Fixed an issue where the shader builder would incorrectly succeed when the .azsl file is missing.
Also renamed some variables for more consistency.
Updated all .shader files accordingly.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* Changed references to "InlineConstant" to "RootConstant".
Updated AZSLC to version 1.7.34 for mac, linux & windows
Signed-off-by: garrieta <garrieta@amazon.com>
* Add missing 'server' platform identifier for the ShaderBuilder
* Use the current host platform as the fallback platform identifier (and not 'pc')
Signed-off-by: Steve Pham <spham@amazon.com>
* [ATOM-5441] Shader Builders May Fail When Multiple
New Files Are Added
ShaderAssetBuilder::CreateJobs now recursively parses *.azsl files
looking for #include lines and builds the list of source dependencies
using a depth-first algorithm. It was using MCPP before but not anymore
(during CreateJobs).
The new algorithm may over prescribe, but fixes the issues
when multiple new shader related files are added, at once or out of order, to a game project
or Gem.
Overall the new ShaderAssetBuilder::CreateJobs() is around 40% faster
and, of course, handles source dependencies in a robust way.
* Added new test suite to AutomatedTesting project:
Gem/PythonTests/atom_renderer/test_Atom_ShaderBuildPipelineSuite.py
Bug fix to Gems/Atom/Asset/Shader/Code/Source/Editor/ShaderAssetBuilder.cpp
discovered thanks to the automated test suite. The idea is that
CreateJobs doesn't fail if the AZSL file doesn't exist. The failure is
deferred during ProcessJob. This way if the AZSL file exists the .shader
file is rebuilt automatically.
* For testability purposes and avoid memory leakage errors
during Unit Tests created the class ShaderBuilderUtility::IncludedFilesParser
Now accepts "# include <file>" with space between '#' and 'include'.
Also now accepts the '-' character inside the file path.
Added Unit Test to validate all cases of "#include <file>" parsing.
* Fixed linux runtime issues for Unit Tests in Atom_Asset_Shader.Tests
Signed-off-by: garrieta <garrieta@amazon.com>
* Add linux equivalents for all the places that enumerate platforms
Signed-off-by: Chris Burel <burelc@amazon.com>
* Fix the AssetFileInfoListComparisonTest fixture to not hardcode the PC platform
Signed-off-by: Chris Burel <burelc@amazon.com>
* Final update copyright headers to reference license files at the repo root
Signed-off-by: spham <spham@amazon.com>
* Fix copyright validator unit tests to support the stale O3DE header scenario
Signed-off-by: spham <spham@amazon.com>
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.
* [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>
* [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>