Commit Graph

199 Commits (e9dd032a751ac0acfd512797fcbb7934a4b8c8d7)

Author SHA1 Message Date
Gene Walters f905b71844 Adding missing o3de copyright headers
Signed-off-by: Gene Walters <genewalt@amazon.com>
5 years ago
Gene Walters 4e14c0069b Merge branch 'upstream/stabilization/2106' into genewalt/gitflow_210628 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
Chris Santora 7c2f5890b6
Removed unused shader "2" files
Removed unused shader "2" files

Removed unused shader "2" files that were part of a redesign effort, which is now complete on the development branch. These files are not needed for the upcoming release and could cause confusion for other developers.

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.

See also https://github.com/aws-lumberyard/o3de-atom-sampleviewer/pull/142

Merge pull request #1585 from aws-lumberyard-dev/santorac/stabilization/2106/RemoveShader2-ATOM-15837
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
Chris Santora 81247aa0e8 Removed unused shader "2" files that were part of a redesign effort, which is now complete on the development branch. These files are not needed for the upcoming release and could cause confusion for other developers.
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.
5 years ago
Mike Balfour 567156b85a
[ATOM-4343] Temporary fix for vegetation raycasts until full solution is implemented. (#1572)
Currently, the first time a raycast is attempted for a model, the raycast will fail and the model's kdtree will asynchronously get built.  This breaks the vegetation system, which expects the queries to always work.  This adds in a brute-force fallback for use while the kdtree is building.  However, other use cases like the Editor mouse cursor selection raycast still should get the current "silent failure" behavior, because otherwise the Editor will lock up for several seconds the first time the mouse moves over an extremely complex model.
5 years ago
moudgils 65f8182520
Fix mac image preview pass. ImagePreviewPass correctly uses the swapchain texture to render into. (#1566)
* Fix ImagePreviewPass on Mac + minor cleanup
5 years ago
moudgils 0e3127240f
Enable 16 byte alignment for root constants and a minor cleanup (#1522)
* Enable 16 byte alignment for root constants 
* Switching to R8G8B8A8_UINT for dummy stream buffers
* Clamping min values for scissor/viewport for fullscreen pass
5 years ago
Steve Pham 70042fcdcd
O3DE Copyright Updates for Linux Foundation (#1504) 5 years ago
Doug McDiarmid 1221b0f74f Minor formatting change. 5 years ago
Doug McDiarmid d98ad8eda8 Fix for FullscreenTrianglePass viewport and scissor state (author: moudgils). 5 years ago
Chris Santora eda64b2d4c Cherrypicked fix for "Failed to find builder dependency" error message.
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.
5 years ago
Chris Santora b3eb54e9c9
Fixed shader and material "Failed to find builder dependency" errors
Fixed shader and material "Failed to find builder dependency" errors

Merge pull request #1462 from aws-lumberyard-dev/santorac/stabilization/2106/MissingDependencyWarnings-ATOM-15136

Fixed a couple builders to avoid adding job dependencies on source files that don't exist.

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

Testing: 
- Deleted and rebuild the ASV cache a few times. 
- Ran through a few different scenarios of adding and removing referenced files in the project folder and gem folder. Covering...
  - Parent materials
  - Material types
  - Material functors
- I discovered a particular scenario that produces incorrect results, but I verified the scenario fails without my changes too: LYN-4757
- Opened a few levels in AtomTest.
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
Chris Santora 71525ce601 Merge remote-tracking branch 'upstream/stabilization/2106' into santorac/stabilization/2106/MissingDependencyWarnings-ATOM-15136 5 years ago
hershey5045 f6768ea880
Fix camera issue causing it to block component property changes in editor (#1466) 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
moudgils 4f84ec90d3
Various new metal fixes (#1465)
* - Fix the second window related tabbing issue
- Merge calls to UseResoources acrooaa all the SRGs
- Move SamplerCache to the device to ensure only one cache to reduce duplication
- Fixes to compute threading numbers getting reset to 0,0,0
- Cleanup withing BufferPoolResolver
- Argument buffers are now queued to be cleaned up upon shutdown
5 years ago
Benjamin Jillich 7d5a7b47ac
[LYN-3717] When pulling in an actor FBX, two entities are spawned & [ATOM-15258] Clicking and Dragging fbx file into viewport produces 2 entities (#1392)
* [LYN-3717] When pulling in an actor FBX, two entities are spawned & [ATOM-15258] Clicking and Dragging fbx file into viewport produces 2 entities
* Added another operation to the CanSpawnEntityForProduct that checks the other products and can veto the creation process.
* The model product will not create an entity in case there is already an actor exported, which prevents the issue reported by two different teams/users.
5 years ago
Doug McDiarmid cd173905a8 Added comment. 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
Chris Santora b7f6b57e16 Fixed a couple builders to avoid adding job dependencies on source files that don't exist.
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
5 years ago
Doug McDiarmid 5137a8aec5 Added a new MSAAResolveFullScreenPass which will disable itself in non-MSAA pipelines.
Changed MSAAResolvePass to disable itself in non-MSAA pipelines.
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
nvsickle dc3d1dc010 Restore connections in ShaderVariant::Init 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
nvsickle 6f244474b5 Remove double Shader init call 5 years ago
nvsickle ea3adc8405 Fix several merge conflicts and auto-formatting issues 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
galibzon 1097cb7ce3
[ATOM-14935] MaterialHotReloadTest Fails On Second Try (#1384)
[ATOM-14544] Add Reset() function to IShaderVariantFinder

