Commit Graph

239 Commits (dcbcab68d22bceadd8ed32a3fca50b752b28793d)

Author SHA1 Message Date
santorac c5cb90ddb7 Merge pull request #4426 from aws-lumberyard-dev/Atom/santorac/FixSceneSrgTime
Fixed potential render scene time precision issues.

The timestamp was simply converted from GetTimeAtCurrentTick to a float. Since this value is backed by QueryPerformanceCounter which is 0 at boot, you could see broken animations on the GPU when your system has been on for a long time. So I simplified the RPI's time API (removed unused code), and subtracted the application start time each frame before converting the time value to a float.

Also moved FindShaderInputConstantIndex("m_time") to be called only once, instead of every frame.

Testing:
Originally: I had a local material shader that did vertex animation and it wasn't working at all before, and now it works.
More recently, I made local changes to StandardPBR to add a simple sin wave animation. I also modified GetTimeNowMicroSecond() to artificially add 30 days to the clock. This showed choppy animation before my changes, and smooth animation after.
AtomSampleViewer passed dx12 and vulkan (other than pre-existing issues)

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
Qing Tao 5a39361f77
ATOM-16747 RPISystemInterface::GetDefaultScene returns the scene crea… (#5153) (#5389)
* ATOM-16747 RPISystemInterface::GetDefaultScene returns the scene created by PreviewRenderer but not the Main Scene
Deprecate GetDefaultScene() function.
Update all the places which use GetDefaultScene to use Scene::GetFeatureProcessorFromEntityId or GetMainScene.
Tested with Editor, UI Editor, Material Editor, game launcher.

Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
(cherry picked from commit 8da6bea073)
4 years ago
galibzon 6763e2a3ac
Shaders changes require two or more change cycles before updating (#5142)
* Shaders changes require two or more change cycles before updating

This fixes the problem described in the title.

Consolidated the responsibility to update the root shader variant
asset into the Shader() class. It was unnecessarily spread across
Shader(), ShaderVariant() and ShaderAsset().
In particular OnAssetReloaded now makes a temporary copy of the root
ShaderVariantAsset and updates the ShaderAsset with such reference
only when OnAssetReloaded() is called on behalf of the ShaderAsset.

Signed-off-by: galibzon <66021303+galibzon@users.noreply.github.com>
4 years ago
Qing Tao 9e0756f3c1
ATOM-16656 PassTree tool: ParentPass image attachment preview doesn't work (#5032)
Move imageAttachmentCopy instance from RenderPass to Pass so it can support preview image for all passes but not only for RenderPass.
Fixed an issue with image attachment preview when switching render pipeline with attachment preview on.

Signed-off-by: Qing Tao <qingtao@amazon.com>
4 years ago
Qing Tao a5694a5ac6
ATOM-16489 Add find passes functions for Scene or RenderPipeline in PassSystemInterface (#4739) (#4963)
* ATOM-16489 Add find passes functions for Scene or RenderPipeline in PassSystemInterface
Introduced new PassSystemInterface::ForEachPass() funtion to replace PassSystemInterface::FindPasses(), PassSystemInterface::GetPassesByTemplateName and ParentPass::FindPassByNameRecursive() functions.
Update all the places which were using those three functions.
The new pass finding filter support any combination of pass name, pass template name, pass class type, pass hirechary, owner scene, owner render pipeline.
Update unit tests.

