Exemplo n.º 1
0
	void ProcessInputFromArchive(FArchive* InputFilePtr, TArray<FJobResult>& OutJobResults)
	{
		int32 NumBatches = 0;

		FArchive& InputFile = *InputFilePtr;
		int32 InputVersion;
		InputFile << InputVersion;
		checkf(ShaderCompileWorkerInputVersion == InputVersion, TEXT("Exiting due to ShaderCompilerWorker expecting input version %d, got %d instead! Did you forget to build ShaderCompilerWorker?"), ShaderCompileWorkerInputVersion, InputVersion);

		TMap<FString, uint16> ReceivedFormatVersionMap;
		InputFile << ReceivedFormatVersionMap;

		VerifyFormatVersions(ReceivedFormatVersionMap);

		InputFile << NumBatches;

		// Flush cache, to make sure we load the latest version of the input file.
		// (Otherwise quick changes to a shader file can result in the wrong output.)
		FlushShaderFileCache();

		for (int32 BatchIndex = 0; BatchIndex < NumBatches; BatchIndex++)
		{
			// Deserialize the job's inputs.
			FShaderCompilerInput CompilerInput;
			InputFile << CompilerInput;

			if (IsValidRef(CompilerInput.SharedEnvironment))
			{
				// Merge the shared environment into the per-shader environment before calling into the compile function
				CompilerInput.Environment.Merge(*CompilerInput.SharedEnvironment);
			}

			// Process the job.
			FShaderCompilerOutput CompilerOutput;
			ProcessCompilationJob(CompilerInput,CompilerOutput,WorkingDirectory);

			// Serialize the job's output.
			FJobResult& JobResult = *new(OutJobResults) FJobResult;
			JobResult.CompilerOutput = CompilerOutput;
		}
	}
Exemplo n.º 2
0
	void ProcessInputFromArchive(FArchive* InputFilePtr, TArray<FJobResult>& OutJobResults)
	{
		int32 NumBatches = 0;

		FArchive& InputFile = *InputFilePtr;
		int32 InputVersion;
		InputFile << InputVersion;
		check(ShaderCompileWorkerInputVersion == InputVersion);

		InputFile << NumBatches;

		// Flush cache, to make sure we load the latest version of the input file.
		// (Otherwise quick changes to a shader file can result in the wrong output.)
		FlushShaderFileCache();

		for (int32 BatchIndex = 0; BatchIndex < NumBatches; BatchIndex++)
		{
			// Deserialize the job's inputs.
			FShaderCompilerInput CompilerInput;
			InputFile << CompilerInput;

			if (IsValidRef(CompilerInput.SharedEnvironment))
			{
				// Merge the shared environment into the per-shader environment before calling into the compile function
				CompilerInput.Environment.Merge(*CompilerInput.SharedEnvironment);
			}

			// Process the job.
			FShaderCompilerOutput CompilerOutput;
			ProcessCompilationJob(CompilerInput,CompilerOutput,WorkingDirectory);

			// Serialize the job's output.
			FJobResult& JobResult = *new(OutJobResults) FJobResult;
			JobResult.CompilerOutput = CompilerOutput;
		}
	}