Add more logging for cooking process

This commit is contained in:
Wojtek Figat
2025-01-22 00:01:25 +01:00
parent d1cc8da841
commit 326bc498b8
4 changed files with 21 additions and 7 deletions

View File

@@ -314,6 +314,8 @@ bool BinaryAsset::SaveAsset(const StringView& path, AssetInitData& data, bool si
bool BinaryAsset::SaveToAsset(const StringView& path, AssetInitData& data, bool silentMode)
{
PROFILE_CPU();
// Ensure path is in a valid format
String pathNorm(path);
ContentStorageManager::FormatPath(pathNorm);

View File

@@ -1090,7 +1090,7 @@ bool FlaxStorage::LoadAssetHeader(const Entry& e, AssetInitData& data)
stream->ReadInt32(&chunkIndex);
if (chunkIndex < -1 || chunkIndex >= _chunks.Count())
{
LOG(Warning, "Invalid chunks mapping.");
LOG(Warning, "Invalid chunks mapping ({} -> {}).", i, chunkIndex);
return true;
}
data.Header.Chunks[i] = chunkIndex == INVALID_INDEX ? nullptr : _chunks[chunkIndex];
@@ -1147,7 +1147,7 @@ bool FlaxStorage::LoadAssetHeader(const Entry& e, AssetInitData& data)
stream->ReadInt32(&chunkIndex);
if (chunkIndex < -1 || chunkIndex >= _chunks.Count())
{
LOG(Warning, "Invalid chunks mapping.");
LOG(Warning, "Invalid chunks mapping ({} -> {}).", i, chunkIndex);
return true;
}
data.Header.Chunks[i] = chunkIndex == INVALID_INDEX ? nullptr : _chunks[chunkIndex];
@@ -1202,7 +1202,7 @@ bool FlaxStorage::LoadAssetHeader(const Entry& e, AssetInitData& data)
stream->ReadInt32(&chunkIndex);
if (chunkIndex < -1 || chunkIndex >= _chunks.Count())
{
LOG(Warning, "Invalid chunks mapping.");
LOG(Warning, "Invalid chunks mapping ({} -> {}).", i, chunkIndex);
return true;
}
data.Header.Chunks[i] = chunkIndex == INVALID_INDEX ? nullptr : _chunks[chunkIndex];

View File

@@ -11,6 +11,7 @@
#include "Engine/Content/Deprecated.h"
#include "Engine/Serialization/MemoryReadStream.h"
#endif
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/ShadowsOfMordor/AtlasChartsPacker.h"
ShaderStorage::CachingMode ShaderStorage::CurrentCachingMode =
@@ -157,7 +158,7 @@ bool IsValidShaderCache(DataContainer<byte>& shaderCache, Array<String>& include
bool ShaderAssetBase::LoadShaderCache(ShaderCacheResult& result)
{
// Prepare
PROFILE_CPU();
auto parent = GetShaderAsset();
const ShaderProfile shaderProfile = GPUDevice::Instance->GetShaderProfile();
const int32 cacheChunkIndex = GetCacheChunkIndex(shaderProfile);