Esempio n. 1
0
        private static byte[] CompileHLSL(ShaderInfo shaderInfo, string shaderFunction, string shaderProfile, ref string errorsAndWarnings)
        {
            SharpDX.D3DCompiler.ShaderBytecode shaderByteCode;
            try
            {
                SharpDX.D3DCompiler.ShaderFlags shaderFlags = 0;

                // While we never allow preshaders, this flag is invalid for
                // the DX11 shader compiler which doesn't allow preshaders
                // in the first place.
                //shaderFlags |= SharpDX.D3DCompiler.ShaderFlags.NoPreshader;

                if (shaderInfo.Profile == ShaderProfile.DirectX_11)
                {
                    shaderFlags |= SharpDX.D3DCompiler.ShaderFlags.EnableBackwardsCompatibility;
                }

                if (shaderInfo.Debug)
                {
                    shaderFlags |= SharpDX.D3DCompiler.ShaderFlags.SkipOptimization;
                    shaderFlags |= SharpDX.D3DCompiler.ShaderFlags.Debug;
                }
                else
                {
                    shaderFlags |= SharpDX.D3DCompiler.ShaderFlags.OptimizationLevel3;
                }

                // Compile the shader into bytecode.
                var result = SharpDX.D3DCompiler.ShaderBytecode.Compile(
                    shaderInfo.FileContent,
                    shaderFunction,
                    shaderProfile,
                    shaderFlags,
                    0,
                    null,
                    null,
                    shaderInfo.FilePath);

                // Store all the errors and warnings to log out later.
                errorsAndWarnings += result.Message;

                if (result.HasErrors)
                {
                    throw new ShaderCompilerException();
                }

                shaderByteCode = result.Bytecode;
                //var source = shaderByteCode.Disassemble();
            }
            catch (SharpDX.CompilationException ex)
            {
                errorsAndWarnings += ex.Message;
                throw new ShaderCompilerException();
            }

            // Return a copy of the shader bytecode.
            return(shaderByteCode.Data.ToArray());
        }
Esempio n. 2
0
        private static byte[] CompileHLSL(ShaderInfo shaderInfo, string shaderFunction, string shaderProfile, ref string errorsAndWarnings)
        {
            SharpDX.D3DCompiler.ShaderBytecode shaderByteCode;
            try
            {
                SharpDX.D3DCompiler.ShaderFlags shaderFlags = 0;

                // While we never allow preshaders, this flag is invalid for
                // the DX11 shader compiler which doesn't allow preshaders
                // in the first place.
                //shaderFlags |= SharpDX.D3DCompiler.ShaderFlags.NoPreshader;

                if (shaderInfo.Profile == ShaderProfile.DirectX_11)
                    shaderFlags |= SharpDX.D3DCompiler.ShaderFlags.EnableBackwardsCompatibility;

                if (shaderInfo.Debug)
                {
                    shaderFlags |= SharpDX.D3DCompiler.ShaderFlags.SkipOptimization;
                    shaderFlags |= SharpDX.D3DCompiler.ShaderFlags.Debug;
                }
                else
                {
                    shaderFlags |= SharpDX.D3DCompiler.ShaderFlags.OptimizationLevel3;
                }

                // Compile the shader into bytecode.                
                var result = SharpDX.D3DCompiler.ShaderBytecode.Compile(
                    shaderInfo.FileContent,
                    shaderFunction,
                    shaderProfile,
                    shaderFlags,
                    0,
                    null,
                    null,
                    shaderInfo.FilePath);

                // Store all the errors and warnings to log out later.
                errorsAndWarnings += result.Message;

                if (result.HasErrors)
                    throw new ShaderCompilerException();
                
                shaderByteCode = result.Bytecode;
                //var source = shaderByteCode.Disassemble();
            }
            catch (SharpDX.CompilationException ex)
            {
                errorsAndWarnings += ex.Message;
                throw new ShaderCompilerException();
            }

