예제 #1
0
        /// <summary>
        /// create the context for each composition by cloning their dependencies
        /// </summary>
        /// <param name="shaderSource">the entry ShaderSource (root)</param>
        /// <param name="dictionary">the ouputed compositions</param>
        /// <param name="compilationContext">the compilation context</param>
        /// <param name="cloneContext">The clone context.</param>
        /// <returns>a list of all the needed mixins</returns>
        private static List <ModuleMixin> BuildCompositionsDictionary(ShaderSource shaderSource, CompositionDictionary dictionary, ShaderCompilationContext compilationContext, CloneContext cloneContext, LoggerResult log)
        {
            if (shaderSource is ShaderMixinSource)
            {
                var shaderMixinSource = shaderSource as ShaderMixinSource;

                var finalModule = compilationContext.GetModuleMixinFromShaderSource(shaderSource);

                //PerformanceLogger.Start(PerformanceStage.DeepClone);
                finalModule = finalModule.DeepClone(new CloneContext(cloneContext));
                //PerformanceLogger.Pause(PerformanceStage.DeepClone);

                foreach (var composition in shaderMixinSource.Compositions)
                {
                    //look for the key
                    var foundVars = finalModule.FindAllVariablesByName(composition.Key).Where(value => value.Variable.Qualifiers.Contains(StrideStorageQualifier.Compose)).ToList();

                    if (foundVars.Count > 1)
                    {
                        log.Error(StrideMessageCode.ErrorAmbiguousComposition, new SourceSpan(), composition.Key);
                    }
                    else if (foundVars.Count > 0)
                    {
                        Variable foundVar     = foundVars[0].Variable;
                        var      moduleMixins = BuildCompositionsDictionary(composition.Value, dictionary, compilationContext, cloneContext, log);
                        if (moduleMixins == null)
                        {
                            return(null);
                        }

                        dictionary.Add(foundVar, moduleMixins);
                    }
                    else
                    {
                        // No matching variable was found
                        // TODO: log a message?
                    }
                }
                return(new List <ModuleMixin> {
                    finalModule
                });
            }


            if (shaderSource is ShaderClassCode)
            {
                var finalModule = compilationContext.GetModuleMixinFromShaderSource(shaderSource);

                //PerformanceLogger.Start(PerformanceStage.DeepClone);
                finalModule = finalModule.DeepClone(new CloneContext(cloneContext));
                //PerformanceLogger.Pause(PerformanceStage.DeepClone);

                return(new List <ModuleMixin> {
                    finalModule
                });
            }

            if (shaderSource is ShaderArraySource)
            {
                var shaderArraySource = shaderSource as ShaderArraySource;
                var compositionArray  = new List <ModuleMixin>();
                foreach (var shader in shaderArraySource.Values)
                {
                    var mixin = BuildCompositionsDictionary(shader, dictionary, compilationContext, cloneContext, log);
                    if (mixin == null)
                    {
                        return(null);
                    }
                    compositionArray.AddRange(mixin);
                }
                return(compositionArray);
            }

            return(null);
        }
예제 #2
0
        /// <summary>
        /// Mixes shader parts to produces a single HLSL file shader.
        /// </summary>
        /// <param name="shaderMixinSource">The shader source.</param>
        /// <param name="macros">The shader perprocessor macros.</param>
        /// <param name="modifiedShaders">The list of modified shaders.</param>
        /// <returns>The combined shader in AST form.</returns>
        public ShaderMixinParsingResult Parse(ShaderMixinSource shaderMixinSource, Stride.Shaders.ShaderMacro[] macros = null)
        {
            // Make in-memory shader classes known to the source manager
            foreach (var x in shaderMixinSource.Mixins.OfType <ShaderClassString>())
            {
                SourceManager.AddShaderSource(x.ClassName, x.ShaderSourceCode, x.ClassName);
            }

            // Creates a parsing result
            HashSet <ModuleMixinInfo> mixinsToAnalyze;
            ShaderMixinParsingResult  parsingResult;
            var context = ParseAndAnalyze(shaderMixinSource, macros, out parsingResult, out mixinsToAnalyze);

            // Return directly if there was any errors
            if (parsingResult.HasErrors)
            {
                return(parsingResult);
            }

            // Update the clone context in case new instances of classes are created
            CloneContext mixCloneContext;

            lock (hlslCloneContextLock)
            {
                if (hlslCloneContext == null)
                {
                    hlslCloneContext = new CloneContext();

                    // Create the clone context with the instances of Hlsl classes
                    HlslSemanticAnalysis.FillCloneContext(hlslCloneContext);
                }

                HlslSemanticAnalysis.UpdateCloneContext(hlslCloneContext);
                mixCloneContext = new CloneContext(hlslCloneContext);
            }

