Commit Graph

333 Commits (d9cbc97ec07909e6ddb6687e0c22da07cc6bbdb6)

Author SHA1 Message Date
Esteban Papp 2147b1d128 Merge branch 'development' into cmake/SPEC-7484 4 years ago
Jacob Hilliard 7c5120b72f
[ATOM-16021] Initial continuous capture support (#2624)
* Profiler: Implement continuous capture internals

Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>

* Profiler: extend ProfileCaptureSystemComponent

Implements dumping of saved CPU profiling data to a local file, blocking
call.

Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>

* Profiler: Working IO thread for serialization

Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>

* Profiler: switch to AZ::JobFunction for IO

Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>

* Profiler: move to a ring buffer for storage

Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>

* Profiler: switch back to IO thread

Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>

* Profiler: add TODO

Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>

* Profiler: correct thread safety issues

Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>
4 years ago
Esteban Papp ec1a08d487 Merge branch 'development' into cmake/SPEC-7484
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Editor/ConfigGroup.cpp
#	Code/Editor/ControlMRU.cpp
#	Code/Editor/CryEdit.cpp
#	Code/Editor/CryEdit.h
#	Code/Editor/IEditorImpl.cpp
#	Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/AnimGraph/GameController.cpp
4 years ago
Cynthia Lin c1a0b5c686
performance benchmarks: Aggregate and report CPU frame times. (#2939)
* Add CaptureCpuFrameTime method to ProfilingCaptureSystemComponent for monitoring CPU performance.

Signed-off-by: Cynthia Lin <cyntlin@amazon.com>

* ly_test_tools: Refactor benchmark data aggregator in preparation for CPU frame times.

Signed-off-by: Cynthia Lin <cyntlin@amazon.com>

* performance benchmarks: Aggregate and report CPU frame times based on JSON data.

Signed-off-by: Cynthia Lin <cyntlin@amazon.com>

* AutomatedTesting: Capture CPU frame time in AtomFeatureIntegrationBenchmark.

Signed-off-by: Cynthia Lin <cyntlin@amazon.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 e28d04aea6 Merge branch 'development' into cmake/SPEC-7484
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Editor/CryEditDoc.cpp
#	Code/Editor/CryEditDoc.h
#	Code/Legacy/CryCommon/CryArray.h
#	Code/Legacy/CryCommon/CryString.h
#	Code/Legacy/CryCommon/UnicodeBinding.h
#	Code/Legacy/CrySystem/LocalizedStringManager.cpp
#	Gems/LyShine/Code/Source/StringUtfUtils.h
#	Gems/PhysXDebug/Code/Source/SystemComponent.cpp
4 years ago
Kyle B 9c5c2e7de6 un-did const on function that did not need it
Signed-off-by: Kyle B <kylebirnbaum@gmail.com>
4 years ago
Kyle B 3db93a564d Made formatting changes per pull comments, incuding adding comments, changing spacing, and changing the ui type of component fields
Signed-off-by: Kyle B <kylebirnbaum@gmail.com>
4 years ago
Esteban Papp dd3f0b86e0 Merge branch 'development' into cmake/SPEC-7484
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Editor/ToolBox.cpp
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
Kyle B 1a48118ece Added comments and formatted as close to the original
Signed-off-by: Kyle B <kylebirnbaum@gmail.com>
4 years ago
Kyle B 5b88d96eec Exposed fields to the mesh component giving greater Lod control from the editor
Signed-off-by: Kyle B <kylebirnbaum@gmail.com>
4 years ago
santorac 9e6eadd9a9 Merge branch 'development' into Atom/santorac/OptionalSceneApiMaterialConversion 4 years ago
Jeremy Ong bb782e83b4 Promote IndexedDataVector to public Feature/Utils header
Signed-off-by: Jeremy Ong <jcong@amazon.com>
4 years ago
Esteban Papp f665f572f3 Gems/Atom builds
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
santorac 5d3d3b907e Changed a couple function parameters to const&
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
Guthrie Adams e2eba69d33 updating FindMaterialAssignmentIdInLod to use ModelMaterialSlot
}

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
4 years ago
santorac b407e501e3 Merge branch 'development' into Atom/santorac/OptionalSceneApiMaterialConversion 4 years ago
Chris Santora 66f7fa2f42 Fixed a bug where a new entity using a mesh that was already loaded would not be able to correctly initialize a material component.
Repro steps:
- Create two entities.
- Entity 1
  - Add a mesh component and assign a model with multiple sub-meshes
  - Add a material component. The material component looks correct.
- Entity 2
  - Add a mesh component and assign the same model as the other entity
  - Add a material component. The material component shows "<unknown>" for all material slot names