Signed-off-by: Qing Tao <qingtao@amazon.com>
(cherry picked from commit fe8dac7989)
4 years ago
santorac cef1e200f6 Merge remote-tracking branch 'upstream/development' into Atom/santorac/MaterialPropertyRenameInMaterialComponent 4 years ago
santorac 3c331e00ff Moved the Material Component property override renaming to EditorMaterialComponent via ApplyAutomaticPropertyUpdates.
MaterialAssignment::ApplyProperties() still reports warnings but does not update the m_propertyOverrides.
MaterialAssignment::ApplyProperties() will now skip the old name'd overrides if overrides are present for the new names. I'm not sure if this will ever happen, but it did happen while I had some intermediate changes, so I imagine it could happen again.
I had to update the Material::FindPropertyIndex function to expose information about renames when they occur. This should make it easier for other systems to get (somewhat) automatic benefit from the version update feature.
I also found that there was an issue with material inspector where it wouldn't be initialized the the right override values when renames were present. Now it applies the renames to whatever override data it gets from the Material Component.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
santorac c6b209ace0 Made material property auto-rename procedure apply to Material Component at runtime. This ensures that an material property overrides and any gameplay scripts that work with property overrides can get the benefit of the material type version update procedure.
I added an ApplyPropertyRenames function to MaterialTypeAsset very similar to the one in MaterialTypeSourceData.
Updated the MaterialAssignment class to apply any property renames when it discovers the old name doesn't work. This will be written to disk when the level or prefab is saved.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
antonmic 4b7eac0b40 merging dev
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
santorac a4321baecc Hopefully fix a Jenkins build failure about "function cannot access 'AZ::RPI::MaterialVersionUpdate::RenamePropertyAction::m_fromPropertyId'"
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
santorac f83b6594c9 Updated MaterialTypeSourceData to force users to move the "version" indicator to the new location at the top level of the json document.
(It's a simple enough change to make manually, and making .materialtype is an uncommon workflow, so not worth doing this automatically).

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
santorac dfcf88265b Fixed a MaterialBuilder issue where material version updates were incorrectly reporting failure in some cases.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
santorac 46061eb302 Simplified the code around MaterialAsset::ApplyVersionUpdates()
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
santorac 1633ced656 Reports warnings when a material version auto update is applied, notifying the user they should update their source data.
Also improved the MaterialAssetTests UpgradeMaterialAsset() to focus on testing the inputs and outputs of the class rather than the private internal data.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
santorac 836d018de7 Simplified MaterialVersionUpdate code to focus just on renaming, since that's the only operation we currently support. We shouldn't add more complexity until additional operations need to be supported.
Also rearranged some logic to simplify the code that loops over rename actions, avoiding making unnecessary additional maps.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
santorac a0b1dec929 Added support for material version updates in MaterialSourceData. This is necessary for tools like Material Editor and Asset Processor to work with the latest property names.
- Added MaterialSourceData::ApplyVersionUpdates() for updating the properties. This should be called by tools after loading the MaterialSourceData. (But can be omitted if a tool wants to read the data exactly as it appears in the .material file).
- Updated MaterialTypeSourceData::FindProperty to support applying version update renames, including a ApplyPropertyRenames utility function, which are necessary for MaterialSourceData to be able to find the necessary property definitons while loading.
- Added a new context struct to JsonMaterialPropertyValueSerializer for passing down the material type version number, to help with applying property renames.
- Renamed the .material file format "propertyLayoutVersion" to "materialTypeVersion" which is more accurate. This shouldn't hurt existing data as this field wasn't actually used for anything before.
- Updated Material Editor to again store the material type version number in .material files.

MaterialSourceDataTests updates...
- Updated to include both a .materialtype file and a MaterialTypeAsset for the test material type. Both are used by the MaterialTypeSourceData class.
- The default test material type now includes some version update steps; these are only used for version update tests and won't impact the other test functions.
- Updated the path for storing temp files to disk, to just be in a "temp" folder in the exe path. (Originally they were saved to the gem folder near MaterialSourceDataTests.cpp, but at some point someone changed it to be under the exe folder, so there's no reason to use the full gem path anymore).