            // Return a copy of the shader bytecode.
            return shaderByteCode.Data.ToArray();
        }
Esempio n. 3
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        protected virtual object EvalStart(ParseTree tree, params object[] paramlist)
        {
            var shader = new ShaderInfo();

            foreach (var node in Nodes)
            {
                node.Eval(tree, shader);
            }

            return(shader);
        }
Esempio n. 4
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        protected virtual object EvalStart(ParseTree tree, params object[] paramlist)
        {
            ShaderInfo shader = new ShaderInfo();

            foreach (ParseNode node in Nodes)
            {
                var technique = node.Eval(tree, shader) as TechniqueInfo;
                if (technique != null)
                {
                    shader.Techniques.Add(technique);
                }
            }

            return(shader);
        }
Esempio n. 5
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        internal override ShaderData CreateShader(ShaderInfo shaderInfo, string shaderFunction, string shaderProfile, bool isVertexShader, EffectObject effect, ref string errorsAndWarnings)
        {
            var bytecode = EffectObject.CompileHLSL(shaderInfo, shaderFunction, shaderProfile, ref errorsAndWarnings);

            // First look to see if we already created this same shader.
            foreach (var shader in effect.Shaders)
            {
                if (bytecode.SequenceEqual(shader.Bytecode))
                {
                    return(shader);
                }
            }

            var shaderData = ShaderData.CreateHLSL(bytecode, isVertexShader, effect.ConstantBuffers, effect.Shaders.Count, shaderInfo.SamplerStates, shaderInfo.Debug);

            effect.Shaders.Add(shaderData);
            return(shaderData);
        }
Esempio n. 6
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        private d3dx_state CreateShader(ShaderInfo shaderInfo, string shaderFunction, string shaderProfile, bool isVertexShader, ref string errorsAndWarnings)
        {
            // Compile and create the shader.
            var shaderData = shaderInfo.Profile.CreateShader(shaderInfo, shaderFunction, shaderProfile, isVertexShader, this, ref errorsAndWarnings);

            var state = new d3dx_state();

            state.index     = 0;
            state.type      = STATE_TYPE.CONSTANT;
            state.operation = isVertexShader ? (uint)146 : (uint)147;

            state.parameter          = new d3dx_parameter();
            state.parameter.name     = string.Empty;
            state.parameter.semantic = string.Empty;
            state.parameter.class_   = D3DXPARAMETER_CLASS.OBJECT;
            state.parameter.type     = isVertexShader ? D3DXPARAMETER_TYPE.VERTEXSHADER : D3DXPARAMETER_TYPE.PIXELSHADER;
            state.parameter.rows     = 0;
            state.parameter.columns  = 0;
            state.parameter.data     = shaderData.SharedIndex;

            return(state);
        }
Esempio n. 7
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        public static int Main(string[] args)
        {
            var options = new Options();
            var parser  = new Utilities.CommandLineParser(options);

            parser.Title = "2MGFX - Converts Microsoft FX files to a compiled MonoGame Effect.";

            if (!parser.ParseCommandLine(args))
            {
                return(1);
            }

            // Validate the input file exits.
            if (!File.Exists(options.SourceFile))
            {
                Console.Error.WriteLine("The input file '{0}' was not found!", options.SourceFile);
                return(1);
            }

            // TODO: This would be where we would decide the user
            // is trying to convert an FX file to a MGFX glsl file.
            //
            // For now we assume we're going right to a compiled MGFXO file.

