Exemple #1
0
        /// <summary>
        /// Initializes a new instance of the <see cref="EffectCompiler"/> class.
        /// </summary>
        /// <param name="data">The data.</param>
        /// <param name="defines">The defines.</param>
        /// <param name="includeFile">The include file.</param>
        /// <param name="flags">The flags.</param>
        /// <unmanaged>HRESULT D3DXCreateEffectCompiler([In] const char* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] unsigned int Flags,[In] ID3DXEffectCompiler** ppCompiler,[In] ID3DXBuffer** ppParseErrors)</unmanaged>
        public EffectCompiler(string data, Macro[] defines, Include includeFile, ShaderFlags flags) : base(IntPtr.Zero)
        {
            IntPtr dataPtr = Marshal.StringToHGlobalAnsi(data);
            try
            {

                CreateEffectCompiler(dataPtr, data.Length, defines, includeFile, flags, this);
            }
            finally
            {
                Marshal.FreeHGlobal(dataPtr);
            }
        }
Exemple #2
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        internal static Macro[] PrepareMacros(Macro[] macros)
        {
            if (macros == null)
            {
                return(null);
            }

            if (macros.Length == 0)
            {
                return(null);
            }

            if (macros[macros.Length - 1].Name == null && macros[macros.Length - 1].Definition == null)
            {
                return(macros);
            }

            var macroArray = new Macro[macros.Length + 1];

            Array.Copy(macros, macroArray, macros.Length);

            macroArray[macros.Length] = new Macro(null, null);
            return(macroArray);
        }
Exemple #3
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 public static void Initialize(ref Device device, ref RenderForm form)
 {
     Macro macro = new Macro("nblights", 2.ToString());
     Basic_Effect = Effect.FromFile(device, "Effect.fx", new Macro[] { macro }, null, "", ShaderFlags.OptimizationLevel3);
     Basic_Effect.Technique = Basic_Effect.GetTechnique(0);
     Basic_Effect.SetValue("AmbientLightColor", new Vector4(0f, 0f, 0f, 0f));
     Matrix proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, form.ClientSize.Width / (float)form.ClientSize.Height, 0.1f, 7000.0f);
 }
Exemple #4
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 /// <summary>
 /// Creates an effect compiler from a memory buffer containing an ASCII effect description .
 /// </summary>
 /// <param name="data">The data.</param>
 /// <param name="defines">The defines.</param>
 /// <param name="includeFile">The include file.</param>
 /// <param name="flags">The flags.</param>
 /// <returns>
 /// An instance of <see cref="EffectCompiler"/>
 /// </returns>
 /// <unmanaged>HRESULT D3DXCreateEffectCompiler([In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] unsigned int Flags,[Out, Fast] ID3DXEffectCompiler** ppCompiler,[In] ID3DXBuffer** ppParseErrors)</unmanaged>
 public static EffectCompiler FromMemory(byte[] data, Macro[] defines, Include includeFile, ShaderFlags flags)
 {
     unsafe
     {
         var compiler = new EffectCompiler(IntPtr.Zero);
         fixed (void* pData = data)
             CreateEffectCompiler((IntPtr)pData, data.Length, defines, includeFile, flags, compiler);
         return compiler;
     }
 }
Exemple #5
0
 private static void CreateEffectCompiler(IntPtr data, int length, Macro[] defines, Include includeFile, ShaderFlags flags, EffectCompiler instance)
 {
     Blob blobForErrors = null;
     try
     {
         D3DX9.CreateEffectCompiler(data, length, defines, IncludeShadow.ToIntPtr(includeFile), (int)flags, instance, out blobForErrors);
     }
     catch (SharpDXException ex)
     {
         if (blobForErrors != null)
             throw new CompilationException(ex.ResultCode, Utilities.BlobToString(blobForErrors));
         throw;
     }
 }
Exemple #6
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        internal static Macro[] PrepareMacros(Macro[] macros)
        {
            if (macros == null)
                return null;

            if (macros.Length == 0)
                return null;

            if (macros[macros.Length - 1].Name == null && macros[macros.Length - 1].Definition == null)
                return macros;

            var macroArray = new Macro[macros.Length + 1];

            Array.Copy(macros, macroArray, macros.Length);

            macroArray[macros.Length] = new Macro(null, null);
            return macroArray;
        }
Exemple #7
0
		protected override void LoadFromSource()
		{
			// Populate preprocessor defines
			var defines = new List<D3D9.Macro>();
			if ( !string.IsNullOrEmpty( PreprocessorDefines ) )
			{
				var tmp = PreprocessorDefines.Split( ' ', ',', ';' );
				foreach ( string define in tmp )
				{
					var macro = new D3D9.Macro();
					if ( define.Contains( "=" ) )
					{
						var split = define.Split( '=' );
						macro.Name = split[ 0 ];
						macro.Definition = split[ 1 ];
					}
					else
					{
						macro.Name = define;
						macro.Definition = "1";
					}

					if ( !string.IsNullOrEmpty( macro.Name ) )
					{
						defines.Add( macro );
					}
				}
			}

			// Populate compile flags
			var compileFlags = UseColumnMajorMatrices
			                   	? D3D9.ShaderFlags.PackMatrixColumnMajor
			                   	: D3D9.ShaderFlags.PackMatrixRowMajor;

#if DEBUG
			compileFlags |= D3D9.ShaderFlags.Debug;
#endif
			switch ( OptimizationLevel )
			{
				case OptimizationLevel.Default:
					compileFlags |= D3D9.ShaderFlags.OptimizationLevel1;
					break;

				case OptimizationLevel.None:
					compileFlags |= D3D9.ShaderFlags.SkipOptimization;
					break;

				case OptimizationLevel.LevelZero:
					compileFlags |= D3D9.ShaderFlags.OptimizationLevel0;
					break;

				case OptimizationLevel.LevelOne:
					compileFlags |= D3D9.ShaderFlags.OptimizationLevel1;
					break;

				case OptimizationLevel.LevelTwo:
					compileFlags |= D3D9.ShaderFlags.OptimizationLevel2;
					break;

				case OptimizationLevel.LevelThree:
					compileFlags |= D3D9.ShaderFlags.OptimizationLevel3;
					break;
			}

			var parseFlags = compileFlags;
			compileFlags ^= UseColumnMajorMatrices ? D3D9.ShaderFlags.PackMatrixColumnMajor : D3D9.ShaderFlags.PackMatrixRowMajor;

