コード例 #1
0
ファイル: ProgramManager.cs プロジェクト: bostich83/axiom
        private bool CreateGpuPrograms(ProgramSet programSet)
        {
            // Before we start we need to make sure that the pixel shader input
            //  parameters are the same as the vertex output, this required by
            //  shader models 4 and 5.
            // This change may incrase the number of register used in older shader
            //  models - this is why the check is present here.
            bool isVs4 = GpuProgramManager.Instance.IsSyntaxSupported("vs_4_0");

            if (isVs4)
            {
                SynchronizePixelnToBeVertexOut(programSet);
            }

            //Grab the matching writer
            string        language      = ShaderGenerator.Instance.TargetLangauge;
            ProgramWriter programWriter = null;

            if (this.programWritersMap.ContainsKey(language))
            {
                programWriter = this.programWritersMap[language];
            }
            else
            {
                programWriter = ProgramWriterManager.Instance.CreateProgramWriter(language);
                this.programWritersMap.Add(language, programWriter);
            }

            ProgramProcessor programProcessor = null;

            if (this.programProcessorMap.ContainsKey(language) == false)
            {
                throw new AxiomException("Could not find processor for language " + language);
            }

            programProcessor = this.programProcessorMap[language];


            bool success;

            //Call the pre creation of GPU programs method
            success = programProcessor.PreCreateGpuPrograms(programSet);
            if (success == false)
            {
                return(false);
            }

            //Create the vertex shader program
            GpuProgram vsGpuProgram;

            vsGpuProgram = CreateGpuProgram(programSet.CpuVertexProgram, programWriter, language,
                                            ShaderGenerator.Instance.VertexShaderProfiles,
                                            ShaderGenerator.Instance.VertexShaderProfilesList,
                                            ShaderGenerator.Instance.ShaderChachePath);

            if (vsGpuProgram == null)
            {
                return(false);
            }

            programSet.GpuVertexProgram = vsGpuProgram;

            //update flags
            programSet.GpuVertexProgram.IsSkeletalAnimationIncluded =
                programSet.CpuVertexProgram.SkeletalAnimationIncluded;

            //Create the fragment shader program.
            GpuProgram psGpuProgram;

            psGpuProgram = CreateGpuProgram(programSet.CpuFragmentProgram, programWriter, language,
                                            ShaderGenerator.Instance.FragmentShaderProfiles,
                                            ShaderGenerator.Instance.FragmentShaderProfilesList,
                                            ShaderGenerator.Instance.ShaderChachePath);

            if (psGpuProgram == null)
            {
                return(false);
            }

            programSet.GpuFragmentProgram = psGpuProgram;

            //Call the post creation of GPU programs method.
            success = programProcessor.PostCreateGpuPrograms(programSet);
            if (success == false)
            {
                return(false);
            }

            return(true);
        }
コード例 #2
0
ファイル: ProgramManager.cs プロジェクト: bostich83/axiom
        private GpuProgram CreateGpuProgram(Program shaderProgram, ProgramWriter programWriter, string language,
                                            string profiles, string[] profilesList, string cachePath)
        {
            StreamWriter sourceCodeStringStream = null;

            int programHashCode;

            string programName;

            //Generate source code
            programWriter.WriteSourceCode(sourceCodeStringStream, shaderProgram);

            programHashCode = sourceCodeStringStream.GetHashCode();

            //Generate program name
            programName = programHashCode.ToString();

            if (shaderProgram.Type == GpuProgramType.Vertex)
            {
                programName += "_VS";
            }
            else if (shaderProgram.Type == GpuProgramType.Fragment)
            {
                programName += "_FS";
            }

            HighLevelGpuProgram gpuProgram;

            //Try to get program by name
            gpuProgram = (HighLevelGpuProgram)HighLevelGpuProgramManager.Instance.GetByName(programName);

            //Case the program doesn't exist yet
            if (gpuProgram == null)
            {
                //Create new GPU program.
                gpuProgram = HighLevelGpuProgramManager.Instance.CreateProgram(programName,
                                                                               ResourceGroupManager.
                                                                               DefaultResourceGroupName, language,
                                                                               shaderProgram.Type);

                //Case cache directory specified -> create program from file
                if (cachePath == string.Empty)
                {
                    string programFullName = programName + "." + language;
                    string programFileName = cachePath + programFullName;
                    bool   writeFile       = true;

                    //Check if program file already exists
                    if (File.Exists(programFileName))
                    {
                        writeFile = true;
                    }
                    else
                    {
                        writeFile = false;
                    }

                    if (writeFile)
                    {
                        var outFile = new StreamWriter(programFileName);

