| 151 | #endif |
| 152 | |
| 153 | Asset::LoadResult Material::load() |
| 154 | { |
| 155 | ASSERT(_materialShader == nullptr); |
| 156 | FlaxChunk* materialParamsChunk; |
| 157 | |
| 158 | // Wait for the GPU Device to be ready (eg. case when loading material before GPU init) |
| 159 | if (WaitForInitGraphics()) |
| 160 | return LoadResult::CannotLoadData; |
| 161 | |
| 162 | // If engine was compiled with shaders compiling service: |
| 163 | // - Material should be changed in need to convert it to the newer version (via Visject Surface) |
| 164 | // Shader should be recompiled if shader source code has been modified |
| 165 | // otherwise: |
| 166 | // - If material version is not supported then material cannot be loaded |
| 167 | #if COMPILE_WITH_SHADER_COMPILER |
| 168 | |
| 169 | // Check if current engine has different materials version or convert it by force or has no source generated at all |
| 170 | if (_shaderHeader.Material.GraphVersion != MATERIAL_GRAPH_VERSION |
| 171 | #if MATERIAL_AUTO_GENERATE_MISSING_SOURCE |
| 172 | || !HasChunk(SHADER_FILE_CHUNK_SOURCE) |
| 173 | #endif |
| 174 | || HasDependenciesModified() |
| 175 | #if COMPILE_WITH_DEV_ENV |
| 176 | // Set to true to enable force GPU shader regeneration (don't commit it) |
| 177 | || false |
| 178 | #endif |
| 179 | ) |
| 180 | { |
| 181 | // Guard file with the lock during shader generation (prevents FlaxStorage::Tick from messing with the file) |
| 182 | auto lock = Storage->Lock(); |
| 183 | |
| 184 | // Prepare |
| 185 | const String name = ToString(); |
| 186 | MaterialGenerator generator; |
| 187 | generator.Error.Bind(&OnGeneratorError); |
| 188 | if (_shaderHeader.Material.GraphVersion != MATERIAL_GRAPH_VERSION) |
| 189 | { |
| 190 | LOG(Info, "Converting material \'{0}\', from version {1} to {2}...", name, _shaderHeader.Material.GraphVersion, MATERIAL_GRAPH_VERSION); |
| 191 | } |
| 192 | else |
| 193 | { |
| 194 | LOG(Info, "Updating material \'{0}\'...", name); |
| 195 | } |
| 196 | |
| 197 | // Load or create material surface |
| 198 | MaterialLayer* layer; |
| 199 | if (HasChunk(SHADER_FILE_CHUNK_VISJECT_SURFACE)) |
| 200 | { |
| 201 | // Load graph |
| 202 | if (LoadChunks(GET_CHUNK_FLAG(SHADER_FILE_CHUNK_VISJECT_SURFACE))) |
| 203 | { |
| 204 | LOG(Warning, "Cannot load \'{0}\' data from chunk {1}.", name, SHADER_FILE_CHUNK_VISJECT_SURFACE); |
| 205 | return LoadResult::Failed; |
| 206 | } |
| 207 | |
| 208 | // Get stream with graph data |
| 209 | auto surfaceChunk = GetChunk(SHADER_FILE_CHUNK_VISJECT_SURFACE); |
| 210 | MemoryReadStream stream(surfaceChunk->Get(), surfaceChunk->Size()); |
nothing calls this directly
no test coverage detected