Esempio n. 1
0
        //setup the ID based setters / getters
        public override void AddSetAttribute(IShaderDom shader, Action <CodeStatement> add, Type type)
        {
            //samplers first
            if (type == typeof(Xen.Graphics.State.TextureSamplerState))
            {
                foreach (SharedSampler ss in allSamplers.Values)
                {
                    //assign the sampler, if it matches.
                    CodeExpression uid     = new CodeFieldReferenceExpression(shader.ShaderClassEx, "sid" + ss.Index);
                    CodeExpression sampler = new CodePropertyReferenceExpression(shader.Instance, Common.ToUpper(ss.SamplerDetails.Name));

                    CodeExpression assignIdsMatch =
                        new CodeBinaryOperatorExpression(shader.AttributeAssignId, CodeBinaryOperatorType.IdentityEquality, uid);

                    CodeStatement assignAttribute = new CodeAssignStatement(sampler, shader.AttributeAssignValue);

                    CodeConditionStatement performAssign =
                        new CodeConditionStatement(assignIdsMatch,
                                                   assignAttribute,                                                   //call the assignment code
                                                   new CodeMethodReturnStatement(new CodePrimitiveExpression(true))); //return true, set correctly.

                    add(performAssign);
                }
            }


            if (!typeof(Microsoft.Xna.Framework.Graphics.Texture).IsAssignableFrom(type))
            {
                return;
            }

            //now, all the non-global textures
            for (int i = 0; i < textures.Length; i++)
            {
                TextureAssociation tex = textures[i];

                if ((tex.PsSamplers.Count > 0 || tex.VsSamplers.Count > 0) &&
                    tex.IsGlobal == false)
                {
                    if (Common.GetTextureType(tex.Texture.Type) == type)
                    {
                        //assign
                        CodeExpression uid     = new CodeFieldReferenceExpression(shader.ShaderClassEx, "tid" + i);
                        CodeExpression sampler = new CodePropertyReferenceExpression(shader.Instance, Common.ToUpper(tex.Texture.Name));

                        CodeExpression assignIdsMatch =
                            new CodeBinaryOperatorExpression(shader.AttributeAssignId, CodeBinaryOperatorType.IdentityEquality, uid);

                        CodeStatement assignAttribute = new CodeAssignStatement(sampler, shader.AttributeAssignValue);

                        CodeConditionStatement performAssign =
                            new CodeConditionStatement(assignIdsMatch,
                                                       assignAttribute,                                                   //call the assignment code
                                                       new CodeMethodReturnStatement(new CodePrimitiveExpression(true))); //return true, set correctly.

                        add(performAssign);
                    }
                }
            }
        }
Esempio n. 2
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        private void GenerateNameIds(IShaderDom shader, Action <CodeTypeMember, string> add)
        {
            //each texture / sampler needs to be settable by ID

            foreach (SharedSampler ss in allSamplers.Values)
            {
                //create a uid for the sampler

                CodeMemberField field = new CodeMemberField(typeof(int), "sid" + ss.Index);
                field.Attributes = MemberAttributes.Private | MemberAttributes.Family | MemberAttributes.Static;

                add(field, string.Format("Name uid for sampler for '{0} {1}'", Common.ToUpper(ss.SamplerDetails.Type), ss.SamplerDetails.Name));
            }

            //create for each texture
            for (int i = 0; i < textures.Length; i++)
            {
                TextureAssociation tex = textures[i];

                if (tex.PsSamplers.Count > 0 || tex.VsSamplers.Count > 0)
                {
                    //create a uid for the sampler

                    CodeMemberField field = new CodeMemberField(typeof(int), "tid" + i);
                    field.Attributes = MemberAttributes.Private | MemberAttributes.Family | MemberAttributes.Static;

                    add(field, string.Format("Name uid for texture for '{0} {1}'", tex.Texture.Type, tex.Texture.Name));
                }
            }
        }
Esempio n. 3
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        public override void AddMembers(IShaderDom shader, Action <CodeTypeMember, string> add, Platform platform)
        {
            if (platform != Platform.Both)
            {
                return;
            }

