public void Check_ReadAndMergeFromAssemblyResources()
        {
            var resLink = new AssemblyResourceLink(this.GetType(),
                                                   "Dummy",
                                                   "CommonPixelShader.hlsl");

            var singleShaderFileBuilder = new StringBuilder(1024);

            SingleShaderFileBuilder.ReadShaderFileAndResolveIncludes(resLink, singleShaderFileBuilder);
            var result = singleShaderFileBuilder.ToString();

            Assert.IsTrue(result.Contains("constants.hlsl"));
            Assert.IsTrue(result.Contains("struct VSInputStandard"));
            Assert.IsTrue(result.Contains("float4 ApplyColorBorders(float4 inputColor, float distanceToCamera, float2 texCoord)"));
        }
Esempio n. 2
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        private static byte[] GetShaderBytecode(EngineDevice device, ResourceLink resourceLink, ShaderResourceKind resourceKind, string shaderModel)
        {
            switch (resourceKind)
            {
            case ShaderResourceKind.Bytecode:
                using (var inStream = resourceLink.OpenInputStream())
                {
                    return(inStream.ReadAllBytes());
                }

            case ShaderResourceKind.HlsFile:
                using (ReusableStringBuilders.Current.UseStringBuilder(out var singleShaderSourceBuilder, 10024))
                {
                    SingleShaderFileBuilder.ReadShaderFileAndResolveIncludes(
                        resourceLink,
                        singleShaderSourceBuilder);

                    // device.DebugEnabled ? D3DCompiler.ShaderFlags.Debug : D3DCompiler.ShaderFlags.None
                    var shaderSource  = singleShaderSourceBuilder.ToString();
                    var compileResult = Compiler.Compile(
                        shaderSource,
                        Array.Empty <D3D.ShaderMacro>(),
                        null !,
                        "main",
                        resourceLink.ToString() ?? "",
                        shaderModel,
                        device.DebugEnabled ? ShaderFlags.Debug : ShaderFlags.None,
                        out var compBlob, out var compErrorBlob);
                    try
                    {
                        if (compileResult.Failure)
                        {
                            throw new SeeingSharpGraphicsException($"Unable to compile shader from {resourceLink}: {compileResult.Code} - {compileResult.ToString()}");
                        }
                        return(compBlob.GetBytes());
                    }
                    finally
                    {
                        SeeingSharpUtil.SafeDispose(ref compBlob);
                        SeeingSharpUtil.SafeDispose(ref compErrorBlob);
                    }
                }

            default:
                throw new SeeingSharpException($"Unhandled {nameof(ShaderResourceKind)}: {resourceKind}");
            }
        }