public override void Initialize() { base.Initialize(); isInitialized = true; // Get graphics device service graphicsDeviceService = Services.GetSafeServiceAs <IGraphicsDeviceService>(); #if SILICONSTUDIO_PLATFORM_WINDOWS_DESKTOP Enabled = true; directoryWatcher = new DirectoryWatcher("*.xksl"); directoryWatcher.Modified += FileModifiedEvent; // TODO: xkfx too #endif // Setup shader compiler settings from a compilation mode. // TODO: We might want to provide overrides on the GameSettings to specify debug and/or optim level specifically. if (Game != null && (((Game)Game).Settings != null)) { effectCompilerParameters.ApplyCompilationMode(((Game)Game).Settings.CompilationMode); } // Make sure default compiler is created (local if possible otherwise none) if nothing else was explicitely set/requested (i.e. by GameSettings) if (Compiler == null) { Compiler = CreateEffectCompiler(); } }
public override void Initialize() { base.Initialize(); isInitialized = true; // Get graphics device service graphicsDeviceService = Services.GetSafeServiceAs <IGraphicsDeviceService>(); #if XENKO_PLATFORM_WINDOWS_DESKTOP Enabled = true; directoryWatcher = new DirectoryWatcher("*.xksl"); directoryWatcher.Modified += FileModifiedEvent; // TODO: xkfx too #endif // Setup shader compiler settings from a compilation mode. // TODO: We might want to provide overrides on the GameSettings to specify debug and/or optim level specifically. if (Game != null && (((Game)Game).Settings != null)) { effectCompilerParameters.ApplyCompilationMode(((Game)Game).Settings.CompilationMode); } }
public void SetCompilationMode(CompilationMode compilationMode) { effectCompilerParameters.ApplyCompilationMode(compilationMode); }