Files
o3de/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Thumbnails/Rendering/ThumbnailRendererSteps/InitializeStep.cpp
T
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>
2021-09-10 10:38:16 -07:00

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C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <AzCore/Math/MatrixUtils.h>
#include <AzCore/EBus/Results.h>
#include <AzFramework/Components/TransformComponent.h>
#include <Atom/Feature/ImageBasedLights/ImageBasedLightFeatureProcessorInterface.h>
#include <Atom/Feature/PostProcess/PostProcessFeatureProcessorInterface.h>
#include <Atom/Feature/SkyBox/SkyBoxFeatureProcessorInterface.h>
#include <Atom/Feature/Utils/LightingPreset.h>
#include <Atom/RPI.Public/RenderPipeline.h>
#include <Atom/RPI.Public/Scene.h>
#include <Atom/RPI.Public/View.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
#include <Atom/RPI.Reflect/Model/ModelAsset.h>
#include <Atom/RPI.Reflect/System/RenderPipelineDescriptor.h>
#include <Atom/RPI.Reflect/System/SceneDescriptor.h>
#include <AtomLyIntegration/CommonFeatures/Material/MaterialComponentConstants.h>
#include <AtomLyIntegration/CommonFeatures/Mesh/MeshComponentConstants.h>
#include <AtomLyIntegration/CommonFeatures/Thumbnails/ThumbnailFeatureProcessorProviderBus.h>
#include <Thumbnails/Rendering/ThumbnailRendererData.h>
#include <Thumbnails/Rendering/ThumbnailRendererContext.h>
#include <Thumbnails/Rendering/ThumbnailRendererSteps/InitializeStep.h>
namespace AZ
{
namespace LyIntegration
{
namespace Thumbnails
{
InitializeStep::InitializeStep(ThumbnailRendererContext* context)
: ThumbnailRendererStep(context)
{
}
void InitializeStep::Start()
{
auto data = m_context->GetData();
data->m_entityContext = AZStd::make_unique<AzFramework::EntityContext>();
data->m_entityContext->InitContext();
// Create and register a scene with all required feature processors
RPI::SceneDescriptor sceneDesc;
AZ::EBusAggregateResults<AZStd::vector<AZStd::string>> results;
ThumbnailFeatureProcessorProviderBus::BroadcastResult(results, &ThumbnailFeatureProcessorProviderBus::Handler::GetCustomFeatureProcessors);
AZStd::set<AZStd::string> featureProcessorNames;
for (auto& resultCollection : results.values)
{
for (auto& featureProcessorName : resultCollection)
{
if (featureProcessorNames.emplace(featureProcessorName).second)
{
sceneDesc.m_featureProcessorNames.push_back(featureProcessorName);
}
}
}
data->m_scene = RPI::Scene::CreateScene(sceneDesc);
// Bind m_defaultScene to the GameEntityContext's AzFramework::Scene
auto* sceneSystem = AzFramework::SceneSystemInterface::Get();
AZ_Assert(sceneSystem, "Thumbnail system failed to get scene system implementation.");
Outcome<AZStd::shared_ptr<AzFramework::Scene>, AZStd::string> createSceneOutcome =
sceneSystem->CreateScene(data->m_sceneName);
AZ_Assert(createSceneOutcome, createSceneOutcome.GetError().c_str()); // This should never happen unless scene creation has changed.
