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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 | |
|---|---|---|
| .. | ||
| Material.cpp | 5 years ago | |
| MaterialSystem.cpp | 5 years ago | |