public bool SameAs(ConstantBufferData other) { // If the names of the constant buffers don't // match then consider them different right off // the bat... even if their parameters are the same. if (Name != other.Name) return false; // Do we have the same count of parameters and size? if (Size != other.Size || Parameters.Count != other.Parameters.Count) return false; // Compare the parameters themselves. for (var i = 0; i < Parameters.Count; i++) { var p1 = Parameters[i]; var p2 = other.Parameters[i]; // Check the importaint bits. if (p1.name != p2.name || p1.rows != p2.rows || p1.columns != p2.columns || p1.class_ != p2.class_ || p1.type != p2.type || p1.bufferOffset != p2.bufferOffset) return false; } // These are equal. return true; }
public bool SameAs(ConstantBufferData other) { // If the names of the constant buffers don't // match then consider them different right off // the bat... even if their parameters are the same. if (Name != other.Name) { return(false); } // Do we have the same count of parameters and size? if (Size != other.Size || Parameters.Count != other.Parameters.Count) { return(false); } // Compare the parameters themselves. for (var i = 0; i < Parameters.Count; i++) { var p1 = Parameters[i]; var p2 = other.Parameters[i]; // Check the importaint bits. if (p1.name != p2.name || p1.rows != p2.rows || p1.columns != p2.columns || p1.class_ != p2.class_ || p1.type != p2.type || p1.bufferOffset != p2.bufferOffset) { return(false); } } // These are equal. return(true); }
public static ShaderData CreatePureGLSL(byte[] byteCode, string filename, bool isVertexShader, List <ConstantBufferData> cbuffers, int sharedIndex, Dictionary <string, SamplerStateInfo> samplerStates, string shaderInfo, bool debug) { var dxshader = new ShaderData(); dxshader.SharedIndex = sharedIndex; dxshader.Bytecode = (byte[])byteCode.Clone(); // Use MojoShader to convert the HLSL bytecode to GLSL. string glsl = System.Text.Encoding.ASCII.GetString(byteCode); if (isVertexShader) { glsl = AddPosFixup(glsl); } Dictionary <string, MojoShader.MOJOSHADER_usage> usageMapping = new Dictionary <string, MojoShader.MOJOSHADER_usage> (); XmlDocument doc = new XmlDocument(); doc.LoadXml(shaderInfo); XmlElement shader = (XmlElement)doc.FirstChild; foreach (XmlElement attribute in shader.ChildNodes) { if (attribute.Name == "attribute") { usageMapping.Add(attribute.GetAttribute("name"), (MojoShader.MOJOSHADER_usage)Enum.Parse(typeof(MojoShader.MOJOSHADER_usage), "MOJOSHADER_USAGE_" + attribute.InnerText.ToUpper(), true)); } } Additional.GLSLShaderParser parser = new Additional.GLSLShaderParser(glsl, filename, isVertexShader, usageMapping); if (!parser.Parse()) { return(null); } dxshader.IsVertexShader = isVertexShader; dxshader._attributes = parser.Attributes.ToArray(); var symbols = parser.Symbols.ToArray(); //try to put the symbols in the order they are eventually packed into the uniform arrays //this /should/ be done by pulling the info from mojoshader Array.Sort(symbols, delegate(MojoShader.MOJOSHADER_symbol a, MojoShader.MOJOSHADER_symbol b) { uint va = a.register_index; if (a.info.elements == 1) { va += 1024; //hax. mojoshader puts array objects first } uint vb = b.register_index; if (b.info.elements == 1) { vb += 1024; } return(va.CompareTo(vb)); } ); //(a, b) => ((int)(a.info.elements > 1))a.register_index.CompareTo(b.register_index)); // NOTE: It seems the latest versions of MojoShader only // output vec4 register sets. We leave the code below, but // the runtime has been optimized for this case. // For whatever reason the register indexing is // incorrect from MojoShader. { uint bool_index = 0; uint float4_index = 0; uint int4_index = 0; for (var i = 0; i < symbols.Length; i++) { switch (symbols [i].register_set) { case MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_BOOL: symbols [i].register_index = bool_index; bool_index += symbols [i].register_count; break; case MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_FLOAT4: symbols [i].register_index = float4_index; float4_index += symbols [i].register_count; break; case MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_INT4: symbols [i].register_index = int4_index; int4_index += symbols [i].register_count; break; } } } // Get the samplers. var samplers = parser.Samplers.ToArray(); dxshader._samplers = new Sampler[samplers.Length]; for (var i = 0; i < samplers.Length; i++) { // We need the original sampler name... look for that in the symbols. var originalSamplerName = symbols.First(e => e.register_set == MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_SAMPLER && e.register_index == samplers [i].index ).name; var sampler = new Sampler { //sampler mapping to parameter is unknown atm parameter = -1, // GLSL needs the MojoShader mangled sampler name. samplerName = samplers [i].name, // By default use the original sampler name for the parameter name. parameterName = originalSamplerName, textureSlot = samplers [i].index, samplerSlot = samplers [i].index, type = samplers [i].type, }; SamplerStateInfo state; if (samplerStates.TryGetValue(originalSamplerName, out state)) { sampler.state = state.State; sampler.parameterName = state.TextureName ?? originalSamplerName; } // Store the sampler. dxshader._samplers [i] = sampler; } // Gather all the parameters used by this shader. var symbol_types = new[] { new { name = dxshader.IsVertexShader ? "vs_uniforms_bool" : "ps_uniforms_bool", set = MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_BOOL, }, new { name = dxshader.IsVertexShader ? "vs_uniforms_ivec4" : "ps_uniforms_ivec4", set = MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_INT4, }, new { name = dxshader.IsVertexShader ? "vs_uniforms_vec4" : "ps_uniforms_vec4", set = MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_FLOAT4, }, }; var cbuffer_index = new List <int> (); for (var i = 0; i < symbol_types.Length; i++) { var cbuffer = new ConstantBufferData(symbol_types [i].name, symbol_types [i].set, symbols); if (cbuffer.Size == 0) { continue; } var match = cbuffers.FindIndex(e => e.SameAs(cbuffer)); if (match == -1) { cbuffer_index.Add(cbuffers.Count); cbuffers.Add(cbuffer); } else { cbuffer_index.Add(match); } } dxshader._cbuffers = cbuffer_index.ToArray(); //TODO: glslCode translator // TODO: This sort of sucks... why does MojoShader not produce // code valid for GLES out of the box? // GLES platforms do not like this. //glsl = glsl.Replace ("#version 110", ""); // Add the required precision specifiers for GLES. AddPrecisions(glsl, dxshader.IsVertexShader, debug); // Store the code for serialization. dxshader.ShaderCode = Encoding.ASCII.GetBytes(glsl); return(dxshader); }