예제 #1
0
        private static void LinkVariable(EffectReflection reflection, string variableName, LocalParameterKey parameterKey, int slotCount)
        {
            var binding = new EffectParameterResourceData {
                Param = { KeyName = parameterKey.Name, Class = parameterKey.Class, Type = parameterKey.Type, ResourceGroup = parameterKey.ResourceGroup, RawName = variableName }, SlotStart = -1, SlotCount = slotCount > 0 ? slotCount : 1
            };

            reflection.ResourceBindings.Add(binding);
        }
예제 #2
0
        private static void LinkVariable(EffectReflection reflection, string variableName, LocalParameterKey parameterKey)
        {
            var binding = new EffectParameterResourceData {
                Param = { KeyName = parameterKey.Name, Class = parameterKey.Class, Type = parameterKey.Type, RawName = variableName }
            };

            reflection.ResourceBindings.Add(binding);
        }
예제 #3
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        private static void UpdateConstantBuffer(GraphicsDevice graphicsDevice, ref EffectParameterResourceData binding, EffectParameterCollectionGroup parameterCollectionGroup)
        {
            var constantBufferHelper = parameterCollectionGroup.GetValue <ParameterConstantBuffer>(binding.Param.KeyIndex);

            // Update constant buffer content (if required)
            constantBufferHelper.Update(graphicsDevice, parameterCollectionGroup);

            graphicsDevice.SetConstantBuffer(binding.Stage, binding.SlotStart, constantBufferHelper.Buffer);
        }
예제 #4
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        private static void UpdateResourceBindingKey(ref EffectParameterResourceData binding)
        {
            var keyName = binding.Param.KeyName;

            switch (binding.Param.Class)
            {
            case EffectParameterClass.Sampler:
                binding.Param.Key = FindOrCreateResourceKey <SamplerState>(keyName);
                break;

            case EffectParameterClass.ConstantBuffer:
            case EffectParameterClass.TextureBuffer:
            case EffectParameterClass.ShaderResourceView:
            case EffectParameterClass.UnorderedAccessView:
                switch (binding.Param.Type)
                {
                case EffectParameterType.Buffer:
                case EffectParameterType.ConstantBuffer:
                case EffectParameterType.TextureBuffer:
                case EffectParameterType.AppendStructuredBuffer:
                case EffectParameterType.ByteAddressBuffer:
                case EffectParameterType.ConsumeStructuredBuffer:
                case EffectParameterType.StructuredBuffer:
                case EffectParameterType.RWBuffer:
                case EffectParameterType.RWStructuredBuffer:
                case EffectParameterType.RWByteAddressBuffer:
                    binding.Param.Key = FindOrCreateResourceKey <Buffer>(keyName);
                    break;

                case EffectParameterType.Texture:
                case EffectParameterType.Texture1D:
                case EffectParameterType.Texture1DArray:
                case EffectParameterType.RWTexture1D:
                case EffectParameterType.RWTexture1DArray:
                case EffectParameterType.Texture2D:
                case EffectParameterType.Texture2DArray:
                case EffectParameterType.Texture2DMultisampled:
                case EffectParameterType.Texture2DMultisampledArray:
                case EffectParameterType.RWTexture2D:
                case EffectParameterType.RWTexture2DArray:
                case EffectParameterType.TextureCube:
                case EffectParameterType.TextureCubeArray:
                case EffectParameterType.RWTexture3D:
                case EffectParameterType.Texture3D:
                    binding.Param.Key = FindOrCreateResourceKey <Texture>(keyName);
                    break;
                }
                break;
            }

            if (binding.Param.Key == null)
            {
                throw new InvalidOperationException(string.Format("Unable to find/generate key [{0}] with unsupported type [{1}/{2}]", binding.Param.KeyName, binding.Param.Class, binding.Param.Type));
            }
        }
예제 #5
0
 /// <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(EffectParameterResourceData data, int index, List <EffectParameterResourceData> 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);
 }
예제 #6
0
        private void LinkConstant(string cbName, Variable variable, LocalParameterKey parameterKey)
        {
            // If the constant buffer is not present, add it
            var constantBuffer = effectReflection.ConstantBuffers.FirstOrDefault(buffer => buffer.Name == cbName);

            if (constantBuffer == null)
            {
                constantBuffer = new ShaderConstantBufferDescription()
                {
                    Name = cbName, Type = ConstantBufferType.ConstantBuffer
                };
                effectReflection.ConstantBuffers.Add(constantBuffer);
                var constantBufferBinding = new EffectParameterResourceData {
                    Param = { KeyName = cbName, Class = EffectParameterClass.ConstantBuffer, Type = EffectParameterType.Buffer, RawName = cbName, ResourceGroup = cbName }, SlotStart = -1, SlotCount = 1
                };
                effectReflection.ResourceBindings.Add(constantBufferBinding);
                valueBindings.Add(constantBuffer, new List <EffectParameterValueData>());
            }