			// include handler
			var includeHandler = new HLSLIncludeHandler( this );

			// Compile & assemble into microcode
			var effectCompiler = new D3D9.EffectCompiler( Source, defines.ToArray(), includeHandler, parseFlags );
			var effectHandle = new D3D9.EffectHandle( EntryPoint );
			var errors = string.Empty;

			try
			{
				MicroCode = effectCompiler.CompileShader( effectHandle, Target, compileFlags, out this.constTable );
			}
			catch ( DX.SharpDXException ex )
			{
				if ( ex is DX.CompilationException )
				{
					errors = ex.Message;
				}

				// check for errors
				if ( !string.IsNullOrEmpty( errors ) )
				{
					if ( MicroCode != null )
					{
						if ( LogManager.Instance != null )
						{
							LogManager.Instance.Write( "HLSL: Warnings while compiling high level shader {0}:\n{1}", Name, errors );
						}
					}
					else
					{
						throw new AxiomException( "HLSL: Unable to compile high level shader {0}:\n{1}", Name, errors );
					}
				}
			}
			finally
			{
				effectCompiler.Dispose();
				effectHandle.Dispose();
				includeHandler.Dispose();
			}
		}
Exemple #8
0
        /// <summary>
        /// Compiles an effect from a memory buffer.
        /// </summary>
        /// <param name="device">The device.</param>
        /// <param name="memory">The buffer.</param>
        /// <param name="preprocessorDefines">The preprocessor defines.</param>
        /// <param name="includeFile">The include file.</param>
        /// <param name="skipConstants">The skip constants.</param>
        /// <param name="flags">The flags.</param>
        /// <param name="pool">The pool.</param>
        /// <returns>An <see cref="Effect"/></returns>
        /// <unmanaged>HRESULT D3DXCreateEffectEx([In] IDirect3DDevice9* pDevice,[In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] const char* pSkipConstants,[In] unsigned int Flags,[In] ID3DXEffectPool* pPool,[In] ID3DXEffect** ppEffect,[In] ID3DXBuffer** ppCompilationErrors)</unmanaged>
        public static Effect FromMemory(Device device, byte[] memory, Macro[] preprocessorDefines, Include includeFile, string skipConstants, ShaderFlags flags, EffectPool pool)
        {
           unsafe
            {
                Effect effect = null;
                Blob blobForErrors = null;

