Esempio n. 1
0
 /// <summary>
 /// Computes a hash <see cref="ObjectId"/> for the specified mixin.
 /// </summary>
 /// <param name="mixin">The mixin.</param>
 /// <param name="mixinParameters">The mixin parameters.</param>
 /// <returns>EffectObjectIds.</returns>
 public static ObjectId Compute(ShaderMixinSource mixin, EffectCompilerParameters effectCompilerParameters)
 {
     lock (generatorLock)
     {
         if (generator == null)
         {
             generator = new ShaderMixinObjectId();
         }
         return(generator.ComputeInternal(mixin, effectCompilerParameters));
     }
 }
Esempio n. 2
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        private unsafe ObjectId ComputeInternal(ShaderMixinSource mixin, EffectCompilerParameters effectCompilerParameters)
        {
            // Write to memory stream
            memStream.Position = 0;
            writer.Write(EffectBytecode.MagicHeader); // Write the effect bytecode magic header
            writer.Write(mixin);

            writer.Write(effectCompilerParameters.Platform);
            writer.Write(effectCompilerParameters.Profile);
            writer.Write(effectCompilerParameters.Debug);
            writer.Write(effectCompilerParameters.OptimizationLevel);

            // Compute hash
            objectIdBuilder.Reset();
            objectIdBuilder.Write((byte *)buffer, (int)memStream.Position);

            return(objectIdBuilder.ComputeHash());
        }
Esempio n. 3
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        public ShaderBytecodeResult Compile(string shaderSource, string entryPoint, ShaderStage stage, EffectCompilerParameters effectParameters, EffectReflection reflection, string sourceFilename = null)
        {
            var isDebug    = effectParameters.Debug;
            var optimLevel = effectParameters.OptimizationLevel;
            var profile    = effectParameters.Profile;

            var shaderModel = ShaderStageToString(stage) + "_" + ShaderProfileFromGraphicsProfile(profile);

            var shaderFlags = ShaderFlags.None;

            if (isDebug)
            {
                shaderFlags = ShaderFlags.Debug;
            }
            switch (optimLevel)
            {
            case 0:
                shaderFlags |= ShaderFlags.OptimizationLevel0;
                break;

            case 1:
                shaderFlags |= ShaderFlags.OptimizationLevel1;
                break;

            case 2:
                shaderFlags |= ShaderFlags.OptimizationLevel2;
                break;

            case 3:
                shaderFlags |= ShaderFlags.OptimizationLevel3;
                break;
            }
            SharpDX.Configuration.ThrowOnShaderCompileError = false;

            // Compile using D3DCompiler
            var compilationResult = SharpDX.D3DCompiler.ShaderBytecode.Compile(shaderSource, entryPoint, shaderModel, shaderFlags, EffectFlags.None, null, null, sourceFilename);

            var byteCodeResult = new ShaderBytecodeResult();

            if (compilationResult.HasErrors || compilationResult.Bytecode == null)
            {
                // Log compilation errors
                byteCodeResult.Error(compilationResult.Message);
            }
            else
            {
                // TODO: Make this optional
                try
                {
                    byteCodeResult.DisassembleText = compilationResult.Bytecode.Disassemble();
                }
                catch (SharpDXException)
                {
                }

                // As effect bytecode binary can changed when having debug infos (with d3dcompiler_47), we are calculating a bytecodeId on the stripped version
                var rawData    = compilationResult.Bytecode.Strip(StripFlags.CompilerStripDebugInformation | StripFlags.CompilerStripReflectionData);
                var bytecodeId = ObjectId.FromBytes(rawData);
                byteCodeResult.Bytecode = new ShaderBytecode(bytecodeId, compilationResult.Bytecode.Data)
                {
                    Stage = stage
                };

                // If compilation succeed, then we can update reflection.
                UpdateReflection(byteCodeResult.Bytecode, reflection, byteCodeResult);

                if (!string.IsNullOrEmpty(compilationResult.Message))
                {
                    byteCodeResult.Warning(compilationResult.Message);
                }
            }

            return(byteCodeResult);
        }
Esempio n. 4
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        /// <summary>
        /// Converts the hlsl code into glsl and stores the result as plain text
        /// </summary>
        /// <param name="shaderSource">the hlsl shader</param>
        /// <param name="entryPoint">the entrypoint function name</param>
        /// <param name="stage">the shader pipeline stage</param>
        /// <param name="effectParameters"></param>
        /// <param name="reflection">the reflection gathered from the hlsl analysis</param>
        /// <param name="sourceFilename">the name of the source file</param>
        /// <returns></returns>
        public ShaderBytecodeResult Compile(string shaderSource, string entryPoint, ShaderStage stage, EffectCompilerParameters effectParameters, EffectReflection reflection, string sourceFilename = null)
        {
            var shaderBytecodeResult = new ShaderBytecodeResult();

            byte[] rawData;