            // Parse the MGFX file expanding includes, macros, and returning the techniques.
            ShaderInfo shaderInfo;

            try
            {
                shaderInfo = ShaderInfo.FromFile(options.SourceFile, options);
            }
            catch (Exception ex)
            {
                Console.Error.WriteLine(ex.Message);
                Console.Error.WriteLine("Failed to parse '{0}'!", options.SourceFile);
                return(1);
            }

            // Create the effect object.
            EffectObject effect;

            try
            {
                effect = EffectObject.FromShaderInfo(shaderInfo);
            }
            catch (Exception ex)
            {
                Console.Error.WriteLine(ex.Message);
                Console.Error.WriteLine("Failed to compile '{0}'!", options.SourceFile);
                return(1);
            }

            // Get the output file path.
            if (options.OutputFile == string.Empty)
            {
                options.OutputFile = Path.GetFileNameWithoutExtension(options.SourceFile) + ".mgfxo";
            }

            // Write out the effect to a runtime format.
            try
            {
                using (var stream = new FileStream(options.OutputFile, FileMode.Create, FileAccess.Write))
                    using (var writer = new BinaryWriter(stream))
                        effect.Write(writer, options);
            }
            catch (Exception ex)
            {
                Console.Error.WriteLine(ex.Message);
                Console.Error.WriteLine("Failed to write '{0}'!", options.OutputFile);
                return(1);
            }

            // We finished succesfully.
            Console.WriteLine("Compiled '{0}' to '{1}'.", options.SourceFile, options.OutputFile);
            return(0);
        }
Esempio n. 8
0
        private d3dx_state CreateShader(ShaderInfo shaderInfo, string shaderFunction, string shaderProfile, bool isVertexShader)
        {
            // Compile the shader.
            byte[] bytecode;
            if (shaderInfo.Profile == ShaderProfile.DirectX_11 || shaderInfo.Profile == ShaderProfile.OpenGL)
            {
                // For now GLSL is only supported via translation
                // using MojoShader which works from HLSL bytecode.                
                bytecode = CompileHLSL(shaderInfo, shaderFunction, shaderProfile);
            }
            else if (shaderInfo.Profile == ShaderProfile.PlayStation4)
                bytecode = CompilePSSL(shaderInfo, shaderFunction, shaderProfile);
            else
                throw new NotSupportedException("Unknown shader profile!");

            // First look to see if we already created this same shader.
            ShaderData shaderData = null;
            foreach (var shader in Shaders)
            {
                if (bytecode.SequenceEqual(shader.Bytecode))
                {
                    shaderData = shader;
                    break;
                }
            }

            // Create a new shader.
            if (shaderData == null)
            {
                if (shaderInfo.Profile == ShaderProfile.DirectX_11)
                    shaderData = ShaderData.CreateHLSL(bytecode, isVertexShader, ConstantBuffers, Shaders.Count, shaderInfo.SamplerStates, shaderInfo.Debug);
                else if (shaderInfo.Profile == ShaderProfile.OpenGL)
                    shaderData = ShaderData.CreateGLSL(bytecode, isVertexShader, ConstantBuffers, Shaders.Count, shaderInfo.SamplerStates, shaderInfo.Debug);
                else if (shaderInfo.Profile == ShaderProfile.PlayStation4)
                    shaderData = ShaderData.CreatePSSL(bytecode, isVertexShader, ConstantBuffers, Shaders.Count, shaderInfo.SamplerStates, shaderInfo.Debug);
                else
                    throw new NotSupportedException("Unknown shader profile!");

                Shaders.Add(shaderData);
            }

            var state = new d3dx_state();
            state.index = 0;
            state.type = STATE_TYPE.CONSTANT;
            state.operation = isVertexShader ? (uint)146 : (uint)147;

            state.parameter = new d3dx_parameter();
            state.parameter.name = string.Empty;
            state.parameter.semantic = string.Empty;
            state.parameter.class_ = D3DXPARAMETER_CLASS.OBJECT;
            state.parameter.type = isVertexShader ? D3DXPARAMETER_TYPE.VERTEXSHADER : D3DXPARAMETER_TYPE.PIXELSHADER;
            state.parameter.rows = 0;
            state.parameter.columns = 0;
            state.parameter.data = shaderData.SharedIndex;

            return state;
        }
Esempio n. 9
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        static public EffectObject FromShaderInfo(ShaderInfo shaderInfo)
        {
            var effect = new EffectObject();

