private static async Task ShaderCompilerRequestHandler(SocketMessageLayer socketMessageLayer, EffectCompiler effectCompiler, RemoteEffectCompilerEffectRequest remoteEffectCompilerEffectRequest) { // Yield so that this socket can continue its message loop to answer to shader file request // TODO: maybe not necessary anymore with RouterServiceServer? await Task.Yield(); Console.WriteLine($"Compiling shader: {remoteEffectCompilerEffectRequest.MixinTree.Name}"); // A shader has been requested, compile it (asynchronously)! var precompiledEffectShaderPass = await effectCompiler.Compile(remoteEffectCompilerEffectRequest.MixinTree, remoteEffectCompilerEffectRequest.EffectParameters, null).AwaitResult(); // Send compiled shader await socketMessageLayer.Send(new RemoteEffectCompilerEffectAnswer { StreamId = remoteEffectCompilerEffectRequest.StreamId, EffectBytecode = precompiledEffectShaderPass.Bytecode }); }
private static async Task ShaderCompilerRequestHandler(SocketMessageLayer socketMessageLayer, EffectLogStore recordedEffectCompile, EffectCompiler effectCompiler, RemoteEffectCompilerEffectRequest remoteEffectCompilerEffectRequest) { // Yield so that this socket can continue its message loop to answer to shader file request // TODO: maybe not necessary anymore with RouterServiceServer? await Task.Yield(); Console.WriteLine("Compiling shader"); // Restore MixinTree.UsedParameters (since it is DataMemberIgnore) remoteEffectCompilerEffectRequest.MixinTree.UsedParameters = remoteEffectCompilerEffectRequest.UsedParameters; // A shader has been requested, compile it (asynchronously)! var precompiledEffectShaderPass = await effectCompiler.Compile(remoteEffectCompilerEffectRequest.MixinTree, null).AwaitResult(); // Record compilation to asset file (only if parent) recordedEffectCompile[new EffectCompileRequest(remoteEffectCompilerEffectRequest.MixinTree.Name, remoteEffectCompilerEffectRequest.MixinTree.UsedParameters)] = true; // Send compiled shader socketMessageLayer.Send(new RemoteEffectCompilerEffectAnswer { StreamId = remoteEffectCompilerEffectRequest.StreamId, EffectBytecode = precompiledEffectShaderPass.Bytecode }); }