Example #1
0
        private void WriteProgramDependencies(StreamWriter stream, Program program)
        {
            stream.WriteLine("//-----------------------------------------------------------------------------");
            stream.WriteLine("//                        PROGRAM DEPENDENCIES");
            stream.WriteLine("//-----------------------------------------------------------------------------");

            for (int i = 0; i < program.DependencyCount; i++)
            {
                string curDependency = program.GetDependency(i);
                stream.WriteLine("#include " + '\"' + curDependency + "." + TargetLanguage + '\"');
            }
        }
Example #2
0
		private void WriteProgramDependencies( StreamWriter stream, Program program )
		{
			stream.WriteLine( "//-----------------------------------------------------------------------------" );
			stream.WriteLine( "//                    PROGRAM DEPENDENCIES" );
			stream.WriteLine( "//-----------------------------------------------------------------------------" );

			for ( int i = 0; i < program.DependencyCount; i++ )
			{
				string curDependency = program.GetDependency( i );

				stream.WriteLine( "#include " + '\"' + curDependency + "." + TargetLanguage + '\"' );
			}
		}
Example #3
0
        private void WriteProgramDependencies(StreamWriter stream, Program program)
        {
            for (int i = 0; i < program.DependencyCount; i++)
            {
                string curDependency = program.GetDependency(i);
                CacheDependencyFunctions(curDependency);
            }

            stream.WriteLine("//-----------------------------------------------------------------------------");
            stream.WriteLine("//                        PROGRAM DEPENDENCIES");
            stream.WriteLine();

            var      forwardDecl   = new List <FunctionInvocation>();
            var      functionList  = program.Functions;
            int      itFunction    = 0;
            Function curFunction   = functionList[0];
            var      atomInstances = curFunction.AtomInstances;
            int      itAtom        = 0;
            int      itAtomEnd     = atomInstances.Count;

            //Now iterate over all function atoms
            for ( ; itAtom != itAtomEnd; itAtom++)
            {
                //Skip non function invocation atom
                if (atomInstances[itAtom] is FunctionInvocation == false)
                {
                    continue;
                }

                var funcInvoc = atomInstances[itAtom] as FunctionInvocation;
                forwardDecl.Add(funcInvoc);

                // Now look into that function for other non-builtin functions and add them to the declaration list
                // Look for non-builtin functions
                // Do so by assuming that these functions do not have several variations.
                // Also, because GLSL is C based, functions must be defined before they are used
                // so we can make the assumption that we already have this function cached.
                //
                // If we find a function, look it up in the map and write it out
                DiscoverFunctionDependencies(funcInvoc, forwardDecl);
            }

            //Now remove duplicate declarations
            forwardDecl.Sort();
            forwardDecl = forwardDecl.Distinct(new FunctionInvocation.FunctionInvocationComparer()).ToList();

            for (int i = 0; i < program.DependencyCount; i++)
            {
                string curDependency = program.GetDependency(i);

                foreach (var key in this.definesMap.Keys)
                {
                    if (this.definesMap[key] == curDependency)
                    {
                        stream.Write(this.definesMap[key]);
                        stream.Write("\n");
                    }
                }
            }
            // Parse the source shader and write out only the needed functions
            foreach (var it in forwardDecl)
            {
                var invoc = new FunctionInvocation(string.Empty, 0, 0, string.Empty);

                string body = string.Empty;

                //find the function in the cache
                foreach (var key in this.functionCacheMap.Keys)
                {
                    if (!(it == key))
                    {
                        continue;
                    }

                    invoc = key;
                    body  = this.functionCacheMap[key];
                    break;
                }

                if (invoc.FunctionName.Length > 0)
                {
                    //Write out the funciton name from the cached FunctionInvocation
                    stream.Write(invoc.ReturnType);
                    stream.Write(" ");
                    stream.Write(invoc.FunctionName);
                    stream.Write("(");

                    int itOperand    = 0;
                    int itOperandEnd = invoc.OperandList.Count;

                    while (itOperand != itOperandEnd)
                    {
                        Operand            op         = invoc.OperandList[itOperand];
                        Operand.OpSemantic opSemantic = op.Semantic;
                        string             paramName  = op.Parameter.Name;
                        int opMask = op.Mask;
                        GpuProgramParameters.GpuConstantType gpuType = GpuProgramParameters.GpuConstantType.Unknown;

                        switch (opSemantic)
                        {
                        case Operand.OpSemantic.In:
                            stream.Write("in ");
                            break;

                        case Operand.OpSemantic.Out:
                            stream.Write("out ");
                            break;

                        case Operand.OpSemantic.InOut:
                            stream.Write("inout ");
                            break;

