void FShaderResource::Serialize(FArchive& Ar)
{
	Ar << SpecificType;
	Ar << Target;
	Ar << Code;
	Ar << OutputHash;
	Ar << NumInstructions;
	Ar << NumTextureSamplers;
	
	if (Ar.IsLoading())
	{
		INC_DWORD_STAT_BY_FName(GetMemoryStatType((EShaderFrequency)Target.Frequency).GetName(), (int64)Code.Num());
		INC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, GetSizeBytes());
		
		FShaderCache::LogShader((EShaderPlatform)Target.Platform, (EShaderFrequency)Target.Frequency, OutputHash, Code);

		// The shader resource has been serialized in, so this shader resource is now initialized.
		check(Canary != FShader::ShaderMagic_CleaningUp);
		Canary = FShader::ShaderMagic_Initialized;
	}
#if WITH_EDITORONLY_DATA
	else if(Ar.IsCooking())
	{
		FShaderCache::CookShader((EShaderPlatform)Target.Platform, (EShaderFrequency)Target.Frequency, OutputHash, Code);
	}
#endif
}
FShaderResource::FShaderResource(const FShaderCompilerOutput& Output, FShaderType* InSpecificType) 
	: SpecificType(InSpecificType)
	, NumInstructions(Output.NumInstructions)
	, NumTextureSamplers(Output.NumTextureSamplers)
	, NumRefs(0)
	, Canary(FShader::ShaderMagic_Initialized)
	
{
	Target = Output.Target;
	// todo: can we avoid the memcpy?
	Code = Output.ShaderCode.GetReadAccess();

	check(Code.Num() > 0);

	OutputHash = Output.OutputHash;
	checkSlow(OutputHash != FSHAHash());

	{
		FScopeLock ShaderResourceIdMapLock(&ShaderResourceIdMapCritical);
		ShaderResourceIdMap.Add(GetId(), this);
	}
	
	INC_DWORD_STAT_BY_FName(GetMemoryStatType((EShaderFrequency)Target.Frequency).GetName(), Code.Num());
	INC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, GetSizeBytes());
	INC_DWORD_STAT_BY(STAT_Shaders_NumShaderResourcesLoaded, 1);
}
Esempio n. 3
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void FShaderResource::Serialize(FArchive& Ar)
{
	Ar << Target;
	Ar << Code;
	Ar << OutputHash;
	Ar << NumInstructions;
	Ar << NumTextureSamplers;
	
	if (Ar.IsLoading())
	{
		INC_DWORD_STAT_BY_FName(GetMemoryStatType((EShaderFrequency)Target.Frequency).GetName(), (int64)Code.Num());
		INC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, GetSizeBytes());
	}
}
Esempio n. 4
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FShaderResource::FShaderResource(const FShaderCompilerOutput& Output) 
	: NumInstructions(Output.NumInstructions)
	, NumTextureSamplers(Output.NumTextureSamplers)
	, NumRefs(0)
	
{
	Target = Output.Target;
	Code = Output.Code;
	check(Code.Num() > 0);

	OutputHash = Output.OutputHash;
	checkSlow(OutputHash != FSHAHash());

	ShaderResourceIdMap.Add(GetId(), this);
	INC_DWORD_STAT_BY_FName(GetMemoryStatType((EShaderFrequency)Target.Frequency).GetName(), Code.Num());
	INC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, GetSizeBytes());
	INC_DWORD_STAT_BY(STAT_Shaders_NumShaderResourcesLoaded, 1);
}