Beispiel #1
0
        /// <summary>
        /// Public translation interface.
        /// Translates the given method to GLSL
        /// </summary>
        /// <param name="s">Shader type definition.</param>
        /// <param name="m">A method representing a shader to translate.</param>
        /// <param name="attr">The shader type as attribute (either FragmentShaderAttribute or VertexShaderAttribute</param>
        /// <param name="type">The shader type as ShaderType</param>
        /// <returns>The translated GLSL shader source</returns>
        public FunctionDescription Transform(TypeDefinition s, MethodDefinition m, CustomAttribute attr,
                                             ShaderType type)
        {
            if (s == null)
            {
                throw new ArgumentNullException("s");
            }

            if (m == null)
            {
                throw new ArgumentNullException("m");
            }

            if (attr == null)
            {
                throw new ArgumentNullException("attr");
            }

            var ctx = new DecompilerContext(s.Module)
            {
                CurrentType       = s,
                CurrentMethod     = m,
                CancellationToken = CancellationToken.None
            };

            var d = AstMethodBodyBuilder.CreateMethodBody(m, ctx);

            var glsl = new GlslVisitor(d, attr, ctx);

            _functions.UnionWith(glsl.Functions);

            var sig   = GlslVisitor.GetSignature(m);
            var entry = (bool)attr.ConstructorArguments.FirstOrDefault().Value;
            var code  = glsl.Result;
            var desc  = new FunctionDescription(Shader.GetMethodName(m), sig + code, entry, type);

            _dependencies.UnionWith(glsl.Dependencies);

            return(desc);
        }
Beispiel #2
0
        /// <summary>
        /// Public translation interface.
        /// Translates the given method to GLSL
        /// </summary>
        /// <param name="s">Shader type definition.</param>
        /// <param name="m">A method representing a shader to translate.</param>
        /// <param name="attr">The shader type as attribute (either FragmentShaderAttribute or VertexShaderAttribute</param>
        /// <param name="type">The shader type as ShaderType</param>
        /// <returns>The translated GLSL shader source</returns>
        public FunctionDescription Transform(TypeDefinition s, MethodDefinition m, CustomAttribute attr,
            ShaderType type)
        {
            if (s == null)
                throw new ArgumentNullException("s");

            if (m == null)
                throw new ArgumentNullException("m");

            if (attr == null)
                throw new ArgumentNullException("attr");

            var ctx = new DecompilerContext(s.Module)
            {
                CurrentType = s,
                CurrentMethod = m,
                CancellationToken = CancellationToken.None
            };

            var d = AstMethodBodyBuilder.CreateMethodBody(m, ctx);

            var glsl = new GlslVisitor(d, attr, ctx);

            _functions.UnionWith(glsl.Functions);

            var entry = (bool)attr.ConstructorArguments.FirstOrDefault().Value;
            var sig = entry ? "void main()" : GlslVisitor.GetSignature(m);

            var code = glsl.Result;
            var desc = new FunctionDescription(entry ? "main" : Shader.GetMethodName(m), sig + code, entry, type);

            _dependencies.UnionWith(glsl.Dependencies);

            return desc;
        }