Beispiel #1
0
        //this is a bit of a hack.
        //it relies on the fact that the DirectX shader compiler
        //marks up the disasembled shader with comments detailing the shader inputs.
        public static AsmTechnique[] ExtractTechniques(SourceShader shader, Platform platform)
        {
            //decompile the shader
            DecompiledEffect fx = new DecompiledEffect(shader, platform);

            //break it up into techniques
            Tokenizer assemblyTokens = new Tokenizer(fx.DecompiledAsm, false, true, true);

            List <AsmTechnique> techniqes = new List <AsmTechnique>();

            while (assemblyTokens.NextToken())
            {
                if (assemblyTokens.Token.Equals("technique", StringComparison.InvariantCultureIgnoreCase))
                {
                    //should be format:
                    //technique NAME
                    //{
                    //}

                    assemblyTokens.NextToken();
                    string name = assemblyTokens.Token;

                    assemblyTokens.NextToken();

                    //may be a line break
                    if (assemblyTokens.Token.Trim().Length == 0)
                    {
                        assemblyTokens.NextToken();
                    }

                    //should be a {
                    if (assemblyTokens.Token != "{")
                    {
                        throw new CompileException("Unexpected token in assembly technique declaration, expected '{': " + assemblyTokens.Token);
                    }

                    // read the entire technique {} block
                    if (!assemblyTokens.ReadBlock())
                    {
                        throw new CompileException("Unexpected end of string in assembly technique pass declaration");
                    }

                    AsmTechnique asm = new AsmTechnique(name, assemblyTokens.Token, fx.GetTechniqueDefaultValues(name));

                    if (!shader.SkipConstantValidation)
                    {
                        //do some extra validation to make sure pixel inputs match vertex outputs
                        asm.ValidatePixleShaderInput(shader, platform);
                    }

                    techniqes.Add(asm);
                }
            }

            for (int i = 0; i < techniqes.Count; i++)
            {
                techniqes[i].MergeSemantics(fx.EffectRegisters);
            }

            return(techniqes.ToArray());
        }
		//this is a bit of a hack.
		//it relies on the fact that the DirectX shader compiler
		//marks up the disasembled shader with comments detailing the shader inputs.
		public static AsmTechnique[] ExtractTechniques(SourceShader shader, Platform platform, out DecompiledEffect fx, string generatedPrefix)
		{
			//decompile the shader
			fx = new DecompiledEffect(shader, platform);

			//break it up into techniques
			Tokenizer assemblyTokens = new Tokenizer(fx.DecompiledAsm, false, true, true);

			List<AsmTechnique> techniqes = new List<AsmTechnique>();

			while (assemblyTokens.NextToken())
			{
				if (assemblyTokens.Token.Equals("technique", StringComparison.InvariantCultureIgnoreCase))
				{
					//should be format:
					//technique NAME
					//{
					//}

					assemblyTokens.NextToken();
					string name = assemblyTokens.Token;

					if (generatedPrefix != null)
					{
						//only include generated techniques
						if (name.EndsWith(generatedPrefix))
							name = name.Substring(0, name.Length - generatedPrefix.Length);
						else
							continue;
					}

					assemblyTokens.NextToken();

					//may be a line break
					if (assemblyTokens.Token.Trim().Length == 0)
						assemblyTokens.NextToken();

					//should be a {
					if (assemblyTokens.Token != "{")
						throw new CompileException("Unexpected token in assembly technique declaration, expected '{': " + assemblyTokens.Token);

					// read the entire technique {} block
					if (!assemblyTokens.ReadBlock())
						throw new CompileException("Unexpected end of string in assembly technique pass declaration");

					AsmTechnique asm = new AsmTechnique(name, assemblyTokens.Token, fx.GetTechniqueDefaultValues(name));

					if (!shader.SkipConstantValidation)
					{
						//do some extra validation to make sure pixel inputs match vertex outputs
						asm.ValidatePixleShaderInput(shader, platform);
					}

					techniqes.Add(asm);
				}
			}

			for (int i = 0; i < techniqes.Count; i++)
			{
				techniqes[i].MergeSemantics(fx.EffectRegisters);
			}

			return techniqes.ToArray();
		}