Esempio n. 1
0
        internal Shader(GraphicsDevice device, BinaryReader reader)
        {
            GraphicsDevice = device;

            var isVertexShader = reader.ReadBoolean();

            Stage = isVertexShader ? ShaderStage.Vertex : ShaderStage.Pixel;

            var shaderLength   = reader.ReadInt32();
            var shaderBytecode = reader.ReadBytes(shaderLength);

            var samplerCount = (int)reader.ReadByte();

            Samplers = new SamplerInfo[samplerCount];
            for (var s = 0; s < samplerCount; s++)
            {
                Samplers[s].type        = (SamplerType)reader.ReadByte();
                Samplers[s].textureSlot = reader.ReadByte();
                Samplers[s].samplerSlot = reader.ReadByte();

                if (reader.ReadBoolean())
                {
                    Samplers[s].state             = new SamplerState();
                    Samplers[s].state.AddressU    = (TextureAddressMode)reader.ReadByte();
                    Samplers[s].state.AddressV    = (TextureAddressMode)reader.ReadByte();
                    Samplers[s].state.AddressW    = (TextureAddressMode)reader.ReadByte();
                    Samplers[s].state.BorderColor = new Color(
                        reader.ReadByte(),
                        reader.ReadByte(),
                        reader.ReadByte(),
                        reader.ReadByte());
                    Samplers[s].state.Filter                  = (TextureFilter)reader.ReadByte();
                    Samplers[s].state.MaxAnisotropy           = reader.ReadInt32();
                    Samplers[s].state.MaxMipLevel             = reader.ReadInt32();
                    Samplers[s].state.MipMapLevelOfDetailBias = reader.ReadSingle();
                }

#if OPENGL
                Samplers[s].name = reader.ReadString();
#else
                Samplers[s].name = null;
#endif
                Samplers[s].parameter = reader.ReadByte();
            }

            var cbufferCount = (int)reader.ReadByte();
            CBuffers = new int[cbufferCount];
            for (var c = 0; c < cbufferCount; c++)
            {
                CBuffers[c] = reader.ReadByte();
            }

            PlatformConstruct(reader, isVertexShader, shaderBytecode);
        }
Esempio n. 2
0
        internal Shader(GraphicsDevice device, BinaryReader reader)
        {
            GraphicsDevice = device;

            var isVertexShader = reader.ReadBoolean();
            Stage = isVertexShader ? ShaderStage.Vertex : ShaderStage.Pixel;

            var shaderLength = reader.ReadInt32();
            var shaderBytecode = reader.ReadBytes(shaderLength);

            var samplerCount = (int)reader.ReadByte();
            Samplers = new SamplerInfo[samplerCount];
            for (var s = 0; s < samplerCount; s++)
            {
                Samplers[s].type = (SamplerType)reader.ReadByte();
                Samplers[s].textureSlot = reader.ReadByte();
                Samplers[s].samplerSlot = reader.ReadByte();

				if (reader.ReadBoolean())
				{
					Samplers[s].state = new SamplerState();
					Samplers[s].state.AddressU = (TextureAddressMode)reader.ReadByte();
					Samplers[s].state.AddressV = (TextureAddressMode)reader.ReadByte();
					Samplers[s].state.AddressW = (TextureAddressMode)reader.ReadByte();
                    Samplers[s].state.BorderColor = new Color(
                        reader.ReadByte(), 
                        reader.ReadByte(), 
                        reader.ReadByte(), 
                        reader.ReadByte());
					Samplers[s].state.Filter = (TextureFilter)reader.ReadByte();
					Samplers[s].state.MaxAnisotropy = reader.ReadInt32();
					Samplers[s].state.MaxMipLevel = reader.ReadInt32();
					Samplers[s].state.MipMapLevelOfDetailBias = reader.ReadSingle();
				}

#if OPENGL
                Samplers[s].name = reader.ReadString();
#else
                Samplers[s].name = null;
#endif
                Samplers[s].parameter = reader.ReadByte();
            }

            var cbufferCount = (int)reader.ReadByte();
            CBuffers = new int[cbufferCount];
            for (var c = 0; c < cbufferCount; c++)
                CBuffers[c] = reader.ReadByte();

