b176697ce9
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.
178 lines
7.5 KiB
C++
178 lines
7.5 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
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#include <Atom/RPI.Reflect/Material/MaterialPropertiesLayout.h>
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#include <Atom/RPI.Reflect/Material/MaterialFunctor.h>
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#include <Atom/RPI.Reflect/Asset/AssetHandler.h>
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#include <Atom/RPI.Public/Shader/ShaderReloadDebugTracker.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/RTTI/BehaviorContext.h>
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#include <AzCore/Component/TickBus.h>
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namespace AZ
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{
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namespace RPI
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{
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const char* MaterialAsset::DisplayName = "MaterialAsset";
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const char* MaterialAsset::Group = "Material";
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const char* MaterialAsset::Extension = "azmaterial";
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void MaterialAsset::Reflect(ReflectContext* context)
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{
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if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
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{
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serializeContext->Class<MaterialAsset, AZ::Data::AssetData>()
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->Version(9)
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->Field("materialTypeAsset", &MaterialAsset::m_materialTypeAsset)
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->Field("propertyValues", &MaterialAsset::m_propertyValues)
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;
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}
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}
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MaterialAsset::MaterialAsset()
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{
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}
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MaterialAsset::~MaterialAsset()
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{
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MaterialReloadNotificationBus::Handler::BusDisconnect();
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Data::AssetBus::Handler::BusDisconnect();
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AssetInitBus::Handler::BusDisconnect();
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}
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const Data::Asset<MaterialTypeAsset>& MaterialAsset::GetMaterialTypeAsset() const
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{
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return m_materialTypeAsset;
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}
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const ShaderCollection& MaterialAsset::GetShaderCollection() const
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{
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return m_materialTypeAsset->GetShaderCollection();
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}
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const MaterialFunctorList& MaterialAsset::GetMaterialFunctors() const
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{
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return m_materialTypeAsset->GetMaterialFunctors();
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}
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const AZ::Data::Asset<ShaderResourceGroupAsset>& MaterialAsset::GetMaterialSrgAsset() const
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{
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return m_materialTypeAsset->GetMaterialSrgAsset();
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}
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const AZ::Data::Asset<ShaderResourceGroupAsset>& MaterialAsset::GetObjectSrgAsset() const
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{
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return m_materialTypeAsset->GetObjectSrgAsset();
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}
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const MaterialPropertiesLayout* MaterialAsset::GetMaterialPropertiesLayout() const
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{
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return m_materialTypeAsset->GetMaterialPropertiesLayout();
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}
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AZStd::array_view<MaterialPropertyValue> MaterialAsset::GetPropertyValues() const
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{
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return m_propertyValues;
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}
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void MaterialAsset::SetReady()
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{
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m_status = AssetStatus::Ready;
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// If this was created dynamically using MaterialAssetCreator (which is what calls SetReady()),
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// we need to connect to the AssetBus for reloads.
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PostLoadInit();
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}
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bool MaterialAsset::PostLoadInit()
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{
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if (!m_materialTypeAsset.Get())
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{
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AssetInitBus::Handler::BusDisconnect();
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// Any MaterialAsset with invalid MaterialTypeAsset is not a successfully-loaded asset.
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return false;
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}
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else
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{
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Data::AssetBus::Handler::BusConnect(m_materialTypeAsset.GetId());
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MaterialReloadNotificationBus::Handler::BusConnect(m_materialTypeAsset.GetId());
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AssetInitBus::Handler::BusDisconnect();
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return true;
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}
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}
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void MaterialAsset::OnMaterialTypeAssetReinitialized(const Data::Asset<MaterialTypeAsset>& materialTypeAsset)
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{
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// When reloads occur, it's possible for old Asset objects to hang around and report reinitialization,
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// so we can reduce unnecessary reinitialization in that case.
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if (materialTypeAsset.Get() == m_materialTypeAsset.Get())
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{
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ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->MaterialAsset::OnMaterialTypeAssetReinitialized %s", this, materialTypeAsset.GetHint().c_str());
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// MaterialAsset doesn't need to reinitialize any of its own data when MaterialTypeAsset reinitializes,
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// because all it depends on is the MaterialTypeAsset reference, rather than the data inside it.
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// Ultimately it's the Material that cares about these changes, so we just forward any signal we get.
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MaterialReloadNotificationBus::Event(GetId(), &MaterialReloadNotifications::OnMaterialAssetReinitialized, Data::Asset<MaterialAsset>{this, AZ::Data::AssetLoadBehavior::PreLoad});
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}
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}
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void MaterialAsset::ReinitializeMaterialTypeAsset(Data::Asset<Data::AssetData> asset)
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{
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Data::Asset<MaterialTypeAsset> newMaterialTypeAsset = { asset.GetAs<MaterialTypeAsset>(), AZ::Data::AssetLoadBehavior::PreLoad };
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if (newMaterialTypeAsset)
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{
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// The order of asset reloads is non-deterministic. If the MaterialAsset reloads before the
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// MaterialTypeAsset, this will make sure the MaterialAsset gets update with latest one.
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// This also covers the case where just the MaterialTypeAsset is reloaded and not the MaterialAsset.
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m_materialTypeAsset = newMaterialTypeAsset;
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// Notify interested parties that this MaterialAsset is changed and may require other data to reinitialize as well
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MaterialReloadNotificationBus::Event(GetId(), &MaterialReloadNotifications::OnMaterialAssetReinitialized, Data::Asset<MaterialAsset>{this, AZ::Data::AssetLoadBehavior::PreLoad});
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}
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}
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void MaterialAsset::OnAssetReloaded(Data::Asset<Data::AssetData> asset)
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{
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ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->MaterialAsset::OnAssetReloaded %s", this, asset.GetHint().c_str());
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ReinitializeMaterialTypeAsset(asset);
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}
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void MaterialAsset::OnAssetReady(Data::Asset<Data::AssetData> asset)
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{
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// Regarding why we listen to both OnAssetReloaded and OnAssetReady, see explanation in ShaderAsset::OnAssetReady.
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ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->MaterialAsset::OnAssetReady %s", this, asset.GetHint().c_str());
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ReinitializeMaterialTypeAsset(asset);
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}
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Data::AssetHandler::LoadResult MaterialAssetHandler::LoadAssetData(
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const AZ::Data::Asset<AZ::Data::AssetData>& asset,
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AZStd::shared_ptr<AZ::Data::AssetDataStream> stream,
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const AZ::Data::AssetFilterCB& assetLoadFilterCB)
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{
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if (Base::LoadAssetData(asset, stream, assetLoadFilterCB) == Data::AssetHandler::LoadResult::LoadComplete)
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{
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asset.GetAs<MaterialAsset>()->AssetInitBus::Handler::BusConnect();
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return Data::AssetHandler::LoadResult::LoadComplete;
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}
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return Data::AssetHandler::LoadResult::Error;
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}
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} // namespace RPI
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} // namespace AZ
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