Files
o3de/Gems/Atom/Bootstrap/Code/Source/BootstrapSystemComponent.cpp
T
lumberyard-employee-dm 18ea4ba6a8 Added a CriticalAssetsCompiled Lifecycle event (#6469)
The CriticalAssetsCompiled event can be handled to detect when the
AssetProcessor has finished processing Critical Assets

Also with the new event, an audit has been performed over all the
locations where the AssetCatalogEventBus OnCatalogLoaded event was being
handle to make sure it was the proper event to use.
If the handler was actually examing the enumerating over the full
catalog or querying all assets within the catalog, then it was a proper
use.
For handlers that were interested in a particular asset it was not

Moreover added implementations of `OnCatalogAssetChanged` and
`OnCatalogAssetAdded` to the FileTagComponent and the MaterialViewportComponent.

Any applications which uses the AtomToolsApplication
class(MaterialEditor, AtomSampleViewerStandalone,
ShaderMangementConsole) now signals a "CriticalAssetsCompiled" lifecycle
event as well as loads the "assetcatalog.xml" if it exists.

The Launcher application signals the "CrticalAssetsCompiled" event and
reloads the "assetcatalog.xml" for the ${project}.GameLauncher and
${project}.ServerLauncher in Launcher.cpp

Finally the Editor signals the "CriticalAssetsCompiled" and reloads the
"assetcatalog.xml" in CryEdit.cpp

resolves #6093

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2022-01-10 15:21:04 -06:00

455 lines
21 KiB
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 <BootstrapSystemComponent.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/Component/ComponentApplicationBus.h>
#include <AzCore/Component/ComponentApplicationLifecycle.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/NativeUI/NativeUIRequests.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <AzCore/Utils/Utils.h>
#include <AzFramework/API/ApplicationAPI.h>
#include <AzFramework/Components/TransformComponent.h>
#include <AzFramework/Entity/GameEntityContextBus.h>
#include <AzFramework/Asset/AssetSystemBus.h>
#include <ISystem.h>
#include <Atom/RHI/RHISystemInterface.h>
#include <Atom/RPI.Reflect/Image/AttachmentImageAsset.h>
#include <Atom/RPI.Reflect/Asset/AssetUtils.h>
#include <Atom/RPI.Public/Pass/Pass.h>
#include <Atom/RPI.Public/Pass/PassSystemInterface.h>
#include <Atom/RPI.Public/RenderPipeline.h>
#include <Atom/RPI.Public/ViewportContextBus.h>
#include <Atom/RPI.Public/RPISystemInterface.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
#include <Atom/RPI.Public/Shader/ShaderSystem.h>
#include <Atom/Bootstrap/DefaultWindowBus.h>
#include <Atom/Bootstrap/BootstrapNotificationBus.h>
#include <Atom/RPI.Reflect/System/AnyAsset.h>
#include <AzCore/Console/IConsole.h>
#include <BootstrapSystemComponent_Traits_Platform.h>
AZ_CVAR(AZ::CVarFixedString, r_default_pipeline_name, AZ_TRAIT_BOOTSTRAPSYSTEMCOMPONENT_PIPELINE_NAME, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Default Render pipeline name");
namespace AZ
{
namespace Render
{
namespace Bootstrap
{
void BootstrapSystemComponent::Reflect(ReflectContext* context)
{
if (SerializeContext* serialize = azrtti_cast<SerializeContext*>(context))
{
serialize->Class<BootstrapSystemComponent, Component>()
->Version(1)
;
if (EditContext* ec = serialize->GetEditContext())
