* 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>
* 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>
* 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>
* 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>
* Hair
- First introduction of Hair gem to Atom and O3DE
- The hair technology is based off TressFX 4.1
- These are some of the areas we enhanced the original TressFX implementation:
- Lighting model was replaced and we now use a modified Marschner model
- Blending is done directly with the back buffer removing the silhouette of the original implementation
- Hair depth / thickness is now calculated to remove incorrect back lighting (TT lobe in the Marschner model)
- Thickness corrected to handle hair gaps hence introducing better light passage for the TT
- The hair is fully integrated into the Atom pipeline and structure design
- Usage of single shared buffer for the computer buffers reduces barriers sync overhead
Remarks:
- Collisions via SDF compute are to be introduced soon
- Improved shortcut rendering method ala Eidos Montreal to be introduced soon
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - code clean pass
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - EMFX Actor visibility implementation
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - COnnecting hair passes to Atom's MainPipeline.pass
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - adding dedicated thumbnail pipeline that does not include the hair gem
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - changed Atom shader files to allow hooking the hair to the lighting data structures
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixed a few headers to have the latest O3DE license + verification fixes
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - enabling editor component only when tool pipline is built + default texture add
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixing Linux and Android compilation builds
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - another files change to make Linux compile
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - more Linux and Android build fixes
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair
- Adding usage of fallback white texture
- Removing invalid null assignments into vectors
- Removing redundant mutex preventing deletion on some platforms
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair
- Shame: removed forgoten #pragma optimize
- Adding header complained by Android
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - removing the Hair Gem connection in the active project.
- This submission removes the connection to the active project hence allowing to run without the Gem. Enable the passes in MainPipeline.pass and declare them again when you want to use the Gem.
Remark: the gem file PassTemplates.azasset was renamed and will be connected via code in the future to avoid the need to declare in the global pass template.
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - registrating gem pass templates through the gem templates file (#198)
* Hair - registrating gem pass templates through the gem templates file
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - adding handler disconnect for the pass template registration.
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - PPLLIndexCounter buffer going data driven via the pass declarations (#202)
* Hair - PPLLIndexCounter buffer going data driven via the pass declaration
- Moving PPLLIndexCounter from code allocation and attachment to be data driven
- Fixed RPI typo bug that can prevent using buffers like that
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixing UI Editor (LYShine) crash (#209)
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair - resolved the multi pipeline mismatches and crashes + cleaned initialization & leftovers (#222)
* [Hair] - multiple render pipelines handling
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair] - Shut down order is handle to allow hair feature processor be deregistered only after the bootstrap component has disabled it
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair] - minor cleanups
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair] - followups from review nits
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - code fixes based on the CR remarks for the Hair merge to Dev (#248)
* Hair
- First introduction of Hair gem to Atom and O3DE
- The hair technology is based off TressFX 4.1
- These are some of the areas we enhanced the original TressFX implementation:
- Lighting model was replaced and we now use a modified Marschner model
- Blending is done directly with the back buffer removing the silhouette of the original implementation
- Hair depth / thickness is now calculated to remove incorrect back lighting (TT lobe in the Marschner model)
- Thickness corrected to handle hair gaps hence introducing better light passage for the TT
- The hair is fully integrated into the Atom pipeline and structure design
- Usage of single shared buffer for the computer buffers reduces barriers sync overhead
Remarks:
- Collisions via SDF compute are to be introduced soon
- Improved shortcut rendering method ala Eidos Montreal to be introduced soon
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - code clean pass
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - EMFX Actor visibility implementation
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - COnnecting hair passes to Atom's MainPipeline.pass
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - adding dedicated thumbnail pipeline that does not include the hair gem
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - changed Atom shader files to allow hooking the hair to the lighting data structures
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixed a few headers to have the latest O3DE license + verification fixes
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - enabling editor component only when tool pipline is built + default texture add
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixing Linux and Android compilation builds
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - another files change to make Linux compile
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - more Linux and Android build fixes
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair
- Adding usage of fallback white texture
- Removing invalid null assignments into vectors
- Removing redundant mutex preventing deletion on some platforms
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair
- Shame: removed forgoten #pragma optimize
- Adding header complained by Android
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - removing the Hair Gem connection in the active project.
- This submission removes the connection to the active project hence allowing to run without the Gem. Enable the passes in MainPipeline.pass and declare them again when you want to use the Gem.
Remark: the gem file PassTemplates.azasset was renamed and will be connected via code in the future to avoid the need to declare in the global pass template.
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - registrating gem pass templates through the gem templates file (#198)
* Hair - registrating gem pass templates through the gem templates file
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - adding handler disconnect for the pass template registration.
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - PPLLIndexCounter buffer going data driven via the pass declarations (#202)
* Hair - PPLLIndexCounter buffer going data driven via the pass declaration
- Moving PPLLIndexCounter from code allocation and attachment to be data driven
- Fixed RPI typo bug that can prevent using buffers like that
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixing UI Editor (LYShine) crash (#209)
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair - resolved the multi pipeline mismatches and crashes + cleaned initialization & leftovers (#222)
* [Hair] - multiple render pipelines handling
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair] - Shut down order is handle to allow hair feature processor be deregistered only after the bootstrap component has disabled it
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair] - minor cleanups
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* [Hair] - followups from review nits
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - last fixes based on CR remarks
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* Hair - fixing AR
Signed-off-by: Adi-Amazon <barlev@amazon.com>
* adding Windows/release to PR-validation builds
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* changing trace back to expand to nothing for release
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* typo
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* more fixes
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* fixing some more unused variable cases
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* renaming file in ScriptCanvas that causes a msbuild warning
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* reverting a previous change
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Fix issues with seedlist for AutomatedTesting
Fixes error reporting so it will show the file hint in the tool.
