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MonoGameUniversalEffects allows you to compile MonoGame shaders on platforms other than Windows

License: MIT License

C# 78.35% PowerShell 21.65%
monogame vagrant shaders game-development gamedev gamedev-tool effects

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monogameuniversaleffects's Issues

[BUG] This MGFX effect was built for a different platform!

thanks for the awesome tool!
I'm running your project on the latest OSX Catalina and the latest Monogame development branch.

However when I run my game I'm getting the following error when the shader is loaded:

This MGFX effect was built for a different platform!

apparently the Profile that is being tried to be loaded is set to 1, while the expected Profile for my platform would be 0 (as defined by Shader.OpenGL.cs)

Do you have any hints for me?

[QUESTION] Get information about shader compilation errors

is there some way to get more information about the errors when the shader compilation failed?

right now I get this

    .../filename.fx : error : Processor 'RemoteEffectProcessor' had unexpected failure!
    System.Exception: There was an error compiling the effect
      at MonoGameUniversalEffects.Pipeline.Processors.RemoteEffectProcessor.Process (Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent input, Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext context) [0x00123] in <a9399a937851444380f681f94f4a6b2c>:0 
      at Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor`2[TInput,TOutput].Microsoft.Xna.Framework.Content.Pipeline.IContentProcessor.Process (System.Object input, Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext context) [0x0002f] in <b45001942c6a4fef9c4f1ea6659439e0>:0 
      at MonoGame.Framework.Content.Pipeline.Builder.PipelineManager.ProcessContent (MonoGame.Framework.Content.Pipeline.Builder.PipelineBuildEvent pipelineEvent) [0x00146] in <b45001942c6a4fef9c4f1ea6659439e0>:0 
    

which is not that helpful.

Is there some log file on the virtual machine or something else to check for the exact errors?

Thanks in advance!

[BUG] MonoGameUniversalEffects.Server always consuming 50% of the VMs CPU

The process, which apparently is the server backend for receiving the Shader Compilation Requests, is always spinning the CPU to it's max, also when there are currently no requests being processed.

I suspect it's because of that loop ( I didn't debug )

				while (true)
				{
					//Do nothing
				}

maybe just putting a sleep in there could already help

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