internal void CreateInstanceFrom(GraphicsDevice device, EffectData effectData, EffectPool effectPool) { GraphicsDevice = device; ConstantBuffers = new EffectConstantBufferCollection(); Parameters = new EffectParameterCollection(); Techniques = new EffectTechniqueCollection(); Pool = effectPool ?? device.DefaultEffectPool; // Sets the effect name Name = effectData.Description.Name; // Register the bytecode to the pool var effect = Pool.RegisterBytecode(effectData); // Initialize from effect InitializeFrom(effect, null); // If everything was fine, then we can register it into the pool Pool.AddEffect(this); }
/// <summary> /// Initializes a new instance of the <see cref="Effect" /> class with the specified effect loaded from an effect pool. /// </summary> /// <param name="device">The device.</param> /// <param name="pool">The effect pool.</param> /// <param name="effectName">Name of the effect.</param> public Effect(GraphicsDevice device, EffectPool pool, string effectName) : base(device, effectName) { ConstantBuffers = new EffectConstantBufferCollection(); Parameters = new EffectParameterCollection(); Techniques = new EffectTechniqueCollection(); ResourceLinker = ToDispose(new EffectResourceLinker()); Pool = pool; Initialize(); }
/// <summary> /// Initializes a new instance of the <see cref="Effect" /> class with the specified bytecode effect. See remarks. /// </summary> /// <param name="device">The device.</param> /// <param name="effectData">The bytecode to add to <see cref="GraphicsDevice.DefaultEffectPool"/>. This bytecode must contain only one effect.</param> /// <exception cref="ArgumentException">If the bytecode doesn't contain a single effect.</exception> /// <remarks> /// The effect bytecode must contain only a single effect and will be registered into the <see cref="GraphicsDevice.DefaultEffectPool"/>. /// </remarks> public Effect(GraphicsDevice device, EffectData effectData) : base(device) { if (effectData.Effects.Count != 1) throw new ArgumentException(string.Format("Expecting only one effect in the effect bytecode instead of [{0}]. Use GraphicsDevice.DefaultEffectPool.RegisterBytecode instead", Utilities.Join(",", effectData.Effects)), "bytecode"); ConstantBuffers = new EffectConstantBufferCollection(); Parameters = new EffectParameterCollection(); Techniques = new EffectTechniqueCollection(); ResourceLinker = ToDispose(new EffectResourceLinker()); Pool = device.DefaultEffectPool; // Sets the effect name Name = effectData.Effects[0].Name; // Register the bytecode to the pool Pool.RegisterBytecode(effectData); Initialize(); }
/// <summary> /// Initializes a new instance of the <see cref="Effect" /> class with the specified bytecode effect. See remarks. /// </summary> /// <param name="device">The device.</param> /// <param name="effectData">The bytecode to add to the Effect Pool. This bytecode must contain only one effect.</param> /// <param name="effectPool">The effect pool used to register the bytecode. Default is <see cref="GraphicsDevice.DefaultEffectPool"/>.</param> /// <exception cref="ArgumentException">If the bytecode doesn't contain a single effect.</exception> /// <remarks>The effect bytecode must contain only a single effect and will be registered into the <see cref="GraphicsDevice.DefaultEffectPool"/>.</remarks> public Effect(GraphicsDevice device, EffectData effectData, EffectPool effectPool = null) : base(device) { if (effectData.Effects.Count != 1) throw new ArgumentException(string.Format("Expecting only one effect in the effect bytecode instead of [{0}].", Utilities.Join(",", effectData.Effects)), "effectData"); ConstantBuffers = new EffectConstantBufferCollection(); Parameters = new EffectParameterCollection(); Techniques = new EffectTechniqueCollection(); Pool = effectPool ?? device.DefaultEffectPool; // Sets the effect name Name = effectData.Effects[0].Name; // Register the bytecode to the pool Pool.RegisterBytecode(effectData); // Initialize from effect InitializeFrom(Pool.Find(Name)); // If everything was fine, then we can register it into the pool Pool.AddEffect(this); }