Beispiel #1
0
        /// <summary>
        /// Creates a new instance of <see cref="D3D10EffectPass"/>.
        /// </summary>
        /// <param name="parent">The implementation parent.</param>
        /// <param name="effect">The D3D10 effect so we can query for variables.</param>
        /// <param name="pass">The D3D10 pass.</param>
        internal D3D10EffectPass(D3D10EffectImplementation parent, D3D.Effect effect, D3D.EffectPass pass)
        {
            _pass     = pass;
            _renderer = parent.Renderer;

            D3D.EffectPassDescription desc = pass.Description;
            _name      = desc.Name;
            _layoutMap = new InputLayoutMap(_renderer, desc.Signature);

            //Fetch annotations
            int annoCount = desc.AnnotationCount;

            _annotations = new D3D10EffectAnnotationCollection();
            for (int i = 0; i < annoCount; i++)
            {
                D3D.EffectVariable            anno     = _pass.GetAnnotationByIndex(i);
                D3D.EffectVariableDescription annoDesc = anno.Description;
                D3D.EffectVariable            annoVar  = anno.AsString();
                if (annoVar != null)
                {
                    _annotations.Add(new D3D10EffectAnnotation(annoVar, annoDesc.Name, annoDesc.Semantic, EffectParameterClass.Object, EffectParameterType.String));
                    continue;
                }
                annoVar = anno.AsScalar();
                if (annoVar != null)
                {
                    _annotations.Add(new D3D10EffectAnnotation(annoVar, annoDesc.Name, annoDesc.Semantic, EffectParameterClass.Scalar, EffectParameterType.Unknown));
                    continue;
                }
                annoVar = anno.AsMatrix();
                if (annoVar != null)
                {
                    _annotations.Add(new D3D10EffectAnnotation(annoVar, annoDesc.Name, annoDesc.Semantic, EffectParameterClass.Matrix, EffectParameterType.Unknown));
                    continue;
                }
                annoVar = anno.AsVector();
                if (annoVar != null)
                {
                    _annotations.Add(new D3D10EffectAnnotation(annoVar, annoDesc.Name, annoDesc.Semantic, EffectParameterClass.Vector, EffectParameterType.Unknown));
                }
            }

            //Now to reflect the parameters and start adding them to the shader
            D3D.EffectPassShaderDescription vertexShaderDesc = pass.VertexShaderDescription;
            D3D.EffectShaderVariable        vertexShaderVar  = vertexShaderDesc.Variable;
            ParseShader(parent, effect, vertexShaderVar);
            ParseShader(parent, effect, pass.PixelShaderDescription.Variable);

            //And the standard input layout
            CreateInputLayout(vertexShaderVar, vertexShaderDesc.Index);
        }
Beispiel #2
0
        private void CreateInputLayout(D3D.EffectShaderVariable shaderVar, int shaderIndex)
        {
            D3D.ShaderDescription shaderDesc;
            shaderVar.GetShaderDescription(shaderIndex, out shaderDesc);

            int paramCount = shaderDesc.InputParameterCount;

            //Dispose of the description's bytecode/sig...bytecode will be reported as a leak in ObjectTable
            shaderDesc.Bytecode.Dispose();
            shaderDesc.Signature.Dispose();

            VertexElement[] elements = new VertexElement[paramCount];
            D3D.ShaderParameterDescription desc;
            int offset = 0;

            for (int i = 0; i < paramCount; i++)
            {
                shaderVar.GetInputParameterDescription(shaderIndex, i, out desc);
                elements[i] = CreateVertexElement(desc, ref offset);
            }

            _layoutMap.CreateLayout(new VertexDeclaration(elements));
        }
Beispiel #3
0
        private static void ParseShader(D3D10EffectImplementation parent, D3D.Effect effect, D3D.EffectShaderVariable shaderVar)
        {
            D3D.EffectVariable testElem = shaderVar.GetElement(0);

            if (testElem == null)
            {
                if (shaderVar.IsValid)
                {
                    D3D.ShaderDescription shDesc;
                    shaderVar.GetShaderDescription(0, out shDesc);
                    D3DC.ShaderReflection reflect = new D3DC.ShaderReflection(shDesc.Bytecode);
                    ParseShaderParameters(parent, effect, reflect);

                    //Dispose of the reflection variable *and* the bytecode/signature of the shader desc...bytecode will reported as a leaked in ObjectTable
                    reflect.Dispose();
                    shDesc.Signature.Dispose();
                    shDesc.Bytecode.Dispose();
                }
            }
            else
            {
                int k = 1;
                while ((testElem = shaderVar.GetElement(k)) != null)
                {
                    if (testElem.IsValid)
                    {
                        D3D.ShaderDescription shDesc;
                        testElem.AsShader().GetShaderDescription(0, out shDesc);
                        D3DC.ShaderReflection reflect = new D3DC.ShaderReflection(shDesc.Bytecode);
                        ParseShaderParameters(parent, effect, reflect);

                        //Dispose of the reflection variable *and* the bytecode/signature of the shader desc...bytecode will reported as a leaked in ObjectTable
                        reflect.Dispose();
                        shDesc.Signature.Dispose();
                        shDesc.Bytecode.Dispose();
                    }
                    k++;
                }
            }
        }