4306b57230
Signed-off-by: Dayo Lawal <lawalfua@amazon.com>
225 lines
10 KiB
C++
225 lines
10 KiB
C++
/*
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* 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.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <AzFramework/StringFunc/StringFunc.h>
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#include <AzFramework/IO/LocalFileIO.h>
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#include <AzFramework/Network/AssetProcessorConnection.h>
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#include <AzToolsFramework/AzToolsFrameworkModule.h>
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#include <AzToolsFramework/API/EditorPythonConsoleBus.h>
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#include <AzToolsFramework/API/EditorPythonRunnerRequestsBus.h>
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#include <AzToolsFramework/UI/UICore/QWidgetSavedState.h>
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#include <AzToolsFramework/UI/UICore/QTreeViewStateSaver.hxx>
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#include <AzToolsFramework/AssetBrowser/AssetBrowserEntry.h>
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#include <AzToolsFramework/SourceControl/PerforceComponent.h>
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#include <AzToolsFramework/Asset/AssetSystemComponent.h>
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#include <AzToolsFramework/AssetBrowser/AssetBrowserComponent.h>
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#include <AzToolsFramework/Thumbnails/ThumbnailerComponent.h>
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#include <AzToolsFramework/UI/PropertyEditor/PropertyManagerComponent.h>
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#include <AzToolsFramework/SourceControl/SourceControlAPI.h>
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#include <AtomToolsFramework/Util/Util.h>
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#include <Atom/RPI.Edit/Common/AssetUtils.h>
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#include <Atom/RPI.Public/RPISystemInterface.h>
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#include <Source/ShaderManagementConsoleApplication.h>
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#include <ShaderManagementConsole_Traits_Platform.h>
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#include <Atom/Document/ShaderManagementConsoleDocumentModule.h>
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#include <Atom/Document/ShaderManagementConsoleDocumentSystemRequestBus.h>
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#include <Atom/Window/ShaderManagementConsoleWindowModule.h>
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#include <Atom/Window/ShaderManagementConsoleWindowRequestBus.h>
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#include <AzCore/IO/Path/Path.h>
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#include <AzCore/Settings/SettingsRegistryMergeUtils.h>
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#include <AzCore/Utils/Utils.h>
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AZ_PUSH_DISABLE_WARNING(4251 4800, "-Wunknown-warning-option") // disable warnings spawned by QT
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#include <QFileInfo>
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#include <QObject>
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#include <QMessageBox>
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AZ_POP_DISABLE_WARNING
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namespace ShaderManagementConsole
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{
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AZStd::string_view GetBuildTargetName()
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{
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#if !defined (LY_CMAKE_TARGET)
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#error "LY_CMAKE_TARGET must be defined in order to add this source file to a CMake executable target"
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#endif
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return AZStd::string_view{ LY_CMAKE_TARGET };
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}
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const char* ShaderManagementConsoleApplication::GetCurrentConfigurationName() const
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{
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#if defined(_RELEASE)
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return "ReleaseShaderManagementConsole";
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#elif defined(_DEBUG)
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return "DebugShaderManagementConsole";
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#else
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return "ProfileShaderManagementConsole";
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#endif
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}
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ShaderManagementConsoleApplication::ShaderManagementConsoleApplication(int* argc, char*** argv)
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: AtomToolsApplication(argc, argv)
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{
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QApplication::setApplicationName("O3DE Shader Management Console");
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setTargetName("ShaderManagementConsole");
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// The settings registry has been created at this point, so add the CMake target
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_AddBuildSystemTargetSpecialization(
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*AZ::SettingsRegistry::Get(), GetBuildTargetName());
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}
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void ShaderManagementConsoleApplication::CreateStaticModules(AZStd::vector<AZ::Module*>& outModules)
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{
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Base::CreateStaticModules(outModules);
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outModules.push_back(aznew ShaderManagementConsoleDocumentModule);
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outModules.push_back(aznew ShaderManagementConsoleWindowModule);
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}
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void ShaderManagementConsoleApplication::OnShaderManagementConsoleWindowClosing()
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{
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ExitMainLoop();
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ShaderManagementConsoleWindowNotificationBus::Handler::BusDisconnect();
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AzToolsFramework::EditorPythonConsoleNotificationBus::Handler::BusDisconnect();
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}
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void ShaderManagementConsoleApplication::Destroy()
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{
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// before modules are unloaded, destroy UI to free up any assets it cached
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ShaderManagementConsole::ShaderManagementConsoleWindowRequestBus::Broadcast(&ShaderManagementConsole::ShaderManagementConsoleWindowRequestBus::Handler::DestroyShaderManagementConsoleWindow);
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ShaderManagementConsoleWindowNotificationBus::Handler::BusDisconnect();
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Base::Destroy();
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}
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void ShaderManagementConsoleApplication::AssetSystemAvailable()
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{
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// Try connect to AP first before try to launch it manually.