            GlslShaderPlatform shaderPlatform;
            int shaderVersion;

            switch (effectParameters.Platform)
            {
            case GraphicsPlatform.OpenGL:
                shaderPlatform = GlslShaderPlatform.OpenGL;
                shaderVersion  = 420;
                break;

            case GraphicsPlatform.OpenGLES:
                shaderPlatform = GlslShaderPlatform.OpenGLES;
                shaderVersion  = effectParameters.Profile >= GraphicsProfile.Level_10_0 ? 300 : 100;
                break;

            default:
                throw new ArgumentOutOfRangeException("effectParameters.Platform");
            }

            var shader = Compile(shaderSource, entryPoint, stage, shaderPlatform, shaderVersion, shaderBytecodeResult, reflection, sourceFilename);

            if (shader == null)
            {
                return(shaderBytecodeResult);
            }

            if (effectParameters.Platform == GraphicsPlatform.OpenGLES)
            {
                // store both ES 2 and ES 3 on OpenGL ES platforms
                var shaderBytecodes = new ShaderLevelBytecode();
                if (effectParameters.Profile >= GraphicsProfile.Level_10_0)
                {
                    shaderBytecodes.DataES3 = shader;
                    shaderBytecodes.DataES2 = null;
                }
                else
                {
                    shaderBytecodes.DataES2 = shader;
                    shaderBytecodes.DataES3 = Compile(shaderSource, entryPoint, stage, GlslShaderPlatform.OpenGLES, 300, shaderBytecodeResult, reflection, sourceFilename);
                }
                using (var stream = new MemoryStream())
                {
                    BinarySerialization.Write(stream, shaderBytecodes);
#if !SILICONSTUDIO_RUNTIME_CORECLR
                    rawData = stream.GetBuffer();
#else
// FIXME: Manu: The call to "ToArray()" might be slower than "GetBuffer()"
                    rawData = stream.ToArray();
#endif
                }
            }
            else
            {
                // store string on OpenGL platforms
                rawData = Encoding.ASCII.GetBytes(shader);
            }

            var bytecodeId = ObjectId.FromBytes(rawData);
            var bytecode   = new ShaderBytecode(bytecodeId, rawData);
            bytecode.Stage = stage;

            shaderBytecodeResult.Bytecode = bytecode;

            return(shaderBytecodeResult);
        }
Esempio n. 5
0
        /// <summary>
        /// Converts the hlsl code into glsl and stores the result as plain text
        /// </summary>
        /// <param name="shaderSource">the hlsl shader</param>
        /// <param name="entryPoint">the entrypoint function name</param>
        /// <param name="stage">the shader pipeline stage</param>
        /// <param name="effectParameters"></param>
        /// <param name="reflection">the reflection gathered from the hlsl analysis</param>
        /// <param name="sourceFilename">the name of the source file</param>
        /// <returns></returns>
        public ShaderBytecodeResult Compile(string shaderSource, string entryPoint, ShaderStage stage, EffectCompilerParameters effectParameters, EffectReflection reflection, string sourceFilename = null)
        {
            var shaderBytecodeResult = new ShaderBytecodeResult();

            byte[] rawData;

            var inputAttributeNames = new Dictionary <int, string>();
            var resourceBindings    = new Dictionary <string, int>();

            GlslShaderPlatform shaderPlatform;
            int shaderVersion;

            switch (effectParameters.Platform)
            {
            case GraphicsPlatform.OpenGL:
                shaderPlatform = GlslShaderPlatform.OpenGL;
                shaderVersion  = 410;
                break;

            case GraphicsPlatform.OpenGLES:
                shaderPlatform = GlslShaderPlatform.OpenGLES;
                shaderVersion  = effectParameters.Profile >= GraphicsProfile.Level_10_0 ? 300 : 100;
                break;

            case GraphicsPlatform.Vulkan:
                shaderPlatform = GlslShaderPlatform.Vulkan;
                shaderVersion  = 450;
                break;

            default:
                throw new ArgumentOutOfRangeException("effectParameters.Platform");
            }

            var shader = Compile(shaderSource, entryPoint, stage, shaderPlatform, shaderVersion, shaderBytecodeResult, reflection, inputAttributeNames, resourceBindings, sourceFilename);

            if (shader == null)
            {
                return(shaderBytecodeResult);
            }

