public static DXShaderData CreateGLSL (byte[] byteCode, List<DXConstantBufferData> cbuffers, int sharedIndex, Dictionary<string, SamplerStateInfo> samplerStates) { var dxshader = new DXShaderData (); dxshader.SharedIndex = sharedIndex; dxshader.Bytecode = (byte[])byteCode.Clone (); // Use MojoShader to convert the HLSL bytecode to GLSL. var parseDataPtr = MojoShader.NativeMethods.MOJOSHADER_parse ( "glsl", byteCode, byteCode.Length, IntPtr.Zero, 0, IntPtr.Zero, 0, IntPtr.Zero, IntPtr.Zero, IntPtr.Zero); var parseData = DXHelper.Unmarshal<MojoShader.MOJOSHADER_parseData> (parseDataPtr); if (parseData.error_count > 0) { var errors = DXHelper.UnmarshalArray<MojoShader.MOJOSHADER_error> ( parseData.errors, parseData.error_count ); throw new Exception (errors [0].error); } switch (parseData.shader_type) { case MojoShader.MOJOSHADER_shaderType.MOJOSHADER_TYPE_PIXEL: dxshader.IsVertexShader = false; break; case MojoShader.MOJOSHADER_shaderType.MOJOSHADER_TYPE_VERTEX: dxshader.IsVertexShader = true; break; default: throw new NotSupportedException (); } // Conver the attributes. // // TODO: Could this be done using DX shader reflection? // { var attributes = DXHelper.UnmarshalArray<MojoShader.MOJOSHADER_attribute> ( parseData.attributes, parseData.attribute_count); dxshader._attributes = new Attribute[attributes.Length]; for (var i = 0; i < attributes.Length; i++) { dxshader._attributes [i].name = attributes [i].name; dxshader._attributes [i].index = attributes [i].index; dxshader._attributes [i].usage = DXEffectObject.ToXNAVertexElementUsage (attributes [i].usage); } } var symbols = DXHelper.UnmarshalArray<MojoShader.MOJOSHADER_symbol> ( parseData.symbols, parseData.symbol_count); //try to put the symbols in the order they are eventually packed into the uniform arrays //this /should/ be done by pulling the info from mojoshader Array.Sort (symbols, delegate(MojoShader.MOJOSHADER_symbol a, MojoShader.MOJOSHADER_symbol b) { uint va = a.register_index; if (a.info.elements == 1) va += 1024; //hax. mojoshader puts array objects first uint vb = b.register_index; if (b.info.elements == 1) vb += 1024; return va.CompareTo (vb); } );//(a, b) => ((int)(a.info.elements > 1))a.register_index.CompareTo(b.register_index)); // NOTE: It seems the latest versions of MojoShader only // output vec4 register sets. We leave the code below, but // the runtime has been optimized for this case. // For whatever reason the register indexing is // incorrect from MojoShader. { uint bool_index = 0; uint float4_index = 0; uint int4_index = 0; for (var i = 0; i < symbols.Length; i++) { switch (symbols [i].register_set) { case MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_BOOL: symbols [i].register_index = bool_index; bool_index += symbols [i].register_count; break; case MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_FLOAT4: symbols [i].register_index = float4_index; float4_index += symbols[i].register_count; break; case MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_INT4: symbols [i].register_index = int4_index; int4_index += symbols [i].register_count; break; } } } // Get the samplers. var samplers = DXHelper.UnmarshalArray<MojoShader.MOJOSHADER_sampler> ( parseData.samplers, parseData.sampler_count); dxshader._samplers = new Sampler[samplers.Length]; for (var i = 0; i < samplers.Length; i++) { // We need the original sampler name... look for that in the symbols. var originalSamplerName = symbols.First(e => e.register_set == MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_SAMPLER && e.register_index == samplers[i].index ).name; var sampler = new Sampler { //sampler mapping to parameter is unknown atm parameter = -1, // GLSL needs the MojoShader mangled sampler name. samplerName = samplers[i].name, // By default use the original sampler name for the parameter name. parameterName = originalSamplerName, textureSlot = samplers[i].index, samplerSlot = samplers[i].index, type = samplers[i].type, }; SamplerStateInfo state; if (samplerStates.TryGetValue(originalSamplerName, out state)) { sampler.state = state.State; sampler.parameterName = state.TextureName ?? originalSamplerName; } // Store the sampler. dxshader._samplers[i] = sampler; } // Gather all the parameters used by this shader. var symbol_types = new [] { new { name = dxshader.IsVertexShader ? "vs_uniforms_bool" : "ps_uniforms_bool", set = MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_BOOL, }, new { name = dxshader.IsVertexShader ? "vs_uniforms_ivec4" : "ps_uniforms_ivec4", set = MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_INT4, }, new { name = dxshader.IsVertexShader ? "vs_uniforms_vec4" : "ps_uniforms_vec4", set = MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_FLOAT4, }, }; var cbuffer_index = new List<int> (); for (var i = 0; i < symbol_types.Length; i++) { var cbuffer = new DXConstantBufferData (symbol_types [i].name, symbol_types [i].set, symbols); if (cbuffer.Size == 0) continue; var match = cbuffers.FindIndex (e => e.SameAs (cbuffer)); if (match == -1) { cbuffer_index.Add (cbuffers.Count); cbuffers.Add (cbuffer); } else cbuffer_index.Add (match); } dxshader._cbuffers = cbuffer_index.ToArray (); var glslCode = parseData.output; #if GLSLOPTIMIZER //glslCode = GLSLOptimizer.Optimize(glslCode, ShaderType); #endif // TODO: This sort of sucks... why does MojoShader not produce // code valid for GLES out of the box? // GLES platforms do not like this. glslCode = glslCode.Replace ("#version 110", ""); // Add the required precision specifiers for GLES. var floatPrecision = dxshader.IsVertexShader ? "precision highp float;\r\n" : "precision mediump float;\r\n"; glslCode = "#ifdef GL_ES\r\n" + floatPrecision + "precision mediump int;\r\n" + "#endif\r\n" + glslCode; // Store the code for serialization. dxshader.ShaderCode = Encoding.ASCII.GetBytes (glslCode); return dxshader; }
static public DXEffectObject FromShaderInfo(TwoMGFX.ShaderInfo shaderInfo) { var effect = new DXEffectObject(); // These are filled out as we process stuff. effect.ConstantBuffers = new List<DXConstantBufferData>(); effect.Shaders = new List<DXShaderData>(); // Go thru the techniques and that will find all the // shaders and constant buffers. effect.Techniques = new d3dx_technique[shaderInfo.Techniques.Count]; for (var t = 0; t < shaderInfo.Techniques.Count; t++) { var tinfo = shaderInfo.Techniques[t]; ; var technique = new d3dx_technique(); technique.name = tinfo.name; technique.pass_count = (uint)tinfo.Passes.Count; technique.pass_handles = new d3dx_pass[tinfo.Passes.Count]; for (var p = 0; p < tinfo.Passes.Count; p++) { var pinfo = tinfo.Passes[p]; var pass = new d3dx_pass(); pass.name = pinfo.name ?? string.Empty; pass.blendState = pinfo.blendState; pass.depthStencilState = pinfo.depthStencilState; pass.rasterizerState = pinfo.rasterizerState; pass.state_count = 0; var tempstate = new d3dx_state[2]; pinfo.ValidateShaderModels(shaderInfo.DX11Profile); if (!string.IsNullOrEmpty(pinfo.psFunction)) { pass.state_count += 1; tempstate[pass.state_count -1] = effect.CreateShader(shaderInfo, pinfo.psFunction, pinfo.psModel, false); } if (!string.IsNullOrEmpty(pinfo.vsFunction)) { pass.state_count += 1; tempstate[pass.state_count - 1] = effect.CreateShader(shaderInfo, pinfo.vsFunction, pinfo.vsModel, true); } pass.states = new d3dx_state[pass.state_count]; for (var s = 0; s < pass.state_count; s++) pass.states[s] = tempstate[s]; technique.pass_handles[p] = pass; } effect.Techniques[t] = technique; } // Make the list of parameters by combining all the // constant buffers ignoring the buffer offsets. var parameters = new List<d3dx_parameter>(); for (var c = 0; c < effect.ConstantBuffers.Count; c++ ) { var cb = effect.ConstantBuffers[c]; for (var i = 0; i < cb.Parameters.Count; i++ ) { var param = cb.Parameters[i]; var match = parameters.FindIndex(e => e.name == param.name); if (match == -1) { cb.ParameterIndex.Add(parameters.Count); parameters.Add(param); } else { // TODO: Make sure the type and size of // the parameter match up! cb.ParameterIndex.Add(match); } } } // Add the texture parameters from the samplers. foreach (var shader in effect.Shaders) { for (var s = 0; s < shader._samplers.Length; s++) { var sampler = shader._samplers[s]; var match = parameters.FindIndex(e => e.name == sampler.parameterName); if (match == -1) { // Store the index for runtime lookup. shader._samplers[s].parameter = parameters.Count; var param = new d3dx_parameter(); param.class_ = D3DXPARAMETER_CLASS.OBJECT; param.name = sampler.parameterName; param.semantic = string.Empty; switch (sampler.type) { case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_1D: param.type = DXEffectObject.D3DXPARAMETER_TYPE.TEXTURE1D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_2D: param.type = DXEffectObject.D3DXPARAMETER_TYPE.TEXTURE2D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_VOLUME: param.type = DXEffectObject.D3DXPARAMETER_TYPE.TEXTURE3D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_CUBE: param.type = DXEffectObject.D3DXPARAMETER_TYPE.TEXTURECUBE; break; } parameters.Add(param); } else { // TODO: Make sure the type and size of // the parameter match up! shader._samplers[s].parameter = match; } } } // TODO: Annotations are part of the .FX format and // not a part of shaders... we need to implement them // in our mgfx parser if we want them back. /* // Now find the things we could not in the constant // buffer reflection interface... semantics and annotations. for (var i = 0; i < parameters.Count; i++) { var vdesc = dxeffect.GetVariableByName(parameters[i].name); if (!vdesc.IsValid) continue; parameters[i].semantic = vdesc.Description.Semantic ?? string.Empty; // TODO: Annotations! } */ effect.Parameters = parameters.ToArray(); return effect; }
internal static int GetShaderIndex(DXEffectObject.STATE_CLASS type, d3dx_state[] states) { foreach (var state in states) { var operation = DXEffectObject.state_table[state.operation]; if (operation.class_ != type) continue; if (state.type != DXEffectObject.STATE_TYPE.CONSTANT) throw new NotSupportedException("We do not support shader expressions!"); return (int)state.parameter.data; } return -1; }
static public DXEffectObject FromShaderInfo(TwoMGFX.ShaderInfo shaderInfo) { var effect = new DXEffectObject(); // These are filled out as we process stuff. effect.ConstantBuffers = new List <DXConstantBufferData>(); effect.Shaders = new List <DXShaderData>(); // Go thru the techniques and that will find all the // shaders and constant buffers. effect.Techniques = new d3dx_technique[shaderInfo.Techniques.Count]; for (var t = 0; t < shaderInfo.Techniques.Count; t++) { var tinfo = shaderInfo.Techniques[t];; var technique = new d3dx_technique(); technique.name = tinfo.name; technique.pass_count = (uint)tinfo.Passes.Count; technique.pass_handles = new d3dx_pass[tinfo.Passes.Count]; for (var p = 0; p < tinfo.Passes.Count; p++) { var pinfo = tinfo.Passes[p];; var pass = new d3dx_pass(); pass.name = pinfo.name ?? string.Empty; pass.state_count = 0; var tempstate = new d3dx_state[2]; if (!string.IsNullOrEmpty(pinfo.psFunction)) { pass.state_count += 1; tempstate[pass.state_count - 1] = effect.CreateShader(shaderInfo, pinfo.psFunction, pinfo.psModel, false); } if (!string.IsNullOrEmpty(pinfo.vsFunction)) { pass.state_count += 1; tempstate[pass.state_count - 1] = effect.CreateShader(shaderInfo, pinfo.vsFunction, pinfo.vsModel, true); } pass.states = new d3dx_state[pass.state_count]; for (var s = 0; s < pass.state_count; s++) { pass.states[s] = tempstate[s]; } technique.pass_handles[p] = pass; } effect.Techniques[t] = technique; } // Make the list of parameters by combining all the // constant buffers ignoring the buffer offsets. var parameters = new List <d3dx_parameter>(); for (var c = 0; c < effect.ConstantBuffers.Count; c++) { var cb = effect.ConstantBuffers[c]; for (var i = 0; i < cb.Parameters.Count; i++) { var param = cb.Parameters[i]; var match = parameters.FindIndex(e => e.name == param.name); if (match == -1) { cb.ParameterIndex.Add(parameters.Count); parameters.Add(param); } else { // TODO: Make sure the type and size of // the parameter match up! cb.ParameterIndex.Add(match); } } } // Add the texture parameters from the samplers. foreach (var shader in effect.Shaders) { for (var s = 0; s < shader._samplers.Length; s++) { var sampler = shader._samplers[s]; var match = parameters.FindIndex(e => e.name == sampler.parameterName); if (match == -1) { shader._samplers[s].parameter = parameters.Count; var param = new d3dx_parameter(); param.class_ = D3DXPARAMETER_CLASS.OBJECT; param.type = D3DXPARAMETER_TYPE.TEXTURE2D; // TODO: Fix this right! param.name = sampler.parameterName; param.semantic = string.Empty; parameters.Add(param); } else { // TODO: Make sure the type and size of // the parameter match up! shader._samplers[s].parameter = match; } } } // TODO: Annotations are part of the .FX format and // not a part of shaders... we need to implement them // in our mgfx parser if we want them back. /* * // Now find the things we could not in the constant * // buffer reflection interface... semantics and annotations. * for (var i = 0; i < parameters.Count; i++) * { * var vdesc = dxeffect.GetVariableByName(parameters[i].name); * if (!vdesc.IsValid) * continue; * * parameters[i].semantic = vdesc.Description.Semantic ?? string.Empty; * * // TODO: Annotations! * } */ effect.Parameters = parameters.ToArray(); return(effect); }