The problem was that ReflectedPropertyEditor creates a new Asset<> reference with the correct ID but does not load it. This asset is passed to EditorMaterialComponent, MaterialComponentController, and MeshFeatureProcessor and none of these tell the Asset to load. The MeshFeatureProcessor was not loading the Asset or connecting to the AssetBus because the instance already existed in the InstanceDatabse so from the FP's perspecive there was no need. But for the FP's GetModelAsset() API to function correctly it needs to have the asset initialized to the available AssetData pointer. So we updated the MeshFeatureProcessor to always connect to the AssetBus so it will find the available AssetData via the OnAssetReady callback.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
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>
4 years ago
Chris Santora a71ee7eb3a Fixed the MaterialAssignmentId version converter to properly handle the default material assignment slot.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
Chris Santora 3daf3f7d7a Fixed an issue with Actors where the material slot IDs were incorrect, and caused the displayed slot labels to be all "<unknown>" (and likely other issues).
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
Chris Santora e3ceaa477e Added a version converter for MaterialAssignmentId. This allowed me to successfully load the Sponza level in AtomTest.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 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>
4 years ago
Guthrie Adams ffbeb903c1 Material Component: Add functions to lookup material ids by name
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
4 years ago
Guthrie Adams d12d7de139 Add missing display mapper operation type bindings
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
4 years ago
Esteban Papp 074e33081f more fixes for w4267
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
pappeste 97f9ac870d Atom
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Ken Pruiksma 33c408f654
Expose shadow bias to component & feature processors. (#2406)
* Expose shadow bias to component & feature processors. Shadow bias now works more consistently with various near / far shadow planes and caster positions. Bias now also affects esm shadows which helps eliminate acne in certain situations.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Adding jira comment to light configuration serialization version. Improved comment on final adjustment to bias before its sent to the shader.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Hooking up bias to behavior context.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
4 years ago
Cynthia Lin 61f91d4a9a
Move benchmark data aggregation from ASV into ly_test_tools module. (#2335)
* fix: Correct typo in profiling capture system.

Signed-off-by: Cynthia Lin <cyntlin@amazon.com>

* Move benchmark data aggregation from ASV into ly_test_tools module.

Signed-off-by: Cynthia Lin <cyntlin@amazon.com>
4 years ago
moudgils 1c2f5ab6d5
Add support for LowEndRenderPipeline for mobile and the cleanup associated with it (#2292)
Signed-off-by: moudgils <moudgils@amazon.com>
4 years ago
Esteban Papp 706233f72c Merge branch 'development' into cmake/SPEC-7179 4 years ago
dmcdiar 918224e2d5 Moved render checks to a ShouldRender() helper function.
Skipped attachment readback on RealTime DiffuseProbeGrids if raytracing is not supported by the hardware.