            if (effectParameters.Platform == GraphicsPlatform.OpenGLES)      // TODO: Add check to run on android only. The current version breaks OpenGL ES on windows.
            {
                //TODO: Remove this ugly hack!
                if (shaderSource.Contains($"Texture2D XenkoInternal_TextureExt0") && shader.Contains("uniform sampler2D"))
                {
                    if (shaderPlatform != GlslShaderPlatform.OpenGLES || shaderVersion != 300)
                    {
                        throw new Exception("Invalid GLES platform or version: require OpenGLES 300");
                    }

                    shader = shader.Replace("uniform sampler2D", "uniform samplerExternalOES");
                    shader = shader.Replace("#version 300 es", "#version 300 es\n#extension GL_OES_EGL_image_external_essl3 : require");
                }
            }

            if (effectParameters.Platform == GraphicsPlatform.OpenGLES)
            {
                // store both ES 2 and ES 3 on OpenGL ES platforms
                var shaderBytecodes = new ShaderLevelBytecode();
                if (effectParameters.Profile >= GraphicsProfile.Level_10_0)
                {
                    shaderBytecodes.DataES3 = shader;
                    shaderBytecodes.DataES2 = null;
                }
                else
                {
                    shaderBytecodes.DataES2 = shader;
                    shaderBytecodes.DataES3 = Compile(shaderSource, entryPoint, stage, GlslShaderPlatform.OpenGLES, 300, shaderBytecodeResult, reflection, inputAttributeNames, resourceBindings, sourceFilename);
                }
                using (var stream = new MemoryStream())
                {
                    BinarySerialization.Write(stream, shaderBytecodes);
                    rawData = stream.GetBuffer();
                }
            }
            else if (effectParameters.Platform == GraphicsPlatform.Vulkan)
            {
                string inputFileExtension;
                switch (stage)
                {
                case ShaderStage.Vertex: inputFileExtension = ".vert"; break;

                case ShaderStage.Pixel: inputFileExtension = ".frag"; break;

                case ShaderStage.Geometry: inputFileExtension = ".geom"; break;

                case ShaderStage.Domain: inputFileExtension = ".tese"; break;

                case ShaderStage.Hull: inputFileExtension = ".tesc"; break;

                case ShaderStage.Compute: inputFileExtension = ".comp"; break;

                default:
                    shaderBytecodeResult.Error("Unknown shader profile");
                    return(shaderBytecodeResult);
                }

                var inputFileName  = Path.ChangeExtension(Path.GetTempFileName(), inputFileExtension);
                var outputFileName = Path.ChangeExtension(inputFileName, ".spv");

                // Write shader source to disk
                File.WriteAllBytes(inputFileName, Encoding.ASCII.GetBytes(shader));

                // Run shader compiler
                var filename = Platform.Type == PlatformType.Windows ? "glslangValidator.exe" : "glslangValidator";
                ShellHelper.RunProcessAndRedirectToLogger(filename, $"-V -o {outputFileName} {inputFileName}", null, shaderBytecodeResult);

                if (!File.Exists(outputFileName))
                {
                    shaderBytecodeResult.Error("Failed to generate SPIR-V from GLSL");
                    return(shaderBytecodeResult);
                }

                // Read compiled shader
                var shaderBytecodes = new ShaderInputBytecode
                {
                    InputAttributeNames = inputAttributeNames,
                    ResourceBindings    = resourceBindings,
                    Data = File.ReadAllBytes(outputFileName),
                };

                using (var stream = new MemoryStream())
                {
                    BinarySerialization.Write(stream, shaderBytecodes);
                    rawData = stream.ToArray();
                }

                // Cleanup temp files
                File.Delete(inputFileName);
                File.Delete(outputFileName);
            }
            else
            {
                // store string on OpenGL platforms
                rawData = Encoding.UTF8.GetBytes(shader);
            }

            var bytecodeId = ObjectId.FromBytes(rawData);
            var bytecode   = new ShaderBytecode(bytecodeId, rawData);

            bytecode.Stage = stage;

            shaderBytecodeResult.Bytecode = bytecode;

            return(shaderBytecodeResult);
        }
Esempio n. 6
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        /// <summary>
        /// Converts the hlsl code into glsl and stores the result as plain text
        /// </summary>
        /// <param name="shaderSource">the hlsl shader</param>
        /// <param name="entryPoint">the entrypoint function name</param>
        /// <param name="stage">the shader pipeline stage</param>
        /// <param name="effectParameters"></param>
        /// <param name="reflection">the reflection gathered from the hlsl analysis</param>
        /// <param name="sourceFilename">the name of the source file</param>
        /// <returns></returns>
        public ShaderBytecodeResult Compile(string shaderSource, string entryPoint, ShaderStage stage, EffectCompilerParameters effectParameters, EffectReflection reflection, string sourceFilename = null)
        {
            var shaderBytecodeResult = new ShaderBytecodeResult();

            byte[] rawData;

            var inputAttributeNames = new Dictionary <int, string>();
            var resourceBindings    = new Dictionary <string, int>();

