public void Compile(IShaderInfo info, string text) { var bytes = Encoding.UTF8.GetBytes(text); bytes = compilator.Compile(bytes, info.EntryPoint, ConvertToShaderStage(info.Stage), info.Name); info.WriteCompiledBytes(bytes); }
public void Compile(IShaderInfo info) { var bytes = info.ReadBytes(); bytes = compilator.Compile(bytes, info.EntryPoint, ConvertToShaderStage(info.Stage), info.Name); info.WriteCompiledBytes(bytes); }
public ShaderTabEditor(IShaderInfo info, IRenderTechniquePass pass) { this.Info = info; this.pass = pass; Lines = new ObservableCollection <int>(); environment = new ShaderDevelopmentEnvironment(); }
public void CompileWithPreprocessing(IShaderInfo info, string text) { info.ReadText(); var preprocessed = compilator.Preprocess(text, include ?? new D3DIncludeAdapter(new Dictionary <string, IIncludeResourse>())); var bytes = Encoding.UTF8.GetBytes(preprocessed); bytes = compilator.Compile(bytes, info.EntryPoint, ConvertToShaderStage(info.Stage), info.Name); info.WriteCompiledBytes(bytes); }
public ShaderTabEditor(IShaderInfo info, IRenderTechniquePass pass) { this.Info = info; this.pass = pass; }
public void CompileWithPreprocessing(IShaderInfo info) { var text = info.ReadText(); CompileWithPreprocessing(info, text); }