            // Get the list of members of this constant buffer
            var members = valueBindings[constantBuffer];

            var binding = new EffectParameterValueData
            {
                Param =
                {
                    KeyName = parameterKey.Name,
                    Class   = parameterKey.Class,
                    Type    = parameterKey.Type,
                    RawName = variable.Name
                },
                RowCount    = parameterKey.RowCount,
                ColumnCount = parameterKey.ColumnCount,
                Count       = parameterKey.Count,
            };

            members.Add(binding);
        }
예제 #7
0
        private EffectParameterResourceData GetResourceBinding(SharpDX.D3DCompiler.InputBindingDescription bindingDescriptionRaw, string name, LoggerResult log)
        {
            var paramClass = EffectParameterClass.Object;
            var paramType = EffectParameterType.Void;

            switch (bindingDescriptionRaw.Type)
            {
                case SharpDX.D3DCompiler.ShaderInputType.TextureBuffer:
                    paramType = EffectParameterType.TextureBuffer;
                    paramClass = EffectParameterClass.TextureBuffer;
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.ConstantBuffer:
                    paramType = EffectParameterType.ConstantBuffer;
                    paramClass = EffectParameterClass.ConstantBuffer;
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.Texture:
                    paramClass = EffectParameterClass.ShaderResourceView;
                    switch (bindingDescriptionRaw.Dimension)
                    {
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Buffer:
                            paramType = EffectParameterType.Buffer;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture1D:
                            paramType = EffectParameterType.Texture1D;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture1DArray:
                            paramType = EffectParameterType.Texture1DArray;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture2D:
                            paramType = EffectParameterType.Texture2D;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture2DArray:
                            paramType = EffectParameterType.Texture2DArray;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture2DMultisampled:
                            paramType = EffectParameterType.Texture2DMultisampled;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture2DMultisampledArray:
                            paramType = EffectParameterType.Texture2DMultisampledArray;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture3D:
                            paramType = EffectParameterType.Texture3D;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.TextureCube:
                            paramType = EffectParameterType.TextureCube;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.TextureCubeArray:
                            paramType = EffectParameterType.TextureCubeArray;
                            break;
                    }
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.Structured:
                    paramClass = EffectParameterClass.ShaderResourceView;
                    paramType = EffectParameterType.StructuredBuffer;
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.ByteAddress:
                    paramClass = EffectParameterClass.ShaderResourceView;
                    paramType = EffectParameterType.ByteAddressBuffer;
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.UnorderedAccessViewRWTyped:
                    paramClass = EffectParameterClass.UnorderedAccessView;
                    switch (bindingDescriptionRaw.Dimension)
                    {
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Buffer:
                            paramType = EffectParameterType.RWBuffer;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture1D:
                            paramType = EffectParameterType.RWTexture1D;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture1DArray:
                            paramType = EffectParameterType.RWTexture1DArray;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture2D:
                            paramType = EffectParameterType.RWTexture2D;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture2DArray:
                            paramType = EffectParameterType.RWTexture2DArray;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture3D:
                            paramType = EffectParameterType.RWTexture3D;
                            break;
                    }
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.UnorderedAccessViewRWStructured:
                    paramClass = EffectParameterClass.UnorderedAccessView;
                    paramType = EffectParameterType.RWStructuredBuffer;
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.UnorderedAccessViewRWByteAddress:
                    paramClass = EffectParameterClass.UnorderedAccessView;
                    paramType = EffectParameterType.RWByteAddressBuffer;
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.UnorderedAccessViewAppendStructured:
                    paramClass = EffectParameterClass.UnorderedAccessView;
                    paramType = EffectParameterType.AppendStructuredBuffer;
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.UnorderedAccessViewConsumeStructured:
                    paramClass = EffectParameterClass.UnorderedAccessView;
                    paramType = EffectParameterType.ConsumeStructuredBuffer;
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.UnorderedAccessViewRWStructuredWithCounter:
                    paramClass = EffectParameterClass.UnorderedAccessView;
                    paramType = EffectParameterType.RWStructuredBuffer;
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.Sampler:
                    paramClass = EffectParameterClass.Sampler;
                    paramType = EffectParameterType.Sampler;
                    break;
            }

            var binding = new EffectParameterResourceData()
                {
                    Param =
                        {
                            KeyName = name,
                            RawName = bindingDescriptionRaw.Name,
                            Class = paramClass,
                            Type = paramType
                        },
                    SlotStart = bindingDescriptionRaw.BindPoint,
                    SlotCount = bindingDescriptionRaw.BindCount,
                };

