示例#1
0
        public void Init()
        {
            // Create and mount database file system
            var objDatabase = ObjectDatabase.CreateDefaultDatabase();
            var databaseFileProvider = new DatabaseFileProvider(objDatabase);
            AssetManager.GetFileProvider = () => databaseFileProvider;

            shaderMixinParser = new ShaderMixinParser(AssetManager.FileProvider);
            shaderMixinParser.SourceManager.LookupDirectoryList.Add("/shaders"); 
        }
示例#2
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        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);
        }
示例#3
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        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);
        }
        /// <summary>
        /// Initializes the asset database. Similar to <see cref="Game.InitializeAssetDatabase"/>, but accessible without using internals.
        /// </summary>
        private static void InitializeAssetDatabase()
        {
            // Create and mount database file system
            var objDatabase = new ObjectDatabase("/data/db", "index", "/local/db");

            // Only set a mount path if not mounted already
            var mountPath = VirtualFileSystem.ResolveProviderUnsafe("/asset", true).Provider == null ? "/asset" : null;
            var databaseFileProvider = new DatabaseFileProvider(objDatabase, mountPath);

            AssetManager.GetFileProvider = () => databaseFileProvider;
        }
示例#5
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        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()
        {
            // 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);
        }
        public void Init()
        {
            // Create and mount database file system
            var objDatabase = ObjectDatabase.CreateDefaultDatabase();
            var databaseFileProvider = new DatabaseFileProvider(objDatabase);
            ContentManager.GetFileProvider = () => databaseFileProvider;

            Compiler = new EffectCompiler();
            Compiler.SourceDirectories.Add("shaders");
            MixinParameters = new CompilerParameters();
            MixinParameters.EffectParameters.Platform = GraphicsPlatform.Direct3D11;
            MixinParameters.EffectParameters.Profile = GraphicsProfile.Level_11_0;
            ResultLogger = new LoggerResult();
        }
示例#8
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        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;

            Compiler = new EffectCompiler();
            Compiler.SourceDirectories.Add("shaders");
            MixinParameters = new ShaderMixinParameters();
            MixinParameters.Add(CompilerParameters.GraphicsPlatformKey, GraphicsPlatform.Direct3D11);
            MixinParameters.Add(CompilerParameters.GraphicsProfileKey, GraphicsProfile.Level_11_0);
            ResultLogger = new LoggerResult();
        }
示例#9
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        public static void Main3()
        {
            // Create and mount database file system
            var objDatabase = ObjectDatabase.CreateDefaultDatabase();
            var assetIndexMap = AssetIndexMap.Load(VirtualFileSystem.ApplicationDatabaseIndexPath);
            var databaseFileProvider = new DatabaseFileProvider(assetIndexMap, objDatabase);
            ContentManager.GetFileProvider = () => databaseFileProvider;

            compiler = new EffectCompiler();
            compiler.SourceDirectories.Add("shaders");
            var shaderMixinSource = new ShaderMixinSource();
            shaderMixinSource.Mixins.Add(new ShaderClassSource("ShaderBase"));
            shaderMixinSource.Mixins.Add(new ShaderClassSource("TransformationWVP"));
            shaderMixinSource.Mixins.Add(new ShaderClassSource("ShadingBase"));

            var shaderMixinSource2 = new ShaderMixinSource();
            shaderMixinSource2.Mixins.Add(new ShaderClassSource("ShaderBase"));
            shaderMixinSource2.Mixins.Add(new ShaderClassSource("TransformationWVP"));
            shaderMixinSource2.Mixins.Add(new ShaderClassSource("ShadingBase"));
            shaderMixinSource2.Mixins.Add(new ShaderClassSource("ShadingOverlay"));

            var allThreads = new List<Thread>();

            for (int i = 0; i < NumThreads; ++i)
            {
                CompilerThread compilerThread;
                if (i % 2 == 0)
                    compilerThread = new CompilerThread(compiler, shaderMixinSource);
                else
                    compilerThread = new CompilerThread(compiler, shaderMixinSource2);
                allThreads.Add(new Thread(compilerThread.Compile));
            }