                        outFile.Write(sourceCodeStringStream);
                        outFile.Close();
                    }

                    gpuProgram.SourceFile = programFullName;
                }
                else                 // no cache directory specified -> create program from system memory
                {
                    //TODO
                    // gpuProgram.Source = sourceCodeStringStream;
                }
                var gpuParams = new Collections.NameValuePairList();
                gpuParams.Add("entry_point", shaderProgram.EntryPointFunction.Name);
                gpuProgram.SetParameters(gpuParams);

                gpuParams.Clear();

                // HLSL program requires specific target profile settings - we have to split the profile string.
                if (language == "hlsl")
                {
                    foreach (var it in profilesList)
                    {
                        if (GpuProgramManager.Instance.IsSyntaxSupported(it))
                        {
                            gpuParams.Add("target", it);
                            gpuProgram.SetParameters(gpuParams);
                            gpuParams.Clear();
                            break;
                        }
                    }
                }
                gpuParams.Add("profiles", profiles);
                gpuProgram.SetParameters(gpuParams);
                gpuProgram.Load();

                //Case an error occurred
                if (gpuProgram.HasCompileError)
                {
                    gpuProgram = null;
                    return(gpuProgram);
                }

                //Add the created GPU prgram to local cache
                if (gpuProgram.Type == GpuProgramType.Vertex)
                {
                    this.vertexShaderMap[programName] = gpuProgram;
                }
                else if (gpuProgram.Type == GpuProgramType.Fragment)
                {
                    this.fragmentShaderMap[programName] = gpuProgram;
                }
            }
            return(gpuProgram);
        }
コード例 #3
0
ファイル: ProgramManager.cs プロジェクト: ryan-bunker/axiom3d
		private GpuProgram CreateGpuProgram( Program shaderProgram, ProgramWriter programWriter, string language,
		                                     string profiles, string[] profilesList, string cachePath )
		{
			StreamWriter sourceCodeStringStream = null;

			int programHashCode;

			string programName;

			//Generate source code
			programWriter.WriteSourceCode( sourceCodeStringStream, shaderProgram );

			programHashCode = sourceCodeStringStream.GetHashCode();

			//Generate program name
			programName = programHashCode.ToString();

			if ( shaderProgram.Type == GpuProgramType.Vertex )
			{
				programName += "_VS";
			}
			else if ( shaderProgram.Type == GpuProgramType.Fragment )
			{
				programName += "_FS";
			}

			HighLevelGpuProgram gpuProgram;

			//Try to get program by name
			gpuProgram = (HighLevelGpuProgram)HighLevelGpuProgramManager.Instance.GetByName( programName );

			//Case the program doesn't exist yet
			if ( gpuProgram == null )
			{
				//Create new GPU program.
				gpuProgram = HighLevelGpuProgramManager.Instance.CreateProgram( programName,
				                                                                ResourceGroupManager.
				                                                                	DefaultResourceGroupName, language,
				                                                                shaderProgram.Type );

				//Case cache directory specified -> create program from file
				if ( cachePath == string.Empty )
				{
					string programFullName = programName + "." + language;
					string programFileName = cachePath + programFullName;
					bool writeFile = true;

					//Check if program file already exists
					if ( File.Exists( programFileName ) )
					{
						writeFile = true;
					}
					else
					{
						writeFile = false;
					}

					if ( writeFile )
					{
						var outFile = new StreamWriter( programFileName );

						outFile.Write( sourceCodeStringStream );
						outFile.Close();
					}

					gpuProgram.SourceFile = programFullName;
				}
				else // no cache directory specified -> create program from system memory
				{
					//TODO
					// gpuProgram.Source = sourceCodeStringStream;
				}
				var gpuParams = new Collections.NameValuePairList();
				gpuParams.Add( "entry_point", shaderProgram.EntryPointFunction.Name );
				gpuProgram.SetParameters( gpuParams );

				gpuParams.Clear();

				// HLSL program requires specific target profile settings - we have to split the profile string.
				if ( language == "hlsl" )
				{
					foreach ( var it in profilesList )
					{
						if ( GpuProgramManager.Instance.IsSyntaxSupported( it ) )
						{
							gpuParams.Add( "target", it );
							gpuProgram.SetParameters( gpuParams );
							gpuParams.Clear();
							break;
						}
					}
				}
				gpuParams.Add( "profiles", profiles );
				gpuProgram.SetParameters( gpuParams );
				gpuProgram.Load();

				//Case an error occurred
				if ( gpuProgram.HasCompileError )
				{
					gpuProgram = null;
					return gpuProgram;
				}

				//Add the created GPU prgram to local cache
				if ( gpuProgram.Type == GpuProgramType.Vertex )
				{
					this.vertexShaderMap[ programName ] = gpuProgram;
				}
				else if ( gpuProgram.Type == GpuProgramType.Fragment )
				{
					this.fragmentShaderMap[ programName ] = gpuProgram;
				}
			}
			return gpuProgram;
		}