/// <summary> /// Inserts the data in the list if this is a copy of a previously set one. /// </summary> /// <param name="data">The data.</param> /// <param name="index">The index in the list.</param> /// <param name="bindings">The list of bindings.</param> /// <returns>The new index of the data.</returns> private static int GetReflexionIndex(EffectResourceBindingDescription data, int index, List<EffectResourceBindingDescription> bindings) { if (data.SlotCount != 0) { // slot count has been specified, this means that this resource was already configured // We have to create a new entry for the data var newIndex = bindings.Count; bindings.Add(data); return newIndex; } return index; }
/// <summary> /// Create or updates the reflection for this shader /// </summary> /// <param name="effectReflection">the reflection from the hlsl</param> /// <param name="stage">the shader pipeline stage</param> private void CreateReflection(EffectReflection effectReflection, ShaderStage stage) { int currentProgram; GL.GetInteger(GetPName.CurrentProgram, out currentProgram); GL.UseProgram(ProgramId); int uniformBlockCount; GL.GetProgram(ProgramId, XkActiveUniformBlocks, out uniformBlockCount); var validConstantBuffers = new bool[effectReflection.ConstantBuffers.Count]; for (int uniformBlockIndex = 0; uniformBlockIndex < uniformBlockCount; ++uniformBlockIndex) { // TODO: get previous name to find te actual constant buffer in the reflexion #if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES const int sbCapacity = 128; int length; var sb = new StringBuilder(sbCapacity); GL.GetActiveUniformBlockName(ProgramId, uniformBlockIndex, sbCapacity, out length, sb); var constantBufferName = sb.ToString(); #else var constantBufferName = GL.GetActiveUniformBlockName(ProgramId, uniformBlockIndex); #endif var constantBufferDescriptionIndex = effectReflection.ConstantBuffers.FindIndex(x => x.Name == constantBufferName); if (constantBufferDescriptionIndex == -1) { reflectionResult.Error("Unable to find the constant buffer description [{0}]", constantBufferName); return; } var constantBufferIndex = effectReflection.ResourceBindings.FindIndex(x => x.RawName == constantBufferName); if (constantBufferIndex == -1) { reflectionResult.Error("Unable to find the constant buffer [{0}]", constantBufferName); return; } var constantBufferDescription = effectReflection.ConstantBuffers[constantBufferDescriptionIndex]; var constantBuffer = effectReflection.ResourceBindings[constantBufferIndex]; GL.GetActiveUniformBlock(ProgramId, uniformBlockIndex, ActiveUniformBlockParameter.UniformBlockDataSize, out constantBufferDescription.Size); int uniformCount; GL.GetActiveUniformBlock(ProgramId, uniformBlockIndex, ActiveUniformBlockParameter.UniformBlockActiveUniforms, out uniformCount); // set the binding GL.UniformBlockBinding(ProgramId, uniformBlockIndex, uniformBlockIndex); // Read uniforms desc var uniformIndices = new int[uniformCount]; var uniformOffsets = new int[uniformCount]; var uniformTypes = new int[uniformCount]; var uniformNames = new string[uniformCount]; GL.GetActiveUniformBlock(ProgramId, uniformBlockIndex, ActiveUniformBlockParameter.UniformBlockActiveUniformIndices, uniformIndices); GL.GetActiveUniforms(ProgramId, uniformIndices.Length, uniformIndices, ActiveUniformParameter.UniformOffset, uniformOffsets); GL.GetActiveUniforms(ProgramId, uniformIndices.Length, uniformIndices, ActiveUniformParameter.UniformType, uniformTypes); for (int uniformIndex = 0; uniformIndex < uniformIndices.Length; ++uniformIndex) { #if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES int size; ActiveUniformType aut; GL.GetActiveUniform(ProgramId, uniformIndices[uniformIndex], sbCapacity, out length, out size, out aut, sb); uniformNames[uniformIndex] = sb.ToString(); #else uniformNames[uniformIndex] = GL.GetActiveUniformName(ProgramId, uniformIndices[uniformIndex]); #endif } // Reoder by offset var indexMapping = uniformIndices.Select((x, i) => new UniformMergeInfo { Offset = uniformOffsets[i], Type = (ActiveUniformType)uniformTypes[i], Name = uniformNames[i], NextOffset = 0 }).OrderBy(x => x.Offset).ToArray(); indexMapping.Last().NextOffset = constantBufferDescription.Size; // Fill next offsets for (int i = 1; i < indexMapping.Length; ++i) { indexMapping[i - 1].NextOffset = indexMapping[i].Offset; } // Group arrays/structures into one variable (std140 layout is enough for offset determinism inside arrays/structures) indexMapping = indexMapping.GroupBy(x => { // Use only