Esempio n. 1
0
        public static void Build()
        {
            CreateGeneratedFolder();

            // Read back from DB
            ReadDataBase();

            // Go through all the files and create Shaderfiles
            ProcessFolder(Config.ShaderSourcePath);

            CreateDependencies();

            // Tag all shaders that need to recompile and check if the DB was changed compared to the previous build
            bool db_changed = UpdateDadaBase();

            if (db_changed)
            {
                ShaderFileParser fileParser = new ShaderFileParser(CurrentDB.Values.ToList());
                fileParser.ProcessFiles();

                // Generate \Shaders\include\Shaders.h
                ShaderCompiler.GenerateShaderHFile();

                // Generate \Shaders\include\ConstantBuffers.h
                ShaderCompiler.GenerateConstantBufferHFile(fileParser.Structs);

                // Generate \Shaders\include\VertexLayouts.h
                ShaderCompiler.GenerateVertexLayoutHFile(fileParser.Structs);

                // Update DB by overwritting it
                WriteDataBase();
            }
        }
Esempio n. 2
0
        public static void BuildForTest()
        {
            // Go through all the files and create Shaderfiles
            ProcessFolder(Config.ShaderSourcePath);

            ShaderFileParser fileParser = new ShaderFileParser(CurrentDB.Values.ToList());

            // Iterate all Compiler/ShaderModel combinations
            EnumUtils.ForEach <Compiler>((compiler) =>
            {
                EnumUtils.ForEach <ShaderModel>((shaderModel) =>
                {
                    Config.Compiler    = compiler;
                    Config.ShaderModel = shaderModel;

                    if (Config.Verify(throws: false))
                    {
                        fileParser.ProcessFiles();
                    }
                });
            });
        }