/// <summary>
 /// Computes a hash <see cref="ObjectId"/> for the specified mixin.
 /// </summary>
 /// <param name="mixin">The mixin.</param>
 /// <param name="mixinParameters">The mixin parameters.</param>
 /// <returns>EffectObjectIds.</returns>
 public static EffectObjectIds Compute(ShaderMixinSource mixin, ShaderMixinParameters mixinParameters)
 {
     lock (generatorLock)
     {
         if (generator == null)
         {
             generator = new ShaderMixinObjectId();
         }
         return(generator.ComputeInternal(mixin, mixinParameters));
     }
 }
 /// <summary>
 /// Computes a hash <see cref="ObjectId"/> for the specified mixin.
 /// </summary>
 /// <param name="mixin">The mixin.</param>
 /// <param name="mixinParameters">The mixin parameters.</param>
 /// <returns>EffectObjectIds.</returns>
 public static ObjectId Compute(ShaderMixinSource mixin, ShaderMixinParameters mixinParameters)
 {
     lock (generatorLock)
     {
         if (generator == null)
         {
             generator = new ShaderMixinObjectId();
         }
         return generator.ComputeInternal(mixin, mixinParameters);
     }
 }
 /// <summary>
 /// Computes a hash <see cref="ObjectId"/> for the specified effect and compiler parameters.
 /// </summary>
 /// <param name="effectName">Name of the effect.</param>
 /// <param name="compilerParameters">The compiler parameters.</param>
 /// <returns>
 /// EffectObjectIds.
 /// </returns>
 public static ObjectId Compute(string effectName, ShaderMixinParameters compilerParameters)
 {
     lock (generatorLock)
     {
         if (generator == null)
         {
             generator = new ShaderMixinObjectId();
         }
         return generator.ComputeInternal(effectName, compilerParameters);
     }
 }
Example #4
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 /// <summary>
 /// Computes a hash <see cref="ObjectId"/> for the specified effect and compiler parameters.
 /// </summary>
 /// <param name="effectName">Name of the effect.</param>
 /// <param name="compilerParameters">The compiler parameters.</param>
 /// <returns>
 /// EffectObjectIds.
 /// </returns>
 public static ObjectId Compute(string effectName, ShaderMixinParameters compilerParameters)
 {
     lock (generatorLock)
     {
         if (generator == null)
         {
             generator = new ShaderMixinObjectId();
         }
         return(generator.ComputeInternal(effectName, compilerParameters));
     }
 }