                try
                {
                    fixed (void* pData = memory)
                        D3DX9.CreateEffectEx(
                            device,
                            (IntPtr)pData,
                            memory.Length,
                            PrepareMacros(preprocessorDefines),
                            IncludeShadow.ToIntPtr(includeFile),
                            skipConstants,
                            (int)flags,
                            pool,
                            out effect,
                            out blobForErrors);
                }
                catch (SharpDXException ex)
                {
                    if (blobForErrors != null)
                        throw new CompilationException(ex.ResultCode, Utilities.BlobToString(blobForErrors));
                    throw;
                }
                return effect;
            }
        }
Exemple #9
0
 /// <summary>
 /// Compiles an effect from a string.
 /// </summary>
 /// <param name="device">The device.</param>
 /// <param name="sourceData">The source data.</param>
 /// <param name="preprocessorDefines">The preprocessor defines.</param>
 /// <param name="includeFile">The include file.</param>
 /// <param name="skipConstants">The skip constants.</param>
 /// <param name="flags">The flags.</param>
 /// <returns>
 /// An <see cref="Effect"/>
 /// </returns>
 /// <unmanaged>HRESULT D3DXCreateEffectEx([In] IDirect3DDevice9* pDevice,[In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] const char* pSkipConstants,[In] unsigned int Flags,[In] ID3DXEffectPool* pPool,[In] ID3DXEffect** ppEffect,[In] ID3DXBuffer** ppCompilationErrors)</unmanaged>
 public static Effect FromString(Device device, string sourceData, Macro[] preprocessorDefines, Include includeFile, string skipConstants, ShaderFlags flags)
 {
     return FromString(device, sourceData, preprocessorDefines, includeFile, skipConstants, flags, null);
 }
Exemple #10
0
 /// <summary>
 /// Compiles a shader or effect from a file on disk.
 /// </summary>
 /// <param name="fileName">The name of the source file to compile.</param>
 /// <param name="profile">The shader target or set of shader features to compile against.</param>
 /// <param name="shaderFlags">Shader compilation options.</param>
 /// <param name="defines">A set of macros to define during compilation.</param>
 /// <param name="include">An interface for handling include files.</param>
 /// <returns>
 /// The compiled shader bytecode, or <c>null</c> if the method fails.
 /// </returns>
 /// <unmanaged>HRESULT D3DXCompileShader([In] const char* pSrcData,[In] unsigned int SrcDataLen,[In] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] const char* pFunctionName,[In] const char* pProfile,[In] unsigned int Flags,[In] ID3DXBuffer** ppShader,[In] ID3DXBuffer** ppErrorMsgs,[In] ID3DXConstantTable** ppConstantTable)</unmanaged>
 public static CompilationResult CompileFromFile(string fileName, string profile, ShaderFlags shaderFlags = ShaderFlags.None, Macro[] defines = null, Include include = null)
 {
     return CompileFromFile(fileName, null, profile, shaderFlags, defines, include);
 }
Exemple #11
0
 /// <summary>
 /// Compiles a shader or effect from a file on disk.
 /// </summary>
 /// <param name="fileName">The name of the source file to compile.</param>
 /// <param name="entryPoint">The name of the shader entry-point function, or <c>null</c> for an effect file.</param>
 /// <param name="profile">The shader target or set of shader features to compile against.</param>
 /// <param name="shaderFlags">Shader compilation options.</param>
 /// <param name="defines">A set of macros to define during compilation.</param>
 /// <param name="include">An interface for handling include files.</param>
 /// <returns>
 /// The compiled shader bytecode, or <c>null</c> if the method fails.
 /// </returns>
 /// <unmanaged>HRESULT D3DXCompileShader([In] const char* pSrcData,[In] unsigned int SrcDataLen,[In] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] const char* pFunctionName,[In] const char* pProfile,[In] unsigned int Flags,[In] ID3DXBuffer** ppShader,[In] ID3DXBuffer** ppErrorMsgs,[In] ID3DXConstantTable** ppConstantTable)</unmanaged>
 public static CompilationResult CompileFromFile(string fileName, string entryPoint, string profile, ShaderFlags shaderFlags = ShaderFlags.None, Macro[] defines = null, Include include = null)
 {
     if (fileName == null)
     {
         throw new ArgumentNullException("fileName");
     }
     if (profile == null)
     {
         throw new ArgumentNullException("profile");
     }
     if (!File.Exists(fileName))
     {
         throw new FileNotFoundException("Could not open the shader or effect file.", fileName);
     }
     return Compile(File.ReadAllText(fileName), entryPoint, profile, shaderFlags, PrepareMacros(defines), include);
 }
Exemple #12
0
 /// <summary>
 /// Compiles the provided shader or effect source.
 /// </summary>
 /// <param name="shaderSource">An array of bytes containing the raw source of the shader or effect to compile.</param>
 /// <param name="profile">The shader target or set of shader features to compile against.</param>
 /// <param name="shaderFlags">Shader compilation options.</param>
 /// <param name="defines">A set of macros to define during compilation.</param>
 /// <param name="include">An interface for handling include files.</param>
 /// <returns>
 /// The compiled shader bytecode, or <c>null</c> if the method fails.
 /// </returns>
 /// <unmanaged>HRESULT D3DXCompileShader([In] const char* pSrcData,[In] unsigned int SrcDataLen,[In] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] const char* pFunctionName,[In] const char* pProfile,[In] unsigned int Flags,[In] ID3DXBuffer** ppShader,[In] ID3DXBuffer** ppErrorMsgs,[In] ID3DXConstantTable** ppConstantTable)</unmanaged>
 public static CompilationResult Compile(byte[] shaderSource, string profile, ShaderFlags shaderFlags, Macro[] defines, Include include)
 {
     return Compile(shaderSource, null, profile, shaderFlags, defines, include);
 }
Exemple #13
0
 /// <summary>
 /// Compiles the provided shader or effect source.
 /// </summary>
 /// <param name="shaderSource">A string containing the source of the shader or effect to compile.</param>
 /// <param name="entryPoint">The name of the shader entry-point function, or <c>null</c> for an effect file.</param>
 /// <param name="profile">The shader target or set of shader features to compile against.</param>
 /// <param name="shaderFlags">Shader compilation options.</param>
 /// <param name="defines">A set of macros to define during compilation.</param>
 /// <param name="include">An interface for handling include files.</param>
 /// <returns>
 /// The compiled shader bytecode, or <c>null</c> if the method fails.
 /// </returns>
 /// <unmanaged>HRESULT D3DXCompileShader([In] const char* pSrcData,[In] unsigned int SrcDataLen,[In] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] const char* pFunctionName,[In] const char* pProfile,[In] unsigned int Flags,[In] ID3DXBuffer** ppShader,[In] ID3DXBuffer** ppErrorMsgs,[In] ID3DXConstantTable** ppConstantTable)</unmanaged>
 public static CompilationResult Compile(string shaderSource, string entryPoint, string profile, ShaderFlags shaderFlags, Macro[] defines, Include include)
 {
     if (string.IsNullOrEmpty(shaderSource))
     {
         throw new ArgumentNullException("shaderSource");
     }
     return Compile(Encoding.ASCII.GetBytes(shaderSource), entryPoint, profile, shaderFlags, defines, include);
 }
Exemple #14
0
 /// <summary>
 /// Assembles a shader from file.
 /// </summary>
 /// <param name="fileName">Name of the shader file.</param>
 /// <param name="defines">Macro definitions.</param>
 /// <param name="includeFile">An <see cref="SharpDX.Direct3D9.Include"/> interface to use for handling #include directives.</param>
 /// <param name="flags">Compilation options.</param>
 /// <returns>
 /// A <see cref="SharpDX.Direct3D9.CompilationResult"/> object representing the raw shader stream.
 /// </returns>
 public static CompilationResult AssembleFromFile(string fileName, Macro[] defines, Include includeFile, ShaderFlags flags)
 {
     return Assemble(File.ReadAllText(fileName), defines, includeFile, flags);
 }
Exemple #15
0
        /// <summary>
        /// Assembles a shader from the given source data.
        /// </summary>
        /// <param name="sourceData">The source shader data.</param>
        /// <param name="defines">Macro definitions.</param>
        /// <param name="includeFile">An <see cref="SharpDX.Direct3D9.Include" /> interface to use for handling #include directives.</param>
        /// <param name="flags">Compilation options.</param>
        /// <returns>A <see cref="SharpDX.Direct3D9.CompilationResult" /> object representing the raw shader stream.</returns>
        /// <unmanaged>HRESULT D3DXAssembleShader([In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] unsigned int Flags,[In] ID3DXBuffer** ppShader,[In] ID3DXBuffer** ppErrorMsgs)</unmanaged>
        public static CompilationResult Assemble(byte[] sourceData, Macro[] defines, Include includeFile, ShaderFlags flags)
        {
            unsafe
            {
                var resultCode = Result.Ok;