            GlslShaderPlatform shaderPlatform;
            int shaderVersion;

            switch (effectParameters.Platform)
            {
            case GraphicsPlatform.OpenGL:
                shaderPlatform = GlslShaderPlatform.OpenGL;
                shaderVersion  = 420;
                break;

            case GraphicsPlatform.OpenGLES:
                shaderPlatform = GlslShaderPlatform.OpenGLES;
                shaderVersion  = effectParameters.Profile >= GraphicsProfile.Level_10_0 ? 300 : 100;
                break;

            case GraphicsPlatform.Vulkan:
                shaderPlatform = GlslShaderPlatform.Vulkan;
                shaderVersion  = 450;
                break;

            default:
                throw new ArgumentOutOfRangeException("effectParameters.Platform");
            }

            var shader = Compile(shaderSource, entryPoint, stage, shaderPlatform, shaderVersion, shaderBytecodeResult, reflection, inputAttributeNames, resourceBindings, sourceFilename);

            if (shader == null)
            {
                return(shaderBytecodeResult);
            }

            if (effectParameters.Platform == GraphicsPlatform.OpenGLES)
            {
                // store both ES 2 and ES 3 on OpenGL ES platforms
                var shaderBytecodes = new ShaderLevelBytecode();
                if (effectParameters.Profile >= GraphicsProfile.Level_10_0)
                {
                    shaderBytecodes.DataES3 = shader;
                    shaderBytecodes.DataES2 = null;
                }
                else
                {
                    shaderBytecodes.DataES2 = shader;
                    shaderBytecodes.DataES3 = Compile(shaderSource, entryPoint, stage, GlslShaderPlatform.OpenGLES, 300, shaderBytecodeResult, reflection, inputAttributeNames, resourceBindings, sourceFilename);
                }
                using (var stream = new MemoryStream())
                {
                    BinarySerialization.Write(stream, shaderBytecodes);
#if !SILICONSTUDIO_RUNTIME_CORECLR
                    rawData = stream.GetBuffer();
#else
// FIXME: Manu: The call to "ToArray()" might be slower than "GetBuffer()"
                    rawData = stream.ToArray();
#endif
                }
            }
            else if (effectParameters.Platform == GraphicsPlatform.Vulkan)
            {
                string inputFileExtension;
                switch (stage)
                {
                case ShaderStage.Vertex: inputFileExtension = ".vert"; break;

                case ShaderStage.Pixel: inputFileExtension = ".frag"; break;

                case ShaderStage.Geometry: inputFileExtension = ".geom"; break;

                case ShaderStage.Domain: inputFileExtension = ".tese"; break;

                case ShaderStage.Hull: inputFileExtension = ".tesc"; break;

                case ShaderStage.Compute: inputFileExtension = ".comp"; break;

                default:
                    shaderBytecodeResult.Error("Unknown shader profile");
                    return(shaderBytecodeResult);
                }

                var inputFileName  = Path.ChangeExtension(Path.GetTempFileName(), inputFileExtension);
                var outputFileName = Path.ChangeExtension(inputFileName, ".spv");

                // Write shader source to disk
                File.WriteAllBytes(inputFileName, Encoding.ASCII.GetBytes(shader));

                // Run shader compiler
                var process = new Process
                {
                    StartInfo =
                    {
                        FileName  = "glslangValidator.exe",
                        Arguments = $"-V -s -o {outputFileName} {inputFileName}",
                        RedirectStandardOutput = true,
                        RedirectStandardError  = true,
                        UseShellExecute        = false,
                        CreateNoWindow         = true
                    }
                };
                process.Start();
                process.WaitForExit();

                if (!File.Exists(outputFileName))
                {
                    shaderBytecodeResult.Error("Failed to generate SPIR-V from GLSL");
                    return(shaderBytecodeResult);
                }

                // Read compiled shader
                var shaderBytecodes = new ShaderInputBytecode
                {
                    InputAttributeNames = inputAttributeNames,
                    ResourceBindings    = resourceBindings,
                    Data = File.ReadAllBytes(outputFileName),
                };

                using (var stream = new MemoryStream())
                {
                    BinarySerialization.Write(stream, shaderBytecodes);
                    rawData = stream.ToArray();
                }