            foreach (var thread in allThreads)
            {
                thread.Start();
            }
        }
示例#10
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        public void TestNoClean(out CompilerResults left, out CompilerResults right)
        {
            // Create and mount database file system
            var objDatabase = ObjectDatabase.CreateDefaultDatabase();
            using (var assetIndexMap = AssetIndexMap.Load(VirtualFileSystem.ApplicationDatabaseIndexPath))
            {
                var database = new DatabaseFileProvider(assetIndexMap, objDatabase);
                AssetManager.GetFileProvider = () => database;

                foreach (var shaderName in Directory.EnumerateFiles(@"..\..\sources\shaders", "*.pdxsl"))
                    CopyStream(database, shaderName);

                foreach (var shaderName in Directory.EnumerateFiles(@"..\..\sources\engine\SiliconStudio.Paradox.Shaders.Tests\GameAssets\Compiler", "*.pdxsl"))
                    CopyStream(database, shaderName);

                var compiler = new EffectCompiler();
                compiler.SourceDirectories.Add("assets/shaders");
                var compilerCache = new EffectCompilerCache(compiler);

                var compilerParameters = new CompilerParameters {Platform = GraphicsPlatform.Direct3D11};

                left = compilerCache.Compile(new ShaderMixinGeneratorSource("SimpleEffect"), compilerParameters);
                right = compilerCache.Compile(new ShaderMixinGeneratorSource("SimpleEffect"), compilerParameters);
            }
        }
示例#11
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 private void CopyStream(DatabaseFileProvider database, string fromFilePath)
 {
     var shaderFilename = string.Format("shaders/{0}", Path.GetFileName(fromFilePath));
     using (var outStream = database.OpenStream(shaderFilename, VirtualFileMode.Create, VirtualFileAccess.Write, VirtualFileShare.Write))
     {
         using (var inStream = new FileStream(fromFilePath, FileMode.Open, FileAccess.Read))
         {
             inStream.CopyTo(outStream);
         }
     }
 }
示例#12
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        public static void Main5()
        {
            // Create and mount database file system
            var objDatabase = new ObjectDatabase("/data/db");
            var assetIndexMap = AssetIndexMap.Load();
            var databaseFileProvider = new DatabaseFileProvider(assetIndexMap, objDatabase);
            AssetManager.GetFileProvider = () => databaseFileProvider;

            var test = new TestGenericClass();
            test.Run();
        }
        public static void Main5()
        {
            // Create and mount database file system
            var objDatabase = ObjectDatabase.CreateDefaultDatabase();
            var assetIndexMap = ContentIndexMap.Load(VirtualFileSystem.ApplicationDatabaseIndexPath);
            var databaseFileProvider = new DatabaseFileProvider(assetIndexMap, objDatabase);
            ContentManager.GetFileProvider = () => databaseFileProvider;

            var test = new TestGenericClass();
            test.Run();
        }
示例#14
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        public void TestImportModelSimple()
        {
            var file = Path.Combine(Environment.CurrentDirectory, @"scenes\goblin.fbx");

            // Create a project with an asset reference a raw file
            var project = new Package { FullPath = Path.Combine(Environment.CurrentDirectory, "ModelAssets", "ModelAssets" + Package.PackageFileExtension) };
            using (var session = new PackageSession(project))
            {
                var importSession = new AssetImportSession(session);

                // ------------------------------------------------------------------
                // Step 1: Add files to session
                // ------------------------------------------------------------------
                importSession.AddFile(file, project, UDirectory.Empty);

                // ------------------------------------------------------------------
                // Step 2: Stage assets
                // ------------------------------------------------------------------
                var stageResult = importSession.Stage();
                Assert.IsTrue(stageResult);
                Assert.AreEqual(0, project.Assets.Count);