            // These are filled out as we process stuff.
            effect.ConstantBuffers = new List<ConstantBufferData>();
            effect.Shaders = new List<ShaderData>();

            // Go thru the techniques and that will find all the 
            // shaders and constant buffers.
            effect.Techniques = new d3dx_technique[shaderInfo.Techniques.Count];
            for (var t = 0; t < shaderInfo.Techniques.Count; t++)
            {
                var tinfo = shaderInfo.Techniques[t]; ;

                var technique = new d3dx_technique();
                technique.name = tinfo.name;
                technique.pass_count = (uint)tinfo.Passes.Count;
                technique.pass_handles = new d3dx_pass[tinfo.Passes.Count];

                for (var p = 0; p < tinfo.Passes.Count; p++)
                {
                    var pinfo = tinfo.Passes[p];

                    var pass = new d3dx_pass();
                    pass.name = pinfo.name ?? string.Empty;

                    pass.blendState = pinfo.blendState;
                    pass.depthStencilState = pinfo.depthStencilState;
                    pass.rasterizerState = pinfo.rasterizerState;

                    pass.state_count = 0;
                    var tempstate = new d3dx_state[2];

                    pinfo.ValidateShaderModels(shaderInfo.Profile);

                    if (!string.IsNullOrEmpty(pinfo.psFunction))
                    {
                        pass.state_count += 1;
                        tempstate[pass.state_count - 1] = effect.CreateShader(shaderInfo, pinfo.psFunction, pinfo.psModel, false);
                    }

                    if (!string.IsNullOrEmpty(pinfo.vsFunction))
                    {
                        pass.state_count += 1;
                        tempstate[pass.state_count - 1] = effect.CreateShader(shaderInfo, pinfo.vsFunction, pinfo.vsModel, true);
                    }

                    pass.states = new d3dx_state[pass.state_count];
                    for (var s = 0; s < pass.state_count; s++)
                        pass.states[s] = tempstate[s];

                    technique.pass_handles[p] = pass;
                }

                effect.Techniques[t] = technique;
            }

            // Make the list of parameters by combining all the
            // constant buffers ignoring the buffer offsets.
            var parameters = new List<d3dx_parameter>();
            for (var c = 0; c < effect.ConstantBuffers.Count; c++)
            {
                var cb = effect.ConstantBuffers[c];

                for (var i = 0; i < cb.Parameters.Count; i++)
                {
                    var param = cb.Parameters[i];

                    var match = parameters.FindIndex(e => e.name == param.name);
                    if (match == -1)
                    {
                        cb.ParameterIndex.Add(parameters.Count);
                        parameters.Add(param);
                    }
                    else
                    {
                        // TODO: Make sure the type and size of 
                        // the parameter match up!
                        cb.ParameterIndex.Add(match);
                    }
                }
            }

            // Add the texture parameters from the samplers.
            foreach (var shader in effect.Shaders)
            {
                for (var s = 0; s < shader._samplers.Length; s++)
                {
                    var sampler = shader._samplers[s];

                    var match = parameters.FindIndex(e => e.name == sampler.parameterName);
                    if (match == -1)
                    {
                        // Store the index for runtime lookup.
                        shader._samplers[s].parameter = parameters.Count;

                        var param = new d3dx_parameter();
                        param.class_ = D3DXPARAMETER_CLASS.OBJECT;
                        param.name = sampler.parameterName;
                        param.semantic = string.Empty;

                        switch (sampler.type)
                        {
                            case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_1D:
                                param.type = D3DXPARAMETER_TYPE.TEXTURE1D;
                                break;

                            case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_2D:
                                param.type = D3DXPARAMETER_TYPE.TEXTURE2D;
                                break;

                            case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_VOLUME:
                                param.type = D3DXPARAMETER_TYPE.TEXTURE3D;
                                break;

                            case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_CUBE:
                                param.type = D3DXPARAMETER_TYPE.TEXTURECUBE;
                                break;
                        }

                        parameters.Add(param);
                    }
                    else
                    {
                        // TODO: Make sure the type and size of 
                        // the parameter match up!