data->m_frameworkScene = createSceneOutcome.TakeValue();
data->m_frameworkScene->SetSubsystem(data->m_scene);
data->m_frameworkScene->SetSubsystem(data->m_entityContext.get());
// Create a render pipeline from the specified asset for the window context and add the pipeline to the scene
RPI::RenderPipelineDescriptor pipelineDesc;
pipelineDesc.m_mainViewTagName = "MainCamera";
pipelineDesc.m_name = data->m_pipelineName;
pipelineDesc.m_rootPassTemplate = "MainPipelineRenderToTexture";
// We have to set the samples to 4 to match the pipeline passes' setting, otherwise it may lead to device lost issue
// [GFX TODO] [ATOM-13551] Default value sand validation required to prevent pipeline crash and device lost
pipelineDesc.m_renderSettings.m_multisampleState.m_samples = 4;
data->m_renderPipeline = RPI::RenderPipeline::CreateRenderPipeline(pipelineDesc);
data->m_scene->AddRenderPipeline(data->m_renderPipeline);
data->m_scene->Activate();
RPI::RPISystemInterface::Get()->RegisterScene(data->m_scene);
data->m_passHierarchy.push_back(data->m_pipelineName);
data->m_passHierarchy.push_back("CopyToSwapChain");
// Connect camera to pipeline's default view after camera entity activated
Name viewName = Name("MainCamera");
data->m_view = RPI::View::CreateView(viewName, RPI::View::UsageCamera);
Matrix4x4 viewToClipMatrix;
MakePerspectiveFovMatrixRH(viewToClipMatrix,
Constants::QuarterPi,
AspectRatio,
NearDist,
FarDist, true);
data->m_view->SetViewToClipMatrix(viewToClipMatrix);
data->m_renderPipeline->SetDefaultView(data->m_view);
// Create lighting preset
data->m_lightingPresetAsset = AZ::RPI::AssetUtils::LoadAssetByProductPath<AZ::RPI::AnyAsset>(ThumbnailRendererData::LightingPresetPath);
if (data->m_lightingPresetAsset.IsReady())
{
auto preset = data->m_lightingPresetAsset->GetDataAs<Render::LightingPreset>();
if (preset)
{
auto iblFeatureProcessor = data->m_scene->GetFeatureProcessor<Render::ImageBasedLightFeatureProcessorInterface>();
auto postProcessFeatureProcessor = data->m_scene->GetFeatureProcessor<Render::PostProcessFeatureProcessorInterface>();
auto exposureControlSettingInterface = postProcessFeatureProcessor->GetOrCreateSettingsInterface(EntityId())->GetOrCreateExposureControlSettingsInterface();
auto directionalLightFeatureProcessor = data->m_scene->GetFeatureProcessor<Render::DirectionalLightFeatureProcessorInterface>();
auto skyboxFeatureProcessor = data->m_scene->GetFeatureProcessor<Render::SkyBoxFeatureProcessorInterface>();
skyboxFeatureProcessor->Enable(true);
skyboxFeatureProcessor->SetSkyboxMode(Render::SkyBoxMode::Cubemap);
Camera::Configuration cameraConfig;
cameraConfig.m_fovRadians = Constants::HalfPi;
cameraConfig.m_nearClipDistance = NearDist;
cameraConfig.m_farClipDistance = FarDist;
cameraConfig.m_frustumWidth = 100.0f;
cameraConfig.m_frustumHeight = 100.0f;
AZStd::vector<Render::DirectionalLightFeatureProcessorInterface::LightHandle> lightHandles;
preset->ApplyLightingPreset(
iblFeatureProcessor,
skyboxFeatureProcessor,
exposureControlSettingInterface,
directionalLightFeatureProcessor,
cameraConfig,
lightHandles);
}
}
// Create preview model
AzFramework::EntityContextRequestBus::EventResult(data->m_modelEntity, data->m_entityContext->GetContextId(),
&AzFramework::EntityContextRequestBus::Events::CreateEntity, "ThumbnailPreviewModel");
data->m_modelEntity->CreateComponent(Render::MeshComponentTypeId);
data->m_modelEntity->CreateComponent(Render::MaterialComponentTypeId);
data->m_modelEntity->CreateComponent(azrtti_typeid<AzFramework::TransformComponent>());
data->m_modelEntity->Init();
data->m_modelEntity->Activate();
// preload default model
Data::AssetId defaultModelAssetId;
Data::AssetCatalogRequestBus::BroadcastResult(
defaultModelAssetId,
&Data::AssetCatalogRequestBus::Events::GetAssetIdByPath,
m_context->GetData()->DefaultModelPath,
RPI::ModelAsset::RTTI_Type(),
false);
AZ_Error("ThumbnailRenderer", defaultModelAssetId.IsValid(), "Default model asset is invalid. Verify the asset %s exists.", m_context->GetData()->DefaultModelPath);
if (m_context->GetData()->m_assetsToLoad.emplace(defaultModelAssetId).second)
{
data->m_defaultModelAsset.Create(defaultModelAssetId);
data->m_defaultModelAsset.QueueLoad();
}
// preload default material
Data::AssetId defaultMaterialAssetId;
Data::AssetCatalogRequestBus::BroadcastResult(
defaultMaterialAssetId,
&Data::AssetCatalogRequestBus::Events::GetAssetIdByPath,
m_context->GetData()->DefaultMaterialPath,
RPI::MaterialAsset::RTTI_Type(),
false);
AZ_Error("ThumbnailRenderer", defaultMaterialAssetId.IsValid(), "Default material asset is invalid. Verify the asset %s exists.", m_context->GetData()->DefaultMaterialPath);
if (m_context->GetData()->m_assetsToLoad.emplace(defaultMaterialAssetId).second)
{
data->m_defaultMaterialAsset.Create(defaultMaterialAssetId);
data->m_defaultMaterialAsset.QueueLoad();
}
m_context->SetStep(Step::FindThumbnailToRender);
}
} // namespace Thumbnails
} // namespace LyIntegration
} // namespace AZ