ShaderVariantAsyncLoader::Reset() now Shutdown and Init(). It clears
the cache of ShaderVariantAssets it keeps in memory.

Signed-off-by: garrieta <garrieta@amazon.com>
5 years ago
Chris Santora 688c5d1052 Merge remote-tracking branch 'upstream/stabilization/2106' into santorac/stabilization/2106/HotReloadFixes 5 years ago
Chris Santora b176697ce9 Fixed ATOM-14613 Baseviewer MatertialHotReloadTest fails to change the color after turning blending on and off
The problem was...
After a MaterialAsset reload, there could be two different versions of the MaterialAsset in memory: the old one and the reloaded one. The old one is still connected to buses and can send reinitialization messages when other things reload or reinitialize. So when the shader asset reloaded, both the old and new MaterialAsset were sending reinitialization messages. Material::OnMaterialAssetReinitialized was using the materialAsset parameter to initialize the Material, and the latest call to OnMaterialAssetReinitialized was for the *old* MaterialAsset.

The solution is to use the m_materialAsset member when reinitializing the Material. I also added checks in a couple places to skip unnecessary reinitialization, and added comments in the bus headers to warn developers about this issue.

Testing: Added a new step to ASV's MaterialHotReloadTest.bv.lua script for the error scenario, and this now passes. Ran ASV full test suite, both dx12 and vulkan, only known issues occurred.
5 years ago
Qing Tao 7b0d2aac03
Fixed potential crash if an attachment binding doesn't connect to an attachment. (#1373) 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 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
Chris Santora 56cf345dba Fixed an issue where vulkan shaders didn't work in AtomSampleViewer because the correct API data wasn't being selected. 5 years ago
Chris Santora 982406d4d5 Fixed race conditions that could prevent successful hot-reload of shaders.
ATOM-15728 Shader Hot Reload Fails in Debug Build

The main change was to add OnAssetReady handlers to each of the asset classes. See comments in ShaderAsset::OnAssetReady for a detailed explanation. In short, OnAssetReloaded gets missed while assets are being reloaded at the same time on multiple threads, but OnAssetReady is always called whenever connecting to the AssetBus because of its AssetConnectionPolicy.

The above change required the addition of a new AssetInitBus to call the PostLoadInit() functions. Because OnAssetReady connects to buses that are not mutex-protected, they have to be connected on the main thread. AssetInitBus::PostLoadInit is called every frame in RPISystem::SimulationTick. All Atom's asset handlers that need to do post-load initialization must connect to the AssetInitBus, and the asset will disconnect itself after initialization is complete.

We also need the Shader class to handle OnShaderAssetReinitialized to properly handle the shader reload.

With these changes I can click back and forth between "Blending On" and "Blending Off" many times (like 20 times) without issue.
5 years ago
Santora 406792606b I missed one spot that needs to print the address. 5 years ago
Santora 00062430a2 Updated the usage of ShaderReloadDebugTracker to include the address of the object. This is necessary for debugging where multiple assets may be reloading at the same time. Also added a Printf function for generic messages at the current indent level.
This is specifically in support of:
ATOM-14613 Baseviewer MatertialHotReloadTest fails to change the color after turning blending on and off
ATOM-15728 Shader Hot Reload Fails in Debug Build
5 years ago
Anton Michels 28d4c259c1
Fixing pass binding issue
Fixing pass binding issue that breaks certain ASV screenshot tests. Should also fix a crash on mac that was reported.
5 years ago
galibzon 1d8f1da213
Fix automation bug caused by unexpected AZ_Error string: (#1269)
[Pass LookModificationComposite] Could not bind shader buffer index
'm_eyeAdaptation' because it has no attachment.

The error message is now ONLY reported if the RHI is not Null.

Signed-off-by: garrieta <garrieta@amazon.com>
5 years ago
michabr 6584e1290b
Reenable LyShine mask support now using Atom (#1218)
* Add option to set stencil ref in Dynamic Draw Context

* Add depth/stencil attachment slot to UI pass

* Rework mask rendering to use Atom

* Add missing circle mask image
5 years ago
galibzon cc615a8f32
[ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Funct… (#1079)
* [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>
5 years ago
antonmic ef87ce094a Fixing pass binding issue that breaks certain ASV screenshot tests. Should also fix a crash on mac that was reported. 5 years ago