                // ------------------------------------------------------------------
                // Step 3: Import asset directly
                // ------------------------------------------------------------------
                importSession.Import();
                Assert.AreEqual(4, project.Assets.Count);
                var assetItem = project.Assets.FirstOrDefault(item => item.Asset is EntityAsset);
                Assert.NotNull(assetItem);

                EntityAnalysis.UpdateEntityReferences(((EntityAsset)assetItem.Asset).Hierarchy);

                var assetCollection = new AssetItemCollection();
                // Remove directory from the location
                assetCollection.Add(assetItem);

                Console.WriteLine(assetCollection.ToText());

                //session.Save();

                // Create and mount database file system
                var objDatabase = new ObjectDatabase("/data/db", "index", "/local/db");
                var databaseFileProvider = new DatabaseFileProvider(objDatabase);
                AssetManager.GetFileProvider = () => databaseFileProvider;

                ((EntityAsset)assetItem.Asset).Hierarchy.Entities[0].Components.RemoveWhere(x => x.Key != TransformComponent.Key);
                //((EntityAsset)assetItem.Asset).Data.Entities[1].Components.RemoveWhere(x => x.Key != SiliconStudio.Paradox.Engine.TransformComponent.Key);

                var assetManager = new AssetManager();
                assetManager.Save("Entity1", ((EntityAsset)assetItem.Asset).Hierarchy);

                assetManager = new AssetManager();
                var entity = assetManager.Load<Entity>("Entity1");

                var entity2 = entity.Clone();

                var entityAsset = (EntityAsset)assetItem.Asset;
                entityAsset.Hierarchy.Entities[0].Components.Add(TransformComponent.Key, new TransformComponent());

                var entityAsset2 = (EntityAsset)AssetCloner.Clone(entityAsset);
                entityAsset2.Hierarchy.Entities[0].Components.Get(TransformComponent.Key).Position = new Vector3(10.0f, 0.0f, 0.0f);

                AssetMerge.Merge(entityAsset, entityAsset2, null, AssetMergePolicies.MergePolicyAsset2AsNewBaseOfAsset1);
            }
        }
示例#15
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        private EffectBytecode LoadEffectBytecode(DatabaseFileProvider database, ObjectId bytecodeId)
        {
            EffectBytecode bytecode = null;

            if (!bytecodes.TryGetValue(bytecodeId, out bytecode))
            {
                if (!bytecodesByPassingStorage.Contains(bytecodeId) && database.ObjectDatabase.Exists(bytecodeId))
                {
                    using (var stream = database.ObjectDatabase.OpenStream(bytecodeId))
                    {
                        bytecode = EffectBytecode.FromStream(stream);
                    }
                }
                if (bytecode != null)
                {
                    bytecodes.Add(bytecodeId, bytecode);
                }
            }

            // Always check that the bytecode is in sync with hash sources on all platforms
            if (bytecode != null && IsBytecodeObsolete(bytecode))
            {
                bytecodes.Remove(bytecodeId);
                bytecode = null;
            }

            return bytecode;
        }
示例#16
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        // TODO: Remove this once the thumbnail has been refactored to be done out of the preview game, if possible
        public static void MountDatabase(DatabaseFileProvider databaseFileProvider)
        {

            MicroThreadLocalDatabaseFileProvider.Value = databaseFileProvider;
        }
示例#17
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文件: Game.cs 项目: RainsSoft/paradox
        internal static void InitializeAssetDatabase()
        {
            using (Profiler.Begin(GameProfilingKeys.ObjectDatabaseInitialize))
            {
                // Create and mount database file system
                var objDatabase = ObjectDatabase.CreateDefaultDatabase();
                
                // Only set a mount path if not mounted already
                var mountPath = VirtualFileSystem.ResolveProviderUnsafe("/asset", true).Provider == null ? "/asset" : null;
                var databaseFileProvider = new DatabaseFileProvider(objDatabase, mountPath);

                AssetManager.GetFileProvider = () => databaseFileProvider;
            }
        }
示例#18
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        private EffectBytecodeCompilerResult CompileBytecode(ShaderMixinSource mixinTree, EffectCompilerParameters effectParameters, CompilerParameters compilerParameters, ObjectId mixinObjectId, DatabaseFileProvider database, string compiledUrl)
        {
            // Open the database for writing
            var log = new LoggerResult();

