a lot of external dependencies to Process
Removed BlendShapeData and MeshData debug output of positions/normals/faces
Updated ManifestImportRequestHandler to remove warning about Joining 2 absolute paths
Updated AssImpMaterialImporter to use new GenerateRelativeSourcePath API to fix issue where relative path generation failed with tmp project directories

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Add comment for setting

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Add override dbgsg file to python test

The mesh optimizer specifically avoids creating optimized nodes for nodes that are not selected, resulting in a different scene graph that requires a different dbgsg file to compare with

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Replace hardcoded passing of specific registry setting to instead pass all registry settings to AssetBuilder

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
5 years ago
Qing Tao 9053079a56
ATOM-15935 Adding draw to pass support to DynamicDrawContext (#2248)
The DynamicDrawContext can output to different scopes: Scene, RenderPipeline or RasterPass.
Updated RasterPass so it can handle not only draw calls from Views but also from DynamicDrawContexts.
5 years ago
Steve Pham 38261d0800
Shorten copyright headers by splitting into 2 lines (#2213)
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines

Signed-off-by: Steve Pham <spham@amazon.com>
5 years ago
moudgils 7ef383580e
Metal sync interval support (#2187)
* Metal sync interval support
Add shader name to SRGPool for debugging purposes
Set default value of rpi_vsync_interval to 1

Signed-off-by: moudgils <moudgils@amazon.com>
5 years ago
AMZN-tpeng cd819062f9
[ATOM][RHI][Vulkan][Android] - use bit conversion from enum to check for gpu query type support (#2141)
ATOM-15742

Signed-off-by: Tony Peng <tonypeng@amazon.com>
Signed-off-by: Peng <tonypeng@amazon.com>
5 years ago
Jeremy Ong 11327b59ea
Expose vsync interval with new cvar rpi_vsync_interval and support Vulkan vsync (#2061)
* Expose vsync interval with new cvar rpi_vsync_interval

On change, the rpi_vsync_interval is broadcasted to a new event on
the WindowNotificationBus and all swapchains are recreated with the
new vsync value.

Signed-off-by: Jeremy Ong <jeremycong@gmail.com>

* Add vsync interval support to the Vulkan RHI

Vsync intervals are not intrinsically supported using the Vulkan
swapchain extension. Instead, extra presents are enqueued for each
extra vblank requested past 1. Swapchain recreation is triggered
when transitioning to and from the FIFO presentation mode (when
rpi_vsync_interval transitions from and to 0 respectively).

Signed-off-by: Jeremy Ong <jeremycong@gmail.com>

* Rollback vsync > 1 implementation on Vulkan and leverage *Internal pattern

Signed-off-by: Jeremy Ong <jeremycong@gmail.com>
5 years ago
Chris Galvan e924ed0b86 Merged stabilization/2106 to development; Resolved merge conflicts
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
5 years ago
dmcdiar 4efecb88a5 Merge branch 'stabilization/2106' into Atom/dmcdiar/ATOM-15951 5 years ago
Chris Galvan 3b1873b045 Merged stabilization/2106 -> development (resolved merge conflicts).
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
5 years ago
Qing Tao 6d9230e292
ATOM-15939 Add support to capture attachment for ParentPass (#1887)
* ATOM-15939 Add support to capture attachment for ParentPass
- Moved the attachment read back support to Pass class so it supports both ParentPass and RenderPass.
- Added support to output input or output state of an InputOutput attachment.
- Enabled showing ParentPass attachments in PassTree tool.

Signed-off-by: Tao <qingtao@amazon.com>
5 years ago
dmcdiar 762b3ee582 Suspended ray tracing for DiffuseProbeGrids that are not visible, either off-screen or behind an occlusion culling plane
Added a culling flag that indicates if the cullable object is currently visible in any view

Signed-off-by: dmcdiar <dmcdiar@amazon.com>
5 years ago
Tommy Walton 5b9647c11b
Fix for ATOM-15923 : Editor Spends Several Minutes Entering/Ending Play Game Mode (#1846)
* Cut off kd-tree generation if more than 10 percent of triangles straddle split axis

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Switched to aznumeric_cast and added a comment with a JIRA to follow up on

Signed-off-by: amzn-tommy <waltont@amazon.com>
5 years ago
Chris Burel 80bdd4e17b
Clang compile fixes (#1876)
* Fix compile error from -Wwritable-strings