                        shader._samplers[s].parameter = match;
                    }
                }
            }

            // TODO: Annotations are part of the .FX format and
            // not a part of shaders... we need to implement them
            // in our mgfx parser if we want them back.

            effect.Parameters = parameters.ToArray();

            return effect;
        }
Esempio n. 10
0
 private static byte[] CompilePSSL(ShaderInfo shaderInfo, string shaderFunction, string shaderProfile)
 {
     // This is only part of the private PS4 repository.
     throw new NotImplementedException();
 }
Esempio n. 11
0
        private d3dx_state CreateShader(ShaderInfo shaderInfo, string shaderFunction, string shaderProfile, bool isVertexShader)
        {
            // Compile the shader.
            byte[] bytecode;
            if (shaderInfo.Profile == ShaderProfile.DirectX_11 || shaderInfo.Profile == ShaderProfile.OpenGL)
            {
                // For now GLSL is only supported via translation
                // using MojoShader which works from HLSL bytecode.
                bytecode = CompileHLSL(shaderInfo, shaderFunction, shaderProfile);
            }
            else if (shaderInfo.Profile == ShaderProfile.PlayStation4)
            {
                bytecode = CompilePSSL(shaderInfo, shaderFunction, shaderProfile);
            }
            else
            {
                throw new NotSupportedException("Unknown shader profile!");
            }

            // First look to see if we already created this same shader.
            ShaderData shaderData = null;

            foreach (var shader in Shaders)
            {
                if (bytecode.SequenceEqual(shader.Bytecode))
                {
                    shaderData = shader;
                    break;
                }
            }

            // Create a new shader.
            if (shaderData == null)
            {
                if (shaderInfo.Profile == ShaderProfile.DirectX_11)
                {
                    shaderData = ShaderData.CreateHLSL(bytecode, isVertexShader, ConstantBuffers, Shaders.Count, shaderInfo.SamplerStates, shaderInfo.Debug);
                }
                else if (shaderInfo.Profile == ShaderProfile.OpenGL)
                {
                    shaderData = ShaderData.CreateGLSL(bytecode, isVertexShader, ConstantBuffers, Shaders.Count, shaderInfo.SamplerStates, shaderInfo.Debug);
                }
                else if (shaderInfo.Profile == ShaderProfile.PlayStation4)
                {
                    shaderData = ShaderData.CreatePSSL(bytecode, isVertexShader, ConstantBuffers, Shaders.Count, shaderInfo.SamplerStates, shaderInfo.Debug);
                }
                else
                {
                    throw new NotSupportedException("Unknown shader profile!");
                }

                Shaders.Add(shaderData);
            }

            var state = new d3dx_state();

            state.index     = 0;
            state.type      = STATE_TYPE.CONSTANT;
            state.operation = isVertexShader ? (uint)146 : (uint)147;

            state.parameter          = new d3dx_parameter();
            state.parameter.name     = string.Empty;
            state.parameter.semantic = string.Empty;
            state.parameter.class_   = D3DXPARAMETER_CLASS.OBJECT;
            state.parameter.type     = isVertexShader ? D3DXPARAMETER_TYPE.VERTEXSHADER : D3DXPARAMETER_TYPE.PIXELSHADER;
            state.parameter.rows     = 0;
            state.parameter.columns  = 0;
            state.parameter.data     = shaderData.SharedIndex;

            return(state);
        }
Esempio n. 12
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        static public EffectObject FromShaderInfo(ShaderInfo shaderInfo)
        {
            var effect = new EffectObject();

            // These are filled out as we process stuff.
            effect.ConstantBuffers = new List <ConstantBufferData>();
            effect.Shaders         = new List <ShaderData>();