            // Note: this compiler is expected to not be async and directly write stuff in localLogger
            var compiledShader = base.Compile(mixinTree, effectParameters, compilerParameters).WaitForResult();
            compiledShader.CompilationLog.CopyTo(log);
            
            // If there are any errors, return immediately
            if (log.HasErrors)
            {
                lock (compilingShaders)
                {
                    compilingShaders.Remove(mixinObjectId);
                }

                return new EffectBytecodeCompilerResult(null, log);
            }

            // Compute the bytecodeId
            var newBytecodeId = compiledShader.Bytecode.ComputeId();

            // Check if we really need to store the bytecode
            lock (bytecodes)
            {
                // Using custom serialization to the database to store an object with a custom id
                // TODO: Check if we really need to write the bytecode everytime even if id is not changed
                var memoryStream = new MemoryStream();
                compiledShader.Bytecode.WriteTo(memoryStream);
                memoryStream.Position = 0;
                database.ObjectDatabase.Write(memoryStream, newBytecodeId, true);
                database.AssetIndexMap[compiledUrl] = newBytecodeId;

                // Save bytecode Id to the database cache as well
                memoryStream.SetLength(0);
                memoryStream.Write((byte[])newBytecodeId, 0, ObjectId.HashSize);
                memoryStream.Position = 0;
                database.ObjectDatabase.Write(memoryStream, mixinObjectId, true);

                if (!bytecodes.ContainsKey(newBytecodeId))
                {
                    log.Verbose("New effect compiled #{0} [{1}] (db: {2})\r\n{3}", effectCompileCount, mixinObjectId, newBytecodeId, compilerParameters?.ToStringPermutationsDetailed());
                    Interlocked.Increment(ref effectCompileCount);

                    // Replace or add new bytecode
                    bytecodes[newBytecodeId] = compiledShader.Bytecode;
                }
            }

            lock (compilingShaders)
            {
                compilingShaders.Remove(mixinObjectId);
            }

            return compiledShader;
        }
        private KeyValuePair<EffectBytecode, EffectBytecodeCacheLoadSource> LoadEffectBytecode(DatabaseFileProvider database, ObjectId bytecodeId)
        {
            KeyValuePair<EffectBytecode, EffectBytecodeCacheLoadSource> bytecodePair;

            if (!bytecodes.TryGetValue(bytecodeId, out bytecodePair))
            {
                if (!bytecodesByPassingStorage.Contains(bytecodeId) && database.ObjectDatabase.Exists(bytecodeId))
                {
                    using (var stream = database.ObjectDatabase.OpenStream(bytecodeId))
                    {
                        var bytecode = EffectBytecode.FromStream(stream);

                        // Try to read an integer that would specify what kind of cache it belongs to (if undefined because of old versions, mark it as dynamic cache)
                        var cacheSource = EffectBytecodeCacheLoadSource.DynamicCache;
                        if (stream.Position < stream.Length)
                        {
                            var binaryReader = new BinarySerializationReader(stream);
                            cacheSource = (EffectBytecodeCacheLoadSource)binaryReader.ReadInt32();
                        }
                        bytecodePair = new KeyValuePair<EffectBytecode, EffectBytecodeCacheLoadSource>(bytecode, cacheSource);
                    }
                }
                if (bytecodePair.Key != null)
                {
                    bytecodes.Add(bytecodeId, bytecodePair);
                }
            }

            // Always check that the bytecode is in sync with hash sources on all platforms
            if (bytecodePair.Key != null && IsBytecodeObsolete(bytecodePair.Key))
            {
                bytecodes.Remove(bytecodeId);
                bytecodePair = new KeyValuePair<EffectBytecode, EffectBytecodeCacheLoadSource>(null, EffectBytecodeCacheLoadSource.JustCompiled);
            }

            return bytecodePair;
        }