static public EffectObject FromShaderInfo(ShaderInfo shaderInfo) { var effect = new EffectObject(); // These are filled out as we process stuff. effect.ConstantBuffers = new List<ConstantBufferData>(); effect.Shaders = new List<ShaderData>(); // Go thru the techniques and that will find all the // shaders and constant buffers. effect.Techniques = new d3dx_technique[shaderInfo.Techniques.Count]; for (var t = 0; t < shaderInfo.Techniques.Count; t++) { var tinfo = shaderInfo.Techniques[t]; ; var technique = new d3dx_technique(); technique.name = tinfo.name; technique.pass_count = (uint)tinfo.Passes.Count; technique.pass_handles = new d3dx_pass[tinfo.Passes.Count]; for (var p = 0; p < tinfo.Passes.Count; p++) { var pinfo = tinfo.Passes[p]; var pass = new d3dx_pass(); pass.name = pinfo.name ?? string.Empty; pass.blendState = pinfo.blendState; pass.depthStencilState = pinfo.depthStencilState; pass.rasterizerState = pinfo.rasterizerState; pass.state_count = 0; var tempstate = new d3dx_state[2]; pinfo.ValidateShaderModels(shaderInfo.Profile); if (!string.IsNullOrEmpty(pinfo.psFunction)) { pass.state_count += 1; tempstate[pass.state_count - 1] = effect.CreateShader(shaderInfo, pinfo.psFunction, pinfo.psModel, false); } if (!string.IsNullOrEmpty(pinfo.vsFunction)) { pass.state_count += 1; tempstate[pass.state_count - 1] = effect.CreateShader(shaderInfo, pinfo.vsFunction, pinfo.vsModel, true); } pass.states = new d3dx_state[pass.state_count]; for (var s = 0; s < pass.state_count; s++) pass.states[s] = tempstate[s]; technique.pass_handles[p] = pass; } effect.Techniques[t] = technique; } // Make the list of parameters by combining all the // constant buffers ignoring the buffer offsets. var parameters = new List<d3dx_parameter>(); for (var c = 0; c < effect.ConstantBuffers.Count; c++) { var cb = effect.ConstantBuffers[c]; for (var i = 0; i < cb.Parameters.Count; i++) { var param = cb.Parameters[i]; var match = parameters.FindIndex(e => e.name == param.name); if (match == -1) { cb.ParameterIndex.Add(parameters.Count); parameters.Add(param); } else { // TODO: Make sure the type and size of // the parameter match up! cb.ParameterIndex.Add(match); } } } // Add the texture parameters from the samplers. foreach (var shader in effect.Shaders) { for (var s = 0; s < shader._samplers.Length; s++) { var sampler = shader._samplers[s]; var match = parameters.FindIndex(e => e.name == sampler.parameterName); if (match == -1) { // Store the index for runtime lookup. shader._samplers[s].parameter = parameters.Count; var param = new d3dx_parameter(); param.class_ = D3DXPARAMETER_CLASS.OBJECT; param.name = sampler.parameterName; param.semantic = string.Empty; switch (sampler.type) { case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_1D: param.type = D3DXPARAMETER_TYPE.TEXTURE1D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_2D: param.type = D3DXPARAMETER_TYPE.TEXTURE2D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_VOLUME: param.type = D3DXPARAMETER_TYPE.TEXTURE3D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_CUBE: param.type = D3DXPARAMETER_TYPE.TEXTURECUBE; break; } parameters.Add(param); } else { // TODO: Make sure the type and size of // the parameter match up! shader._samplers[s].parameter = match; } } } // TODO: Annotations are part of the .FX format and // not a part of shaders... we need to implement them // in our mgfx parser if we want them back. effect.Parameters = parameters.ToArray(); return effect; }
static public EffectObject CompileEffect(ShaderResult shaderResult, out string errorsAndWarnings) { var effect = new EffectObject(); errorsAndWarnings = string.Empty; // These are filled out as we process stuff. effect.ConstantBuffers = new List <ConstantBufferData>(); effect.Shaders = new List <ShaderData>(); // Go thru the techniques and that will find all the // shaders and constant buffers. var shaderInfo = shaderResult.ShaderInfo; effect.Techniques = new d3dx_technique[shaderInfo.Techniques.Count]; for (var t = 0; t < shaderInfo.Techniques.Count; t++) { var tinfo = shaderInfo.Techniques[t];; var technique = new d3dx_technique(); technique.name = tinfo.name; technique.pass_count = (uint)tinfo.Passes.Count; technique.pass_handles = new d3dx_pass[tinfo.Passes.Count]; for (var p = 0; p < tinfo.Passes.Count; p++) { var pinfo = tinfo.Passes[p]; var pass = new d3dx_pass(); pass.name = pinfo.name ?? string.Empty; pass.blendState = pinfo.blendState; pass.depthStencilState = pinfo.depthStencilState; pass.rasterizerState = pinfo.rasterizerState; pass.state_count = 0; var tempstate = new d3dx_state[2]; shaderResult.Profile.ValidateShaderModels(pinfo); if (!string.IsNullOrEmpty(pinfo.psFunction)) { pass.state_count += 1; tempstate[pass.state_count - 1] = effect.CreateShader(shaderResult, pinfo.psFunction, pinfo.psModel, false, ref errorsAndWarnings); } if (!string.IsNullOrEmpty(pinfo.vsFunction)) { pass.state_count += 1; tempstate[pass.state_count - 1] = effect.CreateShader(shaderResult, pinfo.vsFunction, pinfo.vsModel, true, ref errorsAndWarnings); } pass.states = new d3dx_state[pass.state_count]; for (var s = 0; s < pass.state_count; s++) { pass.states[s] = tempstate[s]; } technique.pass_handles[p] = pass; } effect.Techniques[t] = technique; } // Make