Started rewriting shader compilation/processing

This commit is contained in:
Simon Lübeß
2024-08-18 23:30:47 +02:00
parent f3e68bd8d8
commit 7b7a3dc645
5 changed files with 972 additions and 1 deletions
@@ -0,0 +1,51 @@
using Bon;
using System;
using System.Collections;
using GlitchyEngine.Content;
using System.IO;
namespace GlitchyEditor.Assets.Importers;
class ImportedShader : ImportedResource
{
private String _hlslCode = new .() ~ delete _;
public StringView HlslCode
{
get => _hlslCode;
}
public this(AssetIdentifier ownAssetIdentifier) : base(ownAssetIdentifier)
{
}
}
[BonTarget, BonPolyRegister]
class ShaderImporterConfig : AssetImporterConfig
{
}
class ShaderImporter : IAssetImporter
{
private static readonly List<StringView> _fileExtensions = new .(){".hlsl"} ~ delete _;
public static List<StringView> FileExtensions => _fileExtensions;
public static Type ProcessedAssetType => typeof(ImportedShader);
public AssetImporterConfig CreateDefaultConfig()
{
return new AssetImporterConfig();
}
public Result<ImportedResource> Import(StringView fullFileName, AssetIdentifier assetIdentifier, AssetConfig config)
{
ImportedShader shader = new ImportedShader(new AssetIdentifier(assetIdentifier));
Try!(File.ReadAllText(fullFileName, shader.[Friend]_hlslCode, true));
shader.[Friend]_hlslCode.Append('\n');
return shader;
}
}
@@ -0,0 +1,475 @@
using System;
using DirectX.Common;
using GlitchyEngine;
using System.IO;
using DirectX.D3DCompiler;
using GlitchyEngine.Renderer;
using DirectX.D3D11Shader;
using System.Collections;
using GlitchyEngine.Content;
namespace GlitchyEditor.Assets.Processors;
using internal GlitchyEditor.Assets.Processors;
class ShaderDefineValue
{
private String _name ~ delete _;
private String _definition ~ delete _;
public StringView Name
{
get => _name;
set => String.NewOrSet!(_name, value);
}
public StringView Definition
{
get => _definition;
set => String.NewOrSet!(_definition, value);
}
}
class CompiledShader
{
private Dictionary<StringView, ReflectedConstantBuffer> _buffers = new .() ~ DeleteDictionaryAndValues!(_);
private Dictionary<StringView, ReflectedTexture> _textures = new .() ~ DeleteDictionaryAndValues!(_);
public void AddConstantBuffer(ReflectedConstantBuffer buffer)
{
_buffers.Add(buffer.Name, buffer);
}
public void AddTexture(ReflectedTexture texture)
{
_textures.Add(texture.Name, texture);
}
}
class ReflectedConstantBuffer
{
private String _name ~ delete _;
public int Size;
public StringView Name
{
get => _name;
set => String.NewOrSet!(_name, value);
}
private Dictionary<StringView, ReflectedConstantBufferVariable> _variables = new .() ~ DeleteDictionaryAndValues!(_);
public void AddVariable(ReflectedConstantBufferVariable vaiable)
{
_variables.Add(vaiable.Name, vaiable);
}
public uint8[] RawData ~ delete _;
}
class ReflectedTexture
{
private String _name ~ delete _;
public uint32 BindPoint;
public TextureDimension TextureDimension;
public StringView Name
{
get => _name;
set => String.NewOrSet!(_name, value);
}
public this(StringView name, uint32 bindPoint, TextureDimension textureDimension)
{
Name = name;
BindPoint = bindPoint;
TextureDimension = textureDimension;
}
}
class ReflectedConstantBufferVariable
{
private String _name ~ delete _;
public StringView Name
{
get => _name;
set => String.NewOrSet!(_name, value);
}
public int Offset;
public int SizeInBytes;
public bool IsUsed;
public GlitchyEngine.Renderer.ShaderVariableType ElementType;
public int Rows;
public int Columns;
public int ArraySize;
}
// TODO: Dx11
extension CompiledShader
{
internal ID3DBlob* _shaderBlob;
}
class ShaderCompiler
{
public static Result<CompiledShader> CompileAndReflectShader(StringView code, AssetIdentifier assetIdentifier, StringView entryPoint, StringView compileTarget, Span<ShaderDefineValue> defines)
{
defer {
if (@return case .Err)
delete shader;
}
CompiledShader shader = new CompiledShader();
Try!(PlatformCompileShaderFromSource(code, assetIdentifier, entryPoint, compileTarget, defines, shader));
Try!(PlatformReflectShader(shader));
return shader;
}
protected static extern Result<void> PlatformCompileShaderFromSource(StringView code, AssetIdentifier fileName, StringView entryPoint, StringView compileTarget, Span<ShaderDefineValue> defines, CompiledShader outShader);
protected static extern Result<void> PlatformReflectShader(CompiledShader shader);
}
// TODO: Dx11
extension ShaderCompiler
{
// TODO: This should be a setting per shader, really!