            return binding;
        }
예제 #8
0
        private static void UpdateUnorderedAccessView(GraphicsDevice graphicsDevice, ref EffectParameterResourceData binding, object value)
        {
            var unorderedAccessView = (GraphicsResource)value;

            graphicsDevice.SetUnorderedAccessView(binding.Stage, binding.SlotStart, unorderedAccessView);
        }
예제 #9
0
        private static void UpdateShaderResourceView(GraphicsDevice graphicsDevice, ref EffectParameterResourceData binding, object value)
        {
            var shaderResourceView = (GraphicsResource)value;

            graphicsDevice.SetShaderResourceView(binding.Stage, binding.SlotStart, shaderResourceView);
        }
예제 #10
0
        private static void UpdateSampler(GraphicsDevice graphicsDevice, ref EffectParameterResourceData binding, object value)
        {
            var samplerState = (SamplerState)value;

            graphicsDevice.SetSamplerState(binding.Stage, binding.SlotStart, samplerState);
        }
예제 #11
0
 private static void UpdateConstantBuffer(GraphicsDevice graphicsDevice, ref EffectParameterResourceData binding, object value)
 {
     throw new NotSupportedException("Fast update for constant buffer not supported");
 }
예제 #12
0
        private static void UpdateUnorderedAccessView(GraphicsDevice graphicsDevice, ref EffectParameterResourceData binding, EffectParameterCollectionGroup parameterCollectionGroup)
        {
            var unorderedAccessView = (GraphicsResource)parameterCollectionGroup.GetObject(binding.Param.KeyIndex);

            graphicsDevice.SetUnorderedAccessView(binding.Stage, binding.SlotStart, unorderedAccessView);
        }
예제 #13
0
파일: Effect.cs 프로젝트: slagusev/paradox
        private ParameterKey UpdateResourceBindingKey(ref EffectParameterResourceData binding)
        {
            var keyName = binding.Param.KeyName;

            switch (binding.Param.Class)
            {
            case EffectParameterClass.Sampler:
                var newSamplerKey = (ParameterKey <SamplerState>)FindOrCreateResourceKey <SamplerState>(keyName);
                binding.Param.Key = newSamplerKey;
                var samplerBinding = reflection.SamplerStates.FirstOrDefault(x => x.KeyName == keyName);
                if (samplerBinding != null)
                {
                    samplerBinding.Key = newSamplerKey;
                    var samplerDescription = samplerBinding.Description;
                    defaultParameters.Set(newSamplerKey, SamplerState.New(graphicsDeviceDefault, samplerDescription));
                }
                break;

            case EffectParameterClass.ConstantBuffer:
            case EffectParameterClass.TextureBuffer:
            case EffectParameterClass.ShaderResourceView:
            case EffectParameterClass.UnorderedAccessView:
                switch (binding.Param.Type)
                {
                case EffectParameterType.Buffer:
                case EffectParameterType.ConstantBuffer:
                case EffectParameterType.TextureBuffer:
                case EffectParameterType.AppendStructuredBuffer:
                case EffectParameterType.ByteAddressBuffer:
                case EffectParameterType.ConsumeStructuredBuffer:
                case EffectParameterType.StructuredBuffer:
                case EffectParameterType.RWBuffer:
                case EffectParameterType.RWStructuredBuffer:
                case EffectParameterType.RWByteAddressBuffer:
                    binding.Param.Key = FindOrCreateResourceKey <Buffer>(keyName);
                    break;

                case EffectParameterType.Texture:
                case EffectParameterType.Texture1D:
                case EffectParameterType.Texture1DArray:
                case EffectParameterType.RWTexture1D:
                case EffectParameterType.RWTexture1DArray:
                case EffectParameterType.Texture2D:
                case EffectParameterType.Texture2DArray:
                case EffectParameterType.Texture2DMultisampled:
                case EffectParameterType.Texture2DMultisampledArray:
                case EffectParameterType.RWTexture2D:
                case EffectParameterType.RWTexture2DArray:
                case EffectParameterType.TextureCube:
                case EffectParameterType.TextureCubeArray:
                case EffectParameterType.RWTexture3D:
                case EffectParameterType.Texture3D:
                    binding.Param.Key = FindOrCreateResourceKey <Texture>(keyName);
                    break;
                }
                break;
            }

            if (binding.Param.Key == null)
            {
                throw new InvalidOperationException(string.Format("Unable to find/generate key [{0}] with unsupported type [{1}/{2}]", binding.Param.KeyName, binding.Param.Class, binding.Param.Type));
            }