Signed-off-by: dmcdiar <dmcdiar@amazon.com>
4 years ago
Esteban Papp 1f9b284de2 Merge branch 'development' into cmake/SPEC-7179
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Editor/Plugins/ComponentEntityEditorPlugin/ComponentEntityEditorPlugin_precompiled.h
#	Code/Editor/Plugins/EditorCommon/EditorCommon_precompiled.h
#	Code/Editor/Plugins/EditorCommon/stdafx.cpp
#	Code/Editor/Plugins/FFMPEGPlugin/FFMPEGPlugin_precompiled.h
#	Code/Editor/Plugins/PerforcePlugin/PerforcePlugin_precompiled.h
#	Code/Editor/Plugins/ProjectSettingsTool/ProjectSettingsTool_precompiled.h
#	Code/Framework/AzToolsFramework/AzToolsFramework/AzToolsFramework_precompiled.h
#	Code/Tools/AssetProcessor/native/precompiled.h
#	Code/Tools/Standalone/StandaloneTools_precompiled.h
#	Gems/AssetMemoryAnalyzer/Code/Source/AssetMemoryAnalyzer_precompiled.h
#	Gems/Atom/Asset/ImageProcessingAtom/Code/Source/ImageProcessing_precompiled.h
#	Gems/Atom/RHI/DX12/Code/Source/RHI/Atom_RHI_DX12_precompiled.h
#	Gems/Atom/RHI/Metal/Code/Include/Platform/Mac/Atom_RHI_Metal_precompiled_Platform.h
#	Gems/Atom/RHI/Metal/Code/Include/Platform/iOS/Atom_RHI_Metal_precompiled_Platform.h
#	Gems/Atom/RHI/Metal/Code/Source/Atom_RHI_Metal_precompiled.h
#	Gems/Atom/RHI/Metal/Code/atom_rhi_metal_common_files.cmake
#	Gems/Atom/RHI/Null/Code/Source/Atom_RHI_Null_precompiled.h
#	Gems/Atom/RHI/Null/Code/atom_rhi_null_common_files.cmake
#	Gems/Atom/RHI/Vulkan/Code/Include/Platform/Android/Atom_RHI_Vulkan_precompiled_Platform.h
#	Gems/Atom/RHI/Vulkan/Code/Include/Platform/Linux/Atom_RHI_Vulkan_precompiled_Platform.h
#	Gems/Atom/RHI/Vulkan/Code/Include/Platform/Mac/Atom_RHI_Vulkan_precompiled_Platform.h
#	Gems/Atom/RHI/Vulkan/Code/Include/Platform/Windows/Atom_RHI_Vulkan_precompiled_Platform.h
#	Gems/Atom/RHI/Vulkan/Code/Source/Atom_RHI_Vulkan_precompiled.h
#	Gems/Atom/RHI/Vulkan/Code/Source/RHI/SwapChain.cpp
#	Gems/Atom/RHI/Vulkan/Code/atom_rhi_vulkan_common_files.cmake
#	Gems/AtomLyIntegration/AtomFont/Code/Include/AtomLyIntegration/AtomFont/AtomFont_precompiled.h
#	Gems/Blast/Code/Source/StdAfx.cpp
#	Gems/Camera/Code/Source/Camera_precompiled.h
#	Gems/EMotionFX/Code/Source/EMotionFX_precompiled.h
#	Gems/FastNoise/Code/Source/FastNoise_precompiled.h
#	Gems/Gestures/Code/Source/Gestures_precompiled.h
#	Gems/GradientSignal/Code/Source/GradientSignal_precompiled.h
#	Gems/GraphCanvas/Code/precompiled.h
#	Gems/ImGui/Code/Source/ImGui_precompiled.h
#	Gems/InAppPurchases/Code/Source/InAppPurchases_precompiled.h
#	Gems/LmbrCentral/Code/Source/LmbrCentral_precompiled.h
#	Gems/LmbrCentral/Code/Tests/ShapeGeometryUtilTest.cpp
#	Gems/LyShine/Code/Editor/UiCanvasEditor_precompiled.h
#	Gems/LyShine/Code/Source/Animation/LyShine_precompiled.h
#	Gems/LyShine/Code/Source/LyShine_precompiled.h
#	Gems/LyShineExamples/Code/Source/LyShineExamples_precompiled.h
#	Gems/Maestro/Code/Source/Cinematics/Maestro_precompiled.h
#	Gems/Maestro/Code/Source/Maestro_precompiled.h
#	Gems/MessagePopup/Code/Source/MessagePopup_precompiled.h
#	Gems/Metastream/Code/Source/Metastream_precompiled.h
#	Gems/Microphone/Code/Source/Microphone_precompiled.h
#	Gems/Multiplayer/Code/Source/Multiplayer_precompiled.h
#	Gems/PhysX/Code/NumericalMethods/Source/NumericalMethods_precompiled.h
#	Gems/PhysX/Code/Source/PhysXUnsupported_precompiled.h
#	Gems/PhysX/Code/Source/PhysX_precompiled.h
#	Gems/PhysX/Code/physx_unsupported_files.cmake
#	Gems/PhysXDebug/Code/Source/PhysXDebugUnsupported_precompiled.h
#	Gems/PhysXDebug/Code/Source/PhysXDebug_precompiled.h
#	Gems/ScriptCanvas/Code/Editor/precompiled.h
#	Gems/ScriptCanvas/Code/Source/precompiled.h
#	Gems/ScriptCanvasDeveloper/Code/Source/precompiled.h
#	Gems/ScriptCanvasPhysics/Code/Source/ScriptCanvasPhysics_precompiled.h
#	Gems/ScriptEvents/Code/Source/precompiled.h
#	Gems/ScriptEvents/Code/Tests/Editor/EditorTests.cpp
#	Gems/ScriptedEntityTweener/Code/Source/ScriptedEntityTweener_precompiled.h
#	Gems/SliceFavorites/Code/Source/SliceFavorites_precompiled.h
#	Gems/StartingPointCamera/Code/Source/StartingPointCamera_precompiled.h
#	Gems/StartingPointInput/Code/Source/StartingPointInput_precompiled.h
#	Gems/StartingPointMovement/Code/Source/StartingPointMovement_precompiled.h
#	Gems/SurfaceData/Code/Source/SurfaceData_precompiled.h
#	Gems/TextureAtlas/Code/Source/TextureAtlas_precompiled.h
#	Gems/TickBusOrderViewer/Code/Source/TickBusOrderViewer_precompiled.h
#	Gems/Twitch/Code/Source/Twitch_precompiled.h
#	Gems/VirtualGamepad/Code/Source/VirtualGamepad_precompiled.h
#	Gems/WhiteBox/Code/Source/WhiteBoxUnsupported_precompiled.h
#	Gems/WhiteBox/Code/Source/WhiteBox_precompiled.h
4 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>
4 years ago
Esteban Papp 7c9653087d Builds Windows nounity and unity
Builds Linux nounity and unity