protected const ShaderCompileFlags DefaultCompileFlags = .EnableStrictness |
#if DEBUG
.Debug;
#else
.OptimizationLevel3;
#endif
protected static override Result<void> PlatformCompileShaderFromSource(StringView code, AssetIdentifier fileName, StringView entryPoint, StringView compileTarget, Span<ShaderDefineValue> defines, CompiledShader outShader)
{
Debug.Profiler.ProfileResourceFunction!();
Log.EngineLogger.AssertDebug(outShader._shaderBlob == null);
ShaderMacro* nativeMacros = defines.Length == 0 ? null : new:ScopedAlloc! ShaderMacro[defines.Length]*;
for(int i < defines.Length)
{
nativeMacros[i].Name = defines[i].Name.ToScopedNativeWChar!::();
nativeMacros[i].Definition = defines[i].Definition.ToScopedNativeWChar!::();
}
// Todo: sourceName, includes,
// Todo: variable shader target?
ID3DBlob* errorBlob = null;
String directory = scope .();
Path.GetDirectoryPath(fileName, directory);
using (let includer = Includer(directory))
{
var result = D3DCompiler.D3DCompile(code.Ptr, (.)code.Length, fileName.FullIdentifier.ToScopeCStr!(), nativeMacros, &includer, entryPoint.ToScopeCStr!(),
compileTarget.ToScopeCStr!(), DefaultCompileFlags /* Pass down compile flags? */, .None, &outShader._shaderBlob, &errorBlob);
if(result.Failed)
{
StringView str = StringView((char8*)errorBlob.GetBufferPointer(), (int)errorBlob.GetBufferSize());
Log.EngineLogger.Error($"Failed to compile Shader: Error Code({(int)result}): {result} | Error Message: {str}");
}
}
Log.EngineLogger.Assert(outShader._shaderBlob != null, "Shader compilation failed.");
return .Ok;
}
protected override static Result<void> PlatformReflectShader(CompiledShader shader)
{
Debug.Profiler.ProfileResourceFunction!();
ID3D11ShaderReflection* reflection = null;
defer { reflection?.Release(); }
var reflectionResult = D3DCompiler.D3DReflect(shader._shaderBlob.GetBufferPointer(), shader._shaderBlob.GetBufferSize(), &reflection);
if (reflectionResult.Failed)
{
Log.EngineLogger.Error($"Failed to reflect shader: ({(int)reflectionResult}) {reflectionResult}");
return .Err;
}
var getDescResult = reflection.GetDescription(let desc);
if (getDescResult.Failed)
{
Log.EngineLogger.Error($"GetDescription failed: ({(int)getDescResult}) {getDescResult}");
return .Err;
}
uint32 resourceCount = desc.BoundResources;
for (uint32 i < resourceCount)
{
var res = reflection.GetResourceBindingDescription(i, let bindDesc);
if (res.Failed)
{
Log.EngineLogger.Error($"Error({(int)res}) {res}: Failed to get resource binding desc for resource {i}");
return .Err;
}
switch(bindDesc.Type)
{
case .ConstantBuffer:
var bufferReflection = reflection.GetConstantBufferByName(bindDesc.Name);
bufferReflection.GetDescription(let bufferDesc);
// ConstantBuffer
if(bufferDesc.Type == .D3D11_CT_CBUFFER)
{
ReflectedConstantBuffer cbuffer = Try!(ReflectConstantBuffer(bufferReflection));
shader.AddConstantBuffer(cbuffer);
}
case .Texture:
TextureDimension textureDimension;
switch (bindDesc.Dimension)
{
case .Texture1D:
textureDimension = .Texture1D;
case .Texture1DArray:
textureDimension = .Texture1DArray;
case .Texture2D:
textureDimension = .Texture2D;
case .Texture2DArray:
textureDimension = .Texture2DArray;
case .Texture3D:
textureDimension = .Texture3D;
case .TextureCube:
textureDimension = .TextureCube;
case .TextureCubeArray:
textureDimension = .TextureCubeArray;
default:
textureDimension = .Unknown;
}
shader.AddTexture(new ReflectedTexture(StringView(bindDesc.Name), bindDesc.BindPoint, textureDimension));
case .Sampler:
// TODO: do we have to do something for samplers?