first part of name (ignore structure/array part) var name = x.Name; if (name.Contains(".")) { name = name.Substring(0, name.IndexOf('.')); } if (name.Contains("[")) { name = name.Substring(0, name.IndexOf('[')); } return name; }) .Select(x => { var result = x.First(); result.NextOffset = x.Last().NextOffset; // Check weither it's an array or a struct int dotIndex = result.Name.IndexOf('.'); int arrayIndex = result.Name.IndexOf('['); if (x.Count() > 1 && arrayIndex == -1 && dotIndex == -1) throw new InvalidOperationException(); // TODO: Type processing result.Name = x.Key; return result; }).ToArray(); foreach (var variableIndexGroup in indexMapping) { var variableIndex = -1; for (var tentativeIndex = 0; tentativeIndex < constantBufferDescription.Members.Length; ++tentativeIndex) { if (constantBufferDescription.Members[tentativeIndex].RawName == variableIndexGroup.Name) { variableIndex = tentativeIndex; break; } } if (variableIndex == -1) { reflectionResult.Error("Unable to find uniform [{0}] in constant buffer [{1}]", variableIndexGroup.Name, constantBufferName); continue; } var variable = constantBufferDescription.Members[variableIndex]; variable.Type.Type = GetTypeFromActiveUniformType(variableIndexGroup.Type); variable.Offset = variableIndexGroup.Offset; variable.Size = variableIndexGroup.NextOffset - variableIndexGroup.Offset; constantBufferDescription.Members[variableIndex] = variable; } constantBufferDescription.Type = ConstantBufferType.ConstantBuffer; constantBuffer.SlotCount = 1; // constant buffers are not arrays constantBuffer.SlotStart = uniformBlockIndex; constantBuffer.Stage = stage; // store the new values validConstantBuffers[constantBufferDescriptionIndex] = true; effectReflection.ConstantBuffers[constantBufferDescriptionIndex] = constantBufferDescription; effectReflection.ResourceBindings[constantBufferIndex] = constantBuffer; } //#endif // Remove unecessary cbuffer and resource bindings // Register textures, samplers, etc... //TODO: (?) non texture/buffer uniform outside of a block { // Register "NoSampler", required by HLSL=>GLSL translation to support HLSL such as texture.Load(). var noSampler = new EffectResourceBindingDescription { KeyInfo = { KeyName = "NoSampler" }, RawName = "NoSampler", Class = EffectParameterClass.Sampler, SlotStart = -1, SlotCount = 1 }; Reflection.ResourceBindings.Add(noSampler); int activeUniformCount; GL.GetProgram(ProgramId, GetProgramParameterName.ActiveUniforms, out activeUniformCount); #if !SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES var uniformTypes = new int[activeUniformCount]; GL.GetActiveUniforms(ProgramId, activeUniformCount, Enumerable.Range(0, activeUniformCount).ToArray(), ActiveUniformParameter.UniformType, uniformTypes); #endif int textureUnitCount = 0; const int sbCapacity = 128; var sb = new StringBuilder(sbCapacity); for (int activeUniformIndex = 0; activeUniformIndex < activeUniformCount; ++activeUniformIndex) { #if !SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES var uniformType = (ActiveUniformType)uniformTypes[activeUniformIndex]; var uniformName = GL.GetActiveUniformName(ProgramId, activeUniformIndex); #else ActiveUniformType uniformType; int uniformCount; int length; GL.GetActiveUniform(ProgramId, activeUniformIndex, sbCapacity, out length, out uniformCount, out uniformType, sb); var uniformName = sb.ToString(); //this is a special OpenglES case , it is declared as built in uniform, and the driver will take care of it, we just need to ignore it here if (uniformName.StartsWith("gl_DepthRange")) { continue; } #endif #if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES // Process uniforms if (GraphicsDevice.IsOpenGLES2) { switch (uniformType) { case ActiveUniformType.Bool: case ActiveUniformType.Int: AddUniform(effectReflection, validConstantBuffers, sizeof(int)*1, uniformCount, uniformName, uniformType); break; case ActiveUniformType.BoolVec2: case ActiveUniformType.IntVec2: AddUniform(effectReflection, validConstantBuffers, sizeof(int)*2, uniformCount, uniformName, uniformType); break; case ActiveUniformType.BoolVec3: case ActiveUniformType.IntVec3: AddUniform(effectReflection, validConstantBuffers, sizeof(int)*3, uniformCount, uniformName, uniformType); break; case ActiveUniformType.BoolVec4: case ActiveUniformType.IntVec4: AddUniform(effectReflection, validConstantBuffers, sizeof(int)*4, uniformCount, uniformName, uniformType); break; case ActiveUniformType.Float: AddUniform(effectReflection, validConstantBuffers, sizeof(float)*1, uniformCount, uniformName, uniformType); break; case ActiveUniformType.FloatVec2: AddUniform(effectReflection, validConstantBuffers, sizeof(float)*2, uniformCount, uniformName, uniformType); break; case ActiveUniformType.FloatVec3: AddUniform(effectReflection, validConstantBuffers, sizeof(float)*3, uniformCount, uniformName, uniformType); break; case ActiveUniformType.FloatVec4: AddUniform(effectReflection, validConstantBuffers, sizeof(float)*4, uniformCount, uniformName, uniformType); break; case ActiveUniformType.FloatMat4: AddUniform(effectReflection, validConstantBuffers, sizeof(float)*4*4, uniformCount, uniformName, uniformType); break; case ActiveUniformType.FloatMat2: case ActiveUniformType.FloatMat3: throw new NotImplementedException(); } } #endif switch (uniformType) { #if !SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES case ActiveUniformType.Sampler1D: case ActiveUniformType.Sampler1DShadow: case ActiveUniformType.IntSampler1D: case ActiveUniformType.UnsignedIntSampler1D: case ActiveUniformType.SamplerBuffer: case ActiveUniformType.UnsignedIntSamplerBuffer: case ActiveUniformType.IntSamplerBuffer: #endif case ActiveUniformType.Sampler2D: case ActiveUniformType.Sampler2DShadow: case ActiveUniformType.Sampler3D: // TODO: remove Texture3D that is not available in OpenGL ES 2 case ActiveUniformType.SamplerCube: case ActiveUniformType.IntSampler2D: case ActiveUniformType.IntSampler3D: case ActiveUniformType.IntSamplerCube: case ActiveUniformType.UnsignedIntSampler2D: case ActiveUniformType.UnsignedIntSampler3D: case ActiveUniformType.UnsignedIntSamplerCube: var uniformIndex = GL.GetUniformLocation(ProgramId, uniformName); // Temporary way to scan which texture and sampler created this texture_sampler variable (to fix with new HLSL2GLSL converter) var startIndex = -1; var textureReflectionIndex = -1; var samplerReflectionIndex = -1; do { int middlePart = uniformName.IndexOf('_', startIndex + 1); var textureName = middlePart != -1 ? uniformName.Substring(0, middlePart) : uniformName; var samplerName = middlePart != -1 ? uniformName.Substring(middlePart + 1) : null; textureReflectionIndex = effectReflection.ResourceBindings.FindIndex(x => x.RawName == textureName); samplerReflectionIndex = effectReflection.ResourceBindings.FindIndex(x => x.RawName == samplerName); if (textureReflectionIndex != -1 && samplerReflectionIndex != -1) break; startIndex = middlePart; } while (startIndex != -1); if (startIndex == -1 || textureReflectionIndex == -1 || samplerReflectionIndex == -1) { reflectionResult.Error("Unable to find sampler and texture corresponding to [{0}]", uniformName); continue; // Error } var textureReflection = effectReflection.ResourceBindings[textureReflectionIndex]; var samplerReflection = effectReflection.ResourceBindings[samplerReflectionIndex]; // Contrary to Direct3D, samplers and textures are part of the same object in OpenGL // Since we are exposing the Direct3D representation, a single sampler parameter key can be used for several textures, a single texture can be used with several samplers. // When such a case is detected, we need to duplicate the resource binding. textureReflectionIndex = GetReflexionIndex(textureReflection, textureReflectionIndex, effectReflection.ResourceBindings); samplerReflectionIndex = GetReflexionIndex(samplerReflection, samplerReflectionIndex, effectReflection.ResourceBindings); // Update texture uniform mapping GL.Uniform1(uniformIndex, textureUnitCount); textureReflection.Stage = stage; //textureReflection.Param.RawName = uniformName; textureReflection.Type = GetTypeFromActiveUniformType(uniformType); textureReflection.Class = EffectParameterClass.ShaderResourceView; textureReflection.SlotStart = textureUnitCount; textureReflection.SlotCount = 1; // TODO: texture arrays samplerReflection.Stage = stage; samplerReflection.Class = EffectParameterClass.Sampler; samplerReflection.SlotStart = textureUnitCount; samplerReflection.SlotCount = 1; // TODO: texture arrays effectReflection.ResourceBindings[textureReflectionIndex] = textureReflection; effectReflection.ResourceBindings[samplerReflectionIndex] = samplerReflection; Textures.Add(new Texture(textureUnitCount)); textureUnitCount++; break; } } // Remove any optimized resource binding effectReflection.ResourceBindings.RemoveAll(x => x.SlotStart == -1); effectReflection.ConstantBuffers = effectReflection.ConstantBuffers.Where((cb, i) => validConstantBuffers[i]).ToList(); } GL.UseProgram(currentProgram); }