private d3dx_state CreateShader(TwoMGFX.ShaderInfo shaderInfo, string shaderFunction, string shaderProfile, bool isVertexShader) { // Compile the shader. SharpDX.D3DCompiler.ShaderBytecode shaderByteCode; try { SharpDX.D3DCompiler.ShaderFlags shaderFlags = 0; // While we never allow preshaders, this flag is invalid for // the DX11 shader compiler which doesn't allow preshaders // in the first place. //shaderFlags |= SharpDX.D3DCompiler.ShaderFlags.NoPreshader; if (shaderInfo.DX11Profile) shaderFlags |= SharpDX.D3DCompiler.ShaderFlags.EnableBackwardsCompatibility; if (shaderInfo.Debug) { shaderFlags |= SharpDX.D3DCompiler.ShaderFlags.SkipOptimization; shaderFlags |= SharpDX.D3DCompiler.ShaderFlags.Debug; } else { shaderFlags |= SharpDX.D3DCompiler.ShaderFlags.OptimizationLevel3; } // Compile the shader into bytecode. var result = SharpDX.D3DCompiler.ShaderBytecode.Compile( shaderInfo.fileContent, shaderFunction, shaderProfile, shaderFlags, 0, null, null, shaderInfo.fileName); if (result.HasErrors) throw new Exception(result.Message); shaderByteCode = result.Bytecode; //var source = shaderByteCode.Disassemble(); } catch (Exception ex) { throw ex; } // Get a copy of the shader bytecode. var bytecode = shaderByteCode.Data.ToArray(); // First look to see if we already created this same shader. DXShaderData dxShader = null; foreach (var shader in Shaders) { if (bytecode.SequenceEqual(shader.Bytecode)) { dxShader = shader; break; } } // Create a new shader. if ( dxShader == null ) { if (shaderInfo.DX11Profile) dxShader = DXShaderData.CreateHLSL(bytecode, isVertexShader, ConstantBuffers, Shaders.Count, shaderInfo.SamplerStates, shaderInfo.Debug); else dxShader = DXShaderData.CreateGLSL(bytecode, ConstantBuffers, Shaders.Count, shaderInfo.SamplerStates); Shaders.Add(dxShader); } //var assmbly = desc.Bytecode.Disassemble(); //var buffer = reflection.GetConstantBuffer(0); var state = new d3dx_state(); state.index = 0; state.type = STATE_TYPE.CONSTANT; state.operation = isVertexShader ? (uint)146 : (uint)147; state.parameter = new d3dx_parameter(); state.parameter.name = string.Empty; state.parameter.semantic = string.Empty; state.parameter.class_ = D3DXPARAMETER_CLASS.OBJECT; state.parameter.type = isVertexShader ? D3DXPARAMETER_TYPE.VERTEXSHADER : D3DXPARAMETER_TYPE.PIXELSHADER; state.parameter.rows = 0; state.parameter.columns = 0; state.parameter.data = dxShader.SharedIndex; return state; }
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.blendState = pinfo.blendState; pass.depthStencilState = pinfo.depthStencilState; pass.rasterizerState = pinfo.rasterizerState; pass.state_count = 0; var tempstate = new d3dx_state[2]; pinfo.ValidateShaderModels(shaderInfo.DX11Profile); 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 = DXEffectObject.D3DXPARAMETER_TYPE.TEXTURE1D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_2D: param.type = DXEffectObject.D3DXPARAMETER_TYPE.TEXTURE2D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_VOLUME: param.type = DXEffectObject.D3DXPARAMETER_TYPE.TEXTURE3D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_CUBE: param.type = DXEffectObject.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. /* // 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; }