                // Cleanup temp files
                File.Delete(inputFileName);
                File.Delete(outputFileName);
            }
            else
            {
                // store string on OpenGL platforms
                rawData = Encoding.ASCII.GetBytes(shader);
            }

            var bytecodeId = ObjectId.FromBytes(rawData);
            var bytecode   = new ShaderBytecode(bytecodeId, rawData);
            bytecode.Stage = stage;

            shaderBytecodeResult.Bytecode = bytecode;

            return(shaderBytecodeResult);
        }
        public ShaderBytecodeResult Compile(string shaderSource, string entryPoint, ShaderStage stage, EffectCompilerParameters effectParameters, EffectReflection reflection, string sourceFilename = null)
        {
            var isDebug = effectParameters.Debug;
            var optimLevel = effectParameters.OptimizationLevel;
            var profile = effectParameters.Profile;
            
            var shaderModel = ShaderStageToString(stage) + "_" + ShaderProfileFromGraphicsProfile(profile);

            var shaderFlags = ShaderFlags.None;
            if (isDebug)
            {
                shaderFlags = ShaderFlags.Debug;
            }
            switch (optimLevel)
            {
                case 0:
                    shaderFlags |= ShaderFlags.OptimizationLevel0;
                    break;
                case 1:
                    shaderFlags |= ShaderFlags.OptimizationLevel1;
                    break;
                case 2:
                    shaderFlags |= ShaderFlags.OptimizationLevel2;
                    break;
                case 3:
                    shaderFlags |= ShaderFlags.OptimizationLevel3;
                    break;
            }
            SharpDX.Configuration.ThrowOnShaderCompileError = false;

            // Compile using D3DCompiler
            var compilationResult = SharpDX.D3DCompiler.ShaderBytecode.Compile(shaderSource, entryPoint, shaderModel, shaderFlags, EffectFlags.None, null, null, sourceFilename);

            var byteCodeResult = new ShaderBytecodeResult();

            if (compilationResult.HasErrors || compilationResult.Bytecode == null)
            {
                // Log compilation errors
                byteCodeResult.Error(compilationResult.Message);
            }
            else
            {
                // TODO: Make this optional
                try
                {
                    byteCodeResult.DisassembleText = compilationResult.Bytecode.Disassemble();
                }
                catch (SharpDXException)
                {
                }

                // As effect bytecode binary can changed when having debug infos (with d3dcompiler_47), we are calculating a bytecodeId on the stripped version
                var rawData = compilationResult.Bytecode.Strip(StripFlags.CompilerStripDebugInformation | StripFlags.CompilerStripReflectionData);
                var bytecodeId = ObjectId.FromBytes(rawData);
                byteCodeResult.Bytecode = new ShaderBytecode(bytecodeId, compilationResult.Bytecode.Data) { Stage = stage };

                // If compilation succeed, then we can update reflection.
                UpdateReflection(byteCodeResult.Bytecode, reflection, byteCodeResult);

                if (!string.IsNullOrEmpty(compilationResult.Message))
                {
                    byteCodeResult.Warning(compilationResult.Message);
                }
            }

            return byteCodeResult;
        }
Esempio n. 8
0
        /// <summary>
        /// Converts the hlsl code into glsl and stores the result as plain text
        /// </summary>
        /// <param name="shaderSource">the hlsl shader</param>
        /// <param name="entryPoint">the entrypoint function name</param>
        /// <param name="stage">the shader pipeline stage</param>
        /// <param name="effectParameters"></param>
        /// <param name="reflection">the reflection gathered from the hlsl analysis</param>
        /// <param name="sourceFilename">the name of the source file</param>
        /// <returns></returns>
        public ShaderBytecodeResult Compile(string shaderSource, string entryPoint, ShaderStage stage, EffectCompilerParameters effectParameters, EffectReflection reflection, string sourceFilename = null)
        {
            var isOpenGLES           = effectParameters.Platform == GraphicsPlatform.OpenGLES;
            var isOpenGLES3          = effectParameters.Profile >= GraphicsProfile.Level_10_0;
            var shaderBytecodeResult = new ShaderBytecodeResult();

            byte[] rawData;

            var shader = Compile(shaderSource, entryPoint, stage, isOpenGLES, isOpenGLES3, shaderBytecodeResult, reflection, sourceFilename);

            if (shader == null)
            {
                return(shaderBytecodeResult);
            }