// i.e. can we get default values?
default:
Log.EngineLogger.Warning($"Unhandled shader resource type: \"{bindDesc.Type}\"");
}
}
return .Ok;
}
private static Result<ReflectedConstantBuffer> ReflectConstantBuffer(ID3D11ShaderReflectionConstantBuffer* bufferReflection)
{
Debug.Profiler.ProfileResourceFunction!();
var buffer = new ReflectedConstantBuffer();
HResult result = bufferReflection.GetDescription(let bufferDescription);
Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to get buffer description. Error({(int)result}): {result}");
Log.EngineLogger.AssertDebug(bufferDescription.Type == .D3D_CT_CBUFFER, "The buffer is not of type \"D3D_CT_CBUFFER\"");
buffer.Name = StringView(bufferDescription.Name);
buffer.Size = bufferDescription.Size;
buffer.RawData = new uint8[buffer.Size];
for(uint32 v = 0; v < bufferDescription.Variables; v++)
{
ID3D11ShaderReflectionVariable* variableReflection = bufferReflection.GetVariableByIndex(v);
if (ReflectConstantBufferVariable(buffer, variableReflection) case .Err)
{
delete buffer;
return .Err;
}
}
return buffer;
}
private static Result<void> ReflectConstantBufferVariable(ReflectedConstantBuffer buffer, ID3D11ShaderReflectionVariable* variableReflection)
{
Debug.Profiler.ProfileResourceFunction!();
HResult getDescResult = variableReflection.GetDescription(let variableDescription);
if (getDescResult.Failed)
{
Log.EngineLogger.Error($"Failed to get variable description. Error({(int)getDescResult}): {getDescResult}");
return .Err;
}
let variableType = variableReflection.GetVariableType();
let getTypeDescResult = variableType.GetDescription(let shaderTypeDescription);
if (getTypeDescResult.Failed)
{
Log.EngineLogger.Error($"Failed to get variable description. Error({(int)getDescResult}): {getDescResult}");
return .Ok;
}
ReflectedConstantBufferVariable variable = new ReflectedConstantBufferVariable();
variable.Name = StringView(variableDescription.Name);
variable.Offset = variableDescription.StartOffset;
variable.SizeInBytes = variableDescription.Size;
variable.IsUsed = variableDescription.uFlags.HasFlag(.Used);
variable.Columns = shaderTypeDescription.Columns;
variable.Rows = shaderTypeDescription.Rows;
variable.ArraySize = shaderTypeDescription.Elements;
switch(shaderTypeDescription.Type)
{
case .Bool:
variable.ElementType = .Bool;
case .Float:
variable.ElementType = .Float;
case .Int:
variable.ElementType = .Int;
case .UInt:
variable.ElementType = .UInt;
default:
Log.EngineLogger.Error($"Unhandled shader variable type: {shaderTypeDescription.Type}.");
delete variable;
return .Err;
}
if (variableDescription.DefaultValue == null)
{
Internal.MemSet(&buffer.RawData[variable.Offset], 0, variable.SizeInBytes);
}
else
{
Internal.MemCpy(&buffer.RawData[variable.Offset], variableDescription.DefaultValue, variable.SizeInBytes);
}
buffer.AddVariable(variable);
return .Ok;
}
}
struct Includer : ID3DInclude, IDisposable
{
private VTable _vTable;
private Dictionary<StringView, (String FileName, String FileContent)> _loadedFiles;
private String _parentFileDirectory;
public this(String parentFileDirectory)
{
_parentFileDirectory = parentFileDirectory;
_loadedFiles = new Dictionary<StringView, (String FileName, String FileContent)>();
_vTable.Open = => Open;
_vTable.Close = => Close;
_vt = &_vTable;
}
public void Dispose()
{
for (let (key, value) in _loadedFiles)
{
delete value.FileName;
delete value.FileContent;
}
delete _loadedFiles;
}
public static HResult Open(ID3DInclude* self, IncludeType includeType, char8* fileNamePtr, void* parentData, void** data, uint32* bytes)
{
Includer* includer = (.)self;
StringView fileName = StringView(fileNamePtr);
if (includer._loadedFiles.TryGetValue(fileName, let value))
{
*data = (void*)value.FileContent.Ptr;
*bytes = (uint32)value.FileContent.Length;
return .S_OK;
}
String fullPath = scope .();