                Blob blobForCode = null;
                Blob blobForErrors = null;

                try
                {
                    fixed (void* pData = sourceData)
                        D3DX9.AssembleShader(
                            (IntPtr)pData,
                            sourceData.Length,
                            PrepareMacros(defines),
                            IncludeShadow.ToIntPtr(includeFile),
                            (int)flags,
                            out blobForCode,
                            out blobForErrors);
                }
                catch (SharpDXException ex)
                {
                    if (blobForErrors != null)
                    {
                        resultCode = ex.ResultCode;
                        if (Configuration.ThrowOnShaderCompileError)
                            throw new CompilationException(ex.ResultCode, Utilities.BlobToString(blobForErrors));
                    }
                    else
                    {
                        throw;
                    }
                }

                return new CompilationResult(blobForCode != null ? new ShaderBytecode(blobForCode) : null, resultCode, Utilities.BlobToString(blobForErrors));
            }       
        }
Exemple #16
0
 /// <summary>
 /// Assembles a shader from the given source data.
 /// </summary>
 /// <param name="sourceData">The source shader data.</param>
 /// <param name="defines">Macro definitions.</param>
 /// <param name="includeFile">An <see cref="SharpDX.Direct3D9.Include" /> interface to use for handling #include directives.</param>
 /// <param name="flags">Compilation options.</param>
 /// <returns>A <see cref="SharpDX.Direct3D9.CompilationResult" /> object representing the raw shader stream.</returns>
 /// <unmanaged>HRESULT D3DXAssembleShader([In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] unsigned int Flags,[In] ID3DXBuffer** ppShader,[In] ID3DXBuffer** ppErrorMsgs)</unmanaged>
 public static CompilationResult Assemble(string sourceData, Macro[] defines, Include includeFile, ShaderFlags flags)
 {
     return Assemble(Encoding.ASCII.GetBytes(sourceData), defines, includeFile, flags);
 }
Exemple #17
0
 /// <summary>
 /// Compiles an effect from a file.
 /// </summary>
 /// <param name="device">The device.</param>
 /// <param name="fileName">Name of the file.</param>
 /// <param name="preprocessorDefines">The preprocessor defines.</param>
 /// <param name="includeFile">The include file.</param>
 /// <param name="skipConstants">The skip constants.</param>
 /// <param name="flags">The flags.</param>
 /// <param name="pool">The pool.</param>
 /// <returns>
 /// An <see cref="Effect"/>
 /// </returns>
 /// <unmanaged>HRESULT D3DXCreateEffectEx([In] IDirect3DDevice9* pDevice,[In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] const char* pSkipConstants,[In] unsigned int Flags,[In] ID3DXEffectPool* pPool,[In] ID3DXEffect** ppEffect,[In] ID3DXBuffer** ppCompilationErrors)</unmanaged>
 public static Effect FromFile(Device device, string fileName, Macro[] preprocessorDefines, Include includeFile, string skipConstants, ShaderFlags flags, EffectPool pool)
 {
     return FromString(device, File.ReadAllText(fileName), preprocessorDefines, includeFile, skipConstants, flags, pool);
 }
Exemple #18
0
        /// <summary>
        /// Compiles the provided shader or effect source.
        /// </summary>
        /// <param name="shaderSource">An array of bytes containing the raw source of the shader or effect to compile.</param>
        /// <param name="entryPoint">The name of the shader entry-point function, or <c>null</c> for an effect file.</param>
        /// <param name="profile">The shader target or set of shader features to compile against.</param>
        /// <param name="shaderFlags">Shader compilation options.</param>
        /// <param name="defines">A set of macros to define during compilation.</param>
        /// <param name="include">An interface for handling include files.</param>
        /// <returns>
        /// The compiled shader bytecode, or <c>null</c> if the method fails.
        /// </returns>
        /// <unmanaged>HRESULT D3DXCompileShader([In] const char* pSrcData,[In] unsigned int SrcDataLen,[In] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] const char* pFunctionName,[In] const char* pProfile,[In] unsigned int Flags,[In] ID3DXBuffer** ppShader,[In] ID3DXBuffer** ppErrorMsgs,[In] ID3DXConstantTable** ppConstantTable)</unmanaged>
        public static CompilationResult Compile(byte[] shaderSource, string entryPoint, string profile, ShaderFlags shaderFlags, Macro[] defines, Include include)
        {
            unsafe
            {
                var resultCode = Result.Ok;

                Blob blobForCode = null;
                Blob blobForErrors = null;
                ConstantTable constantTable = null;

                try
                {
                    fixed (void* pData = &shaderSource[0])
                        D3DX9.CompileShader(
                            (IntPtr)pData,
                            shaderSource.Length,
                            PrepareMacros(defines),
                            IncludeShadow.ToIntPtr(include),
                            entryPoint,
                            profile,
                            (int)shaderFlags,
                            out blobForCode,
                            out blobForErrors,
                            out constantTable);
                } 
                catch (SharpDXException ex)
                {
                    if (blobForErrors != null)
                    {
                        resultCode = ex.ResultCode;
                        if (Configuration.ThrowOnShaderCompileError)
                            throw new CompilationException(ex.ResultCode, Utilities.BlobToString(blobForErrors));
                    }
                    else
                    {
                        throw;
                    }
                }
                finally
                {
                    if (constantTable != null)
                        constantTable.Dispose();
                }