Signed-off-by: Chris Burel <burelc@amazon.com>

* Fix flags used to build MaskedOcclusionCulling with clang

Signed-off-by: Chris Burel <burelc@amazon.com>

* Fix class that has a final destructor, but the class itself was not final

Signed-off-by: Chris Burel <burelc@amazon.com>
5 years ago
nvsickle 14cab097c7 Fix DPI change callback not being wired up correctly.
Signed-off-by: nvsickle <nvsickle@amazon.com>
5 years ago
nvsickle 21dbe8b48f Address review feedback
Signed-off-by: nvsickle <nvsickle@amazon.com>
5 years ago
nvsickle dd20a598b2 Add DPI scaling to IMGUI
Signed-off-by: nvsickle <nvsickle@amazon.com>
5 years ago
nvsickle 6b76eceb1f Add GetDpiScaleFactor to native window API
-This includes implementations of the API for the Editor and Windows, all other platforms will have a 1.0 scale for now

Signed-off-by: nvsickle <nvsickle@amazon.com>
5 years ago
Chris Galvan 40f9761f86 Fixed more copyright header issues caused by script replacement
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
5 years ago
Chris Galvan b9e06e70d9 Fixed copyright header issues per new validator
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
5 years ago
Chris Galvan d7574777a8 Resolved merge conflicts
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
5 years ago
AMZN-stankowi 4c4be73bd5
First pass FBX -> Scene File conversion. (#1699)
This is the simple pass, minimizing code changes and focused on comments.

Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
5 years ago
Steve Pham b4a2edec6a
Final update copyright headers to reference license files at the repo root (#1693)
* 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>
5 years ago
Tommy Walton 8d2154af26
Partial fix for LYN-2227 : MeshComponent initialization performance improvement (#1381)
Skip a shader item before creating a shader instance if it's not going to be rendered based on the draw tag. This avoids creating and releasing the shader instance over and over again, which results in a disk write each time during release.
5 years ago
Gene Walters f905b71844 Adding missing o3de copyright headers
Signed-off-by: Gene Walters <genewalt@amazon.com>
5 years ago
Gene Walters 4e14c0069b Merge branch 'upstream/stabilization/2106' into genewalt/gitflow_210628 5 years ago
Tommy Walton 5656736db4
Fix for LYN-3726 : Actor Draw Character Doesn't Work (#1336)
-Re-purposed an unused boolean in RPI::Cullable for previous frame's visiblity to instead represent objects that are hidden in the simulation.
-Updated MeshFeatureProcessor::SetVisible to set this value on the cullable.
-Updated the MeshComponent to handle visiblity changes by not rendering the mesh instead of deactivating and/or reactivating the component.
-Updated the AtomActorInstance to handle changes to the visibility from the ActorComponent.

Tested by creating two entities with static mesh components, on entity hidden and the other visible. Plus three entities with actor components, one where the actor is visible, one where the entity is visible but the 'render character' setting on the actor component is disabled, and one where the 'render character' setting is enabled, but the entity is not visible.

For each of these 5 entities, I added them as 5 loose entities, 5 entities that were children to a parent entity, and a slice with all 5 as children to a parent entity, and tested toggling visibility of the parent entities.

For each of these 3 sets of 5 entities, I added them directly to the level, added them all to a layer where the layer was visible, and added them all to a layer where the layer was not visible, and tested toggling the visibility of the layers.
5 years ago
Chris Santora 7c2f5890b6
Removed unused shader "2" files
Removed unused shader "2" files

Removed unused shader "2" files that were part of a redesign effort, which is now complete on the development branch. These files are not needed for the upcoming release and could cause confusion for other developers.

ATOM-15837 Remove Unused Shader System Related *2 Classes From Stabilization Branch.

Testing: ASV full test suite on dx12 and vulkan. Only saw known issues.