MaterialTypeSourceDataTests updates...
- Moved some code that was accidentally added to LoadAllFieldsUsingOldFormat but should have been in LoadAndStoreJson_AllFields.
- Added test cases for unsupported version update operations

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
antonmic 9e8e08a815 Throwing up Depth of Field WIP so Galib can investigate AP crash with shader processing
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
santorac a3d84b5098 Merge remote-tracking branch 'upstream/development' into Atom/rbarrand/MaterialVersionUpdate 4 years ago
Adi Bar-Lev 05767f2d2b
Atom Timer fix - changed milliseconds to seconds (#4631)
* Atom Timer fix - changed milliseconds to seconds

- Tested on both fog and EyeAdaptation animations - both are the only affected and were broken before
- This is a small fix for pull #3969 that replaced the timer mechanism: https://github.com/o3de/o3de/pull/3969

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Atom Timer fix - using seconds to begin with and removing obsolete variable

Signed-off-by: Adi-Amazon <barlev@amazon.com>
4 years ago
Qing Tao 84f28033a0
ATOM-16249 Adding draw srg caching to DynamicDrawContext since creating SRG can be expensive for some backend (#4491)
* ATOM-16249 Adding draw srg caching to DynamicDrawContext since creating SRG can be expensive for some backend

Signed-off-by: Qing Tao <qingtao@amazon.com>
4 years ago
lumberyard-employee-dm f648cb1fd8
Update the FileIO Aliases (#4186)
* Update the FileIOAlias naming to make the cache, project root and engine
root paths more clear

The alias of `@root@`, `@assets@`, and `@projectplatformcache@` has been
collapsed to `@projectproductassets@`

The alias of `@devroot@` and `@engroot@` has been collapsed to
`@engroot@`

The alias of `@devassets@` and `@projectroot@` has been collapsed to
`@projectroot@`

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated use of devassets and devroot properties in python

Those properties now use projectroot and engroot

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updating the alias @engroot@ alias path comment in each platform specific LocalFileIO_*.cpp file

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed hardcoded size of 9 for the product asset alias.

The ResolvePath function now just appends the @projectproductassets@
alias with the input path

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Remove duplicate @projectproductassets@ check in ProcessFileTreeRequest

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fix for typos in Hydra python test

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated LocalFileIO::Copy call on Windows to use the Unicode aware CopyFileW API

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the AWSMetreicsGemAllocatorFixture to properly suppress asset
cache write errors for Test file creation.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed unneeded call to set the @projectproductasstes@ alias at the bottom of the AssetSeedManagerTest SetUp

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Added a deprecated alias map to the FileIO System

When a deprecated alias is accessed, the FileIO System logs an AZ_Error and indicates the alias that should be used

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated python test scripts to use the projectroot binding

Retrieving the AutomatedTesting project path based on "<devroot>/AutomatedTesting" has been removed.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated references to devroot and devgame within the codebase

The GetAbsoluteDevGameFolderPath functions has been replaced with direct call to AZ::Utils::GetProjectPath
The GetAbsoluteDevRootFolderPath functions has been replaced with direct calls to AZ::Utils::GetEnginePath

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated <engroot>/AutomatedTesting references to projectroot


Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Replaced references that assumes the project path is <engroot>/AutomatedTesting with <projectroot> in the AutomatedTesting python test

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Correct casing in emfxworkspace file


Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed newly added AppendPathParts function
Removed the Path constructors which accepts a PathIterable instance

The PathIterable isn't safe to return to a user of the Path class as it might be referencing temporary paths supplied via PathView arguments

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixed unused parameter warning

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Undid change to the LexicallyProximate function to set the path result to the base path.

It needs to return the *this path if the pathResult is empty

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Moved the LocalFileIO ConvertToAbsolutePath implementations to AZ::Utils

Fixed the ConvertToAbsolutePath implementation for Unix platforms to use a buffer that is size PATH_MAX(4096 on all our supported Unix platforms).
Because the buffer before was AZ::IO::MaxPathLength which as a size of 1024, this was resulting in the Unix `realpath` function smashing the stack when it converts a path to an absolute path that is longer than 1024 characters

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the EditorCore.Tests to attach the AZ Environment to the EditorCore shared library that is statically loaded on launch.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixed for DeprecatedAlaisesKeyVisitor Visit function causing the non string_view overloads being hidden causing a hidden base class function warning

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Changed the AWSMetricsGemMock to use a temporary for writing test assets

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the LocalFileIO::ResolvePath function to use HasRootPath to determine if a path starts with a root path such as "D:", "D:/" or "/"

