Example #1
0
        private void LoadSampler(MojoShader.MOJOSHADER_symbol sym, ActiveUniformType type)
        {
            MojoShader.MOJOSHADER_sampler s = new MojoShader.MOJOSHADER_sampler();

            s.index  = (int)sym.register_index;
            s.name   = sym.name;
            s.texbem = 0;
            s.type   = getSamplerType(UniformTypeInfos.getBaseType(type));

            Samplers.Add(s);
        }
        private static DXEffectObject.d3dx_parameter GetParameterFromSymbol(MojoShader.MOJOSHADER_symbol symbol)
        {
            var param = new DXEffectObject.d3dx_parameter();

            param.rows     = symbol.info.rows;
            param.columns  = symbol.info.columns;
            param.name     = symbol.name ?? string.Empty;
            param.semantic = string.Empty; // TODO: How do i do this with only MojoShader?

            var registerSize = (symbol.register_set == MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_BOOL ? 1 : 4) * 4;
            var offset       = (int)symbol.register_index * registerSize;

            param.bufferOffset = offset;

            switch (symbol.info.parameter_class)
            {
            case MojoShader.MOJOSHADER_symbolClass.MOJOSHADER_SYMCLASS_SCALAR:
                param.class_ = DXEffectObject.D3DXPARAMETER_CLASS.SCALAR;
                break;

            case MojoShader.MOJOSHADER_symbolClass.MOJOSHADER_SYMCLASS_VECTOR:
                param.class_ = DXEffectObject.D3DXPARAMETER_CLASS.VECTOR;
                break;

            case MojoShader.MOJOSHADER_symbolClass.MOJOSHADER_SYMCLASS_MATRIX_COLUMNS:
                param.class_ = DXEffectObject.D3DXPARAMETER_CLASS.MATRIX_COLUMNS;
                break;

            default:
                throw new Exception("Unsupported parameter class!");
            }

            switch (symbol.info.parameter_type)
            {
            case MojoShader.MOJOSHADER_symbolType.MOJOSHADER_SYMTYPE_BOOL:
                param.type = DXEffectObject.D3DXPARAMETER_TYPE.BOOL;
                break;

            case MojoShader.MOJOSHADER_symbolType.MOJOSHADER_SYMTYPE_FLOAT:
                param.type = DXEffectObject.D3DXPARAMETER_TYPE.FLOAT;
                break;

            case MojoShader.MOJOSHADER_symbolType.MOJOSHADER_SYMTYPE_INT:
                param.type = DXEffectObject.D3DXPARAMETER_TYPE.INT;
                break;

            default:
                throw new Exception("Unsupported parameter type!");
            }

            // HACK: We don't have real default parameters from mojoshader!
            param.data = new byte[param.rows * param.columns * 4];

            param.member_count  = symbol.info.member_count;
            param.element_count = symbol.info.elements > 1 ? symbol.info.elements : 0;

            if (param.member_count > 0)
            {
                param.member_handles = new DXEffectObject.d3dx_parameter[param.member_count];

                var members = DXHelper.UnmarshalArray <MojoShader.MOJOSHADER_symbol>(
                    symbol.info.members, (int)symbol.info.member_count);

                for (var i = 0; i < param.member_count; i++)
                {
                    var mparam = GetParameterFromSymbol(members[i]);
                    param.member_handles[i] = mparam;
                }
            }
            else
            {
                param.member_handles = new DXEffectObject.d3dx_parameter[param.element_count];
                for (var i = 0; i < param.element_count; i++)
                {
                    var mparam = new DXEffectObject.d3dx_parameter();

                    mparam.name     = string.Empty;
                    mparam.semantic = string.Empty;
                    mparam.type     = param.type;
                    mparam.class_   = param.class_;
                    mparam.rows     = param.rows;
                    mparam.columns  = param.columns;
                    mparam.data     = new byte[param.columns * param.rows * 4];

                    param.member_handles[i] = mparam;
                }
            }

            return(param);
        }
Example #3
0
        private void LoadUniforms()
        {
            Symbols  = new List <MojoShader.MOJOSHADER_symbol>();
            Samplers = new List <MojoShader.MOJOSHADER_sampler>();
            int count = 0;

            GL.GetProgram(program, GetProgramParameterName.ActiveUniforms, out count);

            int maxNameLength = 0;

            GL.GetProgram(program, GetProgramParameterName.ActiveUniformMaxLength, out maxNameLength);
            StringBuilder nameData = new StringBuilder(maxNameLength);

            for (int uni = 0; uni < count; ++uni)
            {
                int arraySize = 0;
                ActiveUniformType type;
                int actLen = 0;
                GL.GetActiveUniform(program, uni, maxNameLength, out actLen, out arraySize, out type, nameData);

                string name        = nameData.ToString();
                uint   elementSize = UniformTypeInfos.getElementSize(type);

                MojoShader.MOJOSHADER_symbol sym = new MojoShader.MOJOSHADER_symbol();
                sym.name          = name;
                sym.info          = new MojoShader.MOJOSHADER_symbolTypeInfo();
                sym.info.elements = (uint)arraySize;
                sym.info.columns  = UniformTypeInfos.getColumnCount(type);
                sym.info.rows     = UniformTypeInfos.getElementCount(type, UniformTypeInfos.getBaseType(type)) / sym.info.columns;

                sym.info.members         = IntPtr.Zero;
                sym.info.member_count    = 0;
                sym.info.parameter_class = getSymbolClass(type); //TODO:
                sym.info.parameter_type  = getSymbolType(type);  //TODO:

                sym.register_index = (uint)GL.GetUniformLocation(program, name);
                sym.register_count = (uint)arraySize * (uint)Math.Ceiling(elementSize / 4.0f);
                ActiveUniformType baseType = UniformTypeInfos.getBaseType(type);
                if (baseType == ActiveUniformType.Bool)
                {
                    sym.register_set = MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_BOOL;
                }
                else if (baseType == ActiveUniformType.Float)
                {
                    sym.register_set = MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_FLOAT4;
                }
                else if (baseType == ActiveUniformType.Int || baseType == ActiveUniformType.UnsignedInt)
                {
                    sym.register_set = MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_INT4;
                }
                else
                {
                    sym.register_set = MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_SAMPLER;
                }


                Symbols.Add(sym);

                if (sym.register_set == MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_SAMPLER)
                {
                    LoadSampler(sym, type);
                }


                //TODO: add to list


                nameData.Clear();
            }
        }