            // only clone once the stage classes
            foreach (var mixinInfo in mixinsToAnalyze)
            {
                foreach (var mixin in mixinInfo.Mixin.MinimalContext.Where(x => x.StageOnlyClass))
                {
                    mixin.DeepClone(mixCloneContext);
                }
            }

            // ----------------------------------------------------------
            // Perform Shader Mixer
            // ----------------------------------------------------------
            var externDict      = new CompositionDictionary();
            var finalModuleList = BuildCompositionsDictionary(shaderMixinSource, externDict, context, mixCloneContext, parsingResult);

            //PerformanceLogger.Stop(PerformanceStage.DeepClone);

            if (parsingResult.HasErrors)
            {
                return(parsingResult);
            }

            // look for stage compositions and add the links between variables and compositions when necessary
            var extraExternDict = new Dictionary <Variable, List <ModuleMixin> >();

            foreach (var item in externDict)
            {
                if (item.Key.Qualifiers.Contains(StrideStorageQualifier.Stage))
                {
                    FullLinkStageCompositions(item.Key, item.Value, externDict, extraExternDict, parsingResult);
                }
            }
            foreach (var item in extraExternDict)
            {
                externDict.Add(item.Key, item.Value);
            }

            var mixinDictionary = BuildMixinDictionary(finalModuleList);

            if (finalModuleList != null)
            {
                var finalModule = finalModuleList[0];
                //PerformanceLogger.Start(PerformanceStage.Mix);
                parsingResult.Reflection = new EffectReflection();
                var mixer = new StrideShaderMixer(finalModule, parsingResult, mixinDictionary, externDict, new CloneContext(mixCloneContext));
                mixer.Mix();
                //PerformanceLogger.Stop(PerformanceStage.Mix);

                // Return directly if there was any errors
                if (parsingResult.HasErrors)
                {
                    return(parsingResult);
                }

                var finalShader = mixer.GetMixedShader();

                // Simplifies the shader by removing dead code
                var simplifier = new ExpressionSimplifierVisitor();
                simplifier.Run(finalShader);

                var sdShaderLinker = new ShaderLinker(parsingResult);
                sdShaderLinker.Run(finalShader);

                // Return directly if there was any errors
                if (parsingResult.HasErrors)
                {
                    return(parsingResult);
                }

                // Find all entry points
                // TODO: make this configurable by CompileParameters
                foreach (var stage in new[] { ShaderStage.Compute, ShaderStage.Vertex, ShaderStage.Hull, ShaderStage.Domain, ShaderStage.Geometry, ShaderStage.Pixel })
                {
                    var entryPoint = finalShader.Declarations.OfType <MethodDefinition>().FirstOrDefault(f => f.Attributes.OfType <AttributeDeclaration>().Any(a => a.Name == "EntryPoint" && (string)a.Parameters[0].Value == stage.ToString()));

                    if (entryPoint == null)
                    {
                        continue;
                    }

                    parsingResult.EntryPoints[stage] = entryPoint.Name.Text;

                    // When this is a compute shader, there is no need to scan other stages
                    if (stage == ShaderStage.Compute)
                    {
                        break;
                    }
                }

                var typeCleaner = new StrideShaderCleaner();
                typeCleaner.Run(finalShader);

                //PerformanceLogger.Stop(PerformanceStage.Global);

                //PerformanceLogger.PrintLastResult();
                //SemanticPerformance.PrintResult();
                //MixPerformance.PrintResult();
                //GenerateShaderPerformance.PrintResult();
                //StreamCreatorPerformance.PrintResult();
                //ShaderLoader.PrintTime();

                //PerformanceLogger.WriteOut(52);

                parsingResult.Shader = finalShader;
            }

            return(parsingResult);
        }
예제 #3
0
        /// <summary>
        /// Mixes shader parts to produces a single HLSL file shader.
        /// </summary>
        /// <param name="shaderMixinSource">The shader source.</param>
        /// <param name="macros">The shader perprocessor macros.</param>
        /// <param name="modifiedShaders">The list of modified shaders.</param>
        /// <returns>The combined shader in AST form.</returns>
        public ShaderMixinParsingResult Parse(ShaderMixinSource shaderMixinSource, Paradox.Shaders.ShaderMacro[] macros = null)
        {
            // Creates a parsing result
            HashSet<ModuleMixinInfo> mixinsToAnalyze;
            ShaderMixinParsingResult parsingResult;
            var context = ParseAndAnalyze(shaderMixinSource, macros, out parsingResult, out mixinsToAnalyze);

            // Return directly if there was any errors
            if (parsingResult.HasErrors)
                return parsingResult;

