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Reverting some unnecessary formatting changes. (#17679)

Additionally, there's a small compile fix for release builds with clang.

Signed-off-by: Joerg H. Mueller <[email protected]>
jhmueller-huawei 1 year ago
parent
commit
8b1bcfafc9

+ 1 - 1
Gems/Atom/RHI/Code/Source/RHI/RHISystem.cpp

@@ -50,7 +50,7 @@ namespace AZ::RHI
         //! If a bindless srg layout is not provided we simply skip initialization with the assumption that no one will use bindless srg
         if (bindlessSrgLayout)
         {
-            bool success = true;
+            [[maybe_unused]] bool success = true;
 
             for (auto device : m_devices)
             {

+ 6 - 6
Gems/Atom/RPI/Code/Include/Atom/RPI.Public/Model/ModelLod.h

@@ -109,12 +109,12 @@ namespace AZ
                 const MaterialModelUvOverrideMap& materialModelUvMap = {},
                 const MaterialUvNameMap& materialUvNameMap = {}) const;
 
-           //! Fills a InputStreamLayout and StreamBufferViewList for the set of streams that satisfy a ShaderInputContract.
-           // @param uvStreamTangentBitmaskOut a mask processed during UV stream matching, and later to determine which tangent/bitangent stream to use.
-           // @param contract the contract that defines the expected inputs for a shader, used to determine which streams are optional.
-           // @param meshIndex the index of the mesh to search in.
-           // @param materialModelUvMap a map of UV name overrides, which can be supplied to bind a specific mesh stream name to a different material shader stream name.
-           // @param materialUvNameMap the UV name map that came from a MaterialTypeAsset, which defines the default set of material shader stream names.
+            //! Fills a InputStreamLayout and StreamBufferViewList for the set of streams that satisfy a ShaderInputContract.
+            // @param uvStreamTangentBitmaskOut a mask processed during UV stream matching, and later to determine which tangent/bitangent stream to use.
+            // @param contract the contract that defines the expected inputs for a shader, used to determine which streams are optional.
+            // @param meshIndex the index of the mesh to search in.
+            // @param materialModelUvMap a map of UV name overrides, which can be supplied to bind a specific mesh stream name to a different material shader stream name.
+            // @param materialUvNameMap the UV name map that came from a MaterialTypeAsset, which defines the default set of material shader stream names.
             bool GetStreamsForMesh(
                 RHI::InputStreamLayout& layoutOut,
                 ModelLod::StreamBufferViewList& streamBufferViewsOut,

+ 4 - 5
Gems/Atom/RPI/Code/Include/Atom/RPI.Public/Shader/ShaderResourceGroup.h

@@ -162,8 +162,7 @@ namespace AZ
 
             /// Returns a single image view associated with the image shader input index and array offset.
             const RHI::ConstPtr<RHI::MultiDeviceImageView>& GetImageView(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex = 0) const;
-            const RHI::ConstPtr<RHI::MultiDeviceImageView>& GetImageView(
-                RHI::ShaderInputImageIndex inputIndex, uint32_t arrayIndex = 0) const;
+            const RHI::ConstPtr<RHI::MultiDeviceImageView>& GetImageView(RHI::ShaderInputImageIndex inputIndex, uint32_t arrayIndex = 0) const;
 
             /// Returns a span of image views associated with the given image shader input index.
             AZStd::span<const RHI::ConstPtr<RHI::MultiDeviceImageView>> GetImageViewArray(RHI::ShaderInputNameIndex& inputIndex) const;
@@ -184,7 +183,8 @@ namespace AZ
             bool SetBufferViewUnboundedArray(RHI::ShaderInputBufferUnboundedArrayIndex inputIndex, AZStd::span<const RHI::MultiDeviceBufferView* const> bufferViews);
 
             /// Update the indirect buffer view with the indices of all the buffer views which reside in the global gpu heap.
-            void SetBindlessViews(RHI::ShaderInputBufferIndex indirectResourceBufferIndex,
+            void SetBindlessViews(
+                RHI::ShaderInputBufferIndex indirectResourceBufferIndex,
                 const RHI::MultiDeviceBufferView* indirectResourceBuffer,
                 AZStd::span<const RHI::MultiDeviceBufferView* const> bufferViews,
                 uint32_t* outIndices,
@@ -193,8 +193,7 @@ namespace AZ
             
             /// Returns a single buffer view associated with the buffer shader input index and array offset.
             const RHI::ConstPtr<RHI::MultiDeviceBufferView>& GetBufferView(RHI::ShaderInputNameIndex& inputIndex, uint32_t arrayIndex = 0) const;
-            const RHI::ConstPtr<RHI::MultiDeviceBufferView>& GetBufferView(
-                RHI::ShaderInputBufferIndex inputIndex, uint32_t arrayIndex = 0) const;
+            const RHI::ConstPtr<RHI::MultiDeviceBufferView>& GetBufferView(RHI::ShaderInputBufferIndex inputIndex, uint32_t arrayIndex = 0) const;
 
             /// Returns a span of buffer views associated with the given buffer shader input index.
             AZStd::span<const RHI::ConstPtr<RHI::MultiDeviceBufferView>> GetBufferViewArray(RHI::ShaderInputNameIndex& inputIndex) const;

+ 2 - 1
Gems/AtomTressFX/Code/Rendering/HairCommon.h

@@ -77,7 +77,8 @@ namespace AZ
                     Data::Instance<RPI::ShaderResourceGroup> srg=nullptr
                 );
 
-                static Data::Instance<RHI::MultiDeviceImagePool> CreateImagePool(RHI::ImagePoolDescriptor& imagePoolDesc);
+                static Data::Instance<RHI::MultiDeviceImagePool> CreateImagePool(
+                    RHI::ImagePoolDescriptor& imagePoolDesc);
 
                 static Data::Instance<RHI::MultiDeviceImage> CreateImage2D(
                     RHI::MultiDeviceImagePool* imagePool, RHI::ImageDescriptor& imageDesc);

+ 1 - 4
Gems/DiffuseProbeGrid/Code/Source/Render/DiffuseProbeGrid.h

@@ -269,10 +269,7 @@ namespace AZ
             void UpdateClassificationSrg(const Data::Instance<RPI::Shader>& shader, const RHI::Ptr<RHI::ShaderResourceGroupLayout>& srgLayout);
             void UpdateRenderObjectSrg();
             void UpdateVisualizationPrepareSrg(const Data::Instance<RPI::Shader>& shader, const RHI::Ptr<RHI::ShaderResourceGroupLayout>& srgLayout);
-            void UpdateVisualizationRayTraceSrg(
-                const Data::Instance<RPI::Shader>& shader,
-                const RHI::Ptr<RHI::ShaderResourceGroupLayout>& srgLayout,
-                const RHI::MultiDeviceImageView* outputImageView);
+            void UpdateVisualizationRayTraceSrg(const Data::Instance<RPI::Shader>& shader, const RHI::Ptr<RHI::ShaderResourceGroupLayout>& srgLayout, const RHI::MultiDeviceImageView* outputImageView);
             void UpdateQuerySrg(const Data::Instance<RPI::Shader>& shader, const RHI::Ptr<RHI::ShaderResourceGroupLayout>& srgLayout);
 
             // textures