            PlatformConstruct(reader, isVertexShader, shaderBytecode);
        }
Esempio n. 3
0
        internal Shader(GraphicsDevice device, BinaryReader reader)
        {
            GraphicsDevice = device;

            var isVertexShader = reader.ReadBoolean();
            Stage = isVertexShader ? ShaderStage.Vertex : ShaderStage.Pixel;

            var shaderLength = reader.ReadInt32();
            var shaderBytecode = reader.ReadBytes(shaderLength);

            var samplerCount = (int)reader.ReadByte();
            Samplers = new SamplerInfo[samplerCount];
            for (var s = 0; s < samplerCount; s++)
            {
                Samplers[s].type = (SamplerType)reader.ReadByte();
                Samplers[s].textureSlot = reader.ReadByte();
                Samplers[s].samplerSlot = reader.ReadByte();

				if (reader.ReadBoolean())
				{
					Samplers[s].state = new SamplerState();
					Samplers[s].state.AddressU = (TextureAddressMode)reader.ReadByte();
					Samplers[s].state.AddressV = (TextureAddressMode)reader.ReadByte();
					Samplers[s].state.AddressW = (TextureAddressMode)reader.ReadByte();
					Samplers[s].state.Filter = (TextureFilter)reader.ReadByte();
					Samplers[s].state.MaxAnisotropy = reader.ReadInt32();
					Samplers[s].state.MaxMipLevel = reader.ReadInt32();
					Samplers[s].state.MipMapLevelOfDetailBias = reader.ReadSingle();
				}

#if OPENGL
                Samplers[s].name = reader.ReadString();
#else
                Samplers[s].name = null;
#endif
                Samplers[s].parameter = reader.ReadByte();
            }

            var cbufferCount = (int)reader.ReadByte();
            CBuffers = new int[cbufferCount];
            for (var c = 0; c < cbufferCount; c++)
                CBuffers[c] = reader.ReadByte();

#if DIRECTX

            _shaderBytecode = shaderBytecode;

            // We need the bytecode later for allocating the
            // input layout from the vertex declaration.
            Bytecode = shaderBytecode;
                
            HashKey = MonoGame.Utilities.Hash.ComputeHash(Bytecode);

            if (isVertexShader)
                CreateVertexShader();
            else
                CreatePixelShader();

#endif // DIRECTX

#if OPENGL
            _glslCode = System.Text.Encoding.ASCII.GetString(shaderBytecode);

            HashKey = MonoGame.Utilities.Hash.ComputeHash(shaderBytecode);

            var attributeCount = (int)reader.ReadByte();
            _attributes = new Attribute[attributeCount];
            for (var a = 0; a < attributeCount; a++)
            {
                _attributes[a].name = reader.ReadString();
                _attributes[a].usage = (VertexElementUsage)reader.ReadByte();
                _attributes[a].index = reader.ReadByte();
                _attributes[a].format = reader.ReadInt16();
            }

#endif // OPENGL
        }
Esempio n. 4
0
        internal Shader(GraphicsDevice device, BinaryReader reader)
        {
            GraphicsDevice = device;

            var isVertexShader = reader.ReadBoolean();

            Stage = isVertexShader ? ShaderStage.Vertex : ShaderStage.Pixel;

            var shaderLength   = reader.ReadInt32();
            var shaderBytecode = reader.ReadBytes(shaderLength);

            var samplerCount = (int)reader.ReadByte();

            Samplers = new SamplerInfo[samplerCount];
            for (var s = 0; s < samplerCount; s++)
            {
                Samplers[s].type        = (SamplerType)reader.ReadByte();
                Samplers[s].textureSlot = reader.ReadByte();
                Samplers[s].samplerSlot = reader.ReadByte();

                if (reader.ReadBoolean())
                {
                    Samplers[s].state             = new SamplerState();
                    Samplers[s].state.AddressU    = (TextureAddressMode)reader.ReadByte();
                    Samplers[s].state.AddressV    = (TextureAddressMode)reader.ReadByte();
                    Samplers[s].state.AddressW    = (TextureAddressMode)reader.ReadByte();
                    Samplers[s].state.BorderColor = new Color(
                        reader.ReadByte(),
                        reader.ReadByte(),
                        reader.ReadByte(),
                        reader.ReadByte());
                    Samplers[s].state.Filter                  = (TextureFilter)reader.ReadByte();
                    Samplers[s].state.MaxAnisotropy           = reader.ReadInt32();
                    Samplers[s].state.MaxMipLevel             = reader.ReadInt32();
                    Samplers[s].state.MipMapLevelOfDetailBias = reader.ReadSingle();
                }