            // Go thru the techniques and that will find all the
            // shaders and constant buffers.
            effect.Techniques = new d3dx_technique[shaderInfo.Techniques.Count];
            for (var t = 0; t < shaderInfo.Techniques.Count; t++)
            {
                var tinfo = shaderInfo.Techniques[t];;

                var technique = new d3dx_technique();
                technique.name         = tinfo.name;
                technique.pass_count   = (uint)tinfo.Passes.Count;
                technique.pass_handles = new d3dx_pass[tinfo.Passes.Count];

                for (var p = 0; p < tinfo.Passes.Count; p++)
                {
                    var pinfo = tinfo.Passes[p];

                    var pass = new d3dx_pass();
                    pass.name = pinfo.name ?? string.Empty;

                    pass.blendState        = pinfo.blendState;
                    pass.depthStencilState = pinfo.depthStencilState;
                    pass.rasterizerState   = pinfo.rasterizerState;

                    pass.state_count = 0;
                    var tempstate = new d3dx_state[2];

                    pinfo.ValidateShaderModels(shaderInfo.Profile);

                    if (!string.IsNullOrEmpty(pinfo.psFunction))
                    {
                        pass.state_count += 1;
                        tempstate[pass.state_count - 1] = effect.CreateShader(shaderInfo, pinfo.psFunction, pinfo.psModel, false);
                    }

                    if (!string.IsNullOrEmpty(pinfo.vsFunction))
                    {
                        pass.state_count += 1;
                        tempstate[pass.state_count - 1] = effect.CreateShader(shaderInfo, pinfo.vsFunction, pinfo.vsModel, true);
                    }

                    pass.states = new d3dx_state[pass.state_count];
                    for (var s = 0; s < pass.state_count; s++)
                    {
                        pass.states[s] = tempstate[s];
                    }

                    technique.pass_handles[p] = pass;
                }

                effect.Techniques[t] = technique;
            }

            // Make the list of parameters by combining all the
            // constant buffers ignoring the buffer offsets.
            var parameters = new List <d3dx_parameter>();

            for (var c = 0; c < effect.ConstantBuffers.Count; c++)
            {
                var cb = effect.ConstantBuffers[c];

                for (var i = 0; i < cb.Parameters.Count; i++)
                {
                    var param = cb.Parameters[i];

                    var match = parameters.FindIndex(e => e.name == param.name);
                    if (match == -1)
                    {
                        cb.ParameterIndex.Add(parameters.Count);
                        parameters.Add(param);
                    }
                    else
                    {
                        // TODO: Make sure the type and size of
                        // the parameter match up!
                        cb.ParameterIndex.Add(match);
                    }
                }
            }

            // Add the texture parameters from the samplers.
            foreach (var shader in effect.Shaders)
            {
                for (var s = 0; s < shader._samplers.Length; s++)
                {
                    var sampler = shader._samplers[s];

                    var match = parameters.FindIndex(e => e.name == sampler.parameterName);
                    if (match == -1)
                    {
                        // Store the index for runtime lookup.
                        shader._samplers[s].parameter = parameters.Count;

                        var param = new d3dx_parameter();
                        param.class_   = D3DXPARAMETER_CLASS.OBJECT;
                        param.name     = sampler.parameterName;
                        param.semantic = string.Empty;

                        switch (sampler.type)
                        {
                        case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_1D:
                            param.type = D3DXPARAMETER_TYPE.TEXTURE1D;
                            break;

                        case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_2D:
                            param.type = D3DXPARAMETER_TYPE.TEXTURE2D;
                            break;

                        case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_VOLUME:
                            param.type = D3DXPARAMETER_TYPE.TEXTURE3D;
                            break;

                        case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_CUBE:
                            param.type = D3DXPARAMETER_TYPE.TEXTURECUBE;
                            break;
                        }

                        parameters.Add(param);
                    }
                    else
                    {
                        // TODO: Make sure the type and size of
                        // the parameter match up!