the list of parameters by combining all the // constant buffers ignoring the buffer offsets. var parameters = new List <d3dx_parameter>(); for (var c = 0; c < effect.ConstantBuffers.Count; c++) { var cb = effect.ConstantBuffers[c]; for (var i = 0; i < cb.Parameters.Count; i++) { var param = cb.Parameters[i]; var match = parameters.FindIndex(e => e.name == param.name); if (match == -1) { cb.ParameterIndex.Add(parameters.Count); parameters.Add(param); } else { // TODO: Make sure the type and size of // the parameter match up! cb.ParameterIndex.Add(match); } } } // Add the texture parameters from the samplers. foreach (var shader in effect.Shaders) { for (var s = 0; s < shader._samplers.Length; s++) { var sampler = shader._samplers[s]; var match = parameters.FindIndex(e => e.name == sampler.parameterName); if (match == -1) { // Store the index for runtime lookup. shader._samplers[s].parameter = parameters.Count; var param = new d3dx_parameter(); param.class_ = D3DXPARAMETER_CLASS.OBJECT; param.name = sampler.parameterName; param.semantic = string.Empty; switch (sampler.type) { case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_1D: param.type = D3DXPARAMETER_TYPE.TEXTURE1D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_2D: param.type = D3DXPARAMETER_TYPE.TEXTURE2D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_VOLUME: param.type = D3DXPARAMETER_TYPE.TEXTURE3D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_CUBE: param.type = D3DXPARAMETER_TYPE.TEXTURECUBE; break; } parameters.Add(param); } else { // TODO: Make sure the type and size of // the parameter match up! shader._samplers[s].parameter = match; } } } // TODO: Annotations are part of the .FX format and // not a part of shaders... we need to implement them // in our mgfx parser if we want them back. effect.Parameters = parameters.ToArray(); return(effect); }
static public DXEffectObject FromShaderInfo(TwoMGFX.ShaderInfo shaderInfo) { var effect = new DXEffectObject(); // These are filled out as we process stuff. effect.ConstantBuffers = new List <DXConstantBufferData>(); effect.Shaders = new List <DXShaderData>(); // Go thru the techniques and that will find all the // shaders and constant buffers. effect.Techniques = new d3dx_technique[shaderInfo.Techniques.Count]; for (var t = 0; t < shaderInfo.Techniques.Count; t++) { var tinfo = shaderInfo.Techniques[t];; var technique = new d3dx_technique(); technique.name = tinfo.name; technique.pass_count = (uint)tinfo.Passes.Count; technique.pass_handles = new d3dx_pass[tinfo.Passes.Count]; for (var p = 0; p < tinfo.Passes.Count; p++) { var pinfo = tinfo.Passes[p];; var pass = new d3dx_pass(); pass.name = pinfo.name ?? string.Empty; pass.state_count = 0; var tempstate = new d3dx_state[2]; if (!string.IsNullOrEmpty(pinfo.psFunction)) { pass.state_count += 1; tempstate[pass.state_count - 1] = effect.CreateShader(shaderInfo, pinfo.psFunction, pinfo.psModel, false); } if (!string.IsNullOrEmpty(pinfo.vsFunction)) { pass.state_count += 1; tempstate[pass.state_count - 1] = effect.CreateShader(shaderInfo, pinfo.vsFunction, pinfo.vsModel, true); } pass.states = new d3dx_state[pass.state_count]; for (var s = 0; s < pass.state_count; s++) { pass.states[s] = tempstate[s]; } technique.pass_handles[p] = pass; } effect.Techniques[t] = technique; } // Make the list of parameters by combining all the // constant buffers ignoring the buffer offsets. var parameters = new List <d3dx_parameter>(); for (var c = 0; c < effect.ConstantBuffers.Count; c++) { var cb = effect.ConstantBuffers[c]; for (var i = 0; i < cb.Parameters.Count; i++) { var param = cb.Parameters[i]; var match = parameters.FindIndex(e => e.name == param.name); if (match == -1) { cb.ParameterIndex.Add(parameters.Count); parameters.Add(param); } else { // TODO: Make sure the type and size of // the parameter match up! cb.ParameterIndex.Add(match); } } } // Add the texture parameters from the samplers. foreach (var shader in effect.Shaders) { for (var s = 0; s < shader._samplers.Length; s++) { var sampler = shader._samplers[s]; var match = parameters.FindIndex(e => e.name == sampler.parameterName); if (match == -1) { shader._samplers[s].parameter = parameters.Count; var param = new d3dx_parameter(); param.class_ = D3DXPARAMETER_CLASS.OBJECT; param.type = D3DXPARAMETER_TYPE.TEXTURE2D; // TODO: Fix this right! param.name = sampler.parameterName; param.semantic = string.Empty; parameters.Add(param); } else { // TODO: Make sure the type and size of // the parameter match up! shader._samplers[s].parameter = match; } } } // TODO: Annotations are part of the .FX format and // not a part of shaders... we need to implement them // in our mgfx parser if we want them back. /* * // Now find the things we could not in the constant * // buffer reflection interface... semantics and annotations. * for (var i = 0; i < parameters.Count; i++) * { * var vdesc = dxeffect.GetVariableByName(parameters[i].name); * if (!vdesc.IsValid) * continue; * * parameters[i].semantic = vdesc.Description.Semantic ?? string.Empty; * * // TODO: Annotations! * } */ effect.Parameters = parameters.ToArray(); return(effect); }