{
ec->Class<BootstrapSystemComponent>("Atom RPI", "Atom Renderer")
->ClassElement(Edit::ClassElements::EditorData, "")
->Attribute(Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("System", 0xc94d118b))
->Attribute(Edit::Attributes::AutoExpand, true)
;
}
}
}
void BootstrapSystemComponent::GetProvidedServices(ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC("BootstrapSystemComponent", 0xb8f32711));
}
void BootstrapSystemComponent::GetRequiredServices(ComponentDescriptor::DependencyArrayType& required)
{
required.push_back(AZ_CRC("RPISystem", 0xf2add773));
required.push_back(AZ_CRC("SceneSystemComponentService", 0xd8975435));
}
void BootstrapSystemComponent::GetDependentServices(ComponentDescriptor::DependencyArrayType& dependent)
{
dependent.push_back(AZ_CRC("ImGuiSystemComponent", 0x2f08b9a7));
dependent.push_back(AZ_CRC("PrimitiveSystemComponent", 0xc860fa59));
dependent.push_back(AZ_CRC("MeshSystemComponent", 0x21e5bbb6));
dependent.push_back(AZ_CRC("CoreLightsService", 0x91932ef6));
dependent.push_back(AZ_CRC("DynamicDrawService", 0x023c1673));
dependent.push_back(AZ_CRC("CommonService", 0x6398eec4));
dependent.push_back(AZ_CRC_CE("HairService"));
}
void BootstrapSystemComponent::GetIncompatibleServices(ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC("BootstrapSystemComponent", 0xb8f32711));
}
BootstrapSystemComponent::BootstrapSystemComponent()
{
}
BootstrapSystemComponent::~BootstrapSystemComponent()
{
m_viewportContext.reset();
}
void BootstrapSystemComponent::Activate()
{
// Create a native window only if it's a launcher (or standalone)
// LY editor create its own window which we can get its handle through AzFramework::WindowSystemNotificationBus::Handler's OnWindowCreated() function
AZ::ApplicationTypeQuery appType;
ComponentApplicationBus::Broadcast(&AZ::ComponentApplicationBus::Events::QueryApplicationType, appType);
if (!appType.IsValid() || appType.IsGame())
{
// GFX TODO - investigate window creation being part of the GameApplication.
auto projectTitle = AZ::Utils::GetProjectName();
m_nativeWindow = AZStd::make_unique<AzFramework::NativeWindow>(projectTitle.c_str(), AzFramework::WindowGeometry(0, 0, 1920, 1080));
AZ_Assert(m_nativeWindow, "Failed to create the game window\n");
m_nativeWindow->Activate();
m_windowHandle = m_nativeWindow->GetWindowHandle();
}
else
{
// Disable default scene creation for non-games projects
// This can be manually overridden via the DefaultWindowBus.
m_createDefaultScene = false;
}
TickBus::Handler::BusConnect();
// Listen for window system requests (e.g. requests for default window handle)
AzFramework::WindowSystemRequestBus::Handler::BusConnect();
// Listen for window system notifications (e.g. window being created by Editor)
AzFramework::WindowSystemNotificationBus::Handler::BusConnect();
Render::Bootstrap::DefaultWindowBus::Handler::BusConnect();
Render::Bootstrap::RequestBus::Handler::BusConnect();
// If the settings registry isn't available, something earlier in startup will report that failure.
if (auto settingsRegistry = AZ::SettingsRegistry::Get(); settingsRegistry != nullptr)
{
// Automatically register the event if it's not registered, because
// this system is initialized before the settings registry has loaded the event list.