                        shader._samplers[s].parameter = match;
                    }
                }
            }

            // TODO: Annotations are part of the .FX format and
            // not a part of shaders... we need to implement them
            // in our mgfx parser if we want them back.

            effect.Parameters = parameters.ToArray();

            return(effect);
        }
Esempio n. 13
0
        public static int Main(string[] args)
        {
            if (!Environment.Is64BitProcess && Environment.OSVersion.Platform != PlatformID.Unix)
            {
                Console.Error.WriteLine("The MonoGame content tools only work on a 64bit OS.");
                return(-1);
            }

            var options = new Options();
            var parser  = new Utilities.CommandLineParser(options);

            parser.Title = "2MGFX - Converts Microsoft FX files to a compiled MonoGame Effect.";

            if (!parser.ParseCommandLine(args))
            {
                return(1);
            }

            // Validate the input file exits.
            if (!File.Exists(options.SourceFile))
            {
                Console.Error.WriteLine("The input file '{0}' was not found!", options.SourceFile);
                return(1);
            }

            // TODO: This would be where we would decide the user
            // is trying to convert an FX file to a MGFX glsl file.
            //
            // For now we assume we're going right to a compiled MGFXO file.

            // Parse the MGFX file expanding includes, macros, and returning the techniques.
            ShaderInfo shaderInfo;

            try
            {
                shaderInfo = ShaderInfo.FromFile(options.SourceFile, options, new ConsoleEffectCompilerOutput());
            }
            catch (Exception ex)
            {
                Console.Error.WriteLine(ex.Message);
                Console.Error.WriteLine("Failed to parse '{0}'!", options.SourceFile);
                return(1);
            }

            // Create the effect object.
            EffectObject effect;
            var          shaderErrorsAndWarnings = string.Empty;

            try
            {
                effect = EffectObject.CompileEffect(shaderInfo, out shaderErrorsAndWarnings);

                if (!string.IsNullOrEmpty(shaderErrorsAndWarnings))
                {
                    Console.Error.WriteLine(shaderErrorsAndWarnings);
                }
            }
            catch (ShaderCompilerException)
            {
                // Write the compiler errors and warnings and let the user know what happened.
                Console.Error.WriteLine(shaderErrorsAndWarnings);
                Console.Error.WriteLine("Failed to compile '{0}'!", options.SourceFile);
                return(1);
            }
            catch (Exception ex)
            {
                // First write all the compiler errors and warnings.
                if (!string.IsNullOrEmpty(shaderErrorsAndWarnings))
                {
                    Console.Error.WriteLine(shaderErrorsAndWarnings);
                }

                // If we have an exception message then write that.
                if (!string.IsNullOrEmpty(ex.Message))
                {
                    Console.Error.WriteLine(ex.Message);
                }

                // Let the user know what happened.
                Console.Error.WriteLine("Unexpected error compiling '{0}'!", options.SourceFile);
                return(1);
            }

            // Get the output file path.
            if (options.OutputFile == string.Empty)
            {
                options.OutputFile = Path.GetFileNameWithoutExtension(options.SourceFile) + ".mgfxo";
            }

            // Write out the effect to a runtime format.
            try
            {
                using (var stream = new FileStream(options.OutputFile, FileMode.Create, FileAccess.Write))
                    using (var writer = new BinaryWriter(stream))
                        effect.Write(writer, options);
            }
            catch (Exception ex)
            {
                Console.Error.WriteLine(ex.Message);
                Console.Error.WriteLine("Failed to write '{0}'!", options.OutputFile);
                return(1);
            }

            // We finished succesfully.
            Console.WriteLine("Compiled '{0}' to '{1}'.", options.SourceFile, options.OutputFile);
            return(0);
        }
Esempio n. 14
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 internal abstract ShaderData CreateShader(ShaderInfo shaderInfo, string shaderFunction, string shaderProfile, bool isVertexShader, EffectObject effect, ref string errorsAndWarnings);