                return new CompilationResult(blobForCode != null ? new ShaderBytecode(blobForCode) : null, resultCode, Utilities.BlobToString(blobForErrors));
            }
        }
Exemple #19
0
 /// <summary>
 /// Compiles an effect from a memory buffer.
 /// </summary>
 /// <param name="device">The device.</param>
 /// <param name="memory">The buffer.</param>
 /// <param name="preprocessorDefines">The preprocessor defines.</param>
 /// <param name="includeFile">The include file.</param>
 /// <param name="skipConstants">The skip constants.</param>
 /// <param name="flags">The flags.</param>
 /// <returns>
 /// An <see cref="Effect"/>
 /// </returns>
 /// <unmanaged>HRESULT D3DXCreateEffectEx([In] IDirect3DDevice9* pDevice,[In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] const char* pSkipConstants,[In] unsigned int Flags,[In] ID3DXEffectPool* pPool,[In] ID3DXEffect** ppEffect,[In] ID3DXBuffer** ppCompilationErrors)</unmanaged>
 public static Effect FromMemory(Device device, byte[] memory, Macro[] preprocessorDefines, Include includeFile, string skipConstants, ShaderFlags flags)
 {
     return FromMemory(device, memory, preprocessorDefines, includeFile, skipConstants, flags, null);
 }
Exemple #20
0
 /// <summary>
 ///   Preprocesses the provided shader or effect source.
 /// </summary>
 /// <param name = "shaderSource">An array of bytes containing the raw source of the shader or effect to preprocess.</param>
 /// <param name = "defines">A set of macros to define during preprocessing.</param>
 /// <param name = "include">An interface for handling include files.</param>
 /// <returns>The preprocessed shader source.</returns>
 /// <unmanaged>HRESULT D3DXPreprocessShader([In] const void* pSrcData,[In] unsigned int SrcDataSize,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] ID3DXBuffer** ppShaderText,[In] ID3DXBuffer** ppErrorMsgs)</unmanaged>
 public static string Preprocess(byte[] shaderSource, Macro[] defines = null, Include include = null)
 {
     string errors = null;
     return Preprocess(shaderSource, defines, include, out errors);
 }
Exemple #21
0
        /// <summary>
        /// Compiles an effect from a stream.
        /// </summary>
        /// <param name="device">The device.</param>
        /// <param name="stream">The stream.</param>
        /// <param name="preprocessorDefines">The preprocessor defines.</param>
        /// <param name="includeFile">The include file.</param>
        /// <param name="skipConstants">The skip constants.</param>
        /// <param name="flags">The flags.</param>
        /// <param name="pool">The pool.</param>
        /// <returns>An <see cref="Effect"/></returns>
        /// <unmanaged>HRESULT D3DXCreateEffectEx([In] IDirect3DDevice9* pDevice,[In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] const char* pSkipConstants,[In] unsigned int Flags,[In] ID3DXEffectPool* pPool,[In] ID3DXEffect** ppEffect,[In] ID3DXBuffer** ppCompilationErrors)</unmanaged>
        public static Effect FromStream(Device device, Stream stream, Macro[] preprocessorDefines, Include includeFile, string skipConstants, ShaderFlags flags, EffectPool pool)
        {
            unsafe
            {
                Effect effect = null;
                Blob blobForErrors = null;

                try
                {
                    if (stream is DataStream)
                    {
                        D3DX9.CreateEffectEx(
                            device,
                            ((DataStream)stream).PositionPointer,
                            (int)(stream.Length - stream.Position),
                            PrepareMacros(preprocessorDefines),
                            IncludeShadow.ToIntPtr(includeFile),
                            skipConstants,
                            (int)flags,
                            pool,
                            out effect,
                            out blobForErrors);
                    } 
                    else
                    {
                        var data = Utilities.ReadStream(stream);
                        fixed (void* pData = data)
                        D3DX9.CreateEffectEx(
                            device,
                            (IntPtr)pData,
                            data.Length,
                            PrepareMacros(preprocessorDefines),
                            IncludeShadow.ToIntPtr(includeFile),
                            skipConstants,
                            (int)flags,
                            pool,
                            out effect,
                            out blobForErrors);
                        
                    }
                    stream.Position = stream.Length;
                }
                catch (SharpDXException ex)
                {
                    if (blobForErrors != null)
                        throw new CompilationException(ex.ResultCode, Utilities.BlobToString(blobForErrors));
                    throw;
                }
                return effect;
            }
        }
Exemple #22
0
 /// <summary>
 ///   Preprocesses the provided shader or effect source.
 /// </summary>
 /// <param name = "shaderSource">An array of bytes containing the raw source of the shader or effect to preprocess.</param>
 /// <param name = "defines">A set of macros to define during preprocessing.</param>
 /// <param name = "include">An interface for handling include files.</param>
 /// <param name = "compilationErrors">When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded.</param>
 /// <returns>The preprocessed shader source.</returns>
 /// <unmanaged>HRESULT D3DXPreprocessShader([In] const void* pSrcData,[In] unsigned int SrcDataSize,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] ID3DXBuffer** ppShaderText,[In] ID3DXBuffer** ppErrorMsgs)</unmanaged>
 public static string Preprocess(byte[] shaderSource, Macro[] defines, Include include, out string compilationErrors)
 {
     unsafe
     {
         fixed (void* pData = &shaderSource[0])
             return Preprocess((IntPtr)pData, shaderSource.Length, defines, include, out compilationErrors);
     }
 }
Exemple #23
0
        /// <summary>
        /// Compiles an effect from a string.
        /// </summary>
        /// <param name="device">The device.</param>
        /// <param name="sourceData">The source data.</param>
        /// <param name="preprocessorDefines">The preprocessor defines.</param>
        /// <param name="includeFile">The include file.</param>
        /// <param name="skipConstants">The skip constants.</param>
        /// <param name="flags">The flags.</param>
        /// <param name="pool">The pool.</param>
        /// <returns>
        /// An <see cref="Effect"/>
        /// </returns>
        /// <unmanaged>HRESULT D3DXCreateEffectEx([In] IDirect3DDevice9* pDevice,[In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] const char* pSkipConstants,[In] unsigned int Flags,[In] ID3DXEffectPool* pPool,[In] ID3DXEffect** ppEffect,[In] ID3DXBuffer** ppCompilationErrors)</unmanaged>
        public static Effect FromString(Device device, string sourceData, Macro[] preprocessorDefines, Include includeFile, string skipConstants, ShaderFlags flags, EffectPool pool)
        {
            Effect effect = null;
            Blob blobForErrors = null;

            var buffer = Marshal.StringToHGlobalAnsi(sourceData);
            try
            {
                    