AZ::ComponentApplicationLifecycle::RegisterHandler(
*settingsRegistry, m_componentApplicationLifecycleHandler,
[this](AZStd::string_view /*path*/, AZ::SettingsRegistryInterface::Type /*type*/)
{
Initialize();
},
"CriticalAssetsCompiled");
}
}
void BootstrapSystemComponent::Deactivate()
{
Render::Bootstrap::RequestBus::Handler::BusDisconnect();
Render::Bootstrap::DefaultWindowBus::Handler::BusDisconnect();
AzFramework::WindowSystemRequestBus::Handler::BusDisconnect();
AzFramework::WindowSystemNotificationBus::Handler::BusDisconnect();
TickBus::Handler::BusDisconnect();
m_brdfTexture = nullptr;
RemoveRenderPipeline();
DestroyDefaultScene();
m_viewportContext.reset();
m_nativeWindow = nullptr;
m_windowHandle = nullptr;
}
void BootstrapSystemComponent::Initialize()
{
if (m_isInitialized)
{
return;
}
m_isInitialized = true;
if (!RPI::RPISystemInterface::Get()->IsInitialized())
{
RPI::RPISystemInterface::Get()->InitializeSystemAssets();
}
if (!RPI::RPISystemInterface::Get()->IsInitialized())
{
AZ::OSString msgBoxMessage;
msgBoxMessage.append("RPI System could not initialize correctly. Check log for detail.");
AZ::NativeUI::NativeUIRequestBus::Broadcast(
&AZ::NativeUI::NativeUIRequestBus::Events::DisplayOkDialog, "O3DE Fatal Error", msgBoxMessage.c_str(), false);
AzFramework::ApplicationRequests::Bus::Broadcast(&AzFramework::ApplicationRequests::ExitMainLoop);
return;
}
// In the case of the game we want to call create and register the scene as a soon as we can
// because a level could be loaded in autoexec.cfg and that will assert if there is no scene registered
// to get the feature processors for the components. So we can't wait until the tick (whereas the Editor wants to wait)
if (m_createDefaultScene)
{
CreateDefaultScene();
}
if (m_windowHandle)
{
CreateWindowContext();
if (m_createDefaultScene)
{
CreateDefaultRenderPipeline();
}
}
}
void BootstrapSystemComponent::OnWindowCreated(AzFramework::NativeWindowHandle windowHandle)
{
// only handle the first window (default) created
if (m_windowHandle == nullptr)
{
m_windowHandle = windowHandle;
if (m_isInitialized)
{
CreateWindowContext();
if (m_createDefaultScene)
{
CreateDefaultRenderPipeline();
}
}
}
}
void BootstrapSystemComponent::CreateWindowContext()
{
RHI::Device* device = RHI::RHISystemInterface::Get()->GetDevice();
RPI::ViewportContextRequestsInterface::CreationParameters params;
params.device = device;
params.windowHandle = m_windowHandle;
params.renderScene = m_defaultScene;
// Setting the default ViewportContextID to an arbitrary and otherwise invalid (negative) value to ensure its uniqueness
params.id = -10;
auto viewContextManager = AZ::Interface<RPI::ViewportContextRequestsInterface>::Get();
m_viewportContext = viewContextManager->CreateViewportContext(
viewContextManager->GetDefaultViewportContextName(), params);
DefaultWindowNotificationBus::Broadcast(&DefaultWindowNotificationBus::Events::DefaultWindowCreated);
// Listen to window notification so we can request exit application when window closes
AzFramework::WindowNotificationBus::Handler::BusConnect(GetDefaultWindowHandle());
}
AZ::RPI::ScenePtr BootstrapSystemComponent::GetOrCreateAtomSceneFromAzScene(AzFramework::Scene* scene)
{
// Get or create a weak pointer to our scene
// If it's valid, we're done, if not we need to create an Atom scene and update our scene map
auto& atomSceneHandle = m_azSceneToAtomSceneMap[scene];
if (!atomSceneHandle.expired())
{
return atomSceneHandle.lock();
}
// Create and register a scene with all available feature processors
RPI::SceneDescriptor sceneDesc;
sceneDesc.m_nameId = AZ::Name("Main");
AZ::RPI::ScenePtr atomScene = RPI::Scene::CreateScene(sceneDesc);
atomScene->EnableAllFeatureProcessors();
atomScene->Activate();
// Register scene to RPI system so it will be processed/rendered per tick
RPI::RPISystemInterface::Get()->RegisterScene(atomScene);
scene->SetSubsystem(atomScene);
atomSceneHandle = atomScene;
return atomScene;
}
void BootstrapSystemComponent::CreateDefaultScene()
{
// Bind atomScene to the GameEntityContext's AzFramework::Scene
m_defaultFrameworkScene = AzFramework::SceneSystemInterface::Get()->GetScene(AzFramework::Scene::MainSceneName);
// This should never happen unless scene creation has changed.
