Use threaded path
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@ -157,57 +157,46 @@ project.addSources('Sources');
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# Load shaders manually
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assets.add_khafile_def('arm_shaderload')
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# Add compiled shaders all at once when threaded
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threaded = arm.utils.get_khamake_threads() > 1
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if threaded:
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shaders_path = arm.utils.build_dir() + '/compiled/Shaders/*.glsl'
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shaders_path = arm.utils.build_dir() + '/compiled/Shaders/*.glsl'
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if rel_path:
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shaders_path = os.path.relpath(shaders_path, arm.utils.get_fp()).replace('\\', '/')
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f.write('project.addShaders("' + shaders_path + '");\n')
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if arm.utils.get_gapi() == 'direct3d11':
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# noprocessing flag - gets renamed to .d3d11
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shaders_path = arm.utils.build_dir() + '/compiled/Hlsl/*.glsl'
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if rel_path:
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shaders_path = os.path.relpath(shaders_path, arm.utils.get_fp()).replace('\\', '/')
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f.write('project.addShaders("' + shaders_path + '");\n')
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if arm.utils.get_gapi() == 'direct3d11':
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# noprocessing flag - gets renamed to .d3d11
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shaders_path = arm.utils.build_dir() + '/compiled/Hlsl/*.glsl'
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if rel_path:
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shaders_path = os.path.relpath(shaders_path, arm.utils.get_fp()).replace('\\', '/')
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f.write('project.addShaders("' + shaders_path + '", { noprocessing: true });\n')
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else:
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shader_references = sorted(list(set(assets.shaders)))
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for ref in shader_references:
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f.write(add_shaders(ref, rel_path=rel_path))
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# if ref.endswith('voxel.geom.glsl'): # passthrough geom shader
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# f.write(', { noprocessing: true }')
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f.write('project.addShaders("' + shaders_path + '", { noprocessing: true });\n')
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# Move assets for published game to /data folder
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use_data_dir = is_publish and (state.target == 'krom-windows' or state.target == 'krom-linux' or state.target == 'windows' or state.target == 'linux')
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if use_data_dir:
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assets.add_khafile_def('arm_data_dir')
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# Add compiled assets all at once when threaded
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if threaded:
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ext = 'arm' if wrd.arm_minimize else 'json'
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assets_path = arm.utils.build_dir() + '/compiled/Assets/**'
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assets_path_sh = arm.utils.build_dir() + '/compiled/Shaders/*.' + ext
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if rel_path:
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assets_path = os.path.relpath(assets_path, arm.utils.get_fp()).replace('\\', '/')
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assets_path_sh = os.path.relpath(assets_path_sh, arm.utils.get_fp()).replace('\\', '/')
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dest = ''
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if use_data_dir:
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dest += ', destination: "data/{name}"'
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f.write('project.addAssets("' + assets_path + '", { notinlist: true ' + dest + '});\n')
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f.write('project.addAssets("' + assets_path_sh + '", { notinlist: true ' + dest + '});\n')
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ext = 'arm' if wrd.arm_minimize else 'json'
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assets_path = arm.utils.build_dir() + '/compiled/Assets/**'
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assets_path_sh = arm.utils.build_dir() + '/compiled/Shaders/*.' + ext
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if rel_path:
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assets_path = os.path.relpath(assets_path, arm.utils.get_fp()).replace('\\', '/')
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assets_path_sh = os.path.relpath(assets_path_sh, arm.utils.get_fp()).replace('\\', '/')
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dest = ''
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if use_data_dir:
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dest += ', destination: "data/{name}"'
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f.write('project.addAssets("' + assets_path + '", { notinlist: true ' + dest + '});\n')
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f.write('project.addAssets("' + assets_path_sh + '", { notinlist: true ' + dest + '});\n')
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shader_data_references = sorted(list(set(assets.shader_datas)))
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for ref in shader_data_references:
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ref = ref.replace('\\', '/').replace('//', '/')
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if threaded and '/compiled/' in ref: # Asset already included
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if '/compiled/' in ref: # Asset already included
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continue
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f.write(add_assets(ref, use_data_dir=use_data_dir, rel_path=rel_path))
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asset_references = sorted(list(set(assets.assets)))
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for ref in asset_references:
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ref = ref.replace('\\', '/').replace('//', '/')
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if threaded and '/compiled/' in ref: # Asset already included
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if '/compiled/' in ref: # Asset already included
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continue
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quality = 1.0
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s = ref.lower()
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