private MaterialNodeClassLoader() { manager = new ShaderSourceManager(); manager.LookupDirectoryList.Add(EffectCompilerBase.DefaultSourceShaderFolder); logger = new SiliconStudio.Shaders.Utility.LoggerResult(); loader = new ShaderLoader(manager); }
public TestShaderLoadingString() { // Create and mount database file system var objDatabase = ObjectDatabase.CreateDefaultDatabase(); var databaseFileProvider = new DatabaseFileProvider(objDatabase); sourceManager = new ShaderSourceManager(databaseFileProvider); sourceManager.LookupDirectoryList.Add(@"shaders"); shaderLoader = new ShaderLoader(sourceManager); }
/// <summary> /// Initializes a new instance of the <see cref="ShaderMixinParser"/> class. /// </summary> public ShaderMixinParser(IVirtualFileProvider fileProvider) { SourceManager = new ShaderSourceManager(fileProvider); var shaderLoader = new ShaderLoader(SourceManager); if (shaderLibrary == null) { shaderLibrary = new StrideShaderLibrary(shaderLoader); } }
private void Init() { // Create and mount database file system var objDatabase = ObjectDatabase.CreateDefaultDatabase(); var databaseFileProvider = new DatabaseFileProvider(objDatabase); manager = new ShaderSourceManager(databaseFileProvider); manager.LookupDirectoryList.Add("shaders"); logger = new Stride.Core.Shaders.Utility.LoggerResult(); loader = new ShaderLoader(manager); }
public void Init() { // Create and mount database file system var objDatabase = ObjectDatabase.CreateDefaultDatabase(); var databaseFileProvider = new DatabaseFileProvider(objDatabase); ContentManager.GetFileProvider = () => databaseFileProvider; sourceManager = new ShaderSourceManager(); sourceManager.LookupDirectoryList.Add(@"shaders"); shaderLoader = new ShaderLoader(sourceManager); }
public void Init() { // Create and mount database file system var objDatabase = new ObjectDatabase("/data/db", "index", "/local/db"); var databaseFileProvider = new DatabaseFileProvider(objDatabase); AssetManager.GetFileProvider = () => databaseFileProvider; sourceManager = new ShaderSourceManager(); sourceManager.LookupDirectoryList.Add(@"shaders"); shaderLoader = new ShaderLoader(sourceManager); }
public void Init() { // Create and mount database file system var objDatabase = ObjectDatabase.CreateDefaultDatabase(); var databaseFileProvider = new DatabaseFileProvider(objDatabase); ContentManager.GetFileProvider = () => databaseFileProvider; manager = new ShaderSourceManager(); manager.LookupDirectoryList.Add("shaders"); logger = new SiliconStudio.Shaders.Utility.LoggerResult(); loader = new ShaderLoader(manager); }
/// <summary> /// Initializes a new instance of the <see cref="ShaderMixinParser"/> class. /// </summary> public ShaderMixinParser(IVirtualFileProvider fileProvider) { SourceManager = new ShaderSourceManager(fileProvider); var shaderLoader = new ShaderLoader(SourceManager); if (shaderLibrary == null) { shaderLibrary = new XenkoShaderLibrary(shaderLoader); } // Create the clone context with the instances of Hlsl classes HlslSemanticAnalysis.FillCloneContext(hlslCloneContext); }
public void Init() { // Create and mount database file system var objDatabase = new ObjectDatabase("/data/db", "index", "/local/db"); var databaseFileProvider = new DatabaseFileProvider(objDatabase); AssetManager.GetFileProvider = () => databaseFileProvider; manager = new ShaderSourceManager(); manager.LookupDirectoryList.Add("shaders"); logger = new SiliconStudio.Shaders.Utility.LoggerResult(); loader = new ShaderLoader(manager); }
public void Init() { using (var profile = Profiler.Begin(GameProfilingKeys.ObjectDatabaseInitialize)) { // Create and mount database file system var objDatabase = new ObjectDatabase("/data/db", "index", "/local/db"); var databaseFileProvider = new DatabaseFileProvider(objDatabase); AssetManager.GetFileProvider = () => databaseFileProvider; } sourceManager = new ShaderSourceManager(); sourceManager.LookupDirectoryList.Add(@"shaders"); shaderLoader = new ShaderLoader(sourceManager); }
//get shader source from data base, is there a more direct way? public static string GetShaderSourceCode(string effectName, IVirtualFileProvider fileProvider, ShaderSourceManager shaderSourceManager) { var path = GetPathOfSdslShader(effectName, fileProvider); if (!string.IsNullOrWhiteSpace(path)) { try { return(File.ReadAllText(path)); } catch (Exception) { //fall through } } return(shaderSourceManager?.LoadShaderSource(effectName).Source); }