            //if samplers are used, a integer is stored which will use bit masking
            //each bit represents if the sampler is dirty

            if (psSamplers.Count > 0)
            {
                //create mask
                CodeMemberField field = new CodeMemberField(typeof(int), "psm");
                field.Attributes = MemberAttributes.Private | MemberAttributes.Final;

                add(field, "Pixel Sampler dirty state bitmask");
            }

            if (vsSamplers.Count > 0)
            {
                //create mask
                CodeMemberField field = new CodeMemberField(typeof(int), "vsm");
                field.Attributes = MemberAttributes.Private | MemberAttributes.Final;

                add(field, "Vertex Sampler dirty state bitmask");
            }

            //add the sampler members
            foreach (SharedSampler ss in allSamplers.Values)
            {
                CodeMemberField field = new CodeMemberField(typeof(Xen.Graphics.State.TextureSamplerState), "ts" + ss.Index);
                field.Attributes = MemberAttributes.Private | MemberAttributes.Family;

                add(field, string.Format("Sampler state for '{0} {1}'", Common.ToUpper(ss.SamplerDetails.Type), ss.SamplerDetails.Name));
            }

            //add the texture members
            for (int i = 0; i < textures.Length; i++)
            {
                TextureAssociation tex = textures[i];
                if (tex.PsSamplers.Count > 0 || tex.VsSamplers.Count > 0)                 //only add if they are used
                {
                    CodeMemberField field = new CodeMemberField(Common.GetTextureType(tex.Texture.Type), "tx" + i);
                    field.Attributes = MemberAttributes.Private | MemberAttributes.Family;

                    add(field, string.Format("Bound texture for '{0} {1}'", tex.Texture.Type, tex.Texture.Name));
                }
            }

            //create the properties for the sampler states
            GenerateProperties(shader, add);

            GenerateNameIds(shader, add);
        }
Esempio n. 4
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        public override void AddStaticGraphicsInit(IShaderDom shader, Action <CodeStatement, string> add)
        {
            //initalise the static UIDs

            foreach (SharedSampler ss in allSamplers.Values)
            {
                //set the uid for the sampler

                CodeExpression uid = new CodeFieldReferenceExpression(shader.ShaderClassEx, "sid" + ss.Index);

                CodeExpression call = new CodeMethodInvokeExpression(
                    new CodeMethodReferenceExpression(shader.ShaderSystemRef, "GetNameUniqueID"),
                    new CodePrimitiveExpression(ss.SamplerDetails.Name));

                CodeStatement assign = new CodeAssignStatement(uid, call);

                add(assign, null);
            }

            //and all the textures
            for (int i = 0; i < textures.Length; i++)
            {
                TextureAssociation tex = textures[i];

                if (tex.PsSamplers.Count > 0 || tex.VsSamplers.Count > 0)
                {
                    //set the uid for the sampler

                    CodeExpression uid = new CodeFieldReferenceExpression(shader.ShaderClassEx, "tid" + i);

                    CodeExpression call = new CodeMethodInvokeExpression(
                        new CodeMethodReferenceExpression(shader.ShaderSystemRef, "GetNameUniqueID"),
                        new CodePrimitiveExpression(tex.Texture.Name));

                    if (tex.IsGlobal)
                    {
                        //slightly differnet for globals. Need to call generic getter for the global index
                        call = new CodeMethodInvokeExpression(
                            new CodeMethodReferenceExpression(shader.ShaderSystemRef, "GetGlobalUniqueID", new CodeTypeReference(Common.GetTextureType(tex.Texture.Type))),
                            new CodePrimitiveExpression(tex.Texture.Name));
                    }

                    CodeStatement assign = new CodeAssignStatement(uid, call);

                    add(assign, null);
                }
            }
        }
Esempio n. 5
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        public ShaderTextures(SourceShader source, string techniqueName, Platform platform)
        {
            this.psSamplers  = new List <Register>();
            this.vsSamplers  = new List <Register>();
            this.allSamplers = new Dictionary <string, SharedSampler>();

            AsmTechnique       technique = source.GetAsmTechnique(techniqueName, platform);
            TechniqueExtraData extras    = technique.TechniqueExtraData;

            //pull out the textures that will be used
            textures = new TextureAssociation[extras.TechniqueTextures.Length];
            for (int i = 0; i < extras.TechniqueTextures.Length; i++)
            {
                textures[i] = new TextureAssociation(extras.TechniqueTextures[i]);
            }

            //now do the samplers
            RegisterSet set = technique.PixelShader.RegisterSet;

            //pixel first
            foreach (Register reg in set)
            {
                if (reg.Category == RegisterCategory.Sampler)
                {
                    psSamplers.Add(reg);

                    int textureIndex = extras.PixelSamplerTextureIndex[reg.Index];

                    if (textureIndex == -1)
                    {
                        ThrowSamplerNoTextureException(reg);
                    }

                    textures[textureIndex].PsSamplers.Add(reg.Index);

                    //add the sampler to 'allSamplers'
                    SharedSampler ss = new SharedSampler();
                    ss.PsIndex        = reg.Index;
                    ss.SamplerDetails = reg;
                    ss.Index          = allSamplers.Count;
                    ss.DefaultState   = extras.PixelSamplerStates[reg.Index];
                    allSamplers.Add(reg.Name, ss);
                }
            }

            set = technique.VertexShader.RegisterSet;

