Paradox Game Engine  v1.0.0 beta06
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EffectBytecode.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
3 using System;
4 using SiliconStudio.Core;
5 using SiliconStudio.Core.Serialization;
6 using SiliconStudio.Core.Serialization.Contents;
7 using SiliconStudio.Core.Storage;
8 
9 namespace SiliconStudio.Paradox.Shaders
10 {
11  /// <summary>
12  /// Contains a compiled shader with bytecode for each stage.
13  /// </summary>
14  [DataContract]
15  [ContentSerializer(typeof(DataContentSerializer<EffectBytecode>))]
16  public sealed class EffectBytecode
17  {
18  /// <summary>
19  /// The name of this effect.
20  /// </summary>
21  public string Name;
22 
23  /// <summary>
24  /// The time this bytecode was compiled.
25  /// </summary>
26  public DateTime Time;
27 
28  /// <summary>
29  /// The shader source.
30  /// </summary>
32 
33  /// <summary>
34  /// The reflection from the bytecode.
35  /// </summary>
37 
38  /// <summary>
39  /// The used sources
40  /// </summary>
42 
43  /// <summary>
44  /// The bytecode for each stage.
45  /// </summary>
47 
48  /// <summary>
49  /// Clones the bytecode.
50  /// </summary>
51  /// <returns>The cloned bytecode.</returns>
53  {
54  return (EffectBytecode)MemberwiseClone();
55  }
56  }
57 }
A dictionary of associations betweens asset shader urls and ObjectId
EffectReflection Reflection
The reflection from the bytecode.
ShaderBytecode[] Stages
The bytecode for each stage.
HashSourceCollection HashSources
The used sources
EffectBytecode Clone()
Clones the bytecode.
ShaderSource Source
The shader source.
string Name
The name of this effect.
The reflection data describing the parameters of a shader.
Contains a compiled shader with bytecode for each stage.
DateTime Time
The time this bytecode was compiled.