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.
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With all these changes combined, I do think we've solved the issue where jobs fail to evict outdated jobs, as described in ATOM-15134.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.
[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.
* - 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
* [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.
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
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.
* 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
[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>
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.
- 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.
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).
* 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
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.
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
[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>
* 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
* [ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Functions That
Predate The Shader Supervariants
These are the essential impactful changes as a result of deprecating the
ShaderResourceGroupAsset.
* Addressed feedback by @moudgils. Better comments in header files.
* More updates related with deprecation of ShaderResourceGroupAsset
* Deleted the temporary version 2 classes.
* Updated version of the shader asset builders.
* Updated version of all the shader related classes impacted
by the Supervariant concept and deprecation of ShaderResourceGroupAsset
* Changes to *.pass and DGI, Reflections and RayTracing.
* changes to material related assets
* changes to core lights
* Changes to auxgeom/dynamic draw.
* changes to decals, lyshine, imguipass
* changes to RPI Pass classes
* Shader for SceneSrg, ViewSrg and ForwardPass Srgs.
* changes to mesh, skinned mesh, Morphtarget.
* Fixes to RayTracingPass.cpp & now allow empty srg in shaders.
* Updated Atom_RPI.Tests
* Simplified InstanceDatabase by removing AddHandler
------------------------------------------------------------------------------------
* Updated DiffuseGI precompiled shaders.
Added RayTracingSceneSrg and RayTracingMaterialSrg shader asset.
Updated ShaderAssetCreator::Clone to handle the supervariant when processing root variants.
Co-authored-by: Doug McDiarmid <dmcdiar@amazon.com>
------------------------------------------------------------------------------------
* Changed semantics for some PassSrg to SRG_PerPass_WithFallback.
AuxGeom/FixedShapeProcessor.cpp requires SRG_PerDraw on ObjectSrg.
Removed names of SceneSrg and ViewSrg from RPISystemDescriptor.cpp
* Moved ShaderLib/Atom/Features/DummyEntryFunctions.azsli
To Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/DummyEntryFunctions.azsli
Removed redundant checking for finalization in
ShaderResourceGroupLayout.cpp
* Fixed race condition bug for Shader::FindOrCreate.
InstanceDatabase<>::CreateInstance() needs to be atomic
for instance creation and initialization.
Added optional InstanceHandler::CreateFunctionWithParams to accomodate
to the needs of Instances that need more than an asset reference
to be able to be created an initialzed.
Removed ShaderResourceGroup::FindOrCreate() only ::Create is available
now.
* Renamed scene_and_view_srgs.* as SceneAndViewSrgs.*
Changed GetAzslFileOfOrigin for GetUniqueId
* Fixed unit tests.
* Reverted the serialization name of m_uniqueId back to
"m_azslFileOfOrigin" so precompiled shaders don't fail
in layout comparison.
* Fixed AtomCore.Tests
Removed non-applicable test. InstanceDatabase.AddHandler() is not
available anymore.
* The Null rhi is re-enabled for shader compilation.
Signed-off-by: garrieta <garrieta@amazon.com>
* ensure brute force ray intersection works in the same space as kd-tree intersection
* add additional tests for ray casts against meshes using brute force approach
* update api and add some additional test cases
* comment tidy-up and other small updates/fixes for ray intersection code
* fix issue with values at the end of a ray
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-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.
When building a mesh's morph targets, the exporter has to identify the base
mesh in addition to each morph target mesh. Previously this was done by
searching the entire scene graph for nodes
* of type IBlendShapeData
* whose parent's name matches the name of the Atom model
This is problematic for a few reasons. The first is that the Atom model's
name may have been based on the optimized mesh node. When this happens,
the `OptimizedMeshSuffix` that is used in the Scene Graph node's name is
stripped off of the Atom model's name. The result is that the *unoptimized*
mesh is used as the base mesh for the blend shapes, instead of the
optimized blend shape. This of course results in disaster, since the
optimizer reorders the vertices, and the base mesh will not match the
optimized one. The second is that it is not really necessary to do the
search based on the node name at all. All of a mesh's blend shapes are
child nodes of the base IMeshData node. With this change, the base mesh
is located based on the node data pointer, and all of its child
IBlendShapeData nodes are added to the set of blend shapes to process. This
way, the Atom model's name isn't involved in the lookup.
* updates to kd-tree ray intersection
* update tests for kd-tree
* add one more test for kd-tree intersection
* updates to ModelKdTree following review feedback
* improve api doc comment for RayIntersection in ModelKdTree
* updates following review feedback
* update .clang-format to stack parameters if they do not all fit on one line
This is a temporary fix, in the future ShaderVariantAsyncLoader will use
OnCatalogAssetRemoved()/ OnCatalogAssetAdded().
Signed-off-by: garrieta <garrieta@amazon.com>
Updated material type files for StandardPBR, EnhancedPBR, and Skin to align with each other as much as possible.
There were minor cases like some property settings were different, properties in different order, comments, and formatting.
There were major cases as well, like EnhancedPBR using clunky built in functors where lua functors would be better, property visibility state wasn't right, properties were missing, etc.