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bool connected = false;
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auto ConnectToAssetProcessorWithIdentifier = [&connected](AzFramework::AssetSystem::AssetSystemRequests* assetSystemRequests)
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{
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// When the AssetProcessor is already launched it should take less than a second to perform a connection
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// but when the AssetProcessor needs to be launch it could take up to 15 seconds to have the AssetProcessor initialize
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// and able to negotiate a connection when running a debug build
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// and to negotiate a connection
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AzFramework::AssetSystem::ConnectionSettings connectionSettings;
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AzFramework::AssetSystem::ReadConnectionSettingsFromSettingsRegistry(connectionSettings);
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connectionSettings.m_connectionDirection = AzFramework::AssetSystem::ConnectionSettings::ConnectionDirection::ConnectToAssetProcessor;
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connectionSettings.m_connectionIdentifier = "Shader Management Console";
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connectionSettings.m_loggingCallback = []([[maybe_unused]] AZStd::string_view logData)
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{
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AZ_TracePrintf("Shader Management Console", "%.*s", aznumeric_cast<int>(logData.size()), logData.data());
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};
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connected = assetSystemRequests->EstablishAssetProcessorConnection(connectionSettings);
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};
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AzFramework::AssetSystemRequestBus::Broadcast(ConnectToAssetProcessorWithIdentifier);
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// List of common asset filters for things that need to be compiled to run the material editor
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// Some of these things will not be necessary once we have proper support for queued asset loading and reloading
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const AZStd::vector<AZStd::string> assetFiltersArray = { "passes/", "config/"};
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if (connected)
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{
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CompileCriticalAssets(assetFiltersArray);
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}
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AzFramework::AssetSystemStatusBus::Handler::BusDisconnect();
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}
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// bool ShaderManagementConsoleApplication::OnPrintf(const char* window, const char* /*message*/)
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// {
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// // Suppress spam from the Source Control system
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// if (0 == strncmp(window, AzToolsFramework::SCC_WINDOW, AZ_ARRAY_SIZE(AzToolsFramework::SCC_WINDOW)))
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// {
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// return true;
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// }
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//
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// return false;
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// }
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void ShaderManagementConsoleApplication::ProcessCommandLine()
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{
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// Process command line options for running one or more python scripts on startup
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const AZStd::string runPythonScriptSwitchName = "runpython";
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size_t runPythonScriptCount = m_commandLine.GetNumSwitchValues(runPythonScriptSwitchName);
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for (size_t runPythonScriptIndex = 0; runPythonScriptIndex < runPythonScriptCount; ++runPythonScriptIndex)
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{
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const AZStd::string runPythonScriptPath = m_commandLine.GetSwitchValue(runPythonScriptSwitchName, runPythonScriptIndex);
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AZStd::vector<AZStd::string_view> runPythonArgs;
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AzToolsFramework::EditorPythonRunnerRequestBus::Broadcast(
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&AzToolsFramework::EditorPythonRunnerRequestBus::Events::ExecuteByFilenameWithArgs,
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runPythonScriptPath,
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runPythonArgs);
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}
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// Process command line options for opening one or more documents on startup
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size_t openDocumentCount = m_commandLine.GetNumMiscValues();
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for (size_t openDocumentIndex = 0; openDocumentIndex < openDocumentCount; ++openDocumentIndex)
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{
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const AZStd::string openDocumentPath = m_commandLine.GetMiscValue(openDocumentIndex);
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ShaderManagementConsoleDocumentSystemRequestBus::Broadcast(&ShaderManagementConsoleDocumentSystemRequestBus::Events::OpenDocument, openDocumentPath);
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}
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}
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void ShaderManagementConsoleApplication::StartInternal()
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{
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if (WasExitMainLoopRequested())
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{
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return;
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}
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m_traceLogger.WriteStartupLog("ShaderManagementConsole.log");
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//[GFX TODO][ATOM-415] Try to factor out some of this stuff with AtomSampleViewerApplication
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AzToolsFramework::AssetDatabase::AssetDatabaseRequestsBus::Handler::BusConnect();
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AzToolsFramework::AssetBrowser::AssetDatabaseLocationNotificationBus::Broadcast(&AzToolsFramework::AssetBrowser::AssetDatabaseLocationNotifications::OnDatabaseInitialized);
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AZ::Data::AssetCatalogRequestBus::Broadcast(&AZ::Data::AssetCatalogRequestBus::Events::LoadCatalog, "@assets@/assetcatalog.xml");
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AZ::RPI::RPISystemInterface::Get()->InitializeSystemAssets();
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LoadSettings();
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LaunchDiscoveryService();
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ShaderManagementConsoleWindowNotificationBus::Handler::BusConnect();
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ShaderManagementConsole::ShaderManagementConsoleWindowRequestBus::Broadcast(&ShaderManagementConsole::ShaderManagementConsoleWindowRequestBus::Handler::CreateShaderManagementConsoleWindow);
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auto editorPythonEventsInterface = AZ::Interface<AzToolsFramework::EditorPythonEventsInterface>::Get();
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if (editorPythonEventsInterface)
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{
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// The PythonSystemComponent does not call StartPython to allow for lazy python initialization, so start it here
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// The PythonSystemComponent will call StopPython when it deactivates, so we do not need our own corresponding call to StopPython
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editorPythonEventsInterface->StartPython();
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}
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ProcessCommandLine();
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}
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bool ShaderManagementConsoleApplication::GetAssetDatabaseLocation(AZStd::string& result)
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{
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AZ::SettingsRegistryInterface* settingsRegistry = AZ::SettingsRegistry::Get();
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AZ::IO::FixedMaxPath assetDatabaseSqlitePath;
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if (settingsRegistry && settingsRegistry->Get(assetDatabaseSqlitePath.Native(), AZ::SettingsRegistryMergeUtils::FilePathKey_CacheProjectRootFolder))
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{
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assetDatabaseSqlitePath /= "assetdb.sqlite";
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result = AZStd::string_view(assetDatabaseSqlitePath.Native());
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return true;
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}
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return false;
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}
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} // namespace ShaderManagementConsole
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