branchsbox/shader-assets-premergecancel
15 Commits over 0 Days - ∞cph!
Pass the compiled info to the loaded vfx rather than reading the vfx again and expecting to have the results serialized
Put both worker and receive units into a single function
Remove all work unit stuff, strip shadercompile to it's basics
More cleanup
Need to set a CUtlBuffer to READONLY to read non null terminated data
Serialize blob data of feature
Cleanup
Remove CompileTarget from vfx, we always compile for the shader models we want to target
Remove vfx targets we'd never ever support, remove fallback table, deprecate d3d9 registers from shader
Nicely unserialize shader features
Remove VMPI stuff from vfxcompile
Print memory in decimals for verbose shader compiling
Cleanup more stuff, remove all dependency of mod path from vfx, comment out all VCS Load/Save code paths
Remove more stuff that we don't even use from vfx, change from DevShader to hidden
Better serialize shader modes
Finish vfx_c serialization
Start writing vfx_c support
WriteCompiledVfxFile Cleanup
Add CreateFromCompiledVfx stub instead of CreateFromVcs, remove more bullshit
Right click compile shaders, set GameResource load function as sealed
Add shader asset type and empty resource compiler for it
Allow vfx and hlsl as assets on IgnoreNewPossibleAssetFile
Make HVfx be HShader, start adding shader handle from C# side
Fix perspective on ui shader
Iterate on shaders as assets
Get boilerplate for managed asset compile
Add used shader as material dependency
Don't use error.vfx if we are not on tools mode (Issue 415)
Don't do Shader assets on C++, it's awful
Remove TryManagedCompile
Cleanup GameResource and Resource, let GameResource handle it's loading rather than Asset, let managed core Resourced be created
Get target resource type from asset
Gameresource load doesn't need to be templated, still needs cleanup
Make CustomResource for internal managed resources that use custom decoding
And shader uses CustomResource instead of GameResource
Split GameResource to be a child of CustomResource, remove Shader assettype since it's all managed
Start work for child hlsl include files to recompile parents that use it
Add stub custom load methods for shader
ManagedResource is a better name
Remove MET shader browser, let's make it sexy using asset system and our UI
Make MET use our sexy asset picker
https://i.imgur.com/Mzzmynk.png
Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET
Make MET hints and shader select button intuitive
https://i.imgur.com/BgHsRKI.png
Revert "Remove TryManagedCompile"
This reverts commit a1912f3d31bd1b3b7f1e99e22932103e487337cd.
Managed resource compiles sanely
Create a managed resource of any inherited type without explicitly assigning it, start moving Shader resource to game code
Mark these as abstract, don't let children methods of GameResource override load, remove Shader from tools
Fix some sanity checks
Forgot this, pass asset name as string for now
Simplify how we load shaders, managed resource types shouldn't handle loading from cached dict at all, just have load method itself
ShaderResource in game code