Removes any missing assets from the .seed file.
Remove an unnecessary dependency from AutomatedTesting dependencies
file.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Make ArchiveComponent use AZ::IO::IArchive
Initial changes that will get the sychronous calls in ArchiveComponent
to use IArchive interface rather than external zip/7z tools.
Some of the asynchronous api are still in place, anything that wasn't
being used has been removed for now. This may change later if we move
towards all the api being asynchronous. Until then, we can't remove the
reliance upon the external archive tools completely.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Updates AZStd::thread constructors
Adds a variadic constructor which forwards args to the functor.
Because of our thread_desc extension, there was confusion on the
arugments, so the args were reordered to take the thread_desc first,
before the functor and args.
Also the thread_desc is taken as reference rather than by pointer.
Update callsites to account for this change.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Async operation of ArchiveComponent api
This sets up the ArchiveComponent to operate asynchronously. It uses
promise/future to transfer results to caller.
This is still broken, there's a few things that need to get fixed up,
but this is a good checkpoint for the work as it solidifies the api,
cleans up a bunch of unused code, and compiles.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Removes the platform-specific ArchiveComponen
These are no longer needed, as they control the direct interaction with
host OS tools like 7za.exe or /bin/zip.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Removes the platform-specific files from cmake
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Removes the 7za.exe (and legal notice)
This tool is no longer needed in the repo.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fixes usage of IArchive::GetFullPath()
This changed to return a PathView, updated to reflect that.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fix promises and threads
Make sure promises are only set exactly once. This meant reworking some
of the initial error checking.
Detach threads when created. Adds [[nodiscard]] to the functions that
return a future. Since threads are detached, the future is the main way
to get communication from the thread.
Clean up interface, add comments.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* More edits to thread creation
Changes to thread construction to account for parameter change.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fix some remaining issues with ArchiveComponent
Put created threads inside a container, then join them at Deactivate.
Fix asset bundler case when injecting a file with no working directory.
Fix thread constructor that applies args to a function.
Fix lambdas to take string args by value rather than reference.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fixes some remaining bugs in ArchiveComponent
Open archive as read-only during extract & list operations.
Fixes paths issues.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fix initialize of opaque thread handle in thread_UnixLike.h
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed unused variable in AssetBundleComponent.cpp to fix compiler warning
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix some issues with archives
File paths in the CDR and the local headers need to match, but there
were issues with path separators and case that made it possible to get
invalid headers errors in some archives.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Adds some new ArchiveComponent unit tests
Adds new tests for extraction of archive and adding files from a file
list to an archive.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fix file data offset issues when opening archives
When opening an INestedArchive it would run through the CDR headers to
create file entries in the zip cache. The offsets to the compressed
data were being calculated incorrectly because they were using the CDR
headers rather than jumping to the local file headers and getting
offsets from those sizes.
Removed and refactored some archive validation flow and zip cache
factory init methods to either init default or init w/ additional
validation checks.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Addresses PR feedback
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Address more points of feedback in PR
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Address additional PR feedback
Fixes up some error checks and uses of strings vs paths.
Enable archive component tests on Linux so we can see if they will
pass.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Address PR feedback
Change the INestedArchive interface to list files as AZ::IO::Path.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Disabling the ArchiveComponent tests on Linux
They failed so we will revisit them to attempt a fix.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Rename a member variable to be more accurate
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Address feedback on PR
Bump version of Archive Components for serialize context.
Improve error messages during archive open and validation.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Revert recent changes
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* 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>
Merge pull request #4207 from aws-lumberyard-dev/Atom/santorac/RemixableMaterialTypes
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. All material types have been updated to use "name" instead of "id". If any users have made custom material types, they will need to search and replace "id" with "name" (there probably aren't many of these in the wild, and fixing any that do exist will be a very simple change, not worth the cruft of keeping backward compatibility code around IMO).
Testing:
Opened up materials in the material editor.
Ran AtomSampleViewer in dx12 and vulkan with no new failures.
RPI unit tests.
Signed-off-by: santorac 55155825+santorac@users.noreply.github.com
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>
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>
- Removed all unnecessary includes to Atom CpuProfiler.h
- Added includes to AzCore Profiler.h where necessary
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
- Added new interface type AZ::Debug::Profiler to externally register profiler systems
- Modified the Atom CPU profiler to register as an AzCore profiler
-- This allows full engine markers to be visualized in the associated ImGui tool
- Converted all AZ_ATOM_PROFILE_* macros to use AZ_PROFILE_* macros instead
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
This revealed that the approach of reflecting both the old "id" and the new "name" would not work, because whenn saving it would write out both fields. So I decied to just give up on backward compatibility. This will be much cleaner than trying to continue supporting "id" as a field name, it is uncommon for users to make their own material types at this point, and if they have made some it is very easy to search and replace "id" with "name" update their files.
All .materialtype files have been updated. RPI unit tests now pass. ASV still passes.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
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>
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>
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.
• Inspector is locked to a specific entity and material assignment ID
• All modifications are made via the material component request bus
• Removed complicated configuration management in editor material component
• Multiple material property inspectors can be opened
• Multiple materials across different entities can be edited simultaneously
• No longer blocks the viewport or other interactions
• Added functions to material component request bus for retrieving material slot labels, default materials, getting and setting property and UV overrides
• Added more asset related types to material property value conversion from any
• Added support for static heading widget on top of atom tools inspector, currently used for menus and messages
WIP: Still investigating intermittent crash because of corrupt asset property
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
* 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>
- 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>
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>
Many of these are just extra noise in the profile, but the one in Archive.cpp could also cause PIX to crash.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>