public bool SameAs(ConstantBufferData other) { // If the names of the constant buffers don't // match then consider them different right off // the bat... even if their parameters are the same. if (Name != other.Name) { return(false); } // Do we have the same count of parameters and size? if (Size != other.Size || Parameters.Count != other.Parameters.Count) { return(false); } // Compare the parameters themselves. for (var i = 0; i < Parameters.Count; i++) { var p1 = Parameters[i]; var p2 = other.Parameters[i]; // Check the importaint bits. if (p1.name != p2.name || p1.rows != p2.rows || p1.columns != p2.columns || p1.class_ != p2.class_ || p1.type != p2.type || p1.bufferOffset != p2.bufferOffset) { return(false); } } // These are equal. return(true); }
public static ShaderData CreateHLSL( byte[] byteCode, bool isVertexShader, List <ConstantBufferData> cbuffers, int sharedIndex, Dictionary <string, SamplerStateInfo> samplerStates, bool debug) { var dxshader = new ShaderData(isVertexShader, sharedIndex, byteCode) { _attributes = System.Array.Empty <Attribute>() }; // Strip the bytecode we're gonna save! var stripFlags = SharpDX.D3DCompiler.StripFlags.CompilerStripReflectionData | SharpDX.D3DCompiler.StripFlags.CompilerStripTestBlobs; if (!debug) { stripFlags |= SharpDX.D3DCompiler.StripFlags.CompilerStripDebugInformation; } using (var original = new SharpDX.D3DCompiler.ShaderBytecode(byteCode)) { // Strip the bytecode for saving to disk. var stripped = original.Strip(stripFlags); { // Only SM4 and above works with strip... so this can return null! if (stripped != null) { dxshader.ShaderCode = stripped; } else { // TODO: There is a way to strip SM3 and below // but we have to write the method ourselves. // // If we need to support it then consider porting // this code over... // // http://entland.homelinux.com/blog/2009/01/15/stripping-comments-from-shader-bytecodes/ // dxshader.ShaderCode = (byte[])dxshader.Bytecode.Clone(); } } // Use reflection to get details of the shader. using (var refelect = new SharpDX.D3DCompiler.ShaderReflection(byteCode)) { // Get the samplers. var samplers = new List <Sampler>(); for (var i = 0; i < refelect.Description.BoundResources; i++) { var rdesc = refelect.GetResourceBindingDescription(i); if (rdesc.Type == SharpDX.D3DCompiler.ShaderInputType.Texture) { var samplerName = rdesc.Name; var sampler = new Sampler { samplerName = string.Empty, textureSlot = rdesc.BindPoint, samplerSlot = rdesc.BindPoint, parameterName = samplerName }; if (samplerStates.TryGetValue(samplerName, out SamplerStateInfo? state)) { sampler.parameterName = state.TextureName ?? samplerName; sampler.state = state.State; } else { foreach (var s in samplerStates.Values) { if (samplerName == s.TextureName) { sampler.state = s.State; samplerName = s.Name; break; } } } // Find sampler slot, which can be different from the texture slot. for (int j = 0; j < refelect.Description.BoundResources; j++) { var samplerrdesc = refelect.GetResourceBindingDescription(j); if (samplerrdesc.Type == SharpDX.D3DCompiler.ShaderInputType.Sampler && samplerrdesc.Name == samplerName) { sampler.samplerSlot = samplerrdesc.BindPoint; break; } } switch (rdesc.Dimension) { case ShaderResourceViewDimension.Texture1D: case ShaderResourceViewDimension.Texture1DArray: sampler.type = MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_1D; break; case ShaderResourceViewDimension.Texture2D: case ShaderResourceViewDimension.Texture2DArray: case ShaderResourceViewDimension.Texture2DMultisampled: case ShaderResourceViewDimension.Texture2DMultisampledArray: sampler.type = MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_2D; break; case ShaderResourceViewDimension.Texture3D: sampler.type = MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_VOLUME; break; case ShaderResourceViewDimension.TextureCube: case ShaderResourceViewDimension.TextureCubeArray: sampler.type = MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_CUBE; break; } samplers.Add(sampler); } } dxshader._samplers = samplers.ToArray(); // Gather all the constant buffers used by this shader. dxshader._cbuffers = new int[refelect.Description.ConstantBuffers]; for (var i = 0; i < refelect.Description.ConstantBuffers; i++) { var cb = new ConstantBufferData(refelect.GetConstantBuffer(i)); // Look for a duplicate cbuffer in the list. for (var c = 0; c < cbuffers.Count; c++) { if (cb.SameAs(cbuffers[c])) { cb = null; dxshader._cbuffers[i] = c; break; } } // Add a new cbuffer. if (cb != null) { dxshader._cbuffers[i] = cbuffers.Count; cbuffers.Add(cb); } } } } return(dxshader); }
public static ShaderData CreateGLSL(byte[] byteCode, bool isVertexShader, List <ConstantBufferData> cbuffers, int sharedIndex, Dictionary <string, SamplerStateInfo> samplerStates, bool debug) { var dxshader = new ShaderData(isVertexShader, sharedIndex, byteCode); // Use MojoShader to convert the HLSL bytecode to GLSL. var parseDataPtr = MojoShader.NativeMethods.MOJOSHADER_parse( "glsl", byteCode, byteCode.Length, IntPtr.Zero, 0, IntPtr.Zero, 0, IntPtr.Zero, IntPtr.Zero, IntPtr.Zero); var parseData = MarshalHelper.Unmarshal <MojoShader.MOJOSHADER_parseData> (parseDataPtr); if (parseData.error_count > 0) { var errors = MarshalHelper.UnmarshalArray <MojoShader.MOJOSHADER_error> ( parseData.errors, parseData.error_count ); throw new Exception(errors [0].error); } // Conver the attributes. // // TODO: Could this be done using DX shader reflection? // { var attributes = MarshalHelper.UnmarshalArray <MojoShader.MOJOSHADER_attribute> ( parseData.attributes, parseData.attribute_count); dxshader._attributes = new Attribute[attributes.Length]; for (var i = 0; i < attributes.Length; i++) { dxshader._attributes [i].name = attributes [i].name; dxshader._attributes [i].index = attributes [