Path.Combine(fullPath, includer._parentFileDirectory, fileName);
if (!File.Exists(fullPath))
{
let treeResult = Editor.Instance.ContentManager.AssetHierarchy.GetNodeFromIdentifier(scope AssetIdentifier(fileName));
if (var assetNode = treeResult)
{
fullPath.Set(assetNode->Path);
}
else
{
Log.EngineLogger.Error($"Failed to include shader file \"{fileName}\"");
return .E_FILENOTFOUND;
}
}
Stream fileStream = Application.Instance.ContentManager.GetStream(fullPath);
if (fileStream == null)
{
fileStream = Application.Instance.ContentManager.GetStream(StringView(fileName));
}
if (fileStream == null)
{
}
String fileContent = new String();
{
StreamReader reader = scope .(fileStream);
reader.ReadToEnd(fileContent);
String fileNameStr = new String(fileName);
includer._loadedFiles.Add(fileNameStr, (fileNameStr, fileContent));
}
delete fileStream;
*data = (void*)fileContent.Ptr;
*bytes = (uint32)fileContent.Length;
return .S_OK;
}
public static HResult Close(ID3DInclude* self, void** data)
{
Includer* includer = (.)self;
for (var v in includer._loadedFiles)
{
if (v.value.FileContent.Ptr == data)
{
includer._loadedFiles.Remove(v.key);
delete v.value.FileContent;
delete v.value.FileName;
break;
}
}
return .S_OK;
}
}
@@ -0,0 +1,440 @@
using GlitchyEditor.Assets.Importers;
using System;
using GlitchyEngine.Content;
using System.Collections;
using GlitchyEngine;
using GlitchyEngine.Math;
using GlitchyEngine.Renderer;
namespace GlitchyEditor.Assets.Processors;
class ProcessedShader : ProcessedResource
{
public override AssetType AssetType => .Shader;
public CompiledShader VertexShader ~ delete _;
public CompiledShader PixelShader ~ delete _;
public this(AssetIdentifier ownAssetIdentifier, AssetHandle assetHandle) : base(ownAssetIdentifier, assetHandle)
{
}
}
class ShaderVariable
{
private String _name ~ delete _;
private Dictionary<String, Variant> _parameters = new .() ~ {
for (var (entryKey, entry) in _)
{
delete entryKey;
entry.Dispose();
}
delete _;
};
public StringView Name
{
get => _name;
set => String.NewOrSet!(_name, value);
}
public Dictionary<String, Variant> Parameters => _parameters;
public void AddParameter(StringView name, Variant value)
{
_parameters.Add(new String(name), value);
}
}
class ShaderProcessor : IAssetProcessor
{
public AssetProcessorConfig CreateDefaultConfig()
{
return new AssetProcessorConfig();
}
public static Type ProcessedAssetType => typeof(ImportedShader);
public Result<void> Process(ImportedResource importedResource, AssetConfig config, List<ProcessedResource> outProcessedResources)
{
Log.EngineLogger.AssertDebug(importedResource is ImportedShader);
Try!(ProcessShader(importedResource as ImportedShader, config, outProcessedResources));
return default;
}
private static Result<void> ProcessShader(ImportedShader importedShader, AssetConfig config, List<ProcessedResource> outProcessedResources)
{
String vsName = scope String();
String psName = scope String();
Dictionary<StringView, ShaderVariable> variables = scope .();
Dictionary<String, String> engineBuffers = scope .();
defer
{
ClearDictionaryAndDeleteValues!(variables);
for (let (key, value) in engineBuffers)
{
delete key;
delete value;
}
}
String code = new String(importedShader.HlslCode);
defer { delete code; }
Try!(ProcessFileContent(code, vsName, psName, variables, engineBuffers));
if (String.IsNullOrWhiteSpace(vsName) && String.IsNullOrWhiteSpace(psName))
{
// this is not an effect -> we don't need to compile it
return .Ok;
}
ProcessedShader processedShader = new ProcessedShader(new AssetIdentifier(importedShader.AssetIdentifier), config.AssetHandle);
Try!(CompileAndReflect(vsName, psName, importedShader, code, processedShader));
Try!(MergeResources(processedShader));
outProcessedResources.Add(processedShader);
return .Ok;
}
private static Result<void> MergeResources(ProcessedShader processedShader)
