public static ShaderClassType ParseSource(string shaderSource, LoggerResult log) { var parsingResult = XenkoShaderParser.TryParse(shaderSource, null); parsingResult.CopyTo(log); if (parsingResult.HasErrors) { return(null); } var shader = parsingResult.Shader; var shaderClass = shader.Declarations.OfType <ShaderClassType>().SingleOrDefault(); if (shaderClass == null) { var queue = new Queue <NamespaceBlock>(shader.Declarations.OfType <NamespaceBlock>()); while (queue.Count > 0 && shaderClass == null) { var namespaceNode = queue.Dequeue(); shaderClass = namespaceNode.Body.OfType <ShaderClassType>().SingleOrDefault(); foreach (var subNamespace in namespaceNode.Body.OfType <NamespaceBlock>()) { queue.Enqueue(subNamespace); } } } return(shaderClass); }
public static ShaderClassType ParseSource(string shaderSource, LoggerResult log) { var parsingResult = XenkoShaderParser.TryParse(shaderSource, null); parsingResult.CopyTo(log); if (parsingResult.HasErrors) { return(null); } var shader = parsingResult.Shader; var shaderClass = shader.Declarations.OfType <ShaderClassType>().Single(); return(shaderClass); }
public static ShaderClassType ParseSource(string shaderSource, LoggerResult log) { var parsingResult = XenkoShaderParser.TryParse(shaderSource, null); parsingResult.CopyTo(log); if (parsingResult.HasErrors) { return(null); } var shader = parsingResult.Shader; var shaderClass = shader.Declarations.OfType <ShaderClassType>().Single(); shaderClass.SourcePath = null; // shaderSource.Path; shaderClass.SourceHash = ObjectId.Empty; // shaderSource.Hash; shaderClass.PreprocessedSourceHash = ObjectId.Empty; // hashPreprocessSource; shaderClass.IsInstanciated = false; return(shaderClass); }
private LoadedShaderClassType LoadShaderClass(ShaderClassSource classSource, string generics, LoggerResult log, SiliconStudio.Shaders.Parser.ShaderMacro[] macros = null) { var type = classSource.ClassName; if (type == null) { throw new ArgumentNullException("type"); } var shaderSourceKey = new ShaderSourceKey(type, generics, macros); lock (loadedShaders) { // Already instantiated LoadedShaderClassType shaderClass; if (loadedShaders.TryGetValue(shaderSourceKey, out shaderClass)) { return(shaderClass); } // Load file var shaderSource = SourceManager.LoadShaderSource(type); string preprocessedSource; try { preprocessedSource = PreProcessor.Run(shaderSource.Source, shaderSource.Path, macros); } catch (Exception ex) { log.Error(MessageCode.ErrorUnexpectedException, new SourceSpan(new SourceLocation(shaderSource.Path, 0, 1, 1), 1), ex); return(null); } byte[] byteArray = Encoding.UTF8.GetBytes(preprocessedSource); var hashPreprocessSource = ObjectId.FromBytes(byteArray); // Compile var parsingResult = XenkoShaderParser.TryParse(preprocessedSource, shaderSource.Path); parsingResult.CopyTo(log); if (parsingResult.HasErrors) { return(null); } var shader = parsingResult.Shader; // As shaders can be embedded in namespaces, get only the shader class and make sure there is only one in a xksl. var shaderClassTypes = XenkoShaderParser.GetShaderClassTypes(shader.Declarations).ToList(); if (shaderClassTypes.Count != 1) { var sourceSpan = new SourceSpan(new SourceLocation(shaderSource.Path, 0, 0, 0), 1); if (shaderClassTypes.Count > 1) { sourceSpan = shaderClassTypes[1].Span; } log.Error(XenkoMessageCode.ShaderMustContainSingleClassDeclaration, sourceSpan, type); return(null); } shaderClass = new LoadedShaderClassType(); shaderClass.Type = shaderClassTypes.First(); shaderClass.SourcePath = shaderSource.Path; shaderClass.SourceHash = shaderSource.Hash; shaderClass.PreprocessedSourceHash = hashPreprocessSource; shaderClass.IsInstanciated = false; // TODO: We should not use Console. Change the way we log things here // Console.WriteLine("Loading Shader {0}{1}", type, macros != null && macros.Length > 0 ? String.Format("<{0}>", string.Join(", ", macros)) : string.Empty); // If the file name is not matching the class name, provide an error if (shaderClass.Type.Name.Text != type) { log.Error(XenkoMessageCode.FileNameNotMatchingClassName, shaderClass.Type.Name.Span, type, shaderClass.Type.Name.Text); return(null); } loadedShaders.Add(shaderSourceKey, shaderClass); return(shaderClass); } }