f648cb1fd8
* 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>
176 lines
7.1 KiB
Python
Executable File
176 lines
7.1 KiB
Python
Executable File
"""
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Copyright (c) Contributors to the Open 3D Engine Project.
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For complete copyright and license terms please see the LICENSE at the root of this distribution.
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SPDX-License-Identifier: Apache-2.0 OR MIT
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"""
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import sys
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import os
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import azlmbr.asset as asset
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import azlmbr.atom
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import azlmbr.bus
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import azlmbr.math as math
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import azlmbr.name
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import azlmbr.paths
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import azlmbr.shadermanagementconsole
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import azlmbr.shader
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import collections
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from PySide2 import QtWidgets
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PROJECT_SHADER_VARIANTS_FOLDER = "ShaderVariants"
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def clean_existing_shadervariantlist_files(filePaths):
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for file in filePaths:
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if os.path.exists(file):
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os.remove(file)
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def main():
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print("==== Begin shader variant script ==========================================================")
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if len(sys.argv) != 2:
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print("The script requires a .shader file as input argument")
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return
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filename = sys.argv[1]
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suffix, extension = filename.split(".", 1)
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if extension != "shader":
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print("The input argument for the script is not a valid .shader file")
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return
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# Get info such as relative path of the file and asset id
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shaderAssetInfo = azlmbr.shadermanagementconsole.ShaderManagementConsoleRequestBus(
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azlmbr.bus.Broadcast,
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'GetSourceAssetInfo',
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filename
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)
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# retrieves a list of all material source files that use the shader. Note that materials inherit from materialtype files, which are actual files that refer to shader files.
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materialAssetIds = azlmbr.shadermanagementconsole.ShaderManagementConsoleRequestBus(
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azlmbr.bus.Broadcast,
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'FindMaterialAssetsUsingShader',
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shaderAssetInfo.relativePath
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)
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msgBox = QtWidgets.QMessageBox(
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QtWidgets.QMessageBox.Question,
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"Choose Save Location for .shadervariantlist File",
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"Save .shadervariantlist file in Project folder or in the same folder as shader file?"
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)
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projectButton = msgBox.addButton("Project Folder", QtWidgets.QMessageBox.AcceptRole)
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msgBox.addButton("Same Folder as Shader", QtWidgets.QMessageBox.AcceptRole)
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cancelButton = msgBox.addButton("Cancel", QtWidgets.QMessageBox.RejectRole)
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msgBox.exec()
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is_save_in_project_folder = False
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if msgBox.clickedButton() == projectButton:
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is_save_in_project_folder = True
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elif msgBox.clickedButton() == cancelButton:
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return
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# This loop collects all uniquely-identified shader items used by the materials based on its shader variant id.
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shader_file = os.path.basename(filename)
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shaderVariantIds = []
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shaderVariantListShaderOptionGroups = []
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progressDialog = QtWidgets.QProgressDialog(f"Generating .shadervariantlist file for:\n{shader_file}", "Cancel", 0, len(materialAssetIds))
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progressDialog.setMaximumWidth(400)
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progressDialog.setMaximumHeight(100)
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progressDialog.setModal(True)
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progressDialog.setWindowTitle("Generating Shader Variant List")
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for i, materialAssetId in enumerate(materialAssetIds):
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materialInstanceShaderItems = azlmbr.shadermanagementconsole.ShaderManagementConsoleRequestBus(azlmbr.bus.Broadcast, 'GetMaterialInstanceShaderItems', materialAssetId)
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for shaderItem in materialInstanceShaderItems:
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shaderAssetId = shaderItem.GetShaderAsset().get_id()
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if shaderAssetInfo.assetId == shaderAssetId:
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shaderVariantId = shaderItem.GetShaderVariantId()
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if not shaderVariantId.IsEmpty():
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# Check for repeat shader variant ids. We are using a list here
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# instead of a set to check for duplicates on shaderVariantIds because
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# shaderVariantId is not hashed by the ID like it is in the C++ side.
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has_repeat = False
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for variantId in shaderVariantIds:
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if shaderVariantId == variantId:
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has_repeat = True
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break
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if has_repeat:
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continue
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shaderVariantIds.append(shaderVariantId)
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shaderVariantListShaderOptionGroups.append(shaderItem.GetShaderOptionGroup())
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progressDialog.setValue(i)
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if progressDialog.wasCanceled():
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return
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progressDialog.close()
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# Generate the shader variant list data by collecting shader option name-value pairs.s
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shaderVariantList = azlmbr.shader.ShaderVariantListSourceData()
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shaderVariantList.shaderFilePath = shaderAssetInfo.relativePath
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shaderVariants = []
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stableId = 1
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for shaderOptionGroup in shaderVariantListShaderOptionGroups:
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variantInfo = azlmbr.shader.ShaderVariantInfo()
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variantInfo.stableId = stableId
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options = {}
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shaderOptionDescriptors = shaderOptionGroup.GetShaderOptionDescriptors()
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for shaderOptionDescriptor in shaderOptionDescriptors:
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optionName = shaderOptionDescriptor.GetName()
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optionValue = shaderOptionGroup.GetValueByOptionName(optionName)
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if not optionValue.IsValid():
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continue
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valueName = shaderOptionDescriptor.GetValueName(optionValue)
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options[optionName.ToString()] = valueName.ToString()
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if len(options) != 0:
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variantInfo.options = options
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shaderVariants.append(variantInfo)
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stableId += 1
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shaderVariantList.shaderVariants = shaderVariants
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# clean previously generated shader variant list file so they don't clash.
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pre, ext = os.path.splitext(shaderAssetInfo.relativePath)
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projectShaderVariantListFilePath = os.path.join(azlmbr.paths.projectroot, PROJECT_SHADER_VARIANTS_FOLDER, f'{pre}.shadervariantlist')
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pre, ext = os.path.splitext(filename)
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defaultShaderVariantListFilePath = f'{pre}.shadervariantlist'
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clean_existing_shadervariantlist_files([
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projectShaderVariantListFilePath
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])
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# Save the shader variant list file
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if is_save_in_project_folder:
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shaderVariantListFilePath = projectShaderVariantListFilePath
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else:
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shaderVariantListFilePath = defaultShaderVariantListFilePath
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shaderVariantListFilePath = shaderVariantListFilePath.replace("\\", "/")
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azlmbr.shader.SaveShaderVariantListSourceData(shaderVariantListFilePath, shaderVariantList)
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# Open the document in shader management console
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result = azlmbr.atomtools.AtomToolsDocumentSystemRequestBus(
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azlmbr.bus.Broadcast,
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'OpenDocument',
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shaderVariantListFilePath
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)
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if not result.IsNull():
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msgBox = QtWidgets.QMessageBox(
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QtWidgets.QMessageBox.Information,
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"Shader Variant List File Successfully Generated",
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f".shadervariantlist file was saved in:\n{shaderVariantListFilePath}",
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QtWidgets.QMessageBox.Ok
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)
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msgBox.exec()
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print("==== End shader variant script ============================================================")
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if __name__ == "__main__":
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main()
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