{
return .Ok;
}
private static Result<void> CompileAndReflect(StringView vsName, StringView psName, ImportedShader shader, StringView code, ProcessedShader processedShader)
{
if (!vsName.IsWhiteSpace)
{
processedShader.VertexShader = Try!(CompileAndReflectVertexShader(vsName, shader, code));
}
if (!psName.IsWhiteSpace)
{
processedShader.PixelShader = Try!(CompileAndReflectPixelShader(psName, shader, code));
}
return .Ok;
}
private static Result<CompiledShader> CompileAndReflectVertexShader(StringView vsName, ImportedShader importedShader, StringView code)
{
Debug.Profiler.ProfileResourceFunction!();
return ShaderCompiler.CompileAndReflectShader(code, importedShader.AssetIdentifier, vsName, "vs_5_0", .());
}
private static Result<CompiledShader> CompileAndReflectPixelShader(StringView vsName, ImportedShader importedShader, StringView code)
{
Debug.Profiler.ProfileResourceFunction!();
return ShaderCompiler.CompileAndReflectShader(code, importedShader.AssetIdentifier, vsName, "ps_5_0", .());
}
private static Result<void> ProcessFileContent(String fileContent, String outVsName, String outPsName, Dictionary<StringView, ShaderVariable> outVarDescs, Dictionary<String, String> outEngineBuffers)
{
Debug.Profiler.ProfileResourceFunction!();
Dictionary<StringView, StringView> arguments = scope .();
int index = 0;
while (true)
{
if ((int Start, int End) value = GetNextPreprocessor(fileContent, index, let name, arguments..Clear()))
{
index = value.End;
switch(name)
{
case "Effect":
for (let (argName, argValue) in arguments)
{
switch(argName)
{
case "VS", "VertexShader":
outVsName.Append(argValue);
case "PS", "PixelShader":
outPsName.Append(argValue);
default:
Log.EngineLogger.Error($"Unknown parameter name \"{name}\".");
return .Err;
}
}
case "EditorVariable":
Try!(ProcessEditorVariables(arguments, outVarDescs));
case "EngineBuffer":
Try!(ProcessEngineBuffer(arguments, outEngineBuffers));
default:
continue;
}
CommentLine(fileContent, value.Start);
}
else
{
break;
}
}
return .Ok;
}
private static void CommentLine(StringView code, int commentPosition)
{
code[commentPosition] = '/';
code[commentPosition + 1] = '/';
}
private static Result<(int Start, int End)> GetNextPreprocessor(StringView code, int startindex, out StringView name, Dictionary<StringView, StringView> arguments)
{
name = .();
int startOfLine;
int endOfLine;
do
{
startOfLine = code.IndexOf("#pragma", startindex);
if (startOfLine == -1)
return .Err;
endOfLine = code.IndexOf('\n', startOfLine);
StringView line = (endOfLine != -1) ? code.Substring(startOfLine, endOfLine - startOfLine) : code.Substring(startOfLine);
// cut off the #pragma
line = line.Substring(7);
int lBracketIndex = line.IndexOf('[');
if (lBracketIndex == -1)
{
name = line..Trim();
break;
}
name = line.Substring(0, lBracketIndex);
name.Trim();
int rBracketIndex = line.IndexOf(']');
if (rBracketIndex == -1)
{
Log.EngineLogger.Error($"Pragma is missing closing Bracket (\"{line}\")");
rBracketIndex = line.Length;
}
StringView argumentText = line.Substring(lBracketIndex + 1, rBracketIndex - lBracketIndex - 1);
for (StringView argument in argumentText.Split(';'))
{
int equalsIndex = argument.IndexOf('=');
StringView argumentName = .();
StringView argumentValue = .();
if (equalsIndex == -1)
{
argumentName = argument;
argumentName.Trim();
}
else
{
argumentName = argument.Substring(0, equalsIndex);
argumentName.Trim();
argumentValue = argument.Substring(equalsIndex + 1);
argumentValue.Trim();
}
if (arguments.ContainsKey(argumentName))
{
Log.EngineLogger.Error($"Arguments \"{argumentName}\" already exists.");
continue;
}
arguments.Add(argumentName, argumentValue);
}
}
return .Ok((startOfLine, endOfLine));
}
private static Result<void> ProcessEngineBuffer(Dictionary<StringView, StringView> arguments, Dictionary<String, String> outEngineBuffers)