            return(binding.Param.Key);
        }
예제 #14
0
        private static void UpdateShaderResourceView(GraphicsDevice graphicsDevice, ref EffectParameterResourceData binding, ShaderParameterUpdater parameterUpdater)
        {
            var shaderResourceView = (GraphicsResource)parameterUpdater.GetObject(binding.Param.KeyIndex);

            graphicsDevice.SetShaderResourceView(binding.Stage, binding.SlotStart, shaderResourceView);
        }
예제 #15
0
        private void LinkConstant(string cbName, Variable variable, LocalParameterKey parameterKey)
        {
            // If the constant buffer is not present, add it
            var constantBuffer = effectReflection.ConstantBuffers.FirstOrDefault(buffer => buffer.Name == cbName);
            if (constantBuffer == null)
            {
                constantBuffer = new ShaderConstantBufferDescription() {Name = cbName};
                effectReflection.ConstantBuffers.Add(constantBuffer);
                var constantBufferBinding = new EffectParameterResourceData { Param = { KeyName = cbName, Class = EffectParameterClass.ConstantBuffer, Type = EffectParameterType.Buffer, RawName = cbName }, SlotStart = -1 };
                effectReflection.ResourceBindings.Add(constantBufferBinding);
                valueBindings.Add(constantBuffer, new List<EffectParameterValueData>());
            }

            // Get the list of members of this constant buffer
            var members = valueBindings[constantBuffer];

            var binding = new EffectParameterValueData
                {
                    Param =
                        {
                            KeyName = parameterKey.Name,
                            Class = parameterKey.Class,
                            Type = parameterKey.Type,
                            RawName = variable.Name
                        },
                    RowCount = parameterKey.RowCount,
                    ColumnCount = parameterKey.ColumnCount,
                    Count = parameterKey.Count,
                };
            
            members.Add(binding);
        }
예제 #16
0
 private static void LinkVariable(EffectReflection reflection, string variableName, LocalParameterKey parameterKey)
 {
     var binding = new EffectParameterResourceData { Param = { KeyName = parameterKey.Name, Class = parameterKey.Class, Type = parameterKey.Type, RawName = variableName }, SlotStart = -1 };
     reflection.ResourceBindings.Add(binding);
 }
예제 #17
0
        /// <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(resourceId);

            int uniformBlockCount;

            GL.GetProgram(resourceId, 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(resourceId, uniformBlockIndex, sbCapacity, out length, sb);
                var constantBufferName = sb.ToString();
#else
                var constantBufferName = GL.GetActiveUniformBlockName(resourceId, 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.Param.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(resourceId, uniformBlockIndex, ActiveUniformBlockParameter.UniformBlockDataSize, out constantBufferDescription.Size);

                int uniformCount;
                GL.GetActiveUniformBlock(resourceId, uniformBlockIndex, ActiveUniformBlockParameter.UniformBlockActiveUniforms, out uniformCount);

                // set the binding
                GL.UniformBlockBinding(resourceId, 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(resourceId, uniformBlockIndex, ActiveUniformBlockParameter.UniformBlockActiveUniformIndices, uniformIndices);
                GL.GetActiveUniforms(resourceId, uniformIndices.Length, uniformIndices, ActiveUniformParameter.UniformOffset, uniformOffsets);
                GL.GetActiveUniforms(resourceId, 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(resourceId, uniformIndices[uniformIndex], sbCapacity, out length, out size, out aut, sb);
                    uniformNames[uniformIndex] = sb.ToString();
#else
                    uniformNames[uniformIndex] = GL.GetActiveUniformName(resourceId, 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].Param.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.Param.Type = GetTypeFromActiveUniformType(variableIndexGroup.Type);
                    variable.Offset     = variableIndexGroup.Offset;
                    variable.Size       = variableIndexGroup.NextOffset - variableIndexGroup.Offset;

                    constantBufferDescription.Members[variableIndex] = variable;
                }

                constantBufferDescription.Stage = stage;
                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 EffectParameterResourceData {
                    Param = { RawName = "NoSampler", KeyName = "NoSampler", Class = EffectParameterClass.Sampler }, SlotStart = -1, SlotCount = 1
                };
                Reflection.ResourceBindings.Add(noSampler);

                int activeUniformCount;
                GL.GetProgram(resourceId, GetProgramParameterName.ActiveUniforms, out activeUniformCount);
#if !SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                var uniformTypes = new int[activeUniformCount];
                GL.GetActiveUniforms(resourceId, 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(resourceId, activeUniformIndex);
#else
                    ActiveUniformType uniformType;
                    int uniformCount;
                    int length;
                    GL.GetActiveUniform(resourceId, 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"))
                    {
                        goto skip;
                    }
#endif