            if (isOpenGLES)
            {
                // store both ES 2 and ES 3 on OpenGL ES platforms
                var shaderBytecodes = new ShaderLevelBytecode();
                if (isOpenGLES3)
                {
                    shaderBytecodes.DataES3 = shader;
                    shaderBytecodes.DataES2 = null;
                }
                else
                {
                    shaderBytecodes.DataES2 = shader;
                    shaderBytecodes.DataES3 = Compile(shaderSource, entryPoint, stage, true, true, shaderBytecodeResult, reflection, sourceFilename);
                }
                using (var stream = new MemoryStream())
                {
                    BinarySerialization.Write(stream, shaderBytecodes);
#if !SILICONSTUDIO_RUNTIME_CORECLR
                    rawData = stream.GetBuffer();
#else
// FIXME: Manu: The call to "ToArray()" might be slower than "GetBuffer()"
                    rawData = stream.ToArray();
#endif
                }
            }
            else
            {
                // store string on OpenGL platforms
                rawData = Encoding.ASCII.GetBytes(shader);
            }

            var bytecodeId = ObjectId.FromBytes(rawData);
            var bytecode   = new ShaderBytecode(bytecodeId, rawData);
            bytecode.Stage = stage;

            shaderBytecodeResult.Bytecode = bytecode;

            return(shaderBytecodeResult);
        }
Esempio n. 9
0
        /// <summary>
        /// Converts the hlsl code into glsl and stores the result as plain text
        /// </summary>
        /// <param name="shaderSource">the hlsl shader</param>
        /// <param name="entryPoint">the entrypoint function name</param>
        /// <param name="stage">the shader pipeline stage</param>
        /// <param name="effectParameters"></param>
        /// <param name="reflection">the reflection gathered from the hlsl analysis</param>
        /// <param name="sourceFilename">the name of the source file</param>
        /// <returns></returns>
        public ShaderBytecodeResult Compile(string shaderSource, string entryPoint, ShaderStage stage, EffectCompilerParameters effectParameters, EffectReflection reflection, string sourceFilename = null)
        {
            var shaderBytecodeResult = new ShaderBytecodeResult();
            byte[] rawData;

            GlslShaderPlatform shaderPlatform;
            int shaderVersion;

            switch (effectParameters.Platform)
            {
                case GraphicsPlatform.OpenGL:
                    shaderPlatform = GlslShaderPlatform.OpenGL;
                    shaderVersion = 420;
                    break;
                case GraphicsPlatform.OpenGLES:
                    shaderPlatform = GlslShaderPlatform.OpenGLES;
                    shaderVersion = effectParameters.Profile >= GraphicsProfile.Level_10_0 ? 300 : 100;
                    break;
                default:
                    throw new ArgumentOutOfRangeException("effectParameters.Platform");
            }

            var shader = Compile(shaderSource, entryPoint, stage, shaderPlatform, shaderVersion, shaderBytecodeResult, reflection, sourceFilename);

            if (shader == null)
                return shaderBytecodeResult;

            if (effectParameters.Platform == GraphicsPlatform.OpenGLES)
            {
                // store both ES 2 and ES 3 on OpenGL ES platforms
                var shaderBytecodes = new ShaderLevelBytecode();
                if (effectParameters.Profile >= GraphicsProfile.Level_10_0)
                {
                    shaderBytecodes.DataES3 = shader;
                    shaderBytecodes.DataES2 = null;
                }
                else
                {
                    shaderBytecodes.DataES2 = shader;
                    shaderBytecodes.DataES3 = Compile(shaderSource, entryPoint, stage, GlslShaderPlatform.OpenGLES, 300, shaderBytecodeResult, reflection, sourceFilename);
                }
                using (var stream = new MemoryStream())
                {
                    BinarySerialization.Write(stream, shaderBytecodes);
#if !SILICONSTUDIO_RUNTIME_CORECLR
                    rawData = stream.GetBuffer();
#else
// FIXME: Manu: The call to "ToArray()" might be slower than "GetBuffer()"
                    rawData = stream.ToArray();
#endif
                }
            }
            else
            {
                // store string on OpenGL platforms
                rawData = Encoding.ASCII.GetBytes(shader);
            }
            
            var bytecodeId = ObjectId.FromBytes(rawData);
            var bytecode = new ShaderBytecode(bytecodeId, rawData);
            bytecode.Stage = stage;

            shaderBytecodeResult.Bytecode = bytecode;
            
            return shaderBytecodeResult;
        }
Esempio n. 10
0
        /// <summary>
        /// Converts the hlsl code into glsl and stores the result as plain text
        /// </summary>
        /// <param name="shaderSource">the hlsl shader</param>
        /// <param name="entryPoint">the entrypoint function name</param>
        /// <param name="stage">the shader pipeline stage</param>
        /// <param name="effectParameters"></param>
        /// <param name="reflection">the reflection gathered from the hlsl analysis</param>
        /// <param name="sourceFilename">the name of the source file</param>
        /// <returns></returns>
        public ShaderBytecodeResult Compile(string shaderSource, string entryPoint, ShaderStage stage, EffectCompilerParameters effectParameters, EffectReflection reflection, string sourceFilename = null)
        {
            var shaderBytecodeResult = new ShaderBytecodeResult();

            byte[] rawData;

            var inputAttributeNames = new Dictionary <int, string>();
            var resourceBindings    = new Dictionary <string, int>();