{
String nameInEngine = null;
String nameInShader = null;
for (var (argName, argValue) in arguments)
{
if (argValue.StartsWith('"') && argValue.EndsWith('"'))
{
argValue = argValue[1...^2];
}
switch (argName)
{
case "Name":
nameInShader = new String(argValue);
case "Binding":
nameInEngine = new String(argValue);
default:
Log.EngineLogger.Error($"Unknown parameter for EngineBuffer: \"{argName}\".");
delete nameInEngine;
delete nameInShader;
return .Err;
}
}
if (String.IsNullOrWhiteSpace(nameInEngine) || String.IsNullOrWhiteSpace(nameInShader))
{
Log.EngineLogger.Error($"Name and Binding need to be defined.");
delete nameInEngine;
delete nameInShader;
return .Err;
}
outEngineBuffers.Add(nameInEngine, nameInShader);
return .Ok;
}
private static Result<void> ProcessEditorVariables(Dictionary<StringView, StringView> arguments, Dictionary<StringView, ShaderVariable> outVarDescs)
{
ShaderVariable variable = new .();
for (var (name, value) in arguments)
{
if (value.StartsWith('"') && value.EndsWith('"'))
{
value = value[1...^2];
}
switch(name)
{
case "Name":
variable.Name = value;
case "Min", "Max":
if (Variant paramValue = ParseVariableValue(value))
variable.AddParameter(name, paramValue);
else
{
delete variable;
return .Err;
}
default:
Variant paramValue = Variant.Create(new String(value), true);
variable.AddParameter(name, paramValue);
}
}
if (variable.Name.IsWhiteSpace)
{
Log.EngineLogger.Error("Failed to process shader: Missing argument \"Name\" int variable description.");
delete variable;
return .Err;
}
outVarDescs.Add(variable.Name, variable);
return .Ok;
}
private static Result<Variant> ParseVariableValue(StringView valueString)
{
if (valueString[0].IsDigit || valueString[0] == '-')
{
var valueString;
if (valueString.EndsWith('f'))
valueString.Length--;
float value = Try!(float.Parse(valueString));
return Variant.Create(value);
}
else if (valueString.StartsWith("float"))
{
int index = 5;
int numComponents = valueString[index++] - '0';
while (valueString[index] != '(')
{
if (!valueString[index].IsWhiteSpace)
{
Log.EngineLogger.Error("Failed to process shader: Expected '('.");
return .Err;
}
index++;
}
if (numComponents < 2 || numComponents > 4)
{
Log.EngineLogger.Error($"Failed to process shader: Unsupported component count {numComponents}. Value must be between 2 and 4.");
return .Err;
}
float[] floats = scope float[numComponents];
for (int i < numComponents)
{
while (true)
{
char8 c = valueString[++index];
if (c.IsDigit || c == '.' || c == '-')
break;
}
int start = index;
while (true)
{
char8 c = valueString[++index];
if (!c.IsDigit && c != '.')
break;
}
int end = index;
StringView numberView = .(valueString, start, end - start);
var result = float.Parse(numberView);
if (result case .Ok(let value))
{
floats[i] = value;
}
}
if (numComponents == 2)
return Variant.Create(*(float2*)floats.Ptr);
else if (numComponents == 3)
return Variant.Create(*(float3*)floats.Ptr);
else
return Variant.Create(*(float4*)floats.Ptr);
}
else
{
Log.EngineLogger.Error($"Failed to process shader: Unsupported variable value: \"{valueString}\".");
return .Err;
}
}
}
+4
View File
@@ -43,6 +43,10 @@ namespace GlitchyEditor
_contentManager.RegisterAssetExporter<SpriteExporter>(); _contentManager.RegisterAssetExporter<SpriteExporter>();
_contentManager.RegisterAssetImporter<ShaderImporter>();
_contentManager.RegisterAssetProcessor<ShaderProcessor>();
//_contentManager.RegisterAssetExporter<ShaderEx>();
_contentManager.SetGlobalAssetCacheDirectory(".cache"); _contentManager.SetGlobalAssetCacheDirectory(".cache");
_contentManager.SetResourcesDirectory("Resources"); _contentManager.SetResourcesDirectory("Resources");
+2 -1
View File
@@ -4,5 +4,6 @@ enum AssetType : uint16
{ {
Unknown, Unknown,
Texture, Texture,
Sprite Sprite,
Shader
} }