EffectCompilerCache Class
Namespace: Stride.Shaders.Compiler
Assembly: Stride.Shaders.dll
Checks if an effect has already been compiled in its cache before deferring to a real IEffectCompiler.
Derived from EffectCompilerCache:
[DataSerializerGlobal(null, typeof(KeyValuePair<HashSourceCollection, EffectBytecode>), DataSerializerGenericMode.None, false, false)]
public class EffectCompilerCache : EffectCompilerChain, IReferencable, IEffectCompiler, IDisposable
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Constructors
EffectCompilerCache(EffectCompilerBase, DatabaseFileProvider, TaskSchedulerSelector)
public EffectCompilerCache(EffectCompilerBase compiler, DatabaseFileProvider database, TaskSchedulerSelector taskSchedulerSelector = null)
Parameters
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Properties
CompileEffectAsynchronously
public bool CompileEffectAsynchronously { get; set; }
Property Value
Type |
Description |
System.Boolean |
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CurrentCache
If we have to compile a new shader, what kind of cache are we building?
public EffectBytecodeCacheLoadSource CurrentCache { get; set; }
Property Value
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Methods
Compile(ShaderMixinSource, EffectCompilerParameters, CompilerParameters)
public override TaskOrResult<EffectBytecodeCompilerResult> Compile(ShaderMixinSource mixin, EffectCompilerParameters effectParameters, CompilerParameters compilerParameters)
Parameters
Returns
Overrides
ResetCache(HashSet<String>)
public override void ResetCache(HashSet<string> modifiedShaders)
Parameters
Type |
Name |
Description |
System.Collections.Generic.HashSet<System.String> |
modifiedShaders |
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Overrides
Extension Methods