            //now vertex
            foreach (Register reg in set)
            {
                if (reg.Category == RegisterCategory.Sampler)
                {
                    vsSamplers.Add(reg);

                    int textureIndex = extras.VertexSamplerTextureIndex[reg.Index];
                    if (textureIndex == -1)
                    {
                        ThrowSamplerNoTextureException(reg);
                    }

                    textures[textureIndex].VsSamplers.Add(reg.Index);

                    //add the sampler to 'allSamplers'
                    SharedSampler ss;
                    if (!allSamplers.TryGetValue(reg.Name, out ss))
                    {
                        ss = new SharedSampler();
                        ss.SamplerDetails = reg;
                        ss.Index          = allSamplers.Count;
                        ss.DefaultState   = extras.VertexSamplerStates[reg.Index];
                        allSamplers.Add(reg.Name, ss);
                    }
                    ss.VsIndex = reg.Index;
                }
            }
        }
Esempio n. 6
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        private void GenerateProperties(IShaderDom shader, Action <CodeTypeMember, string> add)
        {
            foreach (SharedSampler ss in allSamplers.Values)
            {
                //simlar in style to:

                /*
                 *
                 *      public Xen.Graphics.State.TextureSamplerState ShadowSampler
                 *      {
                 *              get
                 *              {
                 *                      return this.ps_0;
                 *              }
                 *              set
                 *              {
                 *                      if ((value != this.ps_0))
                 *                      {
                 *                              this.ps_0 = value;
                 *                              this.ps_m = (this.ps_m | 1);
                 *                      }
                 *              }
                 *      }
                 *
                 */
                CodeExpression current = new CodeFieldReferenceExpression(shader.Instance, "ts" + ss.Index);
                CodeExpression value   = new CodePropertySetValueReferenceExpression();
                CodeExpression psm     = new CodeFieldReferenceExpression(shader.Instance, "psm");
                CodeExpression vsm     = new CodeFieldReferenceExpression(shader.Instance, "vsm");

                CodeMemberProperty prop = new CodeMemberProperty();
                prop.Type       = new CodeTypeReference(typeof(Xen.Graphics.State.TextureSamplerState));
                prop.Attributes = MemberAttributes.Public | MemberAttributes.Final;

                prop.Name = Common.ToUpper(ss.SamplerDetails.Name);

                prop.HasGet = true;
                prop.HasSet = true;

                prop.GetStatements.Add(new CodeMethodReturnStatement(current));

                //has changed?
                CodeBinaryOperatorExpression changed = new CodeBinaryOperatorExpression(current, CodeBinaryOperatorType.IdentityInequality, value);

                //changes..
                //3 if sampler is used by both PS and VS. 2 otherwise.
                CodeStatement[] updateOp = new CodeStatement[1 + (ss.PsIndex != -1 ? 1 : 0) + (ss.VsIndex != -1 ? 1 : 0)];

                if (ss.PsIndex != -1)                 //update the ps mask
                {
                    updateOp[0] = new CodeAssignStatement(psm, new CodeBinaryOperatorExpression(psm, CodeBinaryOperatorType.BitwiseOr, new CodePrimitiveExpression(1 << ss.PsIndex)));
                }
                if (ss.VsIndex != -1)                 //update the vs mask
                {
                    updateOp[updateOp.Length - 2] = new CodeAssignStatement(vsm, new CodeBinaryOperatorExpression(vsm, CodeBinaryOperatorType.BitwiseOr, new CodePrimitiveExpression(1 << ss.VsIndex)));
                }

                //finally, assign the sampler
                updateOp[updateOp.Length - 1] = new CodeAssignStatement(current, value);

                //pull it all together
                prop.SetStatements.Add(new CodeConditionStatement(changed, updateOp));

                add(prop, string.Format("Get/Set the Texture Sampler State for '{0} {1}'", Common.ToUpper(ss.SamplerDetails.Type), ss.SamplerDetails.Name));
            }



            //add the texture properties
            for (int i = 0; i < textures.Length; i++)
            {
                TextureAssociation tex = textures[i];

                //only add if they are used
                if (tex.PsSamplers.Count > 0 || tex.VsSamplers.Count > 0)
                {
                    //create the property,
                    //very similar to the sampler property.

