| 58 | } |
| 59 | |
| 60 | inline std::vector<std::filesystem::path> getInitialShaderDirectories() |
| 61 | { |
| 62 | std::vector<std::filesystem::path> developmentDirectories = { |
| 63 | // First we search in source folders. |
| 64 | getProjectDirectory() / "Source" / "Falcor", |
| 65 | getProjectDirectory() / "Source", |
| 66 | getProjectDirectory() / "Source" / "Tools" / "FalcorTest", |
| 67 | // Then we search in deployment folder (necessary to pickup NVAPI and other third-party shaders). |
| 68 | getRuntimeDirectory() / "shaders", |
| 69 | }; |
| 70 | |
| 71 | std::vector<std::filesystem::path> deploymentDirectories = { |
| 72 | getRuntimeDirectory() / "shaders", |
| 73 | }; |
| 74 | |
| 75 | return isDevelopmentMode() ? developmentDirectories : deploymentDirectories; |
| 76 | } |
| 77 | |
| 78 | static std::vector<std::filesystem::path> gShaderDirectories = getInitialShaderDirectories(); // TODO: REMOVEGLOBAL |
| 79 |
no test coverage detected