* Add material property names to material assets, disable FBX dependency on materialtype files.
Signed-off-by: Robin <rbarrand@amazon.com>
* Add reflection for MaterialAssets. Update member variable comment.
Signed-off-by: Robin <rbarrand@amazon.com>
* Switch cvar to using bus value. Refine comments.
Signed-off-by: Robin <rbarrand@amazon.com>
* Refactor functions and refine comments.
Signed-off-by: Robin <rbarrand@amazon.com>
* Realign property values when material property names are populated.
Signed-off-by: Robin <rbarrand@amazon.com>
* Switch PostLoadInit check to on asset status ready. Add realign property values code to PostLoadInit as well.
Signed-off-by: Robin <rbarrand@amazon.com>
* Stash@{1} code.
Signed-off-by: Robin <rbarrand@amazon.com>
* Refactor realignment code into the right places.
Signed-off-by: Robin <rbarrand@amazon.com>
* Remove pragma optmize off.
Signed-off-by: Robin <rbarrand@amazon.com>
* More refactoring.
Signed-off-by: Robin <rbarrand@amazon.com>
* Refactor comments and remove code no longer needed.
Signed-off-by: Robin <rbarrand@amazon.com>
* Refactor comments and remove unused include.
Signed-off-by: Robin <rbarrand@amazon.com>
* Comment refactor, corrected some code.
Signed-off-by: Robin <rbarrand@amazon.com>
Co-authored-by: Robin <rbarrand@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.
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.
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
* [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-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>
* [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.