                    CodeExpression current = new CodeFieldReferenceExpression(shader.Instance, "tx" + i);
                    CodeExpression value   = new CodePropertySetValueReferenceExpression();
                    CodeExpression psm     = new CodeFieldReferenceExpression(shader.Instance, "psm");
                    CodeExpression vsm     = new CodeFieldReferenceExpression(shader.Instance, "vsm");

                    CodeMemberProperty prop = new CodeMemberProperty();
                    prop.Type       = new CodeTypeReference(Common.GetTextureType(tex.Texture.Type));
                    prop.Attributes = MemberAttributes.Public | MemberAttributes.Final;

                    if (tex.IsGlobal)                     //make the property private if it's global
                    {
                        prop.Attributes = MemberAttributes.Private | MemberAttributes.Final;
                    }

                    prop.Name = Common.ToUpper(tex.Texture.Name);

                    prop.HasGet = true;
                    prop.HasSet = true;

                    prop.GetStatements.Add(new CodeMethodReturnStatement(current));

                    //has changed?
                    CodeBinaryOperatorExpression changed = new CodeBinaryOperatorExpression(current, CodeBinaryOperatorType.IdentityInequality, value);


                    //changes.. (similar to sampler property)
                    CodeStatement[] updateOp = new CodeStatement[1 + tex.PsSamplers.Count + tex.VsSamplers.Count];
                    int             update   = 0;

                    for (int n = 0; n < tex.PsSamplers.Count; n++)
                    {
                        updateOp[update++] = new CodeAssignStatement(psm, new CodeBinaryOperatorExpression(psm, CodeBinaryOperatorType.BitwiseOr, new CodePrimitiveExpression(1 << tex.PsSamplers[n])));
                    }
                    for (int n = 0; n < tex.VsSamplers.Count; n++)
                    {
                        updateOp[update++] = new CodeAssignStatement(vsm, new CodeBinaryOperatorExpression(vsm, CodeBinaryOperatorType.BitwiseOr, new CodePrimitiveExpression(1 << tex.VsSamplers[n])));
                    }

                    //finally, assign the sampler
                    updateOp[updateOp.Length - 1] = new CodeAssignStatement(current, value);

                    //pull it all together
                    prop.SetStatements.Add(new CodeConditionStatement(changed, updateOp));

                    add(prop, string.Format("Get/Set the Bound texture for '{0} {1}'", tex.Texture.Type, tex.Texture.Name));
                }
            }
        }
		public ShaderTextures(SourceShader source, string techniqueName, Platform platform)
		{
			this.psSamplers = new List<Register>();
			this.vsSamplers = new List<Register>();
			this.allSamplers = new Dictionary<string, SharedSampler>();

			AsmTechnique technique = source.GetAsmTechnique(techniqueName, platform);
			TechniqueExtraData extras = technique.TechniqueExtraData;

			//pull out the textures that will be used
			textures = new TextureAssociation[extras.TechniqueTextures.Length];
			for (int i = 0; i < extras.TechniqueTextures.Length; i++)
				textures[i] = new TextureAssociation(extras.TechniqueTextures[i]);

			//now do the samplers
			RegisterSet set = technique.PixelShader.RegisterSet;

			//pixel first
			foreach (Register reg in set)
			{
				if (reg.Category == RegisterCategory.Sampler)
				{
					psSamplers.Add(reg);

					int textureIndex = extras.PixelSamplerTextureIndex[reg.Index];

					if (textureIndex == -1)
						ThrowSamplerNoTextureException(reg);

					textures[textureIndex].PsSamplers.Add(reg.Index);

					//add the sampler to 'allSamplers'
					SharedSampler ss = new SharedSampler();
					ss.PsIndex = reg.Index;
					ss.SamplerDetails = reg;
					ss.Index = allSamplers.Count;
					ss.DefaultState = extras.PixelSamplerStates[reg.Index];
					allSamplers.Add(reg.Name, ss);
				}
			}

			set = technique.VertexShader.RegisterSet;

			//now vertex
			foreach (Register reg in set)
			{
				if (reg.Category == RegisterCategory.Sampler)
				{
					vsSamplers.Add(reg);

					int textureIndex = extras.VertexSamplerTextureIndex[reg.Index];
					if (textureIndex == -1)
						ThrowSamplerNoTextureException(reg);

					textures[textureIndex].VsSamplers.Add(reg.Index);

					//add the sampler to 'allSamplers'
					SharedSampler ss;
					if (!allSamplers.TryGetValue(reg.Name, out ss))
					{
						ss = new SharedSampler();
						ss.SamplerDetails = reg;
						ss.Index = allSamplers.Count;
						ss.DefaultState = extras.VertexSamplerStates[reg.Index];
						allSamplers.Add(reg.Name, ss);
					}
					ss.VsIndex = reg.Index;
				}
			}
		}