GetCriticalAssetFilters()
Signed-off-by: Dayo Lawal <lawalfua@amazon.com>
This commit is contained in:
+5
-34
@@ -47,7 +47,7 @@ AZ_POP_DISABLE_WARNING
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namespace ShaderManagementConsole
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{
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AZStd::string ShaderManagementConsoleApplication::GetBuildTargetName()
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AZStd::string ShaderManagementConsoleApplication::GetBuildTargetName() const
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{
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#if !defined (LY_CMAKE_TARGET)
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#error "LY_CMAKE_TARGET must be defined in order to add this source file to a CMake executable target"
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@@ -100,40 +100,11 @@ namespace ShaderManagementConsole
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Base::Destroy();
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}
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void ShaderManagementConsoleApplication::AssetSystemAvailable()
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AZStd::vector<AZStd::string> ShaderManagementConsoleApplication::GetCriticalAssetFilters() const
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{
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// Try connect to AP first before try to launch it manually.
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bool connected = false;
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auto ConnectToAssetProcessorWithIdentifier = [&connected](AzFramework::AssetSystem::AssetSystemRequests* assetSystemRequests)
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{
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// When the AssetProcessor is already launched it should take less than a second to perform a connection
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// but when the AssetProcessor needs to be launch it could take up to 15 seconds to have the AssetProcessor initialize
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// and able to negotiate a connection when running a debug build
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// and to negotiate a connection
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AzFramework::AssetSystem::ConnectionSettings connectionSettings;
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AzFramework::AssetSystem::ReadConnectionSettingsFromSettingsRegistry(connectionSettings);
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connectionSettings.m_connectionDirection = AzFramework::AssetSystem::ConnectionSettings::ConnectionDirection::ConnectToAssetProcessor;
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connectionSettings.m_connectionIdentifier = "Shader Management Console";
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connectionSettings.m_loggingCallback = []([[maybe_unused]] AZStd::string_view logData)
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{
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AZ_TracePrintf("Shader Management Console", "%.*s", aznumeric_cast<int>(logData.size()), logData.data());
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};
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connected = assetSystemRequests->EstablishAssetProcessorConnection(connectionSettings);
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};
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AzFramework::AssetSystemRequestBus::Broadcast(ConnectToAssetProcessorWithIdentifier);
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if (connected)
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{
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// List of common asset filters for things that need to be compiled to run the material editor
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// Some of these things will not be necessary once we have proper support for queued asset loading and reloading
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const AZStd::vector<AZStd::string> assetFiltersArray = { "passes/", "config/" };
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CompileCriticalAssets(assetFiltersArray);
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}
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AzFramework::AssetSystemStatusBus::Handler::BusDisconnect();
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// List of common asset filters for things that need to be compiled to run the material editor
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// Some of these things will not be necessary once we have proper support for queued asset loading and reloading
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return AZStd::vector<AZStd::string>({ "passes/", "config/" });
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}
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void ShaderManagementConsoleApplication::ProcessCommandLine()
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