            GlslShaderPlatform shaderPlatform;
            int shaderVersion;

            switch (effectParameters.Platform)
            {
            case GraphicsPlatform.Vulkan:
                shaderPlatform = GlslShaderPlatform.Vulkan;
                shaderVersion  = 450;
                break;

            default:
                throw new ArgumentOutOfRangeException("effectParameters.Platform");
            }

            var shader = Compile(shaderSource, entryPoint, stage, shaderPlatform, shaderVersion, shaderBytecodeResult, reflection, inputAttributeNames, resourceBindings, sourceFilename);

            if (shader == null)
            {
                return(shaderBytecodeResult);
            }

            if (effectParameters.Platform == GraphicsPlatform.Vulkan)
            {
                string inputFileExtension;
                switch (stage)
                {
                case ShaderStage.Vertex: inputFileExtension = ".vert"; break;

                case ShaderStage.Pixel: inputFileExtension = ".frag"; break;

                case ShaderStage.Geometry: inputFileExtension = ".geom"; break;

                case ShaderStage.Domain: inputFileExtension = ".tese"; break;

                case ShaderStage.Hull: inputFileExtension = ".tesc"; break;

                case ShaderStage.Compute: inputFileExtension = ".comp"; break;

                default:
                    shaderBytecodeResult.Error("Unknown shader profile");
                    return(shaderBytecodeResult);
                }

                var inputFileName  = Path.ChangeExtension(Path.GetTempFileName(), inputFileExtension);
                var outputFileName = Path.ChangeExtension(inputFileName, ".spv");

                // Write shader source to disk
                File.WriteAllBytes(inputFileName, Encoding.ASCII.GetBytes(shader));

                // Run shader compiler
                var filename = Platform.Type == PlatformType.Windows ? "glslangValidator.exe" : "glslangValidator";
                ShellHelper.RunProcessAndRedirectToLogger(filename, $"-V -o {outputFileName} {inputFileName}", null, shaderBytecodeResult);

                if (!File.Exists(outputFileName))
                {
                    shaderBytecodeResult.Error("Failed to generate SPIR-V from GLSL");
                    return(shaderBytecodeResult);
                }

                // Read compiled shader
                var shaderBytecodes = new ShaderInputBytecode
                {
                    InputAttributeNames = inputAttributeNames,
                    ResourceBindings    = resourceBindings,
                    Data = File.ReadAllBytes(outputFileName),
                };

                using (var stream = new MemoryStream())
                {
                    BinarySerialization.Write(stream, shaderBytecodes);
                    rawData = stream.ToArray();
                }

                // Cleanup temp files
                File.Delete(inputFileName);
                File.Delete(outputFileName);
            }
            else
            {
                // store string on OpenGL platforms
                rawData = Encoding.UTF8.GetBytes(shader);
            }

            var bytecodeId = ObjectId.FromBytes(rawData);
            var bytecode   = new ShaderBytecode(bytecodeId, rawData);

            bytecode.Stage = stage;

            shaderBytecodeResult.Bytecode = bytecode;

            return(shaderBytecodeResult);
        }
Esempio n. 11
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        /// <summary>
        /// Converts the hlsl code into glsl and stores the result as plain text
        /// </summary>
        /// <param name="shaderSource">the hlsl shader</param>
        /// <param name="entryPoint">the entrypoint function name</param>
        /// <param name="stage">the shader pipeline stage</param>
        /// <param name="effectParameters"></param>
        /// <param name="reflection">the reflection gathered from the hlsl analysis</param>
        /// <param name="sourceFilename">the name of the source file</param>
        /// <returns></returns>
        public ShaderBytecodeResult Compile(string shaderSource, string entryPoint, ShaderStage stage, EffectCompilerParameters effectParameters, EffectReflection reflection, string sourceFilename = null)
        {
            var shaderBytecodeResult = new ShaderBytecodeResult();
            byte[] rawData;

            var inputAttributeNames = new Dictionary<int, string>();
            var resourceBindings = new Dictionary<string, int>();

