Handle loading error and placeholder shaders

This commit is contained in:
Simon Lübeß
2025-07-10 14:59:37 +02:00
parent 1b63c922da
commit c2d330fc8f
8 changed files with 192 additions and 56 deletions
+36 -4
View File
@@ -367,7 +367,16 @@ class EditorContentManager : IContentManager
if (!_handleToAsset.TryGetValue(handle, out asset))
{
LoadAsset(handle, blocking);
AssetHandle handleAfterLoading = LoadAsset(handle, blocking);
if (handleAfterLoading == .Invalid)
{
// TODO: If the asset existed at some point, the cache might still know of it.
// Or we store the asset name somewhere else. (For the editor in the asset using it?)
asset = new NewPlaceholderAsset(handle, .Error);
AssignHandleAndManage(asset, handle);
}
}
if (var placeholder = asset as PlaceholderAsset)
@@ -401,6 +410,8 @@ class EditorContentManager : IContentManager
private Asset GetPlaceholderAsset(Type assetType, PlaceholderType placeholderType)
{
// TODO: Probably don't hardcode paths here.
// TODO: Probably verify existence at start of application.
switch (assetType)
{
case typeof(Texture2D):
@@ -414,6 +425,17 @@ class EditorContentManager : IContentManager
AssetHandle handle = LoadAsset("Resources/Textures/ErrorTexture2D.png", true);
return GetAsset(null, handle);
}
case typeof(Effect):
if (placeholderType == .Loading)
{
AssetHandle handle = LoadAsset("Resources/Shaders/PlaceholderLoading.fx", true);
return GetAsset(null, handle);
}
else if (placeholderType == .Error)
{
AssetHandle handle = LoadAsset("Resources/Shaders/PlaceholderError.fx", true);
return GetAsset(null, handle);
}
}
return null;
@@ -623,6 +645,7 @@ class EditorContentManager : IContentManager
using (_finishedEntriesLock.Enter())
{
loadedAsset.Identifier = assetNode.Identifier;
// TODO: AssignHandleAndManage
loadedAsset.[Friend]_contentManager = this;
loadedAsset.[Friend]_handle = handle;
@@ -874,14 +897,23 @@ class EditorContentManager : IContentManager
// If this happens too often we could use a different random generator
}
//_handles.Add(asset.Identifier, handle);
AssignHandleAndManage(asset, handle);
return handle;
}
private void AssignHandleAndManage(Asset asset, AssetHandle handle)
{
if (_handleToAsset.TryGetValue(handle, let existingAsset))
{
existingAsset.ReleaseRef();
}
_handleToAsset.Add(handle, asset);
asset.[Friend]_contentManager = this;
asset.[Friend]_handle = handle;
asset.AddRef();
return handle;
}
private void SwapAsset(Asset oldAsset, Asset newAsset)