                        default:
                            break;
                        }

                        //Swizzle masks are onluy defined for types like vec2, vec3, vec4
                        if (opMask == (int)Operand.OpMask.All)
                        {
                            gpuType = op.Parameter.Type;
                        }
                        else
                        {
                            gpuType = Operand.GetGpuConstantType(opMask);
                        }

                        //We need a valid type otherwise glsl compilation will not work
                        if (gpuType == GpuProgramParameters.GpuConstantType.Unknown)
                        {
                            throw new Core.AxiomException("Cannot convert Operand.OpMask to GpuConstantType");
                        }

                        stream.Write(this.gpuConstTypeMap[gpuType] + " " + paramName);

                        itOperand++;

                        //Prepare for the next operand
                        if (itOperand != itOperandEnd)
                        {
                            stream.Write(", ");
                        }
                    }
                    stream.WriteLine();
                    stream.WriteLine("{");
                    stream.WriteLine(body);
                    stream.WriteLine("}");
                    stream.WriteLine();
                }
            }
        }
Example #4
0
        private void BindSubShaders(Program program, GpuProgram gpuProgram)
        {
            if (program.DependencyCount > 0)
            {
                // Get all attached shaders so we do not attach shaders twice.
                // maybe GLSLProgram should take care of that ( prevent add duplicate shaders )
                string attachedShaders = string.Empty; //TODO: gpuProgram.GetParameter("attach");
                string subSharedDef    = string.Empty;

                for (int i = 0; i < program.DependencyCount; i++)
                {
                    // Here we append _VS and _FS to the library shaders (so max each lib shader
                    // is compiled twice once as vertex and once as fragment shader)

                    string subShaderName = program.GetDependency(i);
                    if (program.Type == GpuProgramType.Vertex)
                    {
                        subShaderName += "_VS";
                    }
                    else
                    {
                        subShaderName += "_FS";
                    }

                    //Check if the library shader already compiled
                    if (!HighLevelGpuProgramManager.Instance.ResourceExists(subShaderName))
                    {
                        //Create the library shader
                        HighLevelGpuProgram subGpuProgram =
                            HighLevelGpuProgramManager.Instance.CreateProgram(subShaderName,
                                                                              ResourceGroupManager.
                                                                              DefaultResourceGroupName,
                                                                              TargetLanguage, program.Type);

                        //Set the source name
                        string sourceName = program.GetDependency(i) + "." + TargetLanguage;
                        subGpuProgram.SourceFile = sourceName;

                        //If we have compiler errors than stop processing
                        if (subGpuProgram.HasCompileError)
                        {
                            throw new AxiomException("Could not compile shader library from the source file: " +
                                                     sourceName);
                        }

                        this.libraryPrograms.Add(subShaderName);
                    }

                    //Check if the lib shader already attached to this shader
                    if (attachedShaders.Contains(subShaderName))
                    {
                        subSharedDef += subShaderName + " ";
                    }
                }

                //Check if we have something to attach
                if (subSharedDef.Length > 0)
                {
                    var nvpl = new Axiom.Collections.NameValuePairList();
                    nvpl.Add("attach", subSharedDef);
                    gpuProgram.SetParameters(nvpl);
                }
            }
        }
		private void BindSubShaders( Program program, GpuProgram gpuProgram )
		{
			if ( program.DependencyCount > 0 )
			{
				// Get all attached shaders so we do not attach shaders twice.
				// maybe GLSLProgram should take care of that ( prevent add duplicate shaders )
				string attachedShaders = string.Empty; //TODO: gpuProgram.GetParameter("attach");
				string subSharedDef = string.Empty;

				for ( int i = 0; i < program.DependencyCount; i++ )
				{
					// Here we append _VS and _FS to the library shaders (so max each lib shader
					// is compiled twice once as vertex and once as fragment shader)

					string subShaderName = program.GetDependency( i );
					if ( program.Type == GpuProgramType.Vertex )
					{
						subShaderName += "_VS";
					}
					else
					{
						subShaderName += "_FS";
					}

					//Check if the library shader already compiled
					if ( !HighLevelGpuProgramManager.Instance.ResourceExists( subShaderName ) )
					{
						//Create the library shader
						HighLevelGpuProgram subGpuProgram =
							HighLevelGpuProgramManager.Instance.CreateProgram( subShaderName,
							                                                   ResourceGroupManager.
							                                                   	DefaultResourceGroupName,
							                                                   TargetLanguage, program.Type );

						//Set the source name
						string sourceName = program.GetDependency( i ) + "." + TargetLanguage;
						subGpuProgram.SourceFile = sourceName;

						//If we have compiler errors than stop processing
						if ( subGpuProgram.HasCompileError )
						{
							throw new AxiomException( "Could not compile shader library from the source file: " +
							                          sourceName );
						}

						this.libraryPrograms.Add( subShaderName );
					}

					//Check if the lib shader already attached to this shader
					if ( attachedShaders.Contains( subShaderName ) )
					{
						subSharedDef += subShaderName + " ";
					}
				}

