Add more logging for cooking process
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@@ -314,6 +314,8 @@ bool BinaryAsset::SaveAsset(const StringView& path, AssetInitData& data, bool si
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bool BinaryAsset::SaveToAsset(const StringView& path, AssetInitData& data, bool silentMode)
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{
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PROFILE_CPU();
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// Ensure path is in a valid format
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String pathNorm(path);
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ContentStorageManager::FormatPath(pathNorm);
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@@ -1090,7 +1090,7 @@ bool FlaxStorage::LoadAssetHeader(const Entry& e, AssetInitData& data)
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stream->ReadInt32(&chunkIndex);
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if (chunkIndex < -1 || chunkIndex >= _chunks.Count())
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{
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LOG(Warning, "Invalid chunks mapping.");
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LOG(Warning, "Invalid chunks mapping ({} -> {}).", i, chunkIndex);
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return true;
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}
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data.Header.Chunks[i] = chunkIndex == INVALID_INDEX ? nullptr : _chunks[chunkIndex];
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@@ -1147,7 +1147,7 @@ bool FlaxStorage::LoadAssetHeader(const Entry& e, AssetInitData& data)
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stream->ReadInt32(&chunkIndex);
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if (chunkIndex < -1 || chunkIndex >= _chunks.Count())
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{
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LOG(Warning, "Invalid chunks mapping.");
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LOG(Warning, "Invalid chunks mapping ({} -> {}).", i, chunkIndex);
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return true;
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}
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data.Header.Chunks[i] = chunkIndex == INVALID_INDEX ? nullptr : _chunks[chunkIndex];
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@@ -1202,7 +1202,7 @@ bool FlaxStorage::LoadAssetHeader(const Entry& e, AssetInitData& data)
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stream->ReadInt32(&chunkIndex);
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if (chunkIndex < -1 || chunkIndex >= _chunks.Count())
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{
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LOG(Warning, "Invalid chunks mapping.");
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LOG(Warning, "Invalid chunks mapping ({} -> {}).", i, chunkIndex);
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return true;
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}
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data.Header.Chunks[i] = chunkIndex == INVALID_INDEX ? nullptr : _chunks[chunkIndex];
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@@ -11,6 +11,7 @@
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#include "Engine/Content/Deprecated.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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#endif
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/ShadowsOfMordor/AtlasChartsPacker.h"
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ShaderStorage::CachingMode ShaderStorage::CurrentCachingMode =
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@@ -157,7 +158,7 @@ bool IsValidShaderCache(DataContainer<byte>& shaderCache, Array<String>& include
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bool ShaderAssetBase::LoadShaderCache(ShaderCacheResult& result)
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{
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// Prepare
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PROFILE_CPU();
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auto parent = GetShaderAsset();
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const ShaderProfile shaderProfile = GPUDevice::Instance->GetShaderProfile();
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const int32 cacheChunkIndex = GetCacheChunkIndex(shaderProfile);
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