* Release build fix for Windows
* Release build fix for Android
* Release build fix for Windows
* Release build fix for Android
* Release build fix for Linux
* Release build fix for Mac
* Release build fix for iOS
Signed-off-by: Steve Pham <spham@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-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/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