IsAbsolute was not the corect check as the path of "D:" is a relative
path.
To be absolute according to the Windows the path must have a root
directory. i.e "D:/" or "D:\"

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed absolute path comment from LocalFile_UnixLike.cpp and LocalFile_Android.cpp FindFiles implementations
Updated the ConvertToAlias to supply an AZ::IO::FixedMaxPath

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Replaced usage of the @projectproductassets@ alias with @engroot@ when referring to the LmbrCentral source folder in the CopyDependencyBuilderTest and the SeedBuilderTests

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the ScriptCanvas Upgrade Tool to output backed up files to the
Project User Path instead of the engine root

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixed whitespacing issues in Application.cpp

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Remove unnecessary creation of a FixedMaxPath in the UpgradeTool.cpp

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Modified testSeedFolder variable in the SeedBuilderTests to use the
@engroot@ alias instead of @projectproductassets@/.. alias when
referring to the LmbrCentral Gem source path

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated references to the Project Asset Cache in the PythonTests.

Those tests no longer use the logic `azlmbr.paths.projectroot / "Cache" / "pc"` to retrieve a path to the cache root but instead the `azlmbr.paths.projectproductassets` constant

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixed the FileIO Deprecated Alias test on Windows

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removing @projectsourceassets@ alias, as it is only used once.

Updated the PhysX EditorSystemComponent.cpp to query the ProjectPath
form the SettingsRegistry.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Replaced @projectproductassets@ alias with @products@

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Rollback changes to the PhysX EditorSystemComponent.cpp

The changes to use the ProjectPath from the SettingsRegistry has been implemented in PR #4497

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
4 years ago
galibzon 643bd84739
Create helper function for getting threads per (#4480)
* Create helper function for getting threads per
group from a compute shader

Added GetComputeShaderNumThreads() functions to RPIUtils.
By default the function returns 1, 1, 1 in case of errors.

Updated existing code that was looking for 'numthreads' attribute data
with the new GetComputeShaderNumThreads() API.

Signed-off-by: garrieta <garrieta@amazon.com>
4 years ago
hershey5045 d8549f9566
Merge branch 'development' into Atom/rbarrand/MaterialVersionUpdate 4 years ago
Tommy Walton 256564a3e0
Model Hot-Reloading (#4304)
* Added a ModelReloader class that handles reloading the hierarchy of assets in the correct order. A ModelReloaderSystem that is used to make sure there is only one ModelReloader at a time for a given asset. Modified the Model, ModelLodAsset, and Buffer assets to not automatically reload, and instead handle reloads manually via AssetCatalog events. Modified the MeshLoader to kick off a reload via the ModelReloaderSystem whenever a model asset is added or changed.

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

* Comment updates

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

* Minor naming and comment updates based on PR feedback

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

* Correcting previous commit. I flipped == to != when switching from count to find, when it should have stayed ==

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

* Updating RenderCommon header

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

* Removing unneeded headers

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

* Reverting RayTracingFeatureProcessor change following Doug's guidance. This logic was tricky to get right initially, and leads to TDR when incorrect, so leaving as is.

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

* Removing a tab

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

* Added missing #include for AssetId

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

* Adding missing RTTI header

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

* Include ModelAsset definition intead of forward declaring it to avoid a static assert on Linux

Signed-off-by: amzn-tommy <waltont@amazon.com>
4 years ago
rgba16f [Amazon] e1c49e436d
convert atom to task graph (#4230)
* Intial attempt to convert the Atom/RHI/FrameScheduler to use the new TaskGraph api

Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>

* Avoid enqueuing work on the active task thread if the submitted task
graph is waitable

When submitting a task graph, supplying a wait event implies that
dependent jobs must occur on threads that do not wait on the event (in
the absence of work stealing). This change prevents this by adding a
notion of a task thread enable/disable state, and prohibiting dependent
jobs from being enqueued on waiting threads.

