- Abstracted the platform specific low level profiler API
- Added support for ATrace markers on Android
- Stubbed iOS, Linux, and macOS with unimplemented versions of the low level platform profiler API
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
* Adding partial implementation of C++20 concepts and range functions for AZStd::span
The new concepts to discovered existing issues with the PathIterator and deque::iterator classes
PathIterator wasn't properly an input_iterator and therefore the Path classes weren't a range due to an incorrect const_iterator alias
The deque::iterator classes was missing the operator+ friend function that accepted a (ptrdiff_t, deque::iterator) to fulfill the random_access_iterator concepts
The AZStd implementations of (uninitialized_)copy(_n), (uninitialized_)move(_n) and (uninitialized_)file(_n) have been optimized to use memcpy and memset based on fulfilling the contiguous_iterator concept
Fixed invalid AZStd::vector inserts in FrameGraphExecuter.cpp and SliceditorEntityOwnershipService.cpp
The code was trying to copy the underlying addresses for vector<unique_ptr> to a vector<raw pointer> using insert, which it was doing by using memcpy.
relates to #6749
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed the `fixed_vector` emplace function to not move initialized
elements using uninitialized_move.
This was causing initialized elements of the fixed_vector to be
overwritten with the element at the emplace position.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed clang warnings about variables that are set, but never read
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the `az_has_builtin_is_constant_evaluated` define to not have
"()" as is not a macro.
This helps prevent users from using `az_has_builtin_is_constant_evaluated`
define in a situation where they want to know if the function is being
evaluated in a compile time context.
In that case they need to use the `az_builtin_is_constant_evaluated()`
macro (which of course looks quite similiar) but does not have the word
"has" in it..
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AZStd span class to be C++20 compliant.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Changed phrase "DoesNotCompiles" to be more grammatically correct.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added more unit test for AZStd span
Fixed an the the return type of the subspan template overload to account
for the source span having a dynamic extent.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed unused variable from span unit test.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Add a ray cast API to the terrain system, implement it, and use it so entities can be placed on top of terrain.
Still to do:
- Unit tests
- Profiling/benchmarks
- Optimization (if needed, may not be now after updating to use the iterative approach, but one option could be to use SIMD to ray cast against both triangles at once)
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Fix typos.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Added a FindNearestIntersectionIterative to use in place of the first-pass FindnearestIntersectionRecursive attempt.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Remove some functions that are no longer being used.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Remove a unicode character from a comment to fix the validation build.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Remove another unicode character from a comment to fix the validation build.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Update to bail out as soon as t > 1.0f
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Fix lock inversion.
This method was calling AssetCatalog->AssetManager at the same time that loading threads are calling AssetManager->AssetCatalog, causing a deadlock due to lock inversion. The fix is to make this method call AssetManager *outside* of the AssetCatalog call.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fixing the root cause in EnumerateAssets.
Also added a unit test that failed with the previous EnumerateAssets logic, and succeeds with the new logic.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Make sure not to hold the secondary mutex lock either.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Remove unused alias.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Add Dom::Path class for representing positions in a Dom
This also adds Value support for doing a path-based lookup.
The serialized representation is presently compliant with the JSON-pointer spec but the implementation supports Node types and may be later expanded if we require additional functionality (e.g. XPath style conditional querying).
Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>
* A bit of Generic DOM tidying/fixup
- Refactor out a test fixture for all DOM tests / benchmarks
- Optimize `GetType` implementation to not use `AZStd::variant::visit` (benchmark included to A/B the implementations)
- Tag a few more mutating Value functions with "Mutable" to avoid astonishing copy-on-writes
Benchmark results for GetType implementation:
```
DomValueBenchmark/AzDomValueGetType_UsingVariantIndex 18.2 ns 18.0 ns 40727273 items_per_second=443.667M/s
DomValueBenchmark/AzDomValueGetType_UsingVariantVisit 32.2 ns 32.2 ns 21333333 items_per_second=248.242M/s
```
Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>
Consolidated duplicate asset browser code from multiple tools into single class in atom tools framework
Moved creation of asset browser and Python terminal windows into base main window class
Fixed docked window orientations
Added checks to asset browser to prevent crashes if tree state saver was null
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
* Templates/Restricted upgrade/fixes:
Fixed template storage format: templates now only store true relative paths and no longer save "origin" paths and "optional" has been removed, it was never used.
Upgraded all templates to new standard
Template system now correctly handles child objects: Child objects no longer have to specify restricted they inherit from parent
Restricted now operates at the object level and makes no assumptions about parent
Restricted templates can now be combined and seperated on creation
ly_get_list_relative_filename has been deprecated for o3de_pal_dir
All Gems/Projects/Templates updated to use new code
Signed-off-by: byrcolin <byrcolin@amazon.com>
* Updated the Maestro MovieSystem and LyShine AnimationSystem to register
Anim Nodes and Anim Params into a member variable map
Previously the registration was occuring in a global variable map inside
of Movie.cpp and UiAnimationSystem.cpp
Rolled back the changes to update the CUiAnimNode and CAnimParamType to
use the stateless allocator in their m_name string member.
This was only needed because those types were used in global memory.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AZStd::hash specializations for basic_string and
basic_fixed_string to be transparent.
This allows hashing of types that aren't basic_string or
basic_fixed_string using the hash specializations for those types
without needing to create an instance of those types.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding call to disable saving of the UserSettings.xml in the DisplaySettingsPythonBindingsFixture to avoid race condition running the test in parallel
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
PrefabCatchmentProcessor::ProcessPrefab was no longer updating the ProcessedObjectStore's referenced object list, this change exposes the referenced asset list in the new PrefabDocument API and uses them to update the referenced asset list.
Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>