            // Update the clone context in case new instances of classes are created
            lock (hlslCloneContext)
            {
                HlslSemanticAnalysis.UpdateCloneContext(hlslCloneContext);
            }

            // only clone once the stage classes
            var mixCloneContext = new CloneContext(hlslCloneContext);
            foreach (var mixinInfo in mixinsToAnalyze)
            {
                foreach (var mixin in mixinInfo.Mixin.MinimalContext.Where(x => x.StageOnlyClass))
                {
                    mixin.DeepClone(mixCloneContext);
                }
            }

            // ----------------------------------------------------------
            // Perform Shader Mixer
            // ----------------------------------------------------------
            var externDict = new CompositionDictionary();
            var finalModuleList = BuildCompositionsDictionary(shaderMixinSource, externDict, context, mixCloneContext, parsingResult);
            //PerformanceLogger.Stop(PerformanceStage.DeepClone);

            if (parsingResult.HasErrors)
                return parsingResult;

            // look for stage compositions and add the links between variables and compositions when necessary
            var extraExternDict = new Dictionary<Variable, List<ModuleMixin>>();
            foreach (var item in externDict)
            {
                if (item.Key.Qualifiers.Contains(ParadoxStorageQualifier.Stage))
                    FullLinkStageCompositions(item.Key, item.Value, externDict, extraExternDict, parsingResult);
            }
            foreach (var item in extraExternDict)
                externDict.Add(item.Key, item.Value);

            var mixinDictionary = BuildMixinDictionary(finalModuleList);

            if (finalModuleList != null)
            {
                var finalModule = finalModuleList[0];
                //PerformanceLogger.Start(PerformanceStage.Mix);
                var mixer = new ParadoxShaderMixer(finalModule, parsingResult, mixinDictionary, externDict, new CloneContext(mixCloneContext));
                mixer.Mix();
                //PerformanceLogger.Stop(PerformanceStage.Mix);

                // Return directly if there was any errors
                if (parsingResult.HasErrors)
                    return parsingResult;

                var finalShader = mixer.GetMixedShader();

                // Simplifies the shader by removing dead code
                var simplifier = new ExpressionSimplifierVisitor();
                simplifier.Run(finalShader);

                parsingResult.Reflection = new EffectReflection();
                var pdxShaderLinker = new ShaderLinker(parsingResult);
                pdxShaderLinker.Run(finalShader);

                // Return directly if there was any errors
                if (parsingResult.HasErrors)
                    return parsingResult;

                // Find all entry points
                // TODO: make this configurable by CompileParameters
                foreach (var stage in new[] {ShaderStage.Compute, ShaderStage.Vertex, ShaderStage.Hull, ShaderStage.Domain, ShaderStage.Geometry, ShaderStage.Pixel})
                {
                    var entryPoint = finalShader.Declarations.OfType<MethodDefinition>().FirstOrDefault(f => f.Attributes.OfType<AttributeDeclaration>().Any(a => a.Name == "EntryPoint" && (string)a.Parameters[0].Value == stage.ToString()));

                    if (entryPoint == null)
                    {
                        continue;
                    }

                    parsingResult.EntryPoints[stage] = entryPoint.Name.Text;
                    
                    // When this is a compute shader, there is no need to scan other stages
                    if (stage == ShaderStage.Compute)
                        break;
                }

                var typeCleaner = new ParadoxShaderCleaner();
                typeCleaner.Run(finalShader);

                //PerformanceLogger.Stop(PerformanceStage.Global);

                //PerformanceLogger.PrintLastResult();
                //SemanticPerformance.PrintResult();
                //MixPerformance.PrintResult();
                //GenerateShaderPerformance.PrintResult();
                //StreamCreatorPerformance.PrintResult();
                //ShaderLoader.PrintTime();

                //PerformanceLogger.WriteOut(52);

                parsingResult.Shader = finalShader;
            }

            return parsingResult;
        }
예제 #4
0
        /// <summary>
        /// create the context for each composition by cloning their dependencies
        /// </summary>
        /// <param name="shaderSource">the entry ShaderSource (root)</param>
        /// <param name="dictionary">the ouputed compositions</param>
        /// <param name="compilationContext">the compilation context</param>
        /// <param name="cloneContext">The clone context.</param>
        /// <returns>a list of all the needed mixins</returns>
        private static List<ModuleMixin> BuildCompositionsDictionary(ShaderSource shaderSource, CompositionDictionary dictionary, ShaderCompilationContext compilationContext, CloneContext cloneContext, LoggerResult log)
        {
            if (shaderSource is ShaderMixinSource)
            {
                var shaderMixinSource = shaderSource as ShaderMixinSource;

                var finalModule = compilationContext.GetModuleMixinFromShaderSource(shaderSource);