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
dmcdiar e2e6637f33 The DiffuseProbeGridRenderPass is now always enabled to allow Baked GI to render on non-raytracing hardware.
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
4 years ago
Chris Galvan e924ed0b86 Merged stabilization/2106 to development; Resolved merge conflicts
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
4 years ago
dmcdiar 2727f36621 Set DiffuseProbeGrids to visible when baking textures.
Added an initialization delay before starting the DiffuseProbeGrid texture readbacks, to allow the textures to settle.

Signed-off-by: dmcdiar <dmcdiar@amazon.com>
4 years ago
dmcdiar 4efecb88a5 Merge branch 'stabilization/2106' into Atom/dmcdiar/ATOM-15951 4 years ago
dmcdiarmid-ly 6d0e1c121d
Merge pull request #2023 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-15971
Meshes using forward-pass IBL do not update when a ReflectionProbe is baked
4 years ago
Tommy Walton 0d82c1e670
Use float buffer for skinning (#2009)
* Switching to Buffer<float> instead of Buffer<float3> in the skinning shader because metal doesn't support float3 buffers

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

* Adding a comment to LinearSkinningPassSRG pointing out that positions, normals, and bitangents are using float buffers to work on Metal

Signed-off-by: amzn-tommy <waltont@amazon.com>
4 years ago
dmcdiar 9794182842 Notified the MeshFeatureProcessor when a ReflectionProbe is baked.
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
4 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
Chris Galvan d7574777a8 Resolved merge conflicts
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
5 years ago
dmcdiarmid-ly 328a0f09a5
Merge pull request #1711 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-15921
[ATOM-15921] ReflectionProbe cubemaps bake with incorrect exposure value
5 years ago
amzn-sean aff4859251 short term fix for editor/game mode/launcher tick times consistency (#1720)
Signed-off-by: amzn-sean <75276488+amzn-sean@users.noreply.github.com>
5 years ago
amzn-sean a02ecefab9
short term fix for editor/game mode/launcher tick times consistency (#1720)
Signed-off-by: amzn-sean <75276488+amzn-sean@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
Cynthia Lin 82bd18ef5a [ATOM-15868] Collect and serialize initial benchmark metadata.
Signed-off-by: Cynthia Lin <cyntlin@amazon.com>
5 years ago
dmcdiar ca606a5e08 Set IBL exposure value to 0.0 while baking ReflectionProbe cubemaps
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
5 years ago
Ken Pruiksma 7b1c37f296
[ATOM-15917] Taa pass will no longer crash if an input attachment is invalid. (#1702)
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
5 years ago
mrieggeramzn 345be58ca8
Merge pull request #1668 from aws-lumberyard-dev/Atom/mriegger/shadowonoffbug
Fix for shadow aliasing appearing when enabling/disabling lights
5 years ago
Jacob Hilliard ed9232563d
[ATOM-15862] Fixing CPU profiler to save multiple regions within the same thread (#1636)
Signed-off-by: Jacob Hilliard <jhlliar@amazon.com>
5 years ago
Riegger 30834a33a4 Fix for shadow aliasing appearing when enabling/disabling lights
Signed-off-by: Riegger <mriegger@amazon.com>
5 years ago
hershey5045 ccb784d7d5
Fix weight blending in look modification postfx. (#1627)
Signed-off-by: Robin <rbarrand@amazon.com>
5 years ago
Gene Walters 4e14c0069b Merge branch 'upstream/stabilization/2106' into genewalt/gitflow_210628 5 years ago
moudgils 7780b83fdc
Fix SSR Reflections on Mac amongst other things (#1618)
Fix writing to the correct mip in Metal
Set default m_outputScale to 1 in order to fix a 1/0 error
Add support for logging/printing errors pertaining to GPU crashes.
Setting Release queue's collection latency to MaxFrames.
Fix managed mem synchronization related offset bug
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
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
dmcdiarmid-ly 909ad9392e
Merge pull request #1536 from aws-lumberyard-dev/Atom/dmcdiar/LYN-4660
[LYN-4660] Assigning test asset from AutomatedTest crashes in Atom
5 years ago
amzn-mike 0e8a2ca110 Merge branch 'stabilization/2106' into Helios_LYN-3723-FixPBRNormalMapImport 5 years ago
amzn-mike e88823397d Set blend mode to lerp when importing a color map 5 years ago
Doug McDiarmid ec511dce76 Fixed ray tracing tangent stream format. 5 years ago
mrieggeramzn b224a47e0c
Merge pull request #1525 from aws-lumberyard-dev/debugcascade
Fix for shader option in DepthExponentiation not being set on loading into Editor
5 years ago
Doug McDiarmid 55e5dfc059 Merge branch 'stabilization/2106' into Atom/dmcdiar/LYN-4660 5 years ago
mriegger fa7d4c8174 fix whitespace 5 years ago
mriegger da1390b7e8 Fix for shader option in DepthExponentiation not being set on loading into Editor 5 years ago
Steve Pham 70042fcdcd
O3DE Copyright Updates for Linux Foundation (#1504) 5 years ago
Doug McDiarmid c3c69fedd6 Changed the Tangent and BItangent streams to be optional when setting up ray tracing data for a mesh. 5 years ago
Doug McDiarmid 0581de25b3 Merge branch 'stabilization/2106' into Atom/dmcdiar/LYN-4660 5 years ago
Doug McDiarmid 2d4d53bccf Change viewport and scissor state to use the output image size 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
Tommy Walton be0fbaaddc
LYN-2227 : Improve mesh initialization performance by not creating draw packet more than once (#1476)
* Move SetUseForwardPassIblSpecular to happen when acquiring a mesh, instead of immediately after so that we don't build the drawpacket twice for every mesh

