コード例 #1
0
        internal override ShaderData CreateShader(
            ShaderResult shaderResult, string shaderFunction, string shaderProfile,
            bool isVertexShader, EffectObject effect, ref string errorsAndWarnings)
        {
            // For now GLSL is only supported via translation
            // using MojoShader which works from HLSL bytecode.
            var bytecode = EffectObject.CompileHLSL(
                shaderResult, shaderFunction, shaderProfile, ref errorsAndWarnings);

            // First look to see if we already created this same shader.
            foreach (var shader in effect.Shaders)
            {
                if (bytecode.SequenceEqual(shader.Bytecode))
                {
                    return(shader);
                }
            }

            var shaderInfo = shaderResult.ShaderInfo;
            var shaderData = ShaderData.CreateGLSL(
                bytecode, isVertexShader, effect.ConstantBuffers,
                effect.Shaders.Count, shaderInfo.SamplerStates, shaderResult.Debug);

            effect.Shaders.Add(shaderData);

            return(shaderData);
        }
コード例 #2
0
        public static ShaderData CreateGLSL(byte[] byteCode, bool isVertexShader, List <ConstantBufferData> cbuffers, int sharedIndex, Dictionary <string, SamplerStateInfo> samplerStates, bool debug)
        {
            var dxshader = new ShaderData(isVertexShader, sharedIndex, byteCode);

            // Use MojoShader to convert the HLSL bytecode to GLSL.

            var parseDataPtr = MojoShader.NativeMethods.MOJOSHADER_parse(
                "glsl",
                byteCode,
                byteCode.Length,
                IntPtr.Zero,
                0,
                IntPtr.Zero,
                0,
                IntPtr.Zero,
                IntPtr.Zero,
                IntPtr.Zero);

            var parseData = MarshalHelper.Unmarshal <MojoShader.MOJOSHADER_parseData> (parseDataPtr);

            if (parseData.error_count > 0)
            {
                var errors = MarshalHelper.UnmarshalArray <MojoShader.MOJOSHADER_error> (
                    parseData.errors,
                    parseData.error_count
                    );
                throw new Exception(errors [0].error);
            }

            // Conver the attributes.
            //
            // TODO: Could this be done using DX shader reflection?
            //
            {
                var attributes = MarshalHelper.UnmarshalArray <MojoShader.MOJOSHADER_attribute> (
                    parseData.attributes, parseData.attribute_count);

                dxshader._attributes = new Attribute[attributes.Length];
                for (var i = 0; i < attributes.Length; i++)
                {
                    dxshader._attributes [i].name  = attributes [i].name;
                    dxshader._attributes [i].index = attributes [i].index;
                    dxshader._attributes [i].usage = EffectObject.ToXNAVertexElementUsage(attributes [i].usage);
                }
            }

            var symbols = MarshalHelper.UnmarshalArray <MojoShader.MOJOSHADER_symbol> (
                parseData.symbols, parseData.symbol_count);

            //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 = MarshalHelper.UnmarshalArray <MojoShader.MOJOSHADER_sampler> (
                parseData.samplers, parseData.sampler_count);

            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();

            var glslCode = parseData.output;

            // TODO: This sort of sucks... why does MojoShader not produce
            // code valid for GLES out of the box?

            // GLES platforms do not like this.
            glslCode = glslCode.Replace("#version 110", "");

            // Add the required precision specifiers for GLES.

            var floatPrecision = dxshader.IsVertexShader ? "precision highp float;\r\n" : "precision mediump float;\r\n";

            glslCode = "#ifdef GL_ES\r\n" +
                       floatPrecision +
                       "precision mediump int;\r\n" +
                       "#endif\r\n" +
                       glslCode;

            // Enable standard derivatives extension as necessary
            if ((glslCode.IndexOf("dFdx", StringComparison.InvariantCulture) >= 0) ||
                (glslCode.IndexOf("dFdy", StringComparison.InvariantCulture) >= 0))
            {
                glslCode = "#extension GL_OES_standard_derivatives : enable\r\n" + glslCode;
            }

            // Store the code for serialization.
            dxshader.ShaderCode = Encoding.ASCII.GetBytes(glslCode);

            return(dxshader);
        }
コード例 #3
0
ファイル: ShaderProfile.cs プロジェクト: zad15c/MonoGame
 internal abstract ShaderData CreateShader(ShaderResult shaderResult, string shaderFunction, string shaderProfile, bool isVertexShader, EffectObject effect, ref string errorsAndWarnings);
コード例 #4
0
ファイル: EffectObject.cs プロジェクト: zad15c/MonoGame
        static public EffectObject CompileEffect(ShaderResult shaderResult, out string errorsAndWarnings)
        {
            var effect = new EffectObject();

            errorsAndWarnings = string.Empty;