AZ_Assert(m_defaultFrameworkScene, "Error: Scenes missing during system component initialization");
m_sceneRemovalHandler = AzFramework::Scene::RemovalEvent::Handler(
[this](AzFramework::Scene&, AzFramework::Scene::RemovalEventType eventType)
{
if (eventType == AzFramework::Scene::RemovalEventType::Zombified)
{
m_defaultFrameworkScene.reset();
}
});
m_defaultFrameworkScene->ConnectToEvents(m_sceneRemovalHandler);
m_defaultScene = GetOrCreateAtomSceneFromAzScene(m_defaultFrameworkScene.get());
}
bool BootstrapSystemComponent::EnsureDefaultRenderPipelineInstalledForScene(AZ::RPI::ScenePtr scene, AZ::RPI::ViewportContextPtr viewportContext)
{
// Create a render pipeline from the specified asset for the window context and add the pipeline to the scene.
// When running with no Asset Processor (for example in release), CompileAssetSync will return AssetStatus_Unknown.
AzFramework::AssetSystem::AssetStatus status = AzFramework::AssetSystem::AssetStatus_Unknown;
const AZ::CVarFixedString pipelineName = static_cast<AZ::CVarFixedString>(r_default_pipeline_name);
AzFramework::AssetSystemRequestBus::BroadcastResult(status, &AzFramework::AssetSystemRequestBus::Events::CompileAssetSync, pipelineName.data());
AZ_Assert(status == AzFramework::AssetSystem::AssetStatus_Compiled || status == AzFramework::AssetSystem::AssetStatus_Unknown, "Could not compile the default render pipeline at '%s'", pipelineName.c_str());
Data::Asset<RPI::AnyAsset> pipelineAsset = RPI::AssetUtils::LoadAssetByProductPath<RPI::AnyAsset>(pipelineName.data(), RPI::AssetUtils::TraceLevel::Error);
RPI::RenderPipelineDescriptor renderPipelineDescriptor = *RPI::GetDataFromAnyAsset<RPI::RenderPipelineDescriptor>(pipelineAsset);
renderPipelineDescriptor.m_name = AZStd::string::format("%s_%i", renderPipelineDescriptor.m_name.c_str(), viewportContext->GetId());
// Make sure non-msaa super variant is used for non-msaa pipeline
bool isNonMsaaPipeline = (renderPipelineDescriptor.m_renderSettings.m_multisampleState.m_samples == 1);
const char* supervariantName = isNonMsaaPipeline ? AZ::RPI::NoMsaaSupervariantName : "";
AZ::RPI::ShaderSystemInterface::Get()->SetSupervariantName(AZ::Name(supervariantName));
if (!scene->GetRenderPipeline(AZ::Name(renderPipelineDescriptor.m_name)))
{
RPI::RenderPipelinePtr renderPipeline = RPI::RenderPipeline::CreateRenderPipelineForWindow(renderPipelineDescriptor, *viewportContext->GetWindowContext().get());
pipelineAsset.Release();
scene->AddRenderPipeline(renderPipeline);
}
// As part of our initialization we need to create the BRDF texture generation pipeline
AZ::RPI::RenderPipelineDescriptor pipelineDesc;
pipelineDesc.m_mainViewTagName = "MainCamera";
pipelineDesc.m_name = AZStd::string::format("BRDFTexturePipeline_%i", viewportContext->GetId());
pipelineDesc.m_rootPassTemplate = "BRDFTexturePipeline";
pipelineDesc.m_executeOnce = true;
// Save a reference to the generated BRDF texture so it doesn't get deleted if all the passes refering to it get deleted and it's ref count goes to zero
if (!m_brdfTexture)
{
const AZStd::shared_ptr<RPI::PassTemplate> brdfTextureTemplate = RPI::PassSystemInterface::Get()->GetPassTemplate(Name("BRDFTextureTemplate"));
Data::Asset<RPI::AttachmentImageAsset> brdfImageAsset = RPI::AssetUtils::LoadAssetById<RPI::AttachmentImageAsset>(
brdfTextureTemplate->m_imageAttachments[0].m_assetRef.m_assetId, RPI::AssetUtils::TraceLevel::Error);
if (brdfImageAsset.IsReady())
{
m_brdfTexture = RPI::AttachmentImage::FindOrCreate(brdfImageAsset);
}
}
if (!scene->GetRenderPipeline(AZ::Name(pipelineDesc.m_name)))
{
RPI::RenderPipelinePtr brdfTexturePipeline = AZ::RPI::RenderPipeline::CreateRenderPipeline(pipelineDesc);
scene->AddRenderPipeline(brdfTexturePipeline);
}
// Send notification when the scene and its pipeline are ready.