Signed-off-by: Jeremy Ong <jcong@amazon.com>

* Convert RPI/Scene to use TaskGraph pass 1, Culling jobs remain on the old system

Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>

* RemoveTask Graph changes from the FrameScheduler::ExecuteGroups, use old job system instead

Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>

* Per review, removing commented out code

Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>

* Cleanup debug code, & build fix

Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>

* Add a cvar & interface to query whether to use jobs or task graph

Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>

* Make TaskGraph assert if you try to wait inside a job

Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>

* Fix TaskTest SpawnSubgraph to account for the new TaskGraphEvent assert on wait in a running task

Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>

* 3 minor cleanups. 1) Events always store a ptr to their executor 2) Fix clang compile error 3) remove an early out.

Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>

* Fix double group end that was causing assert/crash plus misc minor diff's with development

Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>

* Fix deallocation failure on deactivation of the TaskGraphSystemComponent. Also make the system component account for multiple creation in Unit Tests.

Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>

* Update with PR feedback
1) Rename UseTaskGraph to IsTaskGraphActive & update related code
2) prefer TaskExecutor::SetInstance
3) add comments and remove commented out code

Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>

* Fix incorrect RTTI name for TaskGraphActiveInterface

Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>

* Move TaskGraphSystemComponent CRC calculation to a shared variable

Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>

Co-authored-by: Jeremy Ong <jcong@amazon.com>
4 years ago
santorac c0d8020786 Merge branch 'development' into Atom/santorac/RemixableMaterialTypes 4 years ago
SergeyAMZN 08e020f2b1
Merge pull request #4251 from aws-lumberyard-dev/nvsickle/RevertFrameTimer
Revert "Refresh rate driven rendering tick logic (#3375)"
4 years ago
santorac 62e268bec7 Merge branch 'development' into Atom/santorac/RemixableMaterialTypes 4 years ago
Artur K f44169f7fa
Cleanup SerializeContext.h pt.1 (#4264)
* Remove AssetSerializer inclusion from SerializeContext header

Moved a few Reflect methods to new cpp files.

In addition, some preparations for further header dependency reductions.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix smoke test lua failures.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Windows build fixes.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Missing license headers

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix white-space issues.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Code review fix for AzToolsFramework/AssetEditor/AssetEditorBus.h

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix inheritance list wrapping broken by older clang-format

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
4 years ago
santorac 3753ee6f1c Merge remote-tracking branch 'upstream/development' into Atom/santorac/RemixableMaterialTypes 4 years ago
santorac c8d2f74ca1 Added backward-compatible support for the old "id" key in material type files, which is being renamed to "name".
This required the use of custom serializers, because the JSON serialization system does not have any means of supporting field name aliases through SerializeContext.

Testing: RPI unit test pass and AtomSampleViewer material screenshot test script passes.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
Robin 2607b3471a Resolve PR comments. Add unit tests.
Signed-off-by: Robin <rbarrand@amazon.com>
4 years ago
rbarrand 59031d2f17 Enable material version updates.
Signed-off-by: Robin <rbarrand@amazon.com>
4 years ago
Jeremy Ong a3cc8845dd Disable Vulkan PDB generation and fix D3D12 PDBs
Vulkan PDBs are currently broken because debug data isn't stripped from
the shader binary. Furthermore, sub-id hashing is broken because sub-ids
count from 1 which generates a collision on the first sub-object.
Changing the default value for the sub-id argument resolves this.

Signed-off-by: Jeremy Ong <jcong@amazon.com>
4 years ago
nvsickle bcfe3d3878 Revert "Refresh rate driven rendering tick logic (#3375)"
This reverts commit db63dcbcd9.

Signed-off-by: nvsickle <nvsickle@amazon.com>
4 years ago
santorac c2abd2d74f Updated the naming convention for material property "names" vs "IDs".
A "property name" is the name of the just the property without regard to the group that it's in. A "group name" is the name of the group. And a "property ID" is the full unique name of a property in the form "groupName.propertyName". This is important preparation for upcoming changes where property sets can contain other property sets, and property IDs can be arbitrarily long like "layer1.baseColor.factor" for example.

