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[Rendering] EffectSystem: Remove dependency to Game class and move Ef…
…fectCompilationMode in the same namespace
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@@ -372,6 +372,11 @@ protected override void Initialize() |
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// If requested in game settings, compile effects remotely and/or notify new shader requests |
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EffectSystem.Compiler = EffectSystem.CreateEffectCompiler(Content.FileProvider, EffectSystem, Settings?.PackageName, Settings?.EffectCompilation ?? EffectCompilationMode.Local, Settings?.RecordUsedEffects ?? false); |
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// Setup shader compiler settings from a compilation mode. |
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// TODO: We might want to provide overrides on the GameSettings to specify debug and/or optim level specifically. |
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if (Settings != null) |
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EffectSystem.SetCompilationMode(Settings.CompilationMode); |
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GameSystems.Add(EffectSystem); |
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GameSystems.Add(Streaming); |
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@@ -7,12 +7,8 @@ |
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using System.Threading.Tasks; |
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using Xenko.Core; |
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using Xenko.Core.Diagnostics; |
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using Xenko.Core.Extensions; |
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using Xenko.Core.IO; |
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using Xenko.Core.ReferenceCounting; |
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using Xenko.Core.Serialization.Contents; |
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using Xenko.Engine; |
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using Xenko.Engine.Design; |
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using Xenko.Games; |
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using Xenko.Graphics; |
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using Xenko.Shaders; |
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@@ -79,13 +75,11 @@ public override void Initialize() |
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directoryWatcher.Modified += FileModifiedEvent; |
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// TODO: xkfx too |
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#endif |
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} |
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// Setup shader compiler settings from a compilation mode. |
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// TODO: We might want to provide overrides on the GameSettings to specify debug and/or optim level specifically. |
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if (Game != null && (((Game)Game).Settings != null)) |
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{ |
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effectCompilerParameters.ApplyCompilationMode(((Game)Game).Settings.CompilationMode); |
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} |
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public void SetCompilationMode(CompilationMode compilationMode) |
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{ |
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effectCompilerParameters.ApplyCompilationMode(compilationMode); |
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} |
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protected override void Destroy() |
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