// Use the first created pipeline's scene as our default scene for now to allow
// consumers waiting on scene availability to initialize.
if (!m_defaultSceneReady)
{
m_defaultScene = scene;
Render::Bootstrap::NotificationBus::Broadcast(
&Render::Bootstrap::NotificationBus::Handler::OnBootstrapSceneReady, m_defaultScene.get());
m_defaultSceneReady = true;
}
return true;
}
void BootstrapSystemComponent::CreateDefaultRenderPipeline()
{
EnsureDefaultRenderPipelineInstalledForScene(m_defaultScene, m_viewportContext);
const auto pipeline = m_defaultScene->FindRenderPipelineForWindow(m_viewportContext->GetWindowHandle());
AZ_Error("AtomBootstrap", pipeline, "No pipeline found for the default viewport window! Did the default render pipeline fail to compile?");
if (pipeline)
{
m_renderPipelineId = pipeline->GetId();
}
}
void BootstrapSystemComponent::DestroyDefaultScene()
{
if (m_defaultScene)
{
RPI::RPISystemInterface::Get()->UnregisterScene(m_defaultScene);
// Unbind m_defaultScene to the GameEntityContext's AzFramework::Scene
if (m_defaultFrameworkScene)
{
m_defaultFrameworkScene->UnsetSubsystem(m_defaultScene);
}
m_defaultScene = nullptr;
m_defaultFrameworkScene = nullptr;
}
}
void BootstrapSystemComponent::RemoveRenderPipeline()
{
if (m_defaultScene && m_defaultScene->GetRenderPipeline(m_renderPipelineId))
{
m_defaultScene->RemoveRenderPipeline(m_renderPipelineId);
}
m_renderPipelineId = "";
}
void BootstrapSystemComponent::OnTick([[maybe_unused]] float deltaTime, [[maybe_unused]] ScriptTimePoint time)
{
// Temp: When running in the launcher without the legacy renderer
// we need to call RenderTick on the viewport context each frame.
if (m_viewportContext)
{
AZ::ApplicationTypeQuery appType;
ComponentApplicationBus::Broadcast(&AZ::ComponentApplicationBus::Events::QueryApplicationType, appType);
if (appType.IsGame())
{
m_viewportContext->RenderTick();
}
}
}
int BootstrapSystemComponent::GetTickOrder()
{
return TICK_LAST;
}
void BootstrapSystemComponent::OnWindowClosed()
{
m_windowHandle = nullptr;
m_viewportContext.reset();
AzFramework::ApplicationRequests::Bus::Broadcast(&AzFramework::ApplicationRequests::ExitMainLoop);
AzFramework::WindowNotificationBus::Handler::BusDisconnect();
}
AzFramework::NativeWindowHandle BootstrapSystemComponent::GetDefaultWindowHandle()
{
return m_windowHandle;
}
AZStd::shared_ptr<RPI::WindowContext> BootstrapSystemComponent::GetDefaultWindowContext()
{
return m_viewportContext ? m_viewportContext->GetWindowContext() : nullptr;
}
void BootstrapSystemComponent::SetCreateDefaultScene(bool create)
{
m_createDefaultScene = create;
}
} // namespace Bootstrap
} // namespace Render
} // namespace AZ