                    D3DX9.CreateEffectEx(
                        device,
                        buffer,
                        sourceData.Length,
                        PrepareMacros(preprocessorDefines),
                        IncludeShadow.ToIntPtr(includeFile),
                        skipConstants,
                        (int)flags,
                        pool,
                        out effect,
                        out blobForErrors);
            }
            catch (SharpDXException ex)
            {
                if (blobForErrors != null)
                    throw new CompilationException(ex.ResultCode, Utilities.BlobToString(blobForErrors));
                throw;
            }
            finally 
            {
                Marshal.FreeHGlobal(buffer);
            }
            return effect;
        }
Exemple #24
0
        /// <summary>
        /// Preprocesses the provided shader or effect source.
        /// </summary>
        /// <param name="shaderSourcePtr">The shader source PTR.</param>
        /// <param name="shaderSourceLength">Length of the shader source.</param>
        /// <param name="defines">A set of macros to define during preprocessing.</param>
        /// <param name="include">An interface for handling include files.</param>
        /// <param name="compilationErrors">When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded.</param>
        /// <returns>
        /// The preprocessed shader source.
        /// </returns>
        /// <unmanaged>HRESULT D3DXPreprocessShader([In] const void* pSrcData,[In] unsigned int SrcDataSize,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] ID3DXBuffer** ppShaderText,[In] ID3DXBuffer** ppErrorMsgs)</unmanaged>
        public static string Preprocess(IntPtr shaderSourcePtr, int shaderSourceLength, Macro[] defines, Include include, out string compilationErrors)
        {
            unsafe
            {
                Blob blobForText = null;
                Blob blobForErrors = null;
                compilationErrors = null;

                try
                {
                    D3DX9.PreprocessShader(shaderSourcePtr, shaderSourceLength, PrepareMacros(defines), IncludeShadow.ToIntPtr(include), out blobForText, out blobForErrors);
                }
                catch (SharpDXException ex)
                {
                    if (blobForErrors != null)
                    {
                        compilationErrors = Utilities.BlobToString(blobForErrors);
                        throw new CompilationException(ex.ResultCode, compilationErrors);
                    }
                    throw;
                }
                return Utilities.BlobToString(blobForText);
            }
        }
Exemple #25
0
 /// <summary>
 /// Compiles an effect from a file.
 /// </summary>
 /// <param name="device">The device.</param>
 /// <param name="fileName">Name of the file.</param>
 /// <param name="preprocessorDefines">The preprocessor defines.</param>
 /// <param name="includeFile">The include file.</param>
 /// <param name="skipConstants">The skip constants.</param>
 /// <param name="flags">The flags.</param>
 /// <returns>
 /// An <see cref="Effect"/>
 /// </returns>
 /// <unmanaged>HRESULT D3DXCreateEffectEx([In] IDirect3DDevice9* pDevice,[In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] const char* pSkipConstants,[In] unsigned int Flags,[In] ID3DXEffectPool* pPool,[In] ID3DXEffect** ppEffect,[In] ID3DXBuffer** ppCompilationErrors)</unmanaged>
 public static Effect FromFile(Device device, string fileName, Macro[] preprocessorDefines, Include includeFile, string skipConstants, ShaderFlags flags)
 {
     return FromFile(device, fileName, preprocessorDefines, includeFile, skipConstants, flags, null);
 }
Exemple #26
0
 /// <summary>
 ///   Preprocesses the provided shader or effect source.
 /// </summary>
 /// <param name = "shaderSource">A string containing the source of the shader or effect to preprocess.</param>
 /// <param name = "defines">A set of macros to define during preprocessing.</param>
 /// <param name = "include">An interface for handling include files.</param>
 /// <param name = "compilationErrors">When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded.</param>
 /// <returns>The preprocessed shader source.</returns>
 /// <unmanaged>HRESULT D3DXPreprocessShader([In] const void* pSrcData,[In] unsigned int SrcDataSize,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] ID3DXBuffer** ppShaderText,[In] ID3DXBuffer** ppErrorMsgs)</unmanaged>
 public static string Preprocess(string shaderSource, Macro[] defines, Include include, out string compilationErrors)
 {
     if (string.IsNullOrEmpty(shaderSource))
     {
         throw new ArgumentNullException("shaderSource");
     }
     var shaderSourcePtr = Marshal.StringToHGlobalAnsi(shaderSource);
     try
     {
         return Preprocess(shaderSourcePtr, shaderSource.Length, defines, include, out compilationErrors);
     }
     finally
     {
         if (shaderSourcePtr != IntPtr.Zero)
             Marshal.FreeHGlobal(shaderSourcePtr);
     }
 }
Exemple #27
0
 /// <summary>
 /// Creates an effect compiler from a file on disk containing an ASCII effect description .
 /// </summary>
 /// <param name="fileName">Name of the file.</param>
 /// <param name="defines">The defines.</param>
 /// <param name="includeFile">The include file.</param>
 /// <param name="flags">The flags.</param>
 /// <returns>
 /// An instance of <see cref="EffectCompiler"/>
 /// </returns>
 /// <unmanaged>HRESULT D3DXCreateEffectCompiler([In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] unsigned int Flags,[Out, Fast] ID3DXEffectCompiler** ppCompiler,[In] ID3DXBuffer** ppParseErrors)</unmanaged>
 public static EffectCompiler FromFile(string fileName, Macro[] defines, Include includeFile, ShaderFlags flags)
 {
     return new EffectCompiler(File.ReadAllText(fileName), defines, includeFile, flags);
 }
Exemple #28
0
        private static void Main(string[] args)
        {
            #region Variables
            if (args.Length == 3 && args[0] == "-r" && int.TryParse(args[1], out resolution[0]) &&
                int.TryParse(args[2], out resolution[1])) { }
            int menu_running = 1;
            // 0 -> jeu en cours
            // 1 -> menu de demarrage
            // 2 -> menu de jeu
            #endregion

            #region Fenêtre
            form = new RenderForm("Underground - Horror game");
            form.Width = resolution[0];
            form.Height = resolution[1];

            // Intro
            panel1 = new Panel();
            panel1.Name = "panel1";
            panel1.Size = new System.Drawing.Size(resolution[0], resolution[1]);
            panel1.TabIndex = 1;
            form.Controls.Add(panel1);

            m_play = new DxPlay(panel1, @"Ressources\Video\UndergroundPS.avi");
            //m_play = new DxPlay(panel1, @"Ressources\Video\UndergrounFinal_Introduction_vidonly.avi");

