OpenCompiledComputeShader() private méthode

private OpenCompiledComputeShader ( ComputeShader shader, bool allVariantsAndPlatforms ) : void
shader UnityEngine.ComputeShader
allVariantsAndPlatforms bool
Résultat void
 private void ShowCompiledCodeSection(ComputeShader cs)
 {
     GUILayout.Space(kSpace);
     if (GUILayout.Button(Styles.showCompiled, EditorStyles.miniButton, GUILayout.ExpandWidth(false)))
     {
         ShaderUtil.OpenCompiledComputeShader(cs, true);
         GUIUtility.ExitGUI();
     }
 }
Exemple #2
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 private void ShowCompiledCodeSection(ComputeShader cs)
 {
     using (new EditorGUI.DisabledScope(!EditorSettings.cachingShaderPreprocessor))
         m_PreprocessOnly = EditorGUILayout.Toggle(Styles.togglePreprocess, m_PreprocessOnly);
     GUILayout.Space(kSpace);
     if (GUILayout.Button(Styles.showCompiled, EditorStyles.miniButton, GUILayout.ExpandWidth(false)))
     {
         ShaderUtil.OpenCompiledComputeShader(cs, true, m_PreprocessOnly);
         GUIUtility.ExitGUI();
     }
 }
 private void ShowCompiledCodeSection(ComputeShader cs)
 {
     GUILayout.Space(5f);
     if (GUILayout.Button(ComputeShaderInspector.Styles.showCompiled, EditorStyles.miniButton, new GUILayoutOption[]
     {
         GUILayout.ExpandWidth(false)
     }))
     {
         ShaderUtil.OpenCompiledComputeShader(cs, true);
         GUIUtility.ExitGUI();
     }
 }
        private void ShowCompiledCodeSection(ComputeShader cs)
        {
            ComputeShaderImporter importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(cs.GetInstanceID())) as ComputeShaderImporter;

            using (new EditorGUI.DisabledScope(!EditorSettings.cachingShaderPreprocessor && importer && importer.preprocessorOverride != PreprocessorOverride.ForceCachingPreprocessor))
                m_PreprocessOnly = EditorGUILayout.Toggle(Styles.togglePreprocess, m_PreprocessOnly);
            GUILayout.Space(kSpace);
            if (GUILayout.Button(Styles.showCompiled, EditorStyles.miniButton, GUILayout.ExpandWidth(false)))
            {
                ShaderUtil.OpenCompiledComputeShader(cs, true, m_PreprocessOnly);
                GUIUtility.ExitGUI();
            }
        }
Exemple #5
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 private void ShowDebuggingData(ComputeShader cs)
 {
     GUILayout.Space(5f);
     GUILayout.Label("Compiled code:", EditorStyles.boldLabel, new GUILayoutOption[0]);
     EditorGUILayout.BeginHorizontal(new GUILayoutOption[0]);
     EditorGUILayout.PrefixLabel("All variants", EditorStyles.miniButton);
     GUILayoutOption[] options = new GUILayoutOption[] { GUILayout.ExpandWidth(false) };
     if (GUILayout.Button(Styles.showAll, EditorStyles.miniButton, options))
     {
         ShaderUtil.OpenCompiledComputeShader(cs, true);
         GUIUtility.ExitGUI();
     }
     EditorGUILayout.EndHorizontal();
 }
Exemple #6
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        private void ShowCompiledCodeSection(ComputeShader cs)
        {
            if (!m_PreprocessOnlyAvailableInitialized)
            {
                UpdatePreprocessOnlyAvailability();
            }

            using (new EditorGUI.DisabledScope(!m_PreprocessOnlyAvailable))
                m_PreprocessOnly = EditorGUILayout.Toggle(Styles.togglePreprocess, m_PreprocessOnly);
            GUILayout.Space(kSpace);
            if (GUILayout.Button(Styles.showCompiled, EditorStyles.miniButton, GUILayout.ExpandWidth(false)))
            {
                ShaderUtil.OpenCompiledComputeShader(cs, true, m_PreprocessOnly);
                GUIUtility.ExitGUI();
            }
        }
Exemple #7
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        private void ShowCompiledCodeSection(ComputeShader cs)
        {
            ComputeShaderImporter importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(cs.GetInstanceID())) as ComputeShaderImporter;

            s_PreprocessOnly = EditorGUILayout.Toggle(Styles.togglePreprocess, s_PreprocessOnly);
            if (s_PreprocessOnly)
            {
                s_StripLineDirectives = EditorGUILayout.Toggle(Styles.toggleStripLineDirective, s_StripLineDirectives);
            }

            GUILayout.Space(kSpace);
            if (GUILayout.Button(Styles.showCompiled, EditorStyles.miniButton, GUILayout.ExpandWidth(false)))
            {
                ShaderUtil.OpenCompiledComputeShader(cs, true, s_PreprocessOnly, s_StripLineDirectives);
                GUIUtility.ExitGUI();
            }
        }