                //PerformanceLogger.Start(PerformanceStage.DeepClone);
                finalModule = finalModule.DeepClone(new CloneContext(cloneContext));
                //PerformanceLogger.Pause(PerformanceStage.DeepClone);

                foreach (var composition in shaderMixinSource.Compositions)
                {
                    //look for the key
                    var foundVars = finalModule.FindAllVariablesByName(composition.Key).Where(value => value.Variable.Qualifiers.Contains(ParadoxStorageQualifier.Compose)).ToList();

                    if (foundVars.Count > 1)
                    {
                        log.Error(ParadoxMessageCode.ErrorAmbiguousComposition, new SourceSpan(), composition.Key);
                    }
                    else if (foundVars.Count > 0)
                    {
                        Variable foundVar = foundVars[0].Variable;
                        var moduleMixins = BuildCompositionsDictionary(composition.Value, dictionary, compilationContext, cloneContext, log);
                        if (moduleMixins == null)
                            return null;

                        dictionary.Add(foundVar, moduleMixins);
                    }
                    else
                    {
                        // No matching variable was found
                        // TODO: log a message?
                    }
                }
                return new List<ModuleMixin> { finalModule };
            }


            if (shaderSource is ShaderClassSource)
            {
                var finalModule = compilationContext.GetModuleMixinFromShaderSource(shaderSource);

                //PerformanceLogger.Start(PerformanceStage.DeepClone);
                finalModule = finalModule.DeepClone(new CloneContext(cloneContext));
                //PerformanceLogger.Pause(PerformanceStage.DeepClone);

                return new List<ModuleMixin> { finalModule };
            }

            if (shaderSource is ShaderArraySource)
            {
                var shaderArraySource = shaderSource as ShaderArraySource;
                var compositionArray = new List<ModuleMixin>();
                foreach (var shader in shaderArraySource.Values)
                {
                    var mixin = BuildCompositionsDictionary(shader, dictionary, compilationContext, cloneContext, log);
                    if (mixin == null)
                        return null;
                    compositionArray.AddRange(mixin);
                }
                return compositionArray;
            }

            return null;
        }
예제 #5
0
    public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
    {
        CheckInitialize(property, label);

        position.height = (Height.HasValue ? Height.Value : 17f);

        var foldoutRect = position;

        foldoutRect.width -= 2 * kButtonWidth;
        EditorGUI.BeginChangeCheck();
        _Foldout = EditorGUI.Foldout(foldoutRect, _Foldout, label, true);
        if (EditorGUI.EndChangeCheck())
        {
            EditorPrefs.SetBool(label.text, _Foldout);
        }

        var buttonRect = position;

        buttonRect.x     = position.width - kButtonWidth + position.x;
        buttonRect.width = kButtonWidth + 2;

        if (GUI.Button(buttonRect, new GUIContent("+", "Add item"), EditorStyles.miniButton))
        {
            AddNewItem();
        }

        buttonRect.x -= kButtonWidth;

        if (GUI.Button(buttonRect, new GUIContent("x", "Clear dictionary"), EditorStyles.miniButtonRight))
        {
            ClearDictionary();
        }

        if (!_Foldout)
        {
            return;
        }

        foreach (var item in _Dictionary)
        {
            var key   = item.Key;
            var value = item.Value;

            position.y += (Height.HasValue ? Height.Value : 17f);

            var keyRect = position;
            if (KeyWidth.HasValue)
            {
                keyRect.width = KeyWidth.Value;
            }
            else
            {
                keyRect.width /= 2;
                keyRect.width -= 4;
            }

            EditorGUI.BeginChangeCheck();
            var newKey = DoField(keyRect, typeof(TK), key);
            if (EditorGUI.EndChangeCheck())
            {
                try
                {
                    _Dictionary.Remove(key);
                    _Dictionary.Add(newKey, value);
                }
                catch (Exception e)
                {
                    Debug.Log(e.Message);
                }
                break;
            }

            var valueRect = position;
            valueRect.x     = keyRect.width + 15;
            valueRect.width = position.width - (keyRect.width + 15);
            EditorGUI.BeginChangeCheck();
            value = DoField(valueRect, typeof(TV), value);
            if (EditorGUI.EndChangeCheck())
            {
                _Dictionary[key] = value;
                break;
            }

            var removeRect = valueRect;
            removeRect.x     = valueRect.xMax + 2;
            removeRect.width = kButtonWidth;
            if (GUI.Button(removeRect, new GUIContent("x", "Remove item"), EditorStyles.miniButtonRight))
            {
                RemoveItem(key);
                break;
            }
        }
    }