				//Check if we have something to attach
				if ( subSharedDef.Length > 0 )
				{
					var nvpl = new Axiom.Collections.NameValuePairList();
					nvpl.Add( "attach", subSharedDef );
					gpuProgram.SetParameters( nvpl );
				}
			}
		}
		private void WriteProgramDependencies( StreamWriter stream, Program program )
		{
			for ( int i = 0; i < program.DependencyCount; i++ )
			{
				string curDependency = program.GetDependency( i );
				CacheDependencyFunctions( curDependency );
			}

			stream.WriteLine( "//-----------------------------------------------------------------------------" );
			stream.WriteLine( "//                        PROGRAM DEPENDENCIES" );
			stream.WriteLine();

			var forwardDecl = new List<FunctionInvocation>();
			var functionList = program.Functions;
			int itFunction = 0;
			Function curFunction = functionList[ 0 ];
			var atomInstances = curFunction.AtomInstances;
			int itAtom = 0;
			int itAtomEnd = atomInstances.Count;

			//Now iterate over all function atoms
			for ( ; itAtom != itAtomEnd; itAtom++ )
			{
				//Skip non function invocation atom
				if ( atomInstances[ itAtom ] is FunctionInvocation == false )
				{
					continue;
				}

				var funcInvoc = atomInstances[ itAtom ] as FunctionInvocation;
				forwardDecl.Add( funcInvoc );

				// Now look into that function for other non-builtin functions and add them to the declaration list
				// Look for non-builtin functions
				// Do so by assuming that these functions do not have several variations.
				// Also, because GLSL is C based, functions must be defined before they are used
				// so we can make the assumption that we already have this function cached.
				//
				// If we find a function, look it up in the map and write it out
				DiscoverFunctionDependencies( funcInvoc, forwardDecl );
			}

			//Now remove duplicate declarations
			forwardDecl.Sort();
			forwardDecl = forwardDecl.Distinct( new FunctionInvocation.FunctionInvocationComparer() ).ToList();

			for ( int i = 0; i < program.DependencyCount; i++ )
			{
				string curDependency = program.GetDependency( i );

				foreach ( var key in this.definesMap.Keys )
				{
					if ( this.definesMap[ key ] == curDependency )
					{
						stream.Write( this.definesMap[ key ] );
						stream.Write( "\n" );
					}
				}
			}
			// Parse the source shader and write out only the needed functions
			foreach ( var it in forwardDecl )
			{
				var invoc = new FunctionInvocation( string.Empty, 0, 0, string.Empty );

				string body = string.Empty;

				//find the function in the cache
				foreach ( var key in this.functionCacheMap.Keys )
				{
					if ( !( it == key ) )
					{
						continue;
					}

					invoc = key;
					body = this.functionCacheMap[ key ];
					break;
				}

				if ( invoc.FunctionName.Length > 0 )
				{
					//Write out the funciton name from the cached FunctionInvocation
					stream.Write( invoc.ReturnType );
					stream.Write( " " );
					stream.Write( invoc.FunctionName );
					stream.Write( "(" );

					int itOperand = 0;
					int itOperandEnd = invoc.OperandList.Count;

					while ( itOperand != itOperandEnd )
					{
						Operand op = invoc.OperandList[ itOperand ];
						Operand.OpSemantic opSemantic = op.Semantic;
						string paramName = op.Parameter.Name;
						int opMask = op.Mask;
						GpuProgramParameters.GpuConstantType gpuType = GpuProgramParameters.GpuConstantType.Unknown;

						switch ( opSemantic )
						{
							case Operand.OpSemantic.In:
								stream.Write( "in " );
								break;
							case Operand.OpSemantic.Out:
								stream.Write( "out " );
								break;
							case Operand.OpSemantic.InOut:
								stream.Write( "inout " );
								break;
							default:
								break;
						}

						//Swizzle masks are onluy defined for types like vec2, vec3, vec4
						if ( opMask == (int)Operand.OpMask.All )
						{
							gpuType = op.Parameter.Type;
						}
						else
						{
							gpuType = Operand.GetGpuConstantType( opMask );
						}

						//We need a valid type otherwise glsl compilation will not work
						if ( gpuType == GpuProgramParameters.GpuConstantType.Unknown )
						{
							throw new Core.AxiomException( "Cannot convert Operand.OpMask to GpuConstantType" );
						}

						stream.Write( this.gpuConstTypeMap[ gpuType ] + " " + paramName );

						itOperand++;

						//Prepare for the next operand
						if ( itOperand != itOperandEnd )
						{
							stream.Write( ", " );
						}
					}
					stream.WriteLine();
					stream.WriteLine( "{" );
					stream.WriteLine( body );
					stream.WriteLine( "}" );
					stream.WriteLine();
				}
			}
		}