Esempio n. 1
0
        /// <summary>
        /// Creates a new instance of the shader bundle.
        /// </summary>
        /// <param name="hostProgram">Host program with all the shader stages</param>
        /// <param name="specializationState">GPU state used to create this version of the shader</param>
        /// <param name="shaders">Shaders</param>
        public CachedShaderProgram(IProgram hostProgram, ShaderSpecializationState specializationState, params CachedShaderStage[] shaders)
        {
            HostProgram         = hostProgram;
            SpecializationState = specializationState;
            Shaders             = shaders;

            SpecializationState.Prepare(shaders);
        }
Esempio n. 2
0
        /// <summary>
        /// Reads shader specialization state that has been serialized.
        /// </summary>
        /// <param name="dataReader">Data reader</param>
        /// <returns>Shader specialization state</returns>
        public static ShaderSpecializationState Read(ref BinarySerializer dataReader)
        {
            ShaderSpecializationState specState = new ShaderSpecializationState();

            dataReader.Read(ref specState._queriedState);
            dataReader.Read(ref specState._compute);

            if (specState._compute)
            {
                dataReader.ReadWithMagicAndSize(ref specState.ComputeState, ComsMagic);
            }
            else
            {
                dataReader.ReadWithMagicAndSize(ref specState.GraphicsState, GfxsMagic);
            }

            dataReader.Read(ref specState._constantBufferUsePerStage);

            int constantBufferUsePerStageMask = specState._constantBufferUsePerStage;

            while (constantBufferUsePerStageMask != 0)
            {
                int index = BitOperations.TrailingZeroCount(constantBufferUsePerStageMask);
                dataReader.Read(ref specState.ConstantBufferUse[index]);
                constantBufferUsePerStageMask &= ~(1 << index);
            }

            if (specState._queriedState.HasFlag(QueriedStateFlags.TransformFeedback))
            {
                ushort tfCount = 0;
                dataReader.Read(ref tfCount);
                specState.TransformFeedbackDescriptors = new TransformFeedbackDescriptor[tfCount];

                for (int index = 0; index < tfCount; index++)
                {
                    dataReader.ReadWithMagicAndSize(ref specState.TransformFeedbackDescriptors[index], TfbdMagic);
                }
            }

            ushort count = 0;

            dataReader.Read(ref count);

            for (int index = 0; index < count; index++)
            {
                TextureKey textureKey = default;
                Box <TextureSpecializationState> textureState = new Box <TextureSpecializationState>();

                dataReader.ReadWithMagicAndSize(ref textureKey, TexkMagic);
                dataReader.ReadWithMagicAndSize(ref textureState.Value, TexsMagic);

                specState._textureSpecialization[textureKey] = textureState;
            }

            return(specState);
        }