static public ShaderResult FromString(string effectSource, string filePath, Options options, IEffectCompilerOutput output) { var macros = new Dictionary <string, string>(); macros.Add("MGFX", "1"); options.Profile.AddMacros(macros); // If we're building shaders for debug set that flag too. if (options.Debug) { macros.Add("DEBUG", "1"); } if (!string.IsNullOrEmpty(options.Defines)) { var defines = options.Defines.Split(new[] { ';' }, StringSplitOptions.RemoveEmptyEntries); foreach (var define in defines) { var name = define; var value = "1"; if (define.Contains("=")) { var parts = define.Split('='); if (parts.Length > 0) { name = parts[0].Trim(); } if (parts.Length > 1) { value = parts[1].Trim(); } } macros.Add(name, value); } } // Use the D3DCompiler to pre-process the file resolving // all #includes and macros.... this even works for GLSL. string newFile; var fullPath = Path.GetFullPath(filePath); var dependencies = new List <string>(); newFile = Preprocessor.Preprocess(effectSource, fullPath, macros, dependencies, output); // Parse the resulting file for techniques and passes. var tree = new Parser(new Scanner()).Parse(newFile, fullPath); if (tree.Errors.Count > 0) { var errors = String.Empty; foreach (var error in tree.Errors) { errors += string.Format("{0}({1},{2}) : {3}\r\n", error.File, error.Line, error.Column, error.Message); } throw new Exception(errors); } // Evaluate the results of the parse tree. var shaderInfo = tree.Eval() as ShaderInfo; // Remove the samplers and techniques so that the shader compiler // gets a clean file without any FX file syntax in it. var cleanFile = newFile; ParseTreeTools.WhitespaceNodes(TokenType.Technique_Declaration, tree.Nodes, ref cleanFile); ParseTreeTools.WhitespaceNodes(TokenType.Sampler_Declaration_States, tree.Nodes, ref cleanFile); // Setup the rest of the shader info. ShaderResult result = new ShaderResult(); result.ShaderInfo = shaderInfo; result.Dependencies = dependencies; result.FilePath = fullPath; result.FileContent = cleanFile; if (!string.IsNullOrEmpty(options.OutputFile)) { result.OutputFilePath = Path.GetFullPath(options.OutputFile); } result.AdditionalOutputFiles = new List <string>(); // Remove empty techniques. for (var i = 0; i < shaderInfo.Techniques.Count; i++) { var tech = shaderInfo.Techniques[i]; if (tech.Passes.Count <= 0) { shaderInfo.Techniques.RemoveAt(i); i--; } } // We must have at least one technique. if (shaderInfo.Techniques.Count <= 0) { throw new Exception("The effect must contain at least one technique and pass!"); } result.Profile = options.Profile; result.Debug = options.Debug; return(result); }
static public ShaderInfo FromString(string effectSource, string filePath, Options options, IEffectCompilerOutput output) { var macros = new Dictionary <string, string>(); macros.Add("MGFX", "1"); // Under the DX11 profile we pass a few more macros. if (options.Profile == ShaderProfile.DirectX_11) { macros.Add("HLSL", "1"); macros.Add("SM4", "1"); } else if (options.Profile == ShaderProfile.OpenGL) { macros.Add("GLSL", "1"); macros.Add("OPENGL", "1"); } else if (options.Profile == ShaderProfile.PlayStation4) { throw new NotSupportedException("PlayStation 4 support isn't available in this build."); } // If we're building shaders for debug set that flag too. if (options.Debug) { macros.Add("DEBUG", "1"); } if (!string.IsNullOrEmpty(options.Defines)) { var defines = options.Defines.Split(new[] { ';' }, StringSplitOptions.RemoveEmptyEntries); foreach (var define in defines) { macros.Add(define, "1"); } } // Use the D3DCompiler to pre-process the file resolving // all #includes and macros.... this even works for GLSL. string newFile; var fullPath = Path.GetFullPath(filePath); var dependencies = new List <string>(); newFile = Preprocessor.Preprocess(effectSource, fullPath, macros, dependencies, output); // Parse the resulting file for techniques and passes. var tree = new Parser(new Scanner()).Parse(newFile, fullPath); if (tree.Errors.Count > 0) { var errors = String.Empty; foreach (var error in tree.Errors) { errors += string.Format("{0}({1},{2}) : {3}\r\n", error.File, error.Line, error.Column, error.Message); } throw new Exception(errors); } // Evaluate the results of the parse tree. var result = tree.Eval() as ShaderInfo; result.Dependencies = dependencies; result.FilePath = fullPath; result.FileContent = newFile; if (!string.IsNullOrEmpty(options.OutputFile)) { result.OutputFilePath = Path.GetFullPath(options.OutputFile); } result.AdditionalOutputFiles = new List <string>(); // Remove empty techniques. for (var i = 0; i < result.Techniques.Count; i++) { var tech = result.Techniques[i]; if (tech.Passes.Count <= 0) { result.Techniques.RemoveAt(i); i--; } } // We must have at least one technique. if (result.Techniques.Count <= 0) { throw new Exception("The effect must contain at least one technique and pass!"); } // Finally remove the techniques from the file. // // TODO: Do we really need to do this, or will the HLSL // compiler just ignore it as we compile shaders? // /* * var extra = 2; * var offset = 0; * foreach (var tech in result.Techniques) * { * // Remove the technique from the file. * newFile = newFile.Remove(tech.startPos + offset, tech.length + extra); * offset -= tech.length + extra; * * techniques.Add(tech); * } */ result.Profile = options.Profile; result.Debug = options.Debug; return(result); }