                Samplers[s].name      = reader.ReadString();
                Samplers[s].parameter = reader.ReadByte();
            }

            var cbufferCount = (int)reader.ReadByte();

            CBuffers = new int[cbufferCount];
            for (var c = 0; c < cbufferCount; c++)
            {
                CBuffers[c] = reader.ReadByte();
            }

            var attributeCount = (int)reader.ReadByte();

            Attributes = new VertexAttribute[attributeCount];
            for (var a = 0; a < attributeCount; a++)
            {
                Attributes[a].name     = reader.ReadString();
                Attributes[a].usage    = (VertexElementUsage)reader.ReadByte();
                Attributes[a].index    = reader.ReadByte();
                Attributes[a].location = reader.ReadInt16();
            }

            PlatformConstruct(isVertexShader, shaderBytecode);
        }
Esempio n. 5
0
        internal Shader(GraphicsDevice device, BinaryReader reader)
        {
            GraphicsDevice = device;

            var isVertexShader = reader.ReadBoolean();

            Stage = isVertexShader ? ShaderStage.Vertex : ShaderStage.Pixel;

            var shaderLength   = reader.ReadInt32();
            var shaderBytecode = reader.ReadBytes(shaderLength);

            var samplerCount = (int)reader.ReadByte();

            Samplers = new SamplerInfo[samplerCount];
            for (var s = 0; s < samplerCount; s++)
            {
                Samplers[s].type        = (SamplerType)reader.ReadByte();
                Samplers[s].textureSlot = reader.ReadByte();
                Samplers[s].samplerSlot = reader.ReadByte();

                if (reader.ReadBoolean())
                {
                    Samplers[s].state                         = new SamplerState();
                    Samplers[s].state.AddressU                = (TextureAddressMode)reader.ReadByte();
                    Samplers[s].state.AddressV                = (TextureAddressMode)reader.ReadByte();
                    Samplers[s].state.AddressW                = (TextureAddressMode)reader.ReadByte();
                    Samplers[s].state.Filter                  = (TextureFilter)reader.ReadByte();
                    Samplers[s].state.MaxAnisotropy           = reader.ReadInt32();
                    Samplers[s].state.MaxMipLevel             = reader.ReadInt32();
                    Samplers[s].state.MipMapLevelOfDetailBias = reader.ReadSingle();
                }

#if OPENGL
                Samplers[s].name = reader.ReadString();
#endif
                Samplers[s].parameter = reader.ReadByte();
            }

            var cbufferCount = (int)reader.ReadByte();
            CBuffers = new int[cbufferCount];
            for (var c = 0; c < cbufferCount; c++)
            {
                CBuffers[c] = reader.ReadByte();
            }

#if DIRECTX
            var d3dDevice = device._d3dDevice;
            if (isVertexShader)
            {
                _vertexShader = new VertexShader(d3dDevice, shaderBytecode, null);

                // We need the bytecode later for allocating the
                // input layout from the vertex declaration.
                Bytecode = shaderBytecode;

                HashKey = MonoGame.Utilities.Hash.ComputeHash(Bytecode);
            }
            else
            {
                _pixelShader = new PixelShader(d3dDevice, shaderBytecode);
            }
#endif // DIRECTX

#if OPENGL
            _glslCode = System.Text.Encoding.ASCII.GetString(shaderBytecode);

            HashKey = MonoGame.Utilities.Hash.ComputeHash(shaderBytecode);

            var attributeCount = (int)reader.ReadByte();
            _attributes = new Attribute[attributeCount];
            for (var a = 0; a < attributeCount; a++)
            {
                _attributes[a].name   = reader.ReadString();
                _attributes[a].usage  = (VertexElementUsage)reader.ReadByte();
                _attributes[a].index  = reader.ReadByte();
                _attributes[a].format = reader.ReadInt16();
            }
#endif // OPENGL
        }