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@@ -83,7 +83,7 @@ namespace AZ
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// Register Shader Asset Builder
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// Register Shader Asset Builder
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AssetBuilderSDK::AssetBuilderDesc shaderAssetBuilderDescriptor;
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AssetBuilderSDK::AssetBuilderDesc shaderAssetBuilderDescriptor;
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shaderAssetBuilderDescriptor.m_name = "Shader Asset Builder";
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shaderAssetBuilderDescriptor.m_name = "Shader Asset Builder";
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- shaderAssetBuilderDescriptor.m_version = 125; // Add subpass input support
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+ shaderAssetBuilderDescriptor.m_version = 126; // ShaderStageFunction allocator
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shaderAssetBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern( AZStd::string::format("*.%s", RPI::ShaderSourceData::Extension), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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shaderAssetBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern( AZStd::string::format("*.%s", RPI::ShaderSourceData::Extension), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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shaderAssetBuilderDescriptor.m_busId = azrtti_typeid<ShaderAssetBuilder>();
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shaderAssetBuilderDescriptor.m_busId = azrtti_typeid<ShaderAssetBuilder>();
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shaderAssetBuilderDescriptor.m_createJobFunction = AZStd::bind(&ShaderAssetBuilder::CreateJobs, &m_shaderAssetBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
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shaderAssetBuilderDescriptor.m_createJobFunction = AZStd::bind(&ShaderAssetBuilder::CreateJobs, &m_shaderAssetBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
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@@ -108,7 +108,7 @@ namespace AZ
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shaderVariantAssetBuilderDescriptor.m_name = "Shader Variant Asset Builder";
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shaderVariantAssetBuilderDescriptor.m_name = "Shader Variant Asset Builder";
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// Both "Shader Variant Asset Builder" and "Shader Asset Builder" produce ShaderVariantAsset products. If you update
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// Both "Shader Variant Asset Builder" and "Shader Asset Builder" produce ShaderVariantAsset products. If you update
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// ShaderVariantAsset you will need to update BOTH version numbers, not just "Shader Variant Asset Builder".
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// ShaderVariantAsset you will need to update BOTH version numbers, not just "Shader Variant Asset Builder".
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- shaderVariantAssetBuilderDescriptor.m_version = 42; // Add batching to shader variant assets
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+ shaderVariantAssetBuilderDescriptor.m_version = 43; // ShaderStageFunction allocator
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shaderVariantAssetBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern(AZStd::string::format("*.%s", HashedVariantListSourceData::Extension), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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shaderVariantAssetBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern(AZStd::string::format("*.%s", HashedVariantListSourceData::Extension), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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shaderVariantAssetBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern(AZStd::string::format("*.%s", HashedVariantInfoSourceData::Extension), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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shaderVariantAssetBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern(AZStd::string::format("*.%s", HashedVariantInfoSourceData::Extension), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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shaderVariantAssetBuilderDescriptor.m_busId = azrtti_typeid<ShaderVariantAssetBuilder>();
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shaderVariantAssetBuilderDescriptor.m_busId = azrtti_typeid<ShaderVariantAssetBuilder>();
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@@ -121,7 +121,7 @@ namespace AZ
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// Register Shader Variant List Builder
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// Register Shader Variant List Builder
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AssetBuilderSDK::AssetBuilderDesc shaderVariantListBuilderDescriptor;
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AssetBuilderSDK::AssetBuilderDesc shaderVariantListBuilderDescriptor;
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shaderVariantListBuilderDescriptor.m_name = "Shader Variant List Builder";
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shaderVariantListBuilderDescriptor.m_name = "Shader Variant List Builder";
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- shaderVariantListBuilderDescriptor.m_version = 3; // Add batching to shader variant assets
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+ shaderVariantListBuilderDescriptor.m_version = 4; // ShaderStageFunction allocator
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shaderVariantListBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern(AZStd::string::format("*.%s", RPI::ShaderVariantListSourceData::Extension), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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shaderVariantListBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern(AZStd::string::format("*.%s", RPI::ShaderVariantListSourceData::Extension), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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shaderVariantListBuilderDescriptor.m_busId = azrtti_typeid<ShaderVariantListBuilder>();
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shaderVariantListBuilderDescriptor.m_busId = azrtti_typeid<ShaderVariantListBuilder>();
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shaderVariantListBuilderDescriptor.m_createJobFunction = AZStd::bind(&ShaderVariantListBuilder::CreateJobs, &m_shaderVariantListBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
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shaderVariantListBuilderDescriptor.m_createJobFunction = AZStd::bind(&ShaderVariantListBuilder::CreateJobs, &m_shaderVariantListBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
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@@ -135,7 +135,7 @@ namespace AZ
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// Register Precompiled Shader Builder
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// Register Precompiled Shader Builder
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AssetBuilderSDK::AssetBuilderDesc precompiledShaderBuilderDescriptor;
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AssetBuilderSDK::AssetBuilderDesc precompiledShaderBuilderDescriptor;
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precompiledShaderBuilderDescriptor.m_name = "Precompiled Shader Builder";
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precompiledShaderBuilderDescriptor.m_name = "Precompiled Shader Builder";
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- precompiledShaderBuilderDescriptor.m_version = 14; // Fixing warnings from having both source and job dependencies
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+ precompiledShaderBuilderDescriptor.m_version = 15; // ShaderStageFunction allocator
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precompiledShaderBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern(AZStd::string::format("*.%s", AZ::PrecompiledShaderBuilder::Extension), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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precompiledShaderBuilderDescriptor.m_patterns.push_back(AssetBuilderSDK::AssetBuilderPattern(AZStd::string::format("*.%s", AZ::PrecompiledShaderBuilder::Extension), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard));
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precompiledShaderBuilderDescriptor.m_busId = azrtti_typeid<PrecompiledShaderBuilder>();
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precompiledShaderBuilderDescriptor.m_busId = azrtti_typeid<PrecompiledShaderBuilder>();
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precompiledShaderBuilderDescriptor.m_createJobFunction = AZStd::bind(&PrecompiledShaderBuilder::CreateJobs, &m_precompiledShaderBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
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precompiledShaderBuilderDescriptor.m_createJobFunction = AZStd::bind(&PrecompiledShaderBuilder::CreateJobs, &m_precompiledShaderBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
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