The naming changes include variables, some code comments, and the .materialtype file format. I was able to make these changes in a backward compatible way so a property or group "id" field has been replaced with a "name" field, but "id" is still supported for compatibility. StandardPBR, EnhancedPBR, StandardMultilayerPBR, and Skin have all been updated. Note that MinimalPBR has not been updated, proving that backward compatibility works. (We can update this one too at some point though).

Testing:
Opened up materials in the material editor.
Ran AtomSampleViewer in dx12 and vulkan with no new failures.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
santorac bd0032a6d1 Fixed a recently introduced Material initialization bug.
An early-return in Material::SetPropertyValue was breaking initialization because Init() was called multiple times, and on subsequent initializations the property values weren't getting reset.
Added a unit test to ensure this kind of thing doesn't happen again.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
santorac 5b04183b4e
Material System Reports Warnings About PSO-Impacting Changes
Merge pull request #4102 from aws-lumberyard-dev/Atom/santorac/WarnOnMaterialPsoChanges

These changes make material system report warnings when gameplay scripts attempt to change PSO-impacting material properties at runtime. So far the material system has always allowed any properties to be changed at runtime, including those that affect Pipeline State Objects (PSOs), as this is supported on several platforms. But some platforms require that Pipeline State Objects be pre-compiled and shipped with the game. At some point we will need to add new restrictions that limit what material properties can be changed at runtime. In the meantime, these warnings should alert users to avoid this, as the functionality likely won't be supported in the future.

- Made the Material and LuaMaterialFunctor classes configurable to report errors or warnings when material properties modify Pipeline State Objects. This is controlled by a new "MaterialPropertyPsoHandling" enum.
- Made the EditorMaterialComponent override PSO handling as Enabled, to prevent warnings when the user is editing material instance property overrides. This requried a new MaterialComponentNotificationBus bus message "OnMaterialInstanceCreated".
- Added a new ScopedValue utility class that simply sets a value when it goes out of scope.
- Removed unnecessary GetMaterialPropertyDependencies member from material functor context classes, as this is already available as part of the functor itself.
- Made Material::SetPropertyValue return early when the property value hadn't actually changed. Besides being more efficientn, this prevents unnecessary spamming of the new warning.
- Made a couple imporvements to material_find_overrides_demo.lua: 
  - Made the target material slot name configurable through an exposed component property. 
  - Fixed a timing issue where the assignmentId was invalid if FindMaterialAssignmentId is called too early.
4 years ago
santorac 48e0a9d5ff Merge remote-tracking branch 'upstream/development' into Atom/santorac/WarnOnMaterialPsoChanges 4 years ago
Esteban Papp ee2e728760 Merge branch 'development' into cmake/warn_virtual
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Nicholas Van Sickle db63dcbcd9
Refresh rate driven rendering tick logic (#3375)
* Implement sync interval and refresh rate API for RenderViewportWidget

Signed-off-by: nvsickle <nvsickle@amazon.com>

* Measure actual frame timings in the viewport info overlay.

Takes the median of the sum of (frame end - frame begin) to provide more a more representative view of when frames begin and end.

Note: Until VSync is internally supported by the event loop, this will produce nearly identical frame timings as the frame will spend as much time as needed synchronously waiting on a vblank.

Signed-off-by: nvsickle <nvsickle@amazon.com>

* Make frame timing per-pipeline, wire up refresh rate info to ViewportContext

Signed-off-by: nvsickle <nvsickle@amazon.com>

* POC: Frame limit pipeline rendering

Signed-off-by: nvsickle <nvsickle@amazon.com>

* Switch Editor tick to every 0ms to allow better tick accumulation behavior

Signed-off-by: nvsickle <nvsickle@amazon.com>

* Move RPISystemComponent to the tick bus, remove tick accumulation logic

Signed-off-by: nvsickle <nvsickle@amazon.com>

* Add `AddToRenderTickAtInterval` to RenderPipeline API

This allows a pipeline to update at a set cadence, instead of rendering every frame or being directly told when to tick.

