示例#1
0
        /// <summary>
        ///   Creates a build step that will build all shaders from system packages.
        /// </summary>
        /// <param name="session">The session used to retrieve currently used system packages.</param>
        /// <returns>A <see cref="ListBuildStep"/> containing the steps to build all shaders from system packages.</returns>
        /// <exception cref="ArgumentNullException"><paramref name="session"/> is a <c>null</c> reference.</exception>
        public ListBuildStep CreateSystemShaderBuildSteps(SessionViewModel session)
        {
            if (session is null)
            {
                throw new ArgumentNullException(nameof(session));
            }

            // Check if there are any new system projects to preload
            // TODO: PDX-1251: For now, allow non-system project as well (which means they will be loaded only once at startup)
            // Later, they should be imported depending on what project the currently previewed/built asset is
            var systemPackages = session.AllPackages.Where(project => /*project.IsSystem &&*/ !systemProjectsLoaded.Contains(project.Package.Meta.Name)).ToList();

            if (systemPackages.Count == 0)
            {
                return(null);
            }

            var importShadersRootProject    = new StandalonePackage(new Package());
            var importShadersProjectSession = new PackageSession();

            importShadersProjectSession.Projects.Add(importShadersRootProject);

            foreach (var package in systemPackages)
            {
                var mapPackage = new Package {
                    FullPath = package.PackagePath
                };
                foreach (var asset in package.Assets)
                {
                    if (typeof(EffectShaderAsset).IsAssignableFrom(asset.AssetType))
                    {
                        mapPackage.Assets.Add(new AssetItem(asset.Url, asset.Asset)
                        {
                            SourceFolder = asset.AssetItem.SourceFolder, AlternativePath = asset.AssetItem.AlternativePath
                        });
                    }
                }

                importShadersProjectSession.Projects.Add(new StandalonePackage(mapPackage));
                importShadersRootProject.FlattenedDependencies.Add(new Dependency(mapPackage));
            }

            // Compile the fake project (create the build steps)
            var assetProjectCompiler = new PackageCompiler(new PackageAssetEnumerator(importShadersRootProject.Package));
            var context = new AssetCompilerContext {
                CompilationContext = typeof(AssetCompilationContext)
            };
            var dependenciesCompileResult = assetProjectCompiler.Prepare(context);

            context.Dispose();

            var buildSteps = dependenciesCompileResult.BuildSteps;

            buildSteps?.Add(new UpdateImportShaderCacheBuildStep(systemProjectsLoaded, systemPackages.Select(x => x.Package.Meta.Name).ToList()));

            return(buildSteps);
        }
示例#2
0
        public override void Dispose()
        {
            DigitalProducts.ForEach(o => o.Dispose());
            DigitalProducts.Clear();

            StandalonePackage.Dispose();
            StandalonePackage = null;

            DigitalProductSummary = null;

            base.Dispose();
        }
示例#3
0
        public ListBuildStep CreateUserShaderBuildSteps(SessionViewModel session)
        {
            var packages = session.AllPackages.Where(project => !project.Package.IsSystem).ToList();

            if (packages.Count == 0)
            {
                return(null);
            }

            var importShadersRootProject    = new StandalonePackage(new Package());
            var importShadersProjectSession = new PackageSession();

            importShadersProjectSession.Projects.Add(importShadersRootProject);

            foreach (var package in packages)
            {
                var mapPackage = new Package {
                    FullPath = package.PackagePath
                };
                foreach (var asset in package.Assets)
                {
                    if (typeof(EffectShaderAsset).IsAssignableFrom(asset.AssetType))
                    {
                        mapPackage.Assets.Add(new AssetItem(asset.Url, asset.Asset)
                        {
                            SourceFolder = asset.AssetItem.SourceFolder, AlternativePath = asset.AssetItem.AlternativePath
                        });
                    }
                }

                importShadersProjectSession.Projects.Add(new StandalonePackage(mapPackage));
                importShadersRootProject.FlattenedDependencies.Add(new Dependency(mapPackage));
            }

            // compile the fake project (create the build steps)
            var assetProjectCompiler      = new PackageCompiler(new PackageAssetEnumerator(importShadersRootProject.Package));
            var dependenciesCompileResult = assetProjectCompiler.Prepare(new AssetCompilerContext {
                CompilationContext = typeof(AssetCompilationContext)
            });

            var buildSteps = dependenciesCompileResult.BuildSteps;

            buildSteps?.Add(new UpdateImportShaderCacheBuildStep(new HashSet <string>(), packages.Select(x => x.Package.Meta.Name).ToList()));

            return(buildSteps);
        }