public MyShaderBundle GetShaderBundle(MyRenderPassType pass, MyMeshDrawTechnique technique, MyInstanceLodState state, bool isCm, bool isNg, bool isExt) { // Modify input: switch (technique) { case MyMeshDrawTechnique.DECAL: case MyMeshDrawTechnique.DECAL_CUTOUT: case MyMeshDrawTechnique.DECAL_NOPREMULT: break; default: isCm = true; isNg = true; isExt = true; break; } MyShaderBundleKey key = new MyShaderBundleKey { Pass = pass, Technique = technique, IsCm = isCm, IsNg = isNg, IsExt = isExt, State = state, }; if (m_cache.ContainsKey(key)) { return(m_cache[key]); } MyVertexInputComponent[] viComps = GetVertexInputComponents(pass); VertexLayoutId vl = MyVertexLayouts.GetLayout(viComps); string vsFilepath = GetShaderDirpath(technique) + "Vertex.hlsl"; string psFilepath = GetShaderDirpath(technique) + "Pixel.hlsl"; List <ShaderMacro> macros = new List <ShaderMacro>(); AddMacrosForRenderingPass(pass, ref macros); AddMacrosForTechnique(technique, isCm, isNg, isExt, ref macros); AddMacrosVertexInputComponents(viComps, ref macros); AddMacrosState(state, ref macros); VertexShaderId vs = MyShaders.CreateVs(vsFilepath, macros.ToArray()); ((VertexShader)vs).DebugName = GetVsDebugName(pass, technique, macros); PixelShaderId ps = MyShaders.CreatePs(psFilepath, macros.ToArray()); ((PixelShader)ps).DebugName = GetPsDebugName(pass, technique, macros);; InputLayoutId il = MyShaders.CreateIL(vs.BytecodeId, vl); MyShaderBundle shaderBundle = new MyShaderBundle(ps, vs, il); m_cache.Add(key, shaderBundle); return(shaderBundle); }
internal static unsafe void Init() { //MyRender11.RegisterSettingsChangedListener(new OnSettingsChangedDelegate(RecreateShadersForSettings)); m_directionalEnvironmentLightPixel = MyShaders.CreatePs("Lighting/LightDir.hlsl"); m_directionalEnvironmentLightSample = MyShaders.CreatePs("Lighting/LightDir.hlsl", MyRender11.ShaderSampleFrequencyDefine()); m_pointlightsTiledPixel = MyShaders.CreatePs("Lighting/LightPoint.hlsl"); m_pointlightsTiledSample = MyShaders.CreatePs("Lighting/LightPoint.hlsl", MyRender11.ShaderSampleFrequencyDefine()); m_preparePointLights = MyShaders.CreateCs("Lighting/PrepareLights.hlsl", new[] { new ShaderMacro("NUMTHREADS", TILE_SIZE) }); m_spotlightProxyVs = MyShaders.CreateVs("Lighting/LightSpot.hlsl"); m_spotlightPsPixel = MyShaders.CreatePs("Lighting/LightSpot.hlsl"); m_spotlightPsSample = MyShaders.CreatePs("Lighting/LightSpot.hlsl", MyRender11.ShaderSampleFrequencyDefine()); m_spotlightProxyIl = MyShaders.CreateIL(m_spotlightProxyVs.BytecodeId, MyVertexLayouts.GetLayout(MyVertexInputComponentType.POSITION_PACKED)); m_pointlightCullHwBuffer = MyManagers.Buffers.CreateSrv( "MyLightRendering", MyRender11Constants.MAX_POINT_LIGHTS, sizeof(MyPointlightConstants), usage: ResourceUsage.Dynamic); }