See also https://github.com/aws-lumberyard/o3de-atom-sampleviewer/pull/142

Merge pull request #1585 from aws-lumberyard-dev/santorac/stabilization/2106/RemoveShader2-ATOM-15837
5 years ago
Qing Tao 9ccb65aac4
ATOM-15859 AuxGeom rendering in editor is too expensive (#1582)
* ATOM-15859 AuxGeom rendering in editor is too expensive
- The OrphanBuffer calls is the main reason that AuxGeom FP render is slow.
- Switched to use DynamicBuffer for buffers used in DynamicPrimitiveProcessor
- Added some profiling marks.
- Removed DynamicPrimitiveProcessor per view which was added because of OrphanBuffer can only be called once per frame.
5 years ago
Chris Santora 81247aa0e8 Removed unused shader "2" files that were part of a redesign effort, which is now complete on the development branch. These files are not needed for the upcoming release and could cause confusion for other developers.
ATOM-15837 Remove Unused Shader System Related *2 Classes From Stabilization Branch.

Testing: ASV full test suite on dx12 and vulkan. Only saw known issues.
5 years ago
Mike Balfour 567156b85a
[ATOM-4343] Temporary fix for vegetation raycasts until full solution is implemented. (#1572)
Currently, the first time a raycast is attempted for a model, the raycast will fail and the model's kdtree will asynchronously get built.  This breaks the vegetation system, which expects the queries to always work.  This adds in a brute-force fallback for use while the kdtree is building.  However, other use cases like the Editor mouse cursor selection raycast still should get the current "silent failure" behavior, because otherwise the Editor will lock up for several seconds the first time the mouse moves over an extremely complex model.
5 years ago
moudgils 65f8182520
Fix mac image preview pass. ImagePreviewPass correctly uses the swapchain texture to render into. (#1566)
* Fix ImagePreviewPass on Mac + minor cleanup
5 years ago
moudgils 0e3127240f
Enable 16 byte alignment for root constants and a minor cleanup (#1522)
* Enable 16 byte alignment for root constants 
* Switching to R8G8B8A8_UINT for dummy stream buffers
* Clamping min values for scissor/viewport for fullscreen pass
5 years ago
Steve Pham 70042fcdcd
O3DE Copyright Updates for Linux Foundation (#1504) 5 years ago
Doug McDiarmid 1221b0f74f Minor formatting change. 5 years ago
Doug McDiarmid d98ad8eda8 Fix for FullscreenTrianglePass viewport and scissor state (author: moudgils). 5 years ago
Chris Santora eda64b2d4c Cherrypicked fix for "Failed to find builder dependency" error message.
Cherrypicked b7f6b57e16 from stabilization branch because I knew it would have conflicts I needed to resolve.

See https://github.com/aws-lumberyard/o3de/pull/1462

This removes mostly benign (but noisy) messages about "Failed to find builder dependency".

ATOM-15136 Builder dependency errors reported in mainline
ATOM-15134 Replace GetPossibleDepenencyPaths Approach with Source Dependencies

SrgLayoutBuilder.cpp conflicted because it had been removed on development. The changes in this file are no longer relevant.
ShaderVariantAssetBuilder.cpp conflicted only because there were formatting changes inside the AddShaderAssetJobDependency() function.
5 years ago
Chris Santora b3eb54e9c9
Fixed shader and material "Failed to find builder dependency" errors
Fixed shader and material "Failed to find builder dependency" errors

Merge pull request #1462 from aws-lumberyard-dev/santorac/stabilization/2106/MissingDependencyWarnings-ATOM-15136