                    switch (uniformType)
                    {
#if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                    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
#if !SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                    case ActiveUniformType.Sampler1D:
                    case ActiveUniformType.Sampler1DShadow:
#endif
                    case ActiveUniformType.Sampler2D:
                    case ActiveUniformType.Sampler3D:     // TODO: remove Texture3D that is not available in OpenGL ES 2
                    case ActiveUniformType.SamplerCube:
                    case ActiveUniformType.Sampler2DShadow:
                        var uniformIndex = GL.GetUniformLocation(resourceId, 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.Param.RawName == textureName);
                            samplerReflectionIndex =
                                effectReflection.ResourceBindings.FindIndex(x => x.Param.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.Param.Type  = GetTypeFromActiveUniformType(uniformType);
                        textureReflection.SlotStart   = textureUnitCount;
                        textureReflection.SlotCount   = 1;   // TODO: texture arrays
                        textureReflection.Param.Class = EffectParameterClass.ShaderResourceView;

                        samplerReflection.Stage       = stage;
                        samplerReflection.SlotStart   = textureUnitCount;
                        samplerReflection.SlotCount   = 1;   // TODO: texture arrays
                        samplerReflection.Param.Class = EffectParameterClass.Sampler;

                        effectReflection.ResourceBindings[textureReflectionIndex] = textureReflection;
                        effectReflection.ResourceBindings[samplerReflectionIndex] = samplerReflection;

                        Textures.Add(new Texture(textureUnitCount));

                        textureUnitCount++;
                        break;
                    }
#if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                    //this is a special OpenglES case
                    skip :;
#endif
                }

                // 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);
        }
예제 #18
0
        private EffectParameterResourceData GetResourceBinding(SharpDX.D3DCompiler.InputBindingDescription bindingDescriptionRaw, string name, LoggerResult log)
        {
            var paramClass = EffectParameterClass.Object;
            var paramType = EffectParameterType.Void;

            switch (bindingDescriptionRaw.Type)
            {
                case SharpDX.D3DCompiler.ShaderInputType.TextureBuffer:
                    paramType = EffectParameterType.TextureBuffer;
                    paramClass = EffectParameterClass.TextureBuffer;
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.ConstantBuffer:
                    paramType = EffectParameterType.ConstantBuffer;
                    paramClass = EffectParameterClass.ConstantBuffer;
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.Texture:
                    paramClass = EffectParameterClass.ShaderResourceView;
                    switch (bindingDescriptionRaw.Dimension)
                    {
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Buffer:
                            paramType = EffectParameterType.Buffer;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture1D:
                            paramType = EffectParameterType.Texture1D;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture1DArray:
                            paramType = EffectParameterType.Texture1DArray;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture2D:
                            paramType = EffectParameterType.Texture2D;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture2DArray:
                            paramType = EffectParameterType.Texture2DArray;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture2DMultisampled:
                            paramType = EffectParameterType.Texture2DMultisampled;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture2DMultisampledArray:
                            paramType = EffectParameterType.Texture2DMultisampledArray;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture3D:
                            paramType = EffectParameterType.Texture3D;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.TextureCube:
                            paramType = EffectParameterType.TextureCube;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.TextureCubeArray:
                            paramType = EffectParameterType.TextureCubeArray;
                            break;
                    }
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.Structured:
                    paramClass = EffectParameterClass.ShaderResourceView;
                    paramType = EffectParameterType.StructuredBuffer;
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.ByteAddress:
                    paramClass = EffectParameterClass.ShaderResourceView;
                    paramType = EffectParameterType.ByteAddressBuffer;
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.UnorderedAccessViewRWTyped:
                    paramClass = EffectParameterClass.UnorderedAccessView;
                    switch (bindingDescriptionRaw.Dimension)
                    {
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Buffer:
                            paramType = EffectParameterType.RWBuffer;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture1D:
                            paramType = EffectParameterType.RWTexture1D;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture1DArray:
                            paramType = EffectParameterType.RWTexture1DArray;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture2D:
                            paramType = EffectParameterType.RWTexture2D;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture2DArray:
                            paramType = EffectParameterType.RWTexture2DArray;
                            break;
                        case SharpDX.Direct3D.ShaderResourceViewDimension.Texture3D:
                            paramType = EffectParameterType.RWTexture3D;
                            break;
                    }
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.UnorderedAccessViewRWStructured:
                    paramClass = EffectParameterClass.UnorderedAccessView;
                    paramType = EffectParameterType.RWStructuredBuffer;
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.UnorderedAccessViewRWByteAddress:
                    paramClass = EffectParameterClass.UnorderedAccessView;
                    paramType = EffectParameterType.RWByteAddressBuffer;
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.UnorderedAccessViewAppendStructured:
                    paramClass = EffectParameterClass.UnorderedAccessView;
                    paramType = EffectParameterType.AppendStructuredBuffer;
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.UnorderedAccessViewConsumeStructured:
                    paramClass = EffectParameterClass.UnorderedAccessView;
                    paramType = EffectParameterType.ConsumeStructuredBuffer;
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.UnorderedAccessViewRWStructuredWithCounter:
                    paramClass = EffectParameterClass.UnorderedAccessView;
                    paramType = EffectParameterType.RWStructuredBuffer;
                    break;
                case SharpDX.D3DCompiler.ShaderInputType.Sampler:
                    paramClass = EffectParameterClass.Sampler;
                    paramType = EffectParameterType.Sampler;
                    break;
            }