            // Fonction à éxécuter après
            m_play.StopPlay += new DxPlay.DxPlayEvent(MediaPlayer.Fin_intro);

            Direct3D direct3D = new Direct3D();
            PresentParameters Parametres = new PresentParameters(
                form.Width,
                form.Height,
                Format.X8R8G8B8,
                1,
                MultisampleType.None,
                0,
                SwapEffect.Discard,
                IntPtr.Zero,
                true,
                true,
                Format.D24X8,
                PresentFlags.None,
                0,
                PresentInterval.Immediate);
            input = new Input(form);
            device = new Device(direct3D, 0, DeviceType.Hardware, form.Handle, CreateFlags.HardwareVertexProcessing, Parametres);
            vertexElems3D = new[] {
                new VertexElement(0, // POSITION
                    0,
                    DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0),
                new VertexElement(0, // TEXCOORD0
                    Convert.ToInt16(Utilities.SizeOf<Vector4>()),
                    DeclarationType.Float2, DeclarationMethod.Default,DeclarationUsage.TextureCoordinate,0),
                new VertexElement(0, // COLOR0
                    Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()),
                    DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0),
                new VertexElement(0, // NORMAL0
                    Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()+Utilities.SizeOf<Vector4>()),
                    DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Normal, 0),
                new VertexElement(0, // TANGENT
                    Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()+Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector4>()),
                    DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Tangent, 0),
                VertexElement.VertexDeclarationEnd,
                new VertexElement(0, // booléen de bump mapping
                    Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()+Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector4>()),
                    DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0),
                VertexElement.VertexDeclarationEnd,
            };
            vertexElems2D = new[] {
                new VertexElement(0,0,DeclarationType.Float4,DeclarationMethod.Default,DeclarationUsage.PositionTransformed,0),
                new VertexElement(0,16,DeclarationType.Float2,DeclarationMethod.Default,DeclarationUsage.TextureCoordinate,0),
                VertexElement.VertexDeclarationEnd
            };

            VertexDeclaration3D = new VertexDeclaration(Program.device, Program.vertexElems3D);
            VertexDeclaration2D = new VertexDeclaration(Program.device, Program.vertexElems2D);
            VertexBufferZero = new VertexBuffer(IntPtr.Zero);

            device.VertexDeclaration = VertexDeclaration3D;

            Program.device.SetRenderState(RenderState.AlphaBlendEnable, true); // graphics.GraphicsDevice.RenderState.AlphaBlendEnable = true;
            Program.device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha); // graphics.GraphicsDevice.RenderState.DestinationBlend = Blend.One;
            Program.device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); // graphics.GraphicsDevice.RenderState.SourceBlend = Blend.One;
            Program.device.SetRenderState(RenderState.AlphaFunc, BlendOperation.Maximum); // graphics.GraphicsDevice.RenderState.BlendFunction = BlendFunction.Add;
            Program.device.SetRenderState(RenderState.AlphaTestEnable, true);
            Program.device.SetRenderState(RenderState.MinTessellationLevel, 8);
            #endregion

            Liste_textures = new List<structTexture>();
            Liste_binaires = new List<structBinary>();
            Liste_OBJ = new List<structOBJ>();
            Liste_Lights = new Light[2];
            Liste_Lights[0].Type = LightType.Point;
            Liste_Lights[0].Position = new Vector3(0, 0, 0);
            Liste_Lights[0].Ambient = new Color4(0.5f, 0.5f, 0.5f, 1);
            Liste_Lights[0].Range = 30f * 70;
            Liste_Lights[1].Type = LightType.Point;
            Liste_Lights[1].Position = new Vector3(-100, -100, -100);
            Liste_Lights[1].Ambient = new Color4(0.5f,0,0,1);
            Liste_Lights[1].Range = 5f * 70;
            Liste_textures.Add(new structTexture("null.bmp", Texture.FromFile(device, "null.bmp")));
            //Ingame.Slender.doit_etre_recharge = true;

            // Creation du fichier effect de référence
            Macro macro = new Macro("nblights", 2.ToString());
            BaseEffect = Effect.FromFile(Program.device, "Underground.fx", new Macro[] { macro }, null, "", ShaderFlags.OptimizationLevel3);
            BaseEffect.Technique = BaseEffect.GetTechnique(0);
            BaseEffect.SetValue("AmbientLightColor", new Vector4(0f, 0f, 0f, 0f));
            Matrix proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, Program.form.ClientSize.Width / (float)Program.form.ClientSize.Height, 0.1f, 7000.0f);
            BaseEffect.SetValue("Projection", proj);
            BaseEffect.SetValue("LightDiffuseColor[0]", Liste_Lights[0].Ambient);
            BaseEffect.SetValue("LightDiffuseColor[1]", Liste_Lights[1].Ambient);
            BaseEffect.SetValue("LightDistanceSquared[1]", Liste_Lights[1].Range);

            Thread ThSound = new Thread(Sound.main);
            Thread ThEvents = new Thread(Ingame.fevents);
            ThSound.Start();
            ThEvents.Start();

            Menu.Initialize_Menu();
            ObjLoader.Initialize();
            newmaze = new Maze(10, 10);
            newmaze.Initecelles();
            newmaze.Generate(newmaze.maze[0, 0]);
            newmaze.impefectGenerate();
            newmaze.Setaffichage();

            Ingame.ingame();