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

Testing: 
- Deleted and rebuild the ASV cache a few times. 
- Ran through a few different scenarios of adding and removing referenced files in the project folder and gem folder. Covering...
  - Parent materials
  - Material types
  - Material functors
- I discovered a particular scenario that produces incorrect results, but I verified the scenario fails without my changes too: LYN-4757
- Opened a few levels in AtomTest.
5 years ago
Ken Pruiksma 570696ad76
[ATOM-14344][ATOM-13908] Merging skinned and static mesh motion shaders using an optional vertex stream (#1491)
[ATOM-14344][ATOM-13908] Merging skinned and static mesh motion shaders using an optional vertext stream. This removes the log spam "Mesh does not have all the required input streams. Missing 'POSITIONT0'." and allows Material::GetShaderCollection() to be const only as it was intended. The MeshFeatureProcessor also no longer needs to decide which motion vector shader to use, and therefore no longer has m_skinnedMeshWithMotion in the descriptor to acquire a mesh.
5 years ago
Chris Santora 71525ce601 Merge remote-tracking branch 'upstream/stabilization/2106' into santorac/stabilization/2106/MissingDependencyWarnings-ATOM-15136 5 years ago
hershey5045 f6768ea880
Fix camera issue causing it to block component property changes in editor (#1466) 5 years ago
mbalfour df648db62e Merge branch 'stabilization/2106' into mbalfour/gitflow_210622
# Conflicts:
#	Code/Framework/AzQtComponents/AzQtComponents/Components/Style.cpp
#	Code/Framework/AzToolsFramework/AzToolsFramework/Viewport/ViewportMessages.h
#	Gems/AWSCore/Code/Source/Editor/UI/AWSCoreEditorMenu.cpp
5 years ago
moudgils 4f84ec90d3
Various new metal fixes (#1465)
* - Fix the second window related tabbing issue
- Merge calls to UseResoources acrooaa all the SRGs
- Move SamplerCache to the device to ensure only one cache to reduce duplication
- Fixes to compute threading numbers getting reset to 0,0,0
- Cleanup withing BufferPoolResolver
- Argument buffers are now queued to be cleaned up upon shutdown
5 years ago
Benjamin Jillich 7d5a7b47ac
[LYN-3717] When pulling in an actor FBX, two entities are spawned & [ATOM-15258] Clicking and Dragging fbx file into viewport produces 2 entities (#1392)
* [LYN-3717] When pulling in an actor FBX, two entities are spawned & [ATOM-15258] Clicking and Dragging fbx file into viewport produces 2 entities
* Added another operation to the CanSpawnEntityForProduct that checks the other products and can veto the creation process.
* The model product will not create an entity in case there is already an actor exported, which prevents the issue reported by two different teams/users.
5 years ago
Doug McDiarmid cd173905a8 Added comment. 5 years ago
Doug McDiarmid e769219bac Merge branch 'development' into Atom/dmcdiar/ATOM-5702
# Conflicts:
#	Gems/Atom/RPI/Code/Source/RPI.Public/Shader/Shader.cpp
#	Gems/Atom/RPI/Code/Source/RPI.Reflect/Shader/ShaderAsset.cpp
5 years ago
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
5 years ago
Doug McDiarmid 5137a8aec5 Added a new MSAAResolveFullScreenPass which will disable itself in non-MSAA pipelines.
Changed MSAAResolvePass to disable itself in non-MSAA pipelines.
5 years ago
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.
5 years ago
nvsickle dc3d1dc010 Restore connections in ShaderVariant::Init 5 years ago
Doug McDiarmid 72e5ab4437 Merge branch 'development' into Atom/dmcdiar/ATOM-5702 5 years ago
Doug McDiarmid dc1d34c83f NoMSAA supervariant support
Added a ShaderSystem supervariant to provide a system-wide supervariant name.
Changed ShaderAsset to append the system-wide supervariant name when searching for supervariants.
Added the NoMSAA supervariant to several shaders.
5 years ago
nvsickle 6f244474b5 Remove double Shader init call 5 years ago
nvsickle ea3adc8405 Fix several merge conflicts and auto-formatting issues 5 years ago
nvsickle e55580af57 Merge remote-tracking branch 'upstream/stabilization/2106' into nvsickle/MergeStabilizationJun18 5 years ago
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
5 years ago
galibzon 1097cb7ce3
[ATOM-14935] MaterialHotReloadTest Fails On Second Try (#1384)
[ATOM-14544] Add Reset() function to IShaderVariantFinder

ShaderVariantAsyncLoader::Reset() now Shutdown and Init(). It clears
the cache of ShaderVariantAssets it keeps in memory.

Signed-off-by: garrieta <garrieta@amazon.com>
5 years ago
Chris Santora 688c5d1052 Merge remote-tracking branch 'upstream/stabilization/2106' into santorac/stabilization/2106/HotReloadFixes 5 years ago
Chris Santora b176697ce9 Fixed ATOM-14613 Baseviewer MatertialHotReloadTest fails to change the color after turning blending on and off
The problem was...
After a MaterialAsset reload, there could be two different versions of the MaterialAsset in memory: the old one and the reloaded one. The old one is still connected to buses and can send reinitialization messages when other things reload or reinitialize. So when the shader asset reloaded, both the old and new MaterialAsset were sending reinitialization messages. Material::OnMaterialAssetReinitialized was using the materialAsset parameter to initialize the Material, and the latest call to OnMaterialAssetReinitialized was for the *old* MaterialAsset.

