コード例 #1
0
void ShaderCompiler::update()
{
	PROFILE_FUNCTION();
	for (int i = 0; i < m_processes.size(); ++i)
	{
		if (PlatformInterface::isProcessFinished(*m_processes[i].process))
		{

			bool failed = PlatformInterface::getProcessExitCode(*m_processes[i].process) != 0;
			if (failed)
			{
				if (strstr(m_processes[i].path, "imgui") != nullptr)
				{
					Lumix::messageBox("Could not compile imgui shader");
				}

				char buf[1024];
				int read;
				Lumix::g_log_error.log("Editor") << m_processes[i].path;
				while ((read = PlatformInterface::getProcessOutput(
							*m_processes[i].process, buf, sizeof(buf) - 1)) > 0)
				{
					buf[read] = 0;
					Lumix::g_log_error.log("Editor") << buf;
				}
			}

			PlatformInterface::destroyProcess(*m_processes[i].process);
			m_processes.eraseFast(i);

			updateNotifications();
			if (m_processes.empty() && m_changed_files.empty())
			{
				reloadShaders();
				parseDependencies();
			}
		}
	}
	m_is_compiling = !m_processes.empty() || !m_to_compile.empty();
	m_app.getAssetBrowser()->enableUpdate(!m_is_compiling);

	processChangedFiles();

	if (m_processes.size() < 4 && !m_to_compile.empty())
	{
		compile(m_to_compile.back().c_str());
		m_to_compile.pop();
	}
}
コード例 #2
0
ShaderCompiler::ShaderCompiler(Lumix::WorldEditor& editor, LogUI& log_ui)
	: m_editor(editor)
	, m_log_ui(log_ui)
	, m_dependencies(editor.getAllocator())
	, m_to_reload(editor.getAllocator())
	, m_processes(editor.getAllocator())
	, m_changed_files(editor.getAllocator())
	, m_mutex(false)
{
	m_notifications_id = -1;
	m_is_compiling = false;
	
	m_watcher = FileSystemWatcher::create("shaders", m_editor.getAllocator());
	m_watcher->getCallback()
		.bind<ShaderCompiler, &ShaderCompiler::onFileChanged>(this);
	parseDependencies();
	makeUpToDate();
}
コード例 #3
0
void SPDImplementation::parseElement(TiXmlElement *elem)
{
    parseID (elem);
    parsePRFRef (elem);
    parseCode (elem);
    parseCompiler (elem);
    parsePrgLanguage (elem);
    parseHumanLanguage (elem);
    parseRuntime (elem);
    parseOperatingSystems (elem);
    parseProcessors (elem);
    parseDependencies (elem);
#if 0
    parsePropertyDependencies (elem);
#endif
    parseUsesDevices (elem);

}
コード例 #4
0
void ShaderCompiler::update(float)
{
	PROFILE_FUNCTION();
	for (int i = 0; i < m_processes.size(); ++i)
	{
		if (Lumix::isProcessFinished(*m_processes[i].process))
		{

			bool failed = Lumix::getProcessExitCode(*m_processes[i].process) != 0;
			if (failed)
			{
				if (strstr(m_processes[i].path, "imgui") != nullptr)
				{
					Lumix::messageBox("Could not compile imgui shader");
				}

				char buf[1024];
				int read;
				while ((read = Lumix::getProcessOutput(*m_processes[i].process, buf, sizeof(buf) - 1)) > 0)
				{
					buf[read] = 0;
					Lumix::g_log_error.log("shader compiler") << buf;
				}
			}

			Lumix::destroyProcess(*m_processes[i].process);
			m_processes.eraseFast(i);

			updateNotifications();
			if (m_processes.empty() && m_changed_files.empty())
			{
				reloadShaders();
				parseDependencies();
			}
		}
	}
	m_is_compiling = !m_processes.empty();

	processChangedFiles();
}