I also added a new HasShaderWithTag function for lua functors. This is used in StandardPBR_ShaderEnable.lua to allow this script to be used for both StandardPBR and EnhancedPBR (EnhancedPBR doesn't have the low end pipeline shaders).
This introduces an EditorViewportIconDisplayInterface that will eventually be used to outright remove CIconManager, it provides a simple interface for loading 2D image assets and rendering them on-screen. It also introduces AtomBridge::PerViewportDynamicDraw for getting a dynamic draw instance on a per-viewport basis
* [ATOM-15618] Shader Build Pipeline: Add UnitTest To Validate Shader Compiler
Argument Processing Introduced With The New Supervariant System
- Added new test suite in
Gems/Atom/Asset/Shader/Code/Tests/SupervariantCmdArgumentTests.cpp
- Refactored and improved the previously existing classes:
GlobalBuildOptions, PreprocessorOptions and ShaderCompilerArguments
to work well with the new ShaderSourceData::SupervariantInfo.
- Moved command line argument processing function out of
ShaderCompilerArguments and into its own utility namespace in
Atom/RHI.Edit/Utils.h
Signed-off-by: garrieta <garrieta@amazon.com>
There were two issues fixed here. First, I broke the material inspector with my changes at 53188a12da which added support for hiding entire property groups. I'm not sure how this happened because I definitely tested the MaterialComponent's material inspector. Perhaps there was a bad merge or something otherwise got clobbered after testing and before committing. Anyway, this issue was I accidentally delete the code that prepared the list of material properties for functor processing.
The second issue was the MaterialFunctor class needs to return null when metadata can't be found; it was proceeding to dereference an end iterator.
Testing:
Successfully opened the material inspector through the MaterialComponent. Was able to change property flags in the inspector and see other properties change visibility as expected.
* [ATOM-15276] Shader Build Pipeline: Add Shader Supervariant System.
Added ShaderAssetBuilder2 & ShaderVariantAssetBuilder2.
Added ShaderAsset2, ShaderVariantAsset2.
Eventually they will be the only builders. AzslBuilder &
SrgLayoutBuilder will be removed.
ShaderResourceGroupAsset will be removed. ShaderAssetBuilder &
ShaderVariantAssetBuilder will be replaced.
Signed-off-by: garrieta <garrieta@amazon.com>
Added a loop to the skin shader that will sample from wrinkle masks, multiply them by a weight, combine them, and use them instead of vertex colors for wrinkle map blending
Added an array of masks, an array of weights, and a wrinkle mask count to the DefaultObjectSrg. -Will create a follow up task to handle this a better way.
Removed motion vector (for now) from skin.materialtype since we're not using them, and removed depthtransparent since skin doesn't support transparency
Added an interface to the MeshFeatureProcessor to get the object srg
Wrapped srg->Compile in if(srg->IsQueuedForCompile()) to prevent compiling twice --This doesn't stop a race condition if both happen at the same time, but that is at least far less likely. It will need a better solution later.
Added a function to the MorphTargetExporter that will check to see if a texture that matches the blend shape name exists in a particular folder, and adds a reference to that image to the MorphTargetMetaAsset --Only supports .tif, and doesn't automatically re-process the .fbx if the folder is updated. These can be improved in later iterations
Added a null check in MaterialTypeSourceData.cpp to fix a crash I ran into
Added a for loop in two places to look for the first submesh that has a morph target, instead of just using the first to check if a lod has morph targets or not. --I have a better fix for this, but it involves more areas of the code, so I'm saving that for another change.
Modified AtomActorInstance to look for any morph targets that have a wrinkle mask reference
Then each frame, for any morph targets with non-zero weights that also have wrinkle masks, it updates the mask array, weights, and count on the object srg.
* 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
Cleaned up code around MaterialFunctor's QueryMaterialPropertyMetadata and QueryMaterialPropertyGroupMetadata.
Removed unnecessary "groupHeader->setObjectName(...)"
Simplified code in MaterialInspector::OnDocumentPropertyGroupVisibilityChanged.
ATOM-14688 Disable Individual Layers
- Added new SetMaterialPropertyGroupVisibility functions to the material functors.
- Updated the MaterialFunctor::EditorContext to include parameters for handling material property group metadata.
- Updated the material inspector(s) to apply the property group visiblity changes from the material functor, to hide or show the property groups.
- Moved some code from MaterialPropertyDescriptor.h/cpp to a new MaterialDynamicMetadata.h/cpp, since these aren't really related to the MaterialPropertyDescriptor code. It's more for material functors to use.
- Also fixed the casing for the "GetMaterialPropertyValue_Image" lua function, since I was already in this code (ATOM-14793 "Fix Inconsistent Casing For LuaMaterialFunctorRuntimeContext")
Tested in MaterialEditor and in in the main Editor's MaterialComponent property override inspector.
* fix for ctrl+mouse-wheel to cycle transform modes in the viewport
* ensure correct callback function is invoked
* remove redundant check in CameraInput
* use new ViewportContext interface to set camera transform on load
* WIP fixes for camera viewport handler callbacks
* disable synchonization with old camera when new camera system is enabled
* further updates to camera-input
* ensure event is signalled when camera transform is set
* updates to ModernViewportCameraController
* fix for right click menu appearing with camera
* updates following review feedback
* convert std:: usage to AZStd::
* Atom/qingtao/lyn 3436 (#558)
* LYN-3436 AutomatedTesting.GameLauncher crashes at launch if assets are not all processed
Change RPISystem so that the application would exit if the RPI system couldn't load critical assets.
Added code to avoid the GetLayout crash when layout for each platforms were not ready.
Added LoadCriticalAsset function to force compile and load critical assets.
Added default value to viewport size for ViewportContext.
* Change RPISystem asset initialization order so it returns earlier when those critical assets are not ready
* ATOM-15369 Expose sorting paramers to DynamicDrawContext's draw functions
LYN-3352 LyShine: First element in Hierarchy does not properly draw in UI Editor
Add function to DynamicDrawContext to support set sort key for followed draw calls.
Use different sort key for background draw and top layer draw in UI canvas.
Updated AzFramework::Scene to allow it to serve as the one-stop location for localized singletons. Localized singletons in this case are instance that can only occur once in an environment but multiple times within an application. As an example, this allows settings up a single camera per viewport for instance.
Highlights of changes:
Replaced the original ebuses with interfaces and events for easy of use and performance.
Removed the Entity Context specific code and moved that to new locations within the Entity Context itself.
Allowed basic inheritance. If a subsystem isn't found in a scene the parent can optionally be searched.
Scenes can enter a zombie state and avoid immediately being deleted. This is needed for situations where subsystems can't be destroyed until async calls have been completed.
ATOM-6088 Unified approach to send draws to a single viewport
Created a template class TagRegistery which implements the previous DrawListTagRegistry. The template is used for both DrawListTagRegistry and DrawFilterTagRegistry
Added DrawFilterTag to DrawItemKeyPair
Added DrawFilterMask support in DrawPacket and DrawPacketBuilder
Added CreateDynamicContext for render pipeline which allows draw to selected render pipeline.
Updated RasterPass's BuildCommandListInternal function to filter draw items for its owner RenderPipeline.
1) RayTracing will sometimes crash by dereferencing a null ptr. This guards against it.
2) ViewportContext was missing some BusConnect / BusDisconnect calls.
- Created a template class TagRegistery which implements the previous DrawListTagRegistry. The template is used for both DrawListTagRegistry and DrawFilterTagRegistry
- Added DrawFilterTag to DrawItemKeyPair
- Added DrawFilterMask support in DrawPacket and DrawPacketBuilder
- Added CreateDynamicContext for render pipeline which allows draw to selected render pipeline.
- Updated RasterPass's BuildCommandListInternal function to filter draw items for its owner RenderPipeline.
- Updated RHI unit tests.
Set the reflection name for ShaderCollection::Item to "ShaderCollectionItem" so it doesn't show up as just "Item" in Script Canvas. Note that this change was made in main only, not in the 1.0 branch, to de-risk the beta branch.
Testing:
Ran the repro steps for the bug, and ran the ShaderManagementConsole's GenerateShaderVariantListForMaterials.py script successfully.
6c2a243cdc3dbe8cf5cb2ec9063585255607f8e5
LYN-2905 Script Canvas: Saving a graph that contains an Item Variable crashes the Editor
Added a check for m_shaderAsset.IsReady() before trying to use the asset data. Also added a check before calling BlockUntilLoadComplete() to prevent reporting an error message unnecessarily.
- Reexport cloth assets with AssImp ON. These was necessary because AssImp collects a different name for the color streams than FbxSDK and therefore they needed to be reassigned in the cloth rule.
- Adding '_optimized' string to a global variable and using StringFunc RChop to remove it for a string.
* Added clone methods for the buffer, model lod and model assets.
* Cloning works via the creators.
* Mesh handle/instance now knows about the model asset it originated from as well as the cloned model asset that we need for instancing until instancing works without the dependencies to the asset ids.
* MeshComponentRequestBus returns the original asset id and the model asset. If you need access to the clone, go by the model.
* Cloth component mesh now gettings its model asset from the model as it needs to work on the clone.
* Moved the requires cloning function from the mesh loader in the mesh feature processor to the mesh component controller.
* As we need the model asset to be loaded before we can check if it requires cloning or not, we couldn't pass in a bool from the controller but had to use a callback.
* Using asset hint instead of asset id for the model lod asset creator error.
* Storing a map of source buffer asset ids and the actual cloned buffer assets rather than just their ids.
* Using the buffer assets from the new map directly and removed the search process in the mesh loop where the asset views are created.
* Fixed the vegetation mocks.
* Using the actor's mesh asset when emitting the on model ready event for the mesh component notification bus.
* Mesh components notifications connection policy changed to adapt to cloned model asset.
* Handling empty meshes in model lod asset creator.
* Removed the requires cloning callback from the mesh feature processor and made it a parameter to the acquire mesh function
* Fixing mocks and unit tests