* Update the MeshFeatureProcessor to use the booleans from the descriptor directly instead of having loose booleans in the MeshDataInstance

* m_excludeFromReflectionCubeMaps is not (and does not need to be) part of the descriptor, since setting is cheap and doesn't duplicate work that is done when acquiring the mesh
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
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
cgalvan 46f8c7c1ba
[LYN-3412] Updated LandscapeCanvas component to properly serialize with prefabs. (#1224)
* [LYN-3412] Updated LandscapeCanvas component to properly serialize with prefabs.

* [LYN-3412] Updated PR with feedback.

* [LYN-3412] Reverted unintentional changes.

* [LYN-3412] Removed one more comment.

* [LYN-3412] Additional PR feedback fixed.
5 years ago
Doug McDiarmid 4378f1f88c Skipped meshes that do not have the required streams when adding to the RayTracingFeatureProcessor. 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
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
hershey5045 c127a044d4
Enable fog in physical sky component to blend with deferred fog (#1320) 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
Aaron Ruiz Mora 7781307afe
Fixed cloth automated tests. (#1400)
Bone transforms buffer is not valid when using Null renderer, which caused the test to fail since it reported an error and ultimately crashing as well. For now it's been worked around by checking the pointer is valid and not printing the error when null renderer is used, a task for the Atom team has been created to fix this properly in the future (ATOM-15807).
5 years ago
AMZN-mnaumov eed5f13115
Merge pull request #1368 from aws-lumberyard-dev/Atom/mnaumov/DisplayMapperFix
Fixing "type not registered with BehaviorContext" when running ASV
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 15db879e43
Merge pull request #1356 from aws-lumberyard-dev/santorac/stabilization/2106/HotReloadFixes
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).

Testing: Ran ASV full test suite in dx12 and vulkan, saw only known issues. Tested hot reload in Material Editor and main Editor.

See also aws-lumberyard/o3de-atom-sampleviewer#118
5 years ago
mnaumov 2f9a055a8f Fixing "type not registered with BehaviorContext" when running ASV 5 years ago
mrieggeramzn a505ed8a51
Merge pull request #1302 from aws-lumberyard-dev/Atom/mriegger/esmexponent2106
Atom/mriegger/esmexponent2106
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
Roman 1f6bb14ed3
[EMFX][ATOM] crash during mesh reload (#1301)
* Fixed a crash when entering game mode, removing a mesh and re-adding mesh.
5 years ago
dmcdiarmid-ly 567b54ee25
Merge pull request #1297 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-15767
[ATOM-15767] ReflectionScreenSpaceBlurPass uses a fixed number of mips
5 years ago
Doug McDiarmid de4605d6b7 Added comment. 5 years ago