コード例 #1
0
        internal static byte[] Compile(string filepath, ShaderMacro[] macros, MyShaderProfile profile, string sourceDescriptor, bool optimize, bool invalidateCache, out bool wasCached, out string compileLog)
        {
            ProfilerShort.Begin("MyShaders.Compile");

            var globalMacros = GlobalShaderMacros;

            if (globalMacros.Length != 0)
            {
                var macroList = new List <ShaderMacro>();
                macroList.AddRange(globalMacros);
                macroList.AddRange(macros);
                macros = macroList.ToArray();
            }

            string function    = ProfileEntryPoint(profile);
            string profileName = ProfileToString(profile);

            wasCached  = false;
            compileLog = null;

            ProfilerShort.Begin("MyShaders.Preprocess");
            string errors;
            string preprocessedSource = PreprocessShader(filepath, macros, out errors);

            if (preprocessedSource == null)
            {
                compileLog = errors;
                return(null);
            }

            // modify preprocessor to be readable for NSight
            if (MyCompilationSymbols.EnableShaderDebuggingInNSight)
            {
                preprocessedSource = Regex.Replace(preprocessedSource, "#line [^\n]*\n", "");
            }

            MyShaderIdentity identity = null;

            if (!invalidateCache && !MyCompilationSymbols.EnableShaderDebuggingInNSight)
            {
                identity = MyShaderCache.ComputeShaderIdentity(preprocessedSource, profile);
                byte[] cached;
                if (MyShaderCache.TryFetch(identity, out cached))
                {
                    wasCached = true;
                    ProfilerShort.End();
                    ProfilerShort.End();
                    return(cached);
                }
            }
            ProfilerShort.End();

            try
            {
                string            descriptor = sourceDescriptor + " " + profile + " " + macros.GetString();
                CompilationResult compilationResult;
                if (MyCompilationSymbols.EnableShaderDebuggingInNSight)
                {
                    if (MyCompilationSymbols.EnableShaderPreprocessorInNSight)
                    {
                        compilationResult = ShaderBytecode.Compile(preprocessedSource, function, profileName, 0, 0, macros, new MyIncludeProcessor(filepath));
                    }
                    else
                    {
                        compilationResult = ShaderBytecode.CompileFromFile(filepath, function, profileName, 0, 0, macros, new MyIncludeProcessor(filepath));
                    }
                }
                else
                {
                    compilationResult = ShaderBytecode.Compile(preprocessedSource, function, profileName,
                                                               optimize ? ShaderFlags.OptimizationLevel3 : ShaderFlags.None,
                                                               EffectFlags.None, filepath);
                }

                if (DUMP_CODE)
                {
                    var disassembly = compilationResult.Bytecode.Disassemble(DisassemblyFlags.EnableColorCode |
                                                                             DisassemblyFlags.EnableInstructionNumbering);
                    string asmPath;
                    if (MyRender11.DebugMode)
                    {
                        asmPath = Path.GetFileName(descriptor + "__DEBUG.html");
                    }
                    else
                    {
                        asmPath = Path.GetFileName(descriptor + "__O3.html");
                    }

                    using (var writer = new StreamWriter(Path.Combine(MyFileSystem.ContentPath, "ShaderOutput", asmPath)))
                    {
                        writer.Write(disassembly);
                    }
                }

                if (compilationResult.Message != null)
                {
                    compileLog = compilationResult.Message;
                }

                if (!MyCompilationSymbols.EnableShaderDebuggingInNSight && compilationResult.Bytecode != null &&
                    compilationResult.Bytecode.Data.Length > 0)
                {
                    MyShaderCache.Store(identity, compilationResult.Bytecode.Data);
                }

                return(compilationResult.Bytecode != null ? compilationResult.Bytecode.Data : null);
            }
            catch (Exception e)
            {
                Debug.WriteLine(preprocessedSource);
                compileLog = e.Message;
            }
            finally
            {
                ProfilerShort.End();
            }
            return(null);
        }
コード例 #2
0
        internal static byte[] Compile(string source, ShaderMacro[] macros, MyShadersDefines.Profiles profile, string sourceDescriptor, bool optimize, bool invalidateCache, out bool wasCached, out string compileLog)
        {
            ProfilerShort.Begin("MyShaders.Compile");
            string function    = MyShadersDefines.ProfileEntryPoint(profile);
            string profileName = MyShadersDefines.ProfileToString(profile);

            wasCached  = false;
            compileLog = null;

            ProfilerShort.Begin("MyShaders.Preprocess");
            string preprocessedSource = PreprocessShader(source, macros);

            var key = MyShaderCache.CalculateKey(preprocessedSource, function, profileName);

            if (!invalidateCache)
            {
                var cached = MyShaderCache.TryFetch(key);
                if (cached != null)
                {
                    wasCached = true;
                    ProfilerShort.End();
                    ProfilerShort.End();
                    return(cached);
                }
            }
            ProfilerShort.End();

            try
            {
                string            descriptor        = sourceDescriptor + " " + profile + " " + macros.GetString();
                CompilationResult compilationResult = ShaderBytecode.Compile(preprocessedSource, function, profileName, optimize ? ShaderFlags.OptimizationLevel3 : 0, 0, null, null, descriptor);

                if (DUMP_CODE)
                {
                    var disassembly = compilationResult.Bytecode.Disassemble(DisassemblyFlags.EnableColorCode |
                                                                             DisassemblyFlags.EnableInstructionNumbering);
                    string asmPath;
                    if (MyRender11.DebugMode)
                    {
                        asmPath = Path.GetFileName(descriptor + "__DEBUG.html");
                    }
                    else
                    {
                        asmPath = Path.GetFileName(descriptor + "__O3.html");
                    }

                    using (var writer = new StreamWriter(Path.Combine(MyFileSystem.ContentPath, "ShaderOutput", asmPath)))
                    {
                        writer.Write(disassembly);
                    }
                }

                if (compilationResult.Message != null)
                {
                    compileLog = ExtendedErrorMessage(source, compilationResult.Message) + DumpShaderSource(key, preprocessedSource);
                }

                if (compilationResult.Bytecode.Data.Length > 0)
                {
                    MyShaderCache.Store(key.ToString(), compilationResult.Bytecode.Data);
                }

                return(compilationResult.Bytecode.Data);
            }
            catch (CompilationException e)
            {
                Debug.WriteLine(preprocessedSource);
                compileLog = ExtendedErrorMessage(source, e.Message) + DumpShaderSource(key, preprocessedSource);
            }
            finally
            {
                ProfilerShort.End();
            }
            return(null);
        }