Signed-off-by: nvsickle <nvsickle@amazon.com>

* Make ViewportContext enforce a target framerate

-Adds GetFpsLimit/SetFpsLimit for actively limiting FPS
-Calculates a render tick interval based on vsync and the vps limit and updates the current pipeline

Signed-off-by: nvsickle <nvsickle@amazon.com>

* Add r_fps_limit and ed_inactive_viewport_fps_limit cvars

Signed-off-by: nvsickle <nvsickle@amazon.com>

* Quick null check from a crash I bumped into

Signed-off-by: nvsickle <nvsickle@amazon.com>

* Fix off-by-one on FPS calculation (shouldn't include the not-yet-rendered frame)

Signed-off-by: nvsickle <nvsickle@amazon.com>

* Clarify frame time begin initialization

Signed-off-by: nvsickle <nvsickle@amazon.com>

* Fix TrackView export.

Signed-off-by: nvsickle <nvsickle@amazon.com>

* Address some reviewer feedback, revert RPISystem API change, fix CPU profiler.

Signed-off-by: nvsickle <nvsickle@amazon.com>

* Add g_simulation_tick_rate

Signed-off-by: nvsickle <nvsickle@amazon.com>

* Address review feedback, make frame limit updates event driven

Signed-off-by: nvsickle <nvsickle@amazon.com>

* Remove timestamp update from ComponentApplication::Tick

Signed-off-by: nvsickle <nvsickle@amazon.com>
4 years ago
santorac 51f101748d These changes make material system report warnings when gameplay scripts attempt to change PSO-impacting material properties at runtime. So far the material system has always allowed any properties to be changed at runtime, including those that affect Pipeline State Objects (PSOs), as this is supported on several platforms. But some platforms require that Pipeline State Objects be pre-compiled and shipped with the game. At some point we will need to add new restrictions that limit what material properties can be changed at runtime. In the meantime, these warnings should alert users to avoid this, as the functionality likely won't be supported in the future.
- Made the Material and LuaMaterialFunctor classes configurable to report errors or warnings when material properties modify Pipeline State Objects. This is controlled by a new "MaterialPropertyPsoHandling" enum.
- Made the EditorMaterialComponent override PSO handling as Enabled, to prevent warnings when the user is editing material instance property overrides. This requried a new MaterialComponentNotificationBus bus message "OnMaterialInstanceCreated".
- Removed unnecessary GetMaterialPropertyDependencies member from material functor context classes, as this is already available as part of the functor itself.
- Made Material::SetPropertyValue return early when the property value hadn't actually changed. Besides being more efficientn, this prevents unnecessary spamming of the new warning.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
srikappa-amzn b2963f2bc1
Renamed AtomMaxFileSize to DefaultMaxFileSize (#4067)
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
4 years ago
Esteban Papp 5965760612 Merge branch 'development' into cmake/warn_virtual
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Qing Tao d9cbc97ec0
ATOM-16063 Remove SetShaderResourceGroupCallback in scene and update scene srg handling (#3969)
ATOM-16273 Compiling SceneSRG before updating it can cause a gpu crash

Changes include:
1. Removed Scene::SetShaderResourceGroupCallback() function and clean up code which use this function.
2. Moved SceneTimeSrg.azsli to RPI's DefaultSceneSrg folder and setup the constants in RPI::Scene
3. Add AZ::Event for Scene's update srg event which features and update scene srg at proper place
4. UpdateTransformServcie FP to use PrepareSceneSrg event handler.
5. Clean up shaders and srgs used in project templates.

Signed-off-by: Qing Tao <qingtao@amazon.com>
4 years ago
Esteban Papp 9f6d4125b8 Merge branch 'development' into cmake/warn_virtual
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
AMZN-koppersr a62cb8cf2b
Merge pull request #3999 from aws-lumberyard-dev/Prefab/IncreaseReadFileSizeLimit
Set max file size limits for AZ::JsonSerializationUtils::ReadJsonFile and AZ::Utils::ReadFile
4 years ago
Esteban Papp f414cd3966 More fixes
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
srikappa-amzn 1e7af75d94 Merge branch 'development' into Prefab/IncreaseReadFileSizeLimit
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
4 years ago
Esteban Papp d58bda5bbf WIP
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago