Commit Graph

270 Commits (ced217a96b393a1be353b56663e89da9ffc16134)

Author SHA1 Message Date
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
Esteban Papp 804d833bb9 Gems/Atom
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@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 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 a35464ca08 more fixes
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
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 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
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
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 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
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 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 97f9ac870d Atom
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.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
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
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
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
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
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
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
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 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