コード例 #1
0
        protected void compileAndSaveShader(string name, string entryPoint)
        {
            Uri    executablePath = new Uri(System.Reflection.Assembly.GetExecutingAssembly().GetName().CodeBase);
            String shaderPath     = System.IO.Path.GetDirectoryName(executablePath.LocalPath) + "\\Shaders\\";

            try
            {
                ShaderBytecode shaderBytes = ShaderBytecode.CompileFromFile(shaderPath + name, entryPoint, "ps_2_0", ShaderFlags.None, EffectFlags.None, null, null);
                Logger.Log.Info("Compiled pixel shader: " + shaderPath + name);
                FileStream stream = new FileStream("D:\\Repos\\mediaviewer\\MediaViewer\\Resources\\CompiledShaders\\" + System.IO.Path.GetFileNameWithoutExtension(name) + ".ps", FileMode.Create);
                shaderBytes.Save(stream);
                stream.Close();
            }
            catch (Exception e)
            {
                Logger.Log.Error("Error loading pixel shader " + name, e);
                throw;
            }
        }
コード例 #2
0
        protected void compileAndLoadShader(String name, String entryPoint)
        {
            PixelShader = new PixelShader();
            Uri    executablePath = new Uri(System.Reflection.Assembly.GetExecutingAssembly().GetName().CodeBase);
            String shaderPath     = System.IO.Path.GetDirectoryName(executablePath.LocalPath) + "\\Shaders\\";

            try
            {
                ShaderBytecode shaderBytes = ShaderBytecode.CompileFromFile(shaderPath + name, entryPoint, "ps_2_0", ShaderFlags.None, EffectFlags.None, null, null);
                Logger.Log.Info("Compiled pixel shader: " + shaderPath + name);
                MemoryStream stream = new MemoryStream();
                shaderBytes.Save(stream);
                stream.Position = 0;

                PixelShader.SetStreamSource(stream);
            }
            catch (Exception e)
            {
                Logger.Log.Error("Error loading pixel shader " + name, e);
                throw;
            }
        }
コード例 #3
0
        protected MyEffectBase(string asset)
        {
            string curdir        = System.IO.Directory.GetCurrentDirectory();
            bool   needRecompile = false;

            System.IO.Directory.SetCurrentDirectory(System.IO.Path.GetDirectoryName(MyMinerGame.Static.RootDirectoryEffects + "\\" + asset));

            SetEffectInDebug(asset);

            string sourceFX   = Path.GetFileName(asset + ".fx");
            string compiledFX = Path.GetFileName(asset + ".fxo");

            if (File.Exists(compiledFX))
            {
                if (File.Exists(sourceFX))
                {
                    DateTime compiledTime = File.GetLastWriteTime(compiledFX);
                    DateTime sourceTime   = File.GetLastWriteTime(sourceFX);
                    if (sourceTime > compiledTime)
                    {
                        needRecompile = true;
                    }
                }
            }
            else
            {
                if (File.Exists(sourceFX))
                {
                    needRecompile = true;
                }
                else
                {
                    throw new FileNotFoundException("Effect not found: " + asset);
                }
            }
            //Nepouzivat ShaderFlags.PartialPrecision, kurvi to na GeForce6600
            ShaderFlags flags = ShaderFlags.OptimizationLevel3 | ShaderFlags.SkipValidation;

            if (needRecompile)
            {
//#if DEBUG
//                flags |= ShaderFlags.Debug;
//#endif
                //m_D3DEffect = Effect.FromFile(MyMinerGameDX.Static.GraphicsDevice, sourceFX, flags);

                ShaderBytecode shaderByteCode = ShaderBytecode.CompileFromFile(sourceFX, "fx_2_0", flags);
                System.IO.Directory.SetCurrentDirectory(System.IO.Path.GetDirectoryName(MyMinerGame.Static.RootDirectoryEffects + "\\" + asset));
                shaderByteCode.Save(compiledFX);
                shaderByteCode.Dispose();
            }

            FileStream fs = File.Open(compiledFX, FileMode.Open, FileAccess.Read);

            byte[] m = new byte[fs.Length];
            fs.Read(m, 0, (int)fs.Length);
            fs.Close();
            fs.Dispose();

            m_D3DEffect = Effect.FromMemory(MyMinerGame.Static.GraphicsDevice, m, flags);

            System.IO.Directory.SetCurrentDirectory(curdir);

            Init();
        }
コード例 #4
0
        protected MyEffectBase(string asset)
        {
            string sourceFX   = asset + ".fx";
            string compiledFX = asset + ".fxo";

            var srcPath = Path.Combine(MyFileSystem.ContentPath, sourceFX);
            var comPath = Path.Combine(MyFileSystem.ContentPath, compiledFX);

            var srcAbsolute = srcPath;

            bool needRecompile = false;

            if (File.Exists(comPath))
            {
                if (File.Exists(srcPath) && !MyRenderProxy.IS_OFFICIAL)
                {
                    var compiledTime = File.GetLastWriteTime(comPath);
                    var sourceTime   = File.GetLastWriteTime(srcAbsolute);

                    m_includeProcessor.Reset(Path.GetDirectoryName(srcAbsolute));
                    ShaderBytecode.PreprocessFromFile(srcAbsolute, null, m_includeProcessor);
                    sourceTime = m_includeProcessor.MostUpdateDateTime > sourceTime ? m_includeProcessor.MostUpdateDateTime : sourceTime;

                    if (sourceTime > compiledTime)
                    {
                        needRecompile = true;
                    }
                }
            }
            else
            {
                if (File.Exists(srcPath))
                {
                    needRecompile = true;
                }
                else
                {
                    throw new FileNotFoundException("Effect not found: " + asset);
                }
            }

            ShaderFlags flags = ShaderFlags.OptimizationLevel3 | ShaderFlags.PartialPrecision | ShaderFlags.SkipValidation;

            if (needRecompile)
            {
//#if DEBUG
//                flags |= ShaderFlags.Debug;
//#endif
                //m_D3DEffect = Effect.FromFile(MySandboxGameDX.Static.GraphicsDevice, sourceFX, flags);

                try
                {
                    var srcDir = Path.GetDirectoryName(srcAbsolute);
                    m_includeProcessor.Reset(srcDir);
                    var result = ShaderBytecode.CompileFromFile(srcAbsolute, "fx_2_0", flags, null, m_includeProcessor);

                    ShaderBytecode shaderByteCode = result;
                    shaderByteCode.Save(Path.Combine(srcDir, Path.GetFileNameWithoutExtension(srcAbsolute) + ".fxo"));
                    result.Dispose();
                }
                catch (Exception e)
                {
                    Debug.Fail(e.Message);
                    throw;
                }
            }

            using (var fs = MyFileSystem.OpenRead(comPath))
            {
                byte[] m = new byte[fs.Length];
                fs.Read(m, 0, (int)fs.Length);

                m_D3DEffect = Effect.FromMemory(MyRender.GraphicsDevice, m, flags);
            }
            Init();
        }