private static void WriteParameter(BinaryWriterEx writer, D3Dx_parameter param) { var class_ = ToXNAParameterClass(param.class_); var type = ToXNAParameterType(param.type); writer.Write((byte)class_); writer.Write((byte)type); writer.Write(param.name); writer.Write(param.semantic); WriteAnnotations(writer, param.annotation_handles); writer.Write((byte)param.rows); writer.Write((byte)param.columns); // Write the elements or struct members. WriteParameters(writer, param.member_handles, (int)param.element_count); WriteParameters(writer, param.member_handles, (int)param.member_count); if (param.element_count == 0 && param.member_count == 0) { switch (type) { case EffectParameterType.Bool: case EffectParameterType.Int32: case EffectParameterType.Single: writer.Write((byte[])param.data); break; } } }
public static EffectObject CompileEffect(ShaderResult shaderResult, out string errorsAndWarnings) { var effect = new EffectObject(); errorsAndWarnings = string.Empty; // These are filled out as we process stuff. effect.ConstantBuffers = new List <ConstantBufferData>(); effect.Shaders = new List <ShaderData>(); // Go thru the techniques and that will find all the // shaders and constant buffers. var shaderInfo = shaderResult.ShaderInfo; 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 { name = tinfo.name, pass_count = (uint)tinfo.Passes.Count, 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 { name = pinfo.name ?? string.Empty, blendState = pinfo.blendState, depthStencilState = pinfo.depthStencilState, rasterizerState = pinfo.rasterizerState, state_count = 0 }; var tempstate = new D3Dx_state[2]; shaderResult.Profile.ValidateShaderModels(pinfo); if (!string.IsNullOrEmpty(pinfo.psFunction)) { pass.state_count += 1; tempstate[pass.state_count - 1] = effect.CreateShader( shaderResult, pinfo.psFunction, pinfo.psModel, false, ref errorsAndWarnings); } if (!string.IsNullOrEmpty(pinfo.vsFunction)) { pass.state_count += 1; tempstate[pass.state_count - 1] = effect.CreateShader( shaderResult, pinfo.vsFunction, pinfo.vsModel, true, ref errorsAndWarnings); } 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 { class_ = D3DXPARAMETER_CLASS.OBJECT, name = sampler.parameterName, semantic = string.Empty }; switch (sampler.type) { case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_1D: param.type = D3DXPARAMETER_TYPE.TEXTURE1D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_2D: param.type = D3DXPARAMETER_TYPE.TEXTURE2D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_VOLUME: param.type = D3DXPARAMETER_TYPE.TEXTURE3D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_CUBE: param.type = 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. effect.Parameters = parameters.ToArray(); return(effect); }