The solution is to use the m_materialAsset member when reinitializing the Material. I also added checks in a couple places to skip unnecessary reinitialization, and added comments in the bus headers to warn developers about this issue.

Testing: Added a new step to ASV's MaterialHotReloadTest.bv.lua script for the error scenario, and this now passes. Ran ASV full test suite, both dx12 and vulkan, only known issues occurred.
5 years ago
Qing Tao 7b0d2aac03
Fixed potential crash if an attachment binding doesn't connect to an attachment. (#1373) 5 years ago
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.
5 years ago
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).
5 years ago
AMZN-mnaumov c0dc0cb936
Merge pull request #1337 from aws-lumberyard-dev/mnaumov/StabilizationJun15
Stabilization to Development merge - 06/15/21
5 years ago
yuriy0 a9c55c1070
Update actor render bounding box (#991)
* Extend MeshFeatureProcessor to allow changing the mesh bbox, which requires re-compute the culling data for that mesh

* Update actor mesh bbox when EMFX actor instance bbox changes.

Also use the actor instance global bbox to compute the local bbox for the skinned render mesh, instead of the using the static bounds based bbox, as not every actor instance is going to be using the static bounds bbox.

* Store per-instance mesh AABB in the right place.

In the MeshInstanceData, which is unique per instance, instead of in the Model, which is shared between all instances.

For greater clarity, also remove Model::m_aabb and the corresponding getter and setter, as it isn't immediately obvious whether this gets the model asset bbox or the mesh instance bbox. Callers should instead be explicit about which bbox they want.

* Bug fix: model asset is not necessarily ready in AcquireMesh

* Remove now-unused forward declaration

* Update MockMeshFeatureProcessor with SetLocalAabb/GetLocalAabb
5 years ago
mnaumov 9ca0e731f4 Merge remote-tracking branch 'upstream/stabilization/2106' into mnaumov/StabilizationJun15
# Conflicts:
#	Code/CryEngine/CrySystem/LevelSystem/LevelSystem.cpp
5 years ago
Chris Santora 56cf345dba Fixed an issue where vulkan shaders didn't work in AtomSampleViewer because the correct API data wasn't being selected. 5 years ago
Chris Santora 982406d4d5 Fixed race conditions that could prevent successful hot-reload of shaders.
ATOM-15728 Shader Hot Reload Fails in Debug Build

The main change was to add OnAssetReady handlers to each of the asset classes. See comments in ShaderAsset::OnAssetReady for a detailed explanation. In short, OnAssetReloaded gets missed while assets are being reloaded at the same time on multiple threads, but OnAssetReady is always called whenever connecting to the AssetBus because of its AssetConnectionPolicy.

The above change required the addition of a new AssetInitBus to call the PostLoadInit() functions. Because OnAssetReady connects to buses that are not mutex-protected, they have to be connected on the main thread. AssetInitBus::PostLoadInit is called every frame in RPISystem::SimulationTick. All Atom's asset handlers that need to do post-load initialization must connect to the AssetInitBus, and the asset will disconnect itself after initialization is complete.

We also need the Shader class to handle OnShaderAssetReinitialized to properly handle the shader reload.

With these changes I can click back and forth between "Blending On" and "Blending Off" many times (like 20 times) without issue.
5 years ago
Santora 406792606b I missed one spot that needs to print the address. 5 years ago
Santora 00062430a2 Updated the usage of ShaderReloadDebugTracker to include the address of the object. This is necessary for debugging where multiple assets may be reloading at the same time. Also added a Printf function for generic messages at the current indent level.
This is specifically in support of:
ATOM-14613 Baseviewer MatertialHotReloadTest fails to change the color after turning blending on and off
ATOM-15728 Shader Hot Reload Fails in Debug Build
5 years ago
Anton Michels 28d4c259c1
Fixing pass binding issue
Fixing pass binding issue that breaks certain ASV screenshot tests. Should also fix a crash on mac that was reported.
5 years ago
galibzon 1d8f1da213
Fix automation bug caused by unexpected AZ_Error string: (#1269)
[Pass LookModificationComposite] Could not bind shader buffer index
'm_eyeAdaptation' because it has no attachment.

The error message is now ONLY reported if the RHI is not Null.

Signed-off-by: garrieta <garrieta@amazon.com>
5 years ago