- Added resource manager
- Shader building now inspects the spir-v for descriptor sets and writes the info to the output binary
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namespace Nerfed.Runtime;
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public static class ResourceManager
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{
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private const string rootName = "Resources";
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private static readonly Dictionary<string, Resource> loadedResources = new Dictionary<string, Resource>();
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public static T Load<T>(string resourcePath) where T : Resource
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{
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if (loadedResources.TryGetValue(resourcePath, out Resource resource))
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{
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return (T)resource;
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}
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if (typeof(T) == typeof(Shader))
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{
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resource = new Shader();
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}
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else
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{
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throw new Exception("Failed to create resource");
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}
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Assert.Always(resource != null);
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resource.Path = resourcePath;
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resource.Load(StorageContainer.OpenStream(Path.Combine(AppContext.BaseDirectory, rootName, resourcePath) + ".bin"));
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loadedResources.Add(resourcePath, resource);
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return (T)resource;
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}
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public static void Unload(Resource resource)
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{
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if (!loadedResources.ContainsKey(resource.Path))
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{
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return;
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}
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resource.Unload();
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resource.Path = string.Empty;
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loadedResources.Remove(resource.Path);
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}
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}
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