Esempio n. 1
0
        protected override void ChooseEffect(GraphicsDevice graphicsDevice)
        {
            // TODO: Free previous descriptor sets and layouts?

            // Looks like the effect changed, it needs a recompilation
            var compilerParameters = new CompilerParameters
            {
                EffectParameters = EffectCompilerParameters
            };

            foreach (var effectParameterKey in Parameters.ParameterKeyInfos)
            {
                if (effectParameterKey.Key.Type == ParameterKeyType.Permutation)
                {
                    // TODO GRAPHICS REFACTOR avoid direct access, esp. since permutation values might be separated from Objects at some point
                    compilerParameters.SetObject(effectParameterKey.Key, Parameters.ObjectValues[effectParameterKey.BindingSlot]);
                }
            }

            effect = effectSystem.LoadEffect(effectName, compilerParameters).WaitForResult();
        }
        private void CreateEffect(DynamicEffectInstance effectInstance, ParameterCollection passParameters)
        {
            var compilerParameters = new CompilerParameters();

            parameterCollections.Clear();
            if (passParameters != null)
            {
                parameterCollections.Add(passParameters);
            }
            effectInstance.FillParameterCollections(ref parameterCollections);

            foreach (var parameterCollection in parameterCollections)
            {
                if (parameterCollection != null)
                {
                    foreach (var parameter in parameterCollection.InternalValues)
                    {
                        compilerParameters.SetObject(parameter.Key, parameter.Value.Object);
                    }
                }
            }

            compilerParameters.TaskPriority = taskPriority;

            foreach (var parameter in GraphicsDevice.Parameters.InternalValues)
            {
                compilerParameters.SetObject(parameter.Key, parameter.Value.Object);
            }

            // Compile shader
            // possible exception in LoadEffect
            TaskOrResult <Effect> effect;
            ParameterCollection   usedParameters;

            try
            {
                effect = EffectSystem.LoadEffect(EffectName, compilerParameters, out usedParameters);
            }
            catch (Exception)
            {
                effectInstance.HasErrors = true;

                // Fallback to error effect
                var fallbackEffect = ComputeFallbackEffect(this, FallbackEffectType.Error, EffectName, compilerParameters);
                UpdateEffect(effectInstance, fallbackEffect.Effect, fallbackEffect.UsedParameters, passParameters);

                return;
            }

            // Do we have an async compilation?
            if (asyncEffectCompiler && effect.Task != null)
            {
                effectInstance.CurrentlyCompilingEffect         = effect.Task;
                effectInstance.CurrentlyCompilingUsedParameters = usedParameters;

                if (!effectInstance.HasErrors) // If there was an error, stay in that state (we don't want to switch between reloading and error states)
                {
                    // Fallback to default effect
                    var fallbackEffect = ComputeFallbackEffect(this, FallbackEffectType.Compiling, EffectName, compilerParameters);
                    UpdateEffect(effectInstance, fallbackEffect.Effect, fallbackEffect.UsedParameters, passParameters);
                }
                return;
            }

            var compiledEffect = effect.WaitForResult();

            UpdateEffect(effectInstance, compiledEffect, usedParameters, passParameters);

            // Effect has been updated
            effectInstance.CurrentlyCompilingEffect         = null;
            effectInstance.CurrentlyCompilingUsedParameters = null;
        }