            Menu.Dispose();
            ThSound.Abort();
            ThEvents.Abort();
            VertexBufferZero.Dispose();
            VertexDeclaration3D.Dispose();
            VertexDeclaration2D.Dispose();
            device.Dispose();
            direct3D.Dispose();
        }
Exemple #29
0
 /// <summary>
 /// Creates an effect compiler from a stream containing an ASCII effect description .
 /// </summary>
 /// <param name="stream">The stream.</param>
 /// <param name="defines">The defines.</param>
 /// <param name="includeFile">The include file.</param>
 /// <param name="flags">The flags.</param>
 /// <returns>An instance of <see cref="EffectCompiler"/></returns>
 /// <unmanaged>HRESULT D3DXCreateEffectCompiler([In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] unsigned int Flags,[Out, Fast] ID3DXEffectCompiler** ppCompiler,[In] ID3DXBuffer** ppParseErrors)</unmanaged>
 public static EffectCompiler FromStream(Stream stream, Macro[] defines, Include includeFile, ShaderFlags flags)
 {
     if (stream is DataStream)
     {
         var compiler = new EffectCompiler(IntPtr.Zero);
         CreateEffectCompiler(((DataStream)stream).PositionPointer, (int)(stream.Length - stream.Position), defines, includeFile, flags, compiler);
         return compiler;
     } 
     return FromMemory(Utilities.ReadStream(stream), defines, includeFile, flags);
 }
Exemple #30
0
 /// <summary>
 ///   Preprocesses a shader or effect from a file on disk.
 /// </summary>
 /// <param name = "fileName">The name of the source file to compile.</param>
 /// <param name = "defines">A set of macros to define during preprocessing.</param>
 /// <param name = "include">An interface for handling include files.</param>
 /// <param name = "compilationErrors">When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded.</param>
 /// <returns>The preprocessed shader source.</returns>
 /// <unmanaged>HRESULT D3DXPreprocessShader([In] const void* pSrcData,[In] unsigned int SrcDataSize,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] ID3DXBuffer** ppShaderText,[In] ID3DXBuffer** ppErrorMsgs)</unmanaged>
 public static string PreprocessFromFile(string fileName, Macro[] defines, Include include, out string compilationErrors)
 {
     if (fileName == null)
     {
         throw new ArgumentNullException("fileName");
     }
     if (!File.Exists(fileName))
     {
         throw new FileNotFoundException("Could not open the shader or effect file.", fileName);
     }
     return Preprocess(File.ReadAllText(fileName), defines, include, out compilationErrors);
 }
Exemple #31
0
 /// <summary>
 ///   Preprocesses a shader or effect from a file on disk.
 /// </summary>
 /// <param name = "fileName">The name of the source file to compile.</param>
 /// <param name = "defines">A set of macros to define during preprocessing.</param>
 /// <param name = "include">An interface for handling include files.</param>
 /// <returns>The preprocessed shader source.</returns>
 /// <unmanaged>HRESULT D3DXPreprocessShader([In] const void* pSrcData,[In] unsigned int SrcDataSize,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] ID3DXBuffer** ppShaderText,[In] ID3DXBuffer** ppErrorMsgs)</unmanaged>
 public static string PreprocessFromFile(string fileName, Macro[] defines, Include include)
 {
     string errors = null;
     return PreprocessFromFile(fileName, defines, include, out errors);
 }
Exemple #32
0
        protected override void LoadFromSource()
        {
            // Populate preprocessor defines
            var defines = new List <D3D9.Macro>();

            if (!string.IsNullOrEmpty(PreprocessorDefines))
            {
                var tmp = PreprocessorDefines.Split(' ', ',', ';');
                foreach (string define in tmp)
                {
                    var macro = new D3D9.Macro();
                    if (define.Contains("="))
                    {
                        var split = define.Split('=');
                        macro.Name       = split[0];
                        macro.Definition = split[1];
                    }
                    else
                    {
                        macro.Name       = define;
                        macro.Definition = "1";
                    }

                    if (!string.IsNullOrEmpty(macro.Name))
                    {
                        defines.Add(macro);
                    }
                }
            }

            // Populate compile flags
            var compileFlags = UseColumnMajorMatrices
                                                ? D3D9.ShaderFlags.PackMatrixColumnMajor
                                                : D3D9.ShaderFlags.PackMatrixRowMajor;

#if DEBUG
            compileFlags |= D3D9.ShaderFlags.Debug;
#endif
            switch (OptimizationLevel)
            {
            case OptimizationLevel.Default:
                compileFlags |= D3D9.ShaderFlags.OptimizationLevel1;
                break;

            case OptimizationLevel.None:
                compileFlags |= D3D9.ShaderFlags.SkipOptimization;
                break;

            case OptimizationLevel.LevelZero:
                compileFlags |= D3D9.ShaderFlags.OptimizationLevel0;
                break;

            case OptimizationLevel.LevelOne:
                compileFlags |= D3D9.ShaderFlags.OptimizationLevel1;
                break;

            case OptimizationLevel.LevelTwo:
                compileFlags |= D3D9.ShaderFlags.OptimizationLevel2;
                break;

            case OptimizationLevel.LevelThree:
                compileFlags |= D3D9.ShaderFlags.OptimizationLevel3;
                break;
            }

            var parseFlags = compileFlags;
            compileFlags ^= UseColumnMajorMatrices ? D3D9.ShaderFlags.PackMatrixColumnMajor : D3D9.ShaderFlags.PackMatrixRowMajor;

            // include handler
            var includeHandler = new HLSLIncludeHandler(this);

            // Compile & assemble into microcode
            var effectCompiler = new D3D9.EffectCompiler(Source, defines.ToArray(), includeHandler, parseFlags);
            var effectHandle   = new D3D9.EffectHandle(EntryPoint);
            var errors         = string.Empty;

            try
            {
                MicroCode = effectCompiler.CompileShader(effectHandle, Target, compileFlags, out this.constTable);
            }
            catch (DX.SharpDXException ex)
            {
                if (ex is DX.CompilationException)
                {
                    errors = ex.Message;
                }

                // check for errors
                if (!string.IsNullOrEmpty(errors))
                {
                    if (MicroCode != null)
                    {
                        if (LogManager.Instance != null)
                        {
                            LogManager.Instance.Write("HLSL: Warnings while compiling high level shader {0}:\n{1}", Name, errors);
                        }
                    }
                    else
                    {
                        throw new AxiomException("HLSL: Unable to compile high level shader {0}:\n{1}", Name, errors);
                    }
                }
            }
            finally
            {
                effectCompiler.Dispose();
                effectHandle.Dispose();
                includeHandler.Dispose();
            }
        }