Refactor asset pipeline to use file paths, improve import
- Switched asset handler interfaces and implementations to use file paths instead of FileStreams for all operations. - Refactored mesh asset structure and parsing, moved meshlet logic to MeshProcessor, and introduced hierarchical MeshNode types. - Updated texture asset handling: switched to bits-per-channel, improved mipmap/cubemap generation, and SPMD HDRI support. - Updated shader asset handlers to use file paths and split code compilation logic. - Improved asset registry: added event debouncing, better path handling, and import time/hash tracking. - Added source generator for IAssetSettings registration to support polymorphic JSON serialization. - Updated dependencies and tests; various minor fixes and cleanups.
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@@ -1,4 +1,4 @@
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using Ghost.MicroTest;
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using Ghost.Test.Core;
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TestRunner.Run<StbIBindingTest>();
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TestRunner.Run<NvttBindingTest>();
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@@ -7,7 +7,7 @@ using System.Numerics;
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//return;
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#if true
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var result = DSLShaderCompiler.CompileComputeShader("F:\\csharp\\GhostEngine\\src\\Runtime\\Ghost.Graphics\\TestCompute.gcomp");
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var result = DSLShaderCompiler.CompileComputeShaderCode("F:\\csharp\\GhostEngine\\src\\Runtime\\Ghost.Graphics\\TestCompute.gcomp");
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if (result.IsFailure)
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{
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Console.WriteLine(result.Message);
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