            GlslShaderPlatform shaderPlatform;
            int shaderVersion;

            switch (effectParameters.Platform)
            {
                case GraphicsPlatform.OpenGL:
                    shaderPlatform = GlslShaderPlatform.OpenGL;
                    shaderVersion = 410;
                    break;
                case GraphicsPlatform.OpenGLES:
                    shaderPlatform = GlslShaderPlatform.OpenGLES;
                    shaderVersion = effectParameters.Profile >= GraphicsProfile.Level_10_0 ? 300 : 100;
                    break;
                case GraphicsPlatform.Vulkan:
                    shaderPlatform = GlslShaderPlatform.Vulkan;
                    shaderVersion = 450;
                    break;
                default:
                    throw new ArgumentOutOfRangeException("effectParameters.Platform");
            }

            var shader = Compile(shaderSource, entryPoint, stage, shaderPlatform, shaderVersion, shaderBytecodeResult, reflection, inputAttributeNames, resourceBindings, sourceFilename);

            if (shader == null)
                return shaderBytecodeResult;

            if (effectParameters.Platform == GraphicsPlatform.OpenGLES)
            {
                // store both ES 2 and ES 3 on OpenGL ES platforms
                var shaderBytecodes = new ShaderLevelBytecode();
                if (effectParameters.Profile >= GraphicsProfile.Level_10_0)
                {
                    shaderBytecodes.DataES3 = shader;
                    shaderBytecodes.DataES2 = null;
                }
                else
                {
                    shaderBytecodes.DataES2 = shader;
                    shaderBytecodes.DataES3 = Compile(shaderSource, entryPoint, stage, GlslShaderPlatform.OpenGLES, 300, shaderBytecodeResult, reflection, inputAttributeNames, resourceBindings, sourceFilename);
                }
                using (var stream = new MemoryStream())
                {
                    BinarySerialization.Write(stream, shaderBytecodes);
#if !SILICONSTUDIO_RUNTIME_CORECLR && !SILICONSTUDIO_PLATFORM_UWP
                    rawData = stream.GetBuffer();
#else
// FIXME: Manu: The call to "ToArray()" might be slower than "GetBuffer()"
                    rawData = stream.ToArray();
#endif
                }
            }
#if !SILICONSTUDIO_RUNTIME_CORECLR && !SILICONSTUDIO_PLATFORM_UWP
            else if (effectParameters.Platform == GraphicsPlatform.Vulkan)
            {
                string inputFileExtension;
                switch (stage)
                {
                    case ShaderStage.Vertex: inputFileExtension = ".vert"; break;
                    case ShaderStage.Pixel: inputFileExtension = ".frag"; break;
                    case ShaderStage.Geometry: inputFileExtension = ".geom"; break;
                    case ShaderStage.Domain: inputFileExtension = ".tese"; break;
                    case ShaderStage.Hull: inputFileExtension = ".tesc"; break;
                    case ShaderStage.Compute: inputFileExtension = ".comp"; break;
                    default:
                        shaderBytecodeResult.Error("Unknown shader profile");
                        return shaderBytecodeResult;
                }

                var inputFileName = Path.ChangeExtension(Path.GetTempFileName(), inputFileExtension);
                var outputFileName = Path.ChangeExtension(inputFileName, ".spv");

                // Write shader source to disk
                File.WriteAllBytes(inputFileName, Encoding.ASCII.GetBytes(shader));

                // Run shader compiler
                var filename = Platform.Type == PlatformType.Windows ? "glslangValidator.exe" : "glslangValidator";
                ShellHelper.RunProcessAndRedirectToLogger(filename, $"-V -o {outputFileName} {inputFileName}", null, shaderBytecodeResult);

                if (!File.Exists(outputFileName))
                {
                    shaderBytecodeResult.Error("Failed to generate SPIR-V from GLSL");
                    return shaderBytecodeResult;
                }

                // Read compiled shader
                var shaderBytecodes = new ShaderInputBytecode
                {
                    InputAttributeNames = inputAttributeNames,
                    ResourceBindings = resourceBindings,
                    Data = File.ReadAllBytes(outputFileName),
                };

                using (var stream = new MemoryStream())
                {
                    BinarySerialization.Write(stream, shaderBytecodes);
                    rawData = stream.ToArray();
                }

                // Cleanup temp files
                File.Delete(inputFileName);
                File.Delete(outputFileName);
            }
#endif
            else
            {
                // store string on OpenGL platforms
                rawData = Encoding.UTF8.GetBytes(shader);
            }
            
            var bytecodeId = ObjectId.FromBytes(rawData);
            var bytecode = new ShaderBytecode(bytecodeId, rawData);
            bytecode.Stage = stage;

            shaderBytecodeResult.Bytecode = bytecode;
            
            return shaderBytecodeResult;
        }