            // These are filled out as we process stuff.
            effect.ConstantBuffers = new List <ConstantBufferData>();
            effect.Shaders         = new List <ShaderData>();

            // Go thru the techniques and that will find all the
            // shaders and constant buffers.
            var shaderInfo = shaderResult.ShaderInfo;

            effect.Techniques = new d3dx_technique[shaderInfo.Techniques.Count];
            for (var t = 0; t < shaderInfo.Techniques.Count; t++)
            {
                var tinfo = shaderInfo.Techniques[t];;

                var technique = new d3dx_technique();
                technique.name         = tinfo.name;
                technique.pass_count   = (uint)tinfo.Passes.Count;
                technique.pass_handles = new d3dx_pass[tinfo.Passes.Count];

                for (var p = 0; p < tinfo.Passes.Count; p++)
                {
                    var pinfo = tinfo.Passes[p];

                    var pass = new d3dx_pass();
                    pass.name = pinfo.name ?? string.Empty;

                    pass.blendState        = pinfo.blendState;
                    pass.depthStencilState = pinfo.depthStencilState;
                    pass.rasterizerState   = pinfo.rasterizerState;

                    pass.state_count = 0;
                    var tempstate = new d3dx_state[2];

                    shaderResult.Profile.ValidateShaderModels(pinfo);

                    if (!string.IsNullOrEmpty(pinfo.psFunction))
                    {
                        pass.state_count += 1;
                        tempstate[pass.state_count - 1] = effect.CreateShader(shaderResult, pinfo.psFunction, pinfo.psModel, false, ref errorsAndWarnings);
                    }

                    if (!string.IsNullOrEmpty(pinfo.vsFunction))
                    {
                        pass.state_count += 1;
                        tempstate[pass.state_count - 1] = effect.CreateShader(shaderResult, pinfo.vsFunction, pinfo.vsModel, true, ref errorsAndWarnings);
                    }

                    pass.states = new d3dx_state[pass.state_count];
                    for (var s = 0; s < pass.state_count; s++)
                    {
                        pass.states[s] = tempstate[s];
                    }

                    technique.pass_handles[p] = pass;
                }

                effect.Techniques[t] = technique;
            }

            // Make the list of parameters by combining all the
            // constant buffers ignoring the buffer offsets.
            var parameters = new List <d3dx_parameter>();

            for (var c = 0; c < effect.ConstantBuffers.Count; c++)
            {
                var cb = effect.ConstantBuffers[c];

                for (var i = 0; i < cb.Parameters.Count; i++)
                {
                    var param = cb.Parameters[i];

                    var match = parameters.FindIndex(e => e.name == param.name);
                    if (match == -1)
                    {
                        cb.ParameterIndex.Add(parameters.Count);
                        parameters.Add(param);
                    }
                    else
                    {
                        // TODO: Make sure the type and size of
                        // the parameter match up!
                        cb.ParameterIndex.Add(match);
                    }
                }
            }

            // Add the texture parameters from the samplers.
            foreach (var shader in effect.Shaders)
            {
                for (var s = 0; s < shader._samplers.Length; s++)
                {
                    var sampler = shader._samplers[s];

                    var match = parameters.FindIndex(e => e.name == sampler.parameterName);
                    if (match == -1)
                    {
                        // Store the index for runtime lookup.
                        shader._samplers[s].parameter = parameters.Count;

                        var param = new d3dx_parameter();
                        param.class_   = D3DXPARAMETER_CLASS.OBJECT;
                        param.name     = sampler.parameterName;
                        param.semantic = string.Empty;

                        switch (sampler.type)
                        {
                        case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_1D:
                            param.type = D3DXPARAMETER_TYPE.TEXTURE1D;
                            break;

                        case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_2D:
                            param.type = D3DXPARAMETER_TYPE.TEXTURE2D;
                            break;

                        case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_VOLUME:
                            param.type = D3DXPARAMETER_TYPE.TEXTURE3D;
                            break;

                        case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_CUBE:
                            param.type = D3DXPARAMETER_TYPE.TEXTURECUBE;
                            break;
                        }

                        parameters.Add(param);
                    }
                    else
                    {
                        // TODO: Make sure the type and size of
                        // the parameter match up!

                        shader._samplers[s].parameter = match;
                    }
                }
            }

            // TODO: Annotations are part of the .FX format and
            // not a part of shaders... we need to implement them
            // in our mgfx parser if we want them back.

            effect.Parameters = parameters.ToArray();

            return(effect);
        }