/// <summary> /// Public translation interface. /// Translates the given method to HLSL /// </summary> /// <param name="s">Shader type definition.</param> /// <param name="m">A method representing a shader to translate.</param> /// <param name="attr">The shader type as attribute (either FragmentShaderAttribute or VertexShaderAttribute</param> /// <param name="type">The shader type as ShaderType</param> /// <returns>The translated GLSL shader source</returns> public FunctionDescription Transform(TypeDefinition s, MethodDefinition m, CustomAttribute attr, ShaderType type) { if (s == null) throw new ArgumentNullException("s"); if (m == null) throw new ArgumentNullException("m"); if (attr == null) throw new ArgumentNullException("attr"); var sbase = s.BaseType.Resolve(); while (sbase.MetadataToken.ToInt32() != typeof(Shader).MetadataToken) sbase = sbase.BaseType.Resolve(); var dctx = new DecompilerContext(s.Module) { CurrentType = s, CurrentMethod = m, CancellationToken = CancellationToken.None }; var d = AstMethodBodyBuilder.CreateMethodBody(m, dctx); //var ctx = new CecilTypeResolveContext(sbase.Module); var loader = new CecilLoader(); var mscorlib = loader.LoadAssemblyFile(typeof(object).Assembly.Location); var slsharp = loader.LoadAssembly(sbase.Module.Assembly); var project = loader.LoadAssembly(s.Module.Assembly); var ctx = new CompositeTypeResolveContext(new[] { project, slsharp, mscorlib }); var resolver = new CSharpResolver(ctx, CancellationToken.None) {UsingScope = new UsingScope(project)}; /* foreach (var v in m.Body.Variables) { resolver.AddVariable(v.VariableType, null, v.Name) }*/ //resolver.AddVariable() //resolver.LocalVariables = m.Body.Variables; // TODO: need a more sane way to get the correct class + member var ss = ctx.GetAllTypes().First(c => c.FullName == s.FullName); resolver.CurrentTypeDefinition = ss; resolver.CurrentMember = ss.Methods.First(n => SameMethod(m, n, ctx)); var rv = new ResolveVisitor(resolver, new ParsedFile("memory", resolver.UsingScope), null); var glsl = new HlslVisitor(d, attr, rv, dctx); _functions.UnionWith(glsl.Functions); var entry = (bool)attr.ConstructorArguments.FirstOrDefault().Value; var sig = HlslVisitor.GetSignature(m); var code = glsl.Result; var desc = new FunctionDescription(Shader.GetMethodName(m), sig + code, entry, type); _dependencies.UnionWith(glsl.Dependencies); return desc; }
/// <summary> /// Public translation interface. /// Translates the given method to HLSL /// </summary> /// <param name="s">Shader type definition.</param> /// <param name="m">A method representing a shader to translate.</param> /// <param name="attr">The shader type as attribute (either FragmentShaderAttribute or VertexShaderAttribute</param> /// <param name="type">The shader type as ShaderType</param> /// <returns>The translated GLSL shader source</returns> public FunctionDescription Transform(TypeDefinition s, MethodDefinition m, CustomAttribute attr, ShaderType type) { if (s == null) { throw new ArgumentNullException("s"); } if (m == null) { throw new ArgumentNullException("m"); } if (attr == null) { throw new ArgumentNullException("attr"); } var sbase = s.BaseType.Resolve(); while (sbase.MetadataToken.ToInt32() != typeof(Shader).MetadataToken) { sbase = sbase.BaseType.Resolve(); } var dctx = new DecompilerContext(s.Module) { CurrentType = s, CurrentMethod = m, CancellationToken = CancellationToken.None }; var d = AstMethodBodyBuilder.CreateMethodBody(m, dctx); //var ctx = new CecilTypeResolveContext(sbase.Module); var loader = new CecilLoader(); var mscorlib = loader.LoadAssemblyFile(typeof(object).Assembly.Location); var slsharp = loader.LoadAssembly(sbase.Module.Assembly); var project = loader.LoadAssembly(s.Module.Assembly); var ctx = new CompositeTypeResolveContext(new[] { project, slsharp, mscorlib }); var resolver = new CSharpResolver(ctx, CancellationToken.None) { UsingScope = new UsingScope(project) }; /* * foreach (var v in m.Body.Variables) * { * resolver.AddVariable(v.VariableType, null, v.Name) * }*/ //resolver.AddVariable() //resolver.LocalVariables = m.Body.Variables; // TODO: need a more sane way to get the correct class + member var ss = ctx.GetAllTypes().First(c => c.FullName == s.FullName); resolver.CurrentTypeDefinition = ss; resolver.CurrentMember = ss.Methods.First(n => SameMethod(m, n, ctx)); var rv = new ResolveVisitor(resolver, new ParsedFile("memory", resolver.UsingScope), null); var glsl = new HlslVisitor(d, attr, rv, dctx); _functions.UnionWith(glsl.Functions); var entry = (bool)attr.ConstructorArguments.FirstOrDefault().Value; var sig = HlslVisitor.GetSignature(m); var code = glsl.Result; var desc = new FunctionDescription(Shader.GetMethodName(m), sig + code, entry, type); _dependencies.UnionWith(glsl.Dependencies); return(desc); }