            var binding = new EffectParameterResourceData()
                {
                    Param =
                        {
                            KeyName = name,
                            RawName = bindingDescriptionRaw.Name,
                            Class = paramClass,
                            Type = paramType
                        },
                    SlotStart = bindingDescriptionRaw.BindPoint,
                    SlotCount = bindingDescriptionRaw.BindCount,
                };

            return binding;
        }
예제 #19
0
        /// <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(resourceId);

            int uniformBlockCount;

            GL.GetProgram(resourceId, PdxActiveUniformBlocks, out uniformBlockCount);

            for (int uniformBlockIndex = 0; uniformBlockIndex < uniformBlockCount; ++uniformBlockIndex)
            {
                // TODO: get previous name to find te actual constant buffer in the reflexion
#if SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGLES
                const int sbCapacity = 128;
                int       length;
                var       sb = new StringBuilder(sbCapacity);
                GL.GetActiveUniformBlockName(resourceId, uniformBlockIndex, sbCapacity, out length, sb);
                var constantBufferName = sb.ToString();
#else
                var constantBufferName = GL.GetActiveUniformBlockName(resourceId, 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.Param.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(resourceId, uniformBlockIndex, ActiveUniformBlockParameter.UniformBlockDataSize, out constantBufferDescription.Size);

                int uniformCount;
                GL.GetActiveUniformBlock(resourceId, uniformBlockIndex, ActiveUniformBlockParameter.UniformBlockActiveUniforms, out uniformCount);

                // set the binding
                GL.UniformBlockBinding(resourceId, 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(resourceId, uniformBlockIndex, ActiveUniformBlockParameter.UniformBlockActiveUniformIndices, uniformIndices);
                GL.GetActiveUniforms(resourceId, uniformIndices.Length, uniformIndices, ActiveUniformParameter.UniformOffset, uniformOffsets);
                GL.GetActiveUniforms(resourceId, uniformIndices.Length, uniformIndices, ActiveUniformParameter.UniformType, uniformTypes);

                for (int uniformIndex = 0; uniformIndex < uniformIndices.Length; ++uniformIndex)
                {
#if SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGLES
                    int size;
                    ActiveUniformType aut;
                    GL.GetActiveUniform(resourceId, uniformIndices[uniformIndex], sbCapacity, out length, out size, out aut, sb);
                    uniformNames[uniformIndex] = sb.ToString();
#else
                    uniformNames[uniformIndex] = GL.GetActiveUniformName(resourceId, 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].Param.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.Param.Type = GetTypeFromActiveUniformType(variableIndexGroup.Type);
                    variable.Offset     = variableIndexGroup.Offset;
                    variable.Size       = variableIndexGroup.NextOffset - variableIndexGroup.Offset;

                    constantBufferDescription.Members[variableIndex] = variable;
                }

                constantBufferDescription.Stage = stage;
                constantBufferDescription.Type  = ConstantBufferType.ConstantBuffer;

                constantBuffer.SlotCount = 1; // constant buffers are not arrays
                constantBuffer.SlotStart = uniformBlockIndex;
                constantBuffer.Stage     = stage;

                // store the new values
                effectReflection.ConstantBuffers[constantBufferDescriptionIndex] = constantBufferDescription;
                effectReflection.ResourceBindings[constantBufferIndex]           = constantBuffer;
            }
//#endif

            // 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 EffectParameterResourceData {
                    Param = { RawName = "NoSampler", KeyName = "NoSampler", Class = EffectParameterClass.Sampler }, SlotStart = -1
                };
                effectBytecode.Reflection.ResourceBindings.Add(noSampler);
                bool usingSamplerNoSampler = false;

                int activeUniformCount;
                GL.GetProgram(resourceId, ProgramParameter.ActiveUniforms, out activeUniformCount);
#if !SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGLES
                var uniformTypes = new int[activeUniformCount];
                GL.GetActiveUniforms(resourceId, activeUniformCount, Enumerable.Range(0, activeUniformCount).ToArray(), ActiveUniformParameter.UniformType, uniformTypes);
#endif

#if SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGLES
                if (GraphicsDevice.IsOpenGLES2)
                {
                    // Register global "fake" cbuffer
                    //var constantBuffer = new ShaderReflectionConstantBuffer
                    //    {
                    //        Name = "$Globals",
                    //        Variables = new List<ShaderReflectionVariable>(),
                    //        Type = ConstantBufferType.ConstantBuffer
                    //    };
                    //shaderReflection.ConstantBuffers.Add(constantBuffer);
                    //shaderReflection.BoundResources.Add(new InputBindingDescription { BindPoint = 0, BindCount = 1, Name = constantBuffer.Name, Type = ShaderInputType.ConstantBuffer });

                    // reset the size of the constant buffers
                    foreach (var constantBuffer in effectReflection.ConstantBuffers)
                    {
                        constantBuffer.Size = 0;
                    }

                    // set the state of the constant buffers
                    foreach (var constantBuffer in effectReflection.ConstantBuffers)
                    {
                        constantBuffer.Stage = stage;
                    }
                    for (int i = 0; i < effectReflection.ResourceBindings.Count; i++)
                    {
                        if (effectReflection.ResourceBindings[i].Param.Class != EffectParameterClass.ConstantBuffer)
                        {
                            continue;
                        }

                        var globalConstantBufferCopy = effectReflection.ResourceBindings[i];
                        globalConstantBufferCopy.Stage       = stage;
                        effectReflection.ResourceBindings[i] = globalConstantBufferCopy;
                    }

                    //Create a Globals constant buffer if necessary
                    var globalConstantBufferDescriptionIndex = effectReflection.ConstantBuffers.FindIndex(x => x.Name == "Globals");
                    var globalConstantBufferIndex            = effectReflection.ResourceBindings.FindIndex(x => x.Param.RawName == "Globals");
                    if (globalConstantBufferDescriptionIndex == -1 && globalConstantBufferIndex == -1)
                    {
                        var newConstantBufferDescription = new ShaderConstantBufferDescription
                        {
                            Name    = "Globals",
                            Stage   = stage,
                            Type    = ConstantBufferType.ConstantBuffer,
                            Size    = 0,
                            Members = new EffectParameterValueData[0],
                        };
                        var newConstantBuffer = new EffectParameterResourceData
                        {
                            Stage     = stage,
                            SlotStart = 0,
                            SlotCount = 1,
                            Param     = { RawName = "Globals", KeyName = "Globals", Type = EffectParameterType.ConstantBuffer, Class = EffectParameterClass.ConstantBuffer }
                        };

                        effectReflection.ConstantBuffers.Add(newConstantBufferDescription);
                        effectReflection.ResourceBindings.Add(newConstantBuffer);

                        globalConstantBufferDescriptionIndex = effectReflection.ConstantBuffers.Count - 1;
                        globalConstantBufferIndex            = effectReflection.ResourceBindings.Count - 1;
                    }

                    // Merge all the variables in the Globals constant buffer
                    if (globalConstantBufferDescriptionIndex != -1 && globalConstantBufferIndex != -1)
                    {
                        var globalConstantBufferDescription = effectReflection.ConstantBuffers[globalConstantBufferDescriptionIndex];
                        for (int cstDescrIndex = 0; cstDescrIndex < effectReflection.ConstantBuffers.Count; ++cstDescrIndex)
                        {
                            if (cstDescrIndex == globalConstantBufferDescriptionIndex)
                            {
                                continue;
                            }

                            var currentConstantBufferDescription = effectReflection.ConstantBuffers[cstDescrIndex];

                            globalConstantBufferDescription.Members = ArrayExtensions.Concat(
                                globalConstantBufferDescription.Members, currentConstantBufferDescription.Members);

                            effectReflection.ResourceBindings.RemoveAll(x => x.Param.RawName == currentConstantBufferDescription.Name);
                        }

                        // only keep the active uniforms
                        globalConstantBufferDescription.Members =
                            globalConstantBufferDescription.Members.Where(x => GL.GetUniformLocation(resourceId,
#if SILICONSTUDIO_PLATFORM_ANDROID
                                                                                                     new StringBuilder(x.Param.RawName)
#else
                                                                                                     x.Param.RawName
#endif
                                                                                                     ) >= 0).ToArray();

                        // remove all the constant buffers and their resource bindings except the Globals one
                        effectReflection.ConstantBuffers.Clear();
                        effectReflection.ConstantBuffers.Add(globalConstantBufferDescription);
                    }
                    else if (globalConstantBufferDescriptionIndex != -1 && globalConstantBufferIndex == -1)
                    {
                        reflectionResult.Error("Globals constant buffer has a description and no resource binding");
                    }
                    else if (globalConstantBufferDescriptionIndex == -1 && globalConstantBufferIndex != -1)
                    {
                        reflectionResult.Error("Globals constant buffer has a description and no resource binding");
                    }
                }
#endif

                int textureUnitCount = 0;

                const int sbCapacity = 128;
                int       length;
                var       sb = new StringBuilder(sbCapacity);

                for (int activeUniformIndex = 0; activeUniformIndex < activeUniformCount; ++activeUniformIndex)
                {
#if !SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGLES
                    var uniformType = (ActiveUniformType)uniformTypes[activeUniformIndex];
                    var uniformName = GL.GetActiveUniformName(resourceId, activeUniformIndex);
#else
                    ActiveUniformType uniformType;
                    int uniformCount;
                    GL.GetActiveUniform(resourceId, activeUniformIndex, sbCapacity, out length, out uniformCount, out uniformType, sb);
                    var uniformName = sb.ToString();
                    //int uniformSize;
                    //GL.GetActiveUniform(resourceId, activeUniformIndex, out uniformSize, ActiveUniformType.Float);
#endif

                    switch (uniformType)
                    {
#if SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGLES
                    case ActiveUniformType.Bool:
                    case ActiveUniformType.Int:
                        AddUniform(effectReflection, sizeof(int) * 1, uniformCount, uniformName, uniformType);
                        break;

                    case ActiveUniformType.BoolVec2:
                    case ActiveUniformType.IntVec2:
                        AddUniform(effectReflection, sizeof(int) * 2, uniformCount, uniformName, uniformType);
                        break;

                    case ActiveUniformType.BoolVec3:
                    case ActiveUniformType.IntVec3:
                        AddUniform(effectReflection, sizeof(int) * 3, uniformCount, uniformName, uniformType);
                        break;

                    case ActiveUniformType.BoolVec4:
                    case ActiveUniformType.IntVec4:
                        AddUniform(effectReflection, sizeof(int) * 4, uniformCount, uniformName, uniformType);
                        break;

                    case ActiveUniformType.Float:
                        AddUniform(effectReflection, sizeof(float) * 1, uniformCount, uniformName, uniformType);
                        break;

                    case ActiveUniformType.FloatVec2:
                        AddUniform(effectReflection, sizeof(float) * 2, uniformCount, uniformName, uniformType);
                        break;

                    case ActiveUniformType.FloatVec3:
                        AddUniform(effectReflection, sizeof(float) * 3, uniformCount, uniformName, uniformType);
                        break;

                    case ActiveUniformType.FloatVec4:
                        AddUniform(effectReflection, sizeof(float) * 4, uniformCount, uniformName, uniformType);
                        break;

                    case ActiveUniformType.FloatMat4:
                        AddUniform(effectReflection, sizeof(float) * 4 * 4, uniformCount, uniformName, uniformType);
                        break;

                    case ActiveUniformType.FloatMat2:
                    case ActiveUniformType.FloatMat3:
                        throw new NotImplementedException();
#endif
#if !SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGLES
                    case ActiveUniformType.Sampler1D:
                    case ActiveUniformType.Sampler1DShadow:
#endif
                    case ActiveUniformType.Sampler2D:
                    case ActiveUniformType.Sampler3D:     // TODO: remove Texture3D that is not available in OpenGL ES 2
                    case ActiveUniformType.SamplerCube:
                    case ActiveUniformType.Sampler2DShadow:
#if SILICONSTUDIO_PLATFORM_ANDROID
                        var uniformIndex = GL.GetUniformLocation(resourceId, new StringBuilder(uniformName));
#else
                        var uniformIndex = GL.GetUniformLocation(resourceId, uniformName);
#endif

                        // 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.Param.RawName == textureName);
                            samplerReflectionIndex =
                                effectReflection.ResourceBindings.FindIndex(x => x.Param.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.Param.Type  = GetTypeFromActiveUniformType(uniformType);
                        textureReflection.SlotStart   = textureUnitCount;
                        textureReflection.SlotCount   = 1;   // TODO: texture arrays
                        textureReflection.Param.Class = EffectParameterClass.ShaderResourceView;

                        samplerReflection.Stage       = stage;
                        samplerReflection.SlotStart   = textureUnitCount;
                        samplerReflection.SlotCount   = 1;   // TODO: texture arrays
                        samplerReflection.Param.Class = EffectParameterClass.Sampler;

                        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);
            }

            GL.UseProgram(currentProgram);
        }
예제 #20
0
        private static void UpdateSampler(GraphicsDevice graphicsDevice, ref EffectParameterResourceData binding, EffectParameterCollectionGroup parameterCollectionGroup)
        {
            var samplerState = (SamplerState)parameterCollectionGroup.GetObject(binding.Param.KeyIndex);

            graphicsDevice.SetSamplerState(binding.Stage, binding.SlotStart, samplerState);
        }