Optimize C++ compilation time
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@@ -8,22 +8,28 @@
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#include "Engine/Content/Upgraders/ShaderAssetUpgrader.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Types/DataContainer.h"
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#include "Engine/Graphics/GPULimits.h"
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#include "Engine/Graphics/Shaders/Cache/ShaderCacheManager.h"
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#include "Engine/Graphics/Shaders/Cache/ShaderStorage.h"
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#include "Engine/Level/Level.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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#include "Engine/Serialization/MemoryWriteStream.h"
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#if USE_EDITOR
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#include "ParticleEmitterFunction.h"
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#include "Engine/ShadersCompilation/Config.h"
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#if BUILD_DEBUG
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#include "Engine/Engine/Globals.h"
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#endif
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#endif
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#if COMPILE_WITH_GPU_PARTICLES
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/GPULimits.h"
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#include "Engine/Graphics/Shaders/Cache/ShaderStorage.h"
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#endif
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#if COMPILE_WITH_PARTICLE_GPU_GRAPH && COMPILE_WITH_SHADER_COMPILER
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#include "Engine/Particles/Graph/GPU/ParticleEmitterGraph.GPU.h"
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#include "Engine/Utilities/Encryption.h"
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#endif
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REGISTER_BINARY_ASSET(ParticleEmitter, "FlaxEngine.ParticleEmitter", ::New<ShaderAssetUpgrader>(), false);
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REGISTER_BINARY_ASSET_WITH_UPGRADER(ParticleEmitter, "FlaxEngine.ParticleEmitter", ShaderAssetUpgrader, false);
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ParticleEmitter::ParticleEmitter(const SpawnParams& params, const AssetInfo* info)
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: ShaderAssetTypeBase<BinaryAsset>(params, info)
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@@ -128,10 +134,10 @@ Asset::LoadResult ParticleEmitter::load()
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#if USE_EDITOR
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|| !HasChunk(SHADER_FILE_CHUNK_SOURCE)
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#endif
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#if COMPILE_WITH_DEV_ENV
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// Set to true to enable force GPU particle simulation shaders regeneration
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|| false
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|| HasDependenciesModified()
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#if COMPILE_WITH_DEV_ENV
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// Set to true to enable force GPU particle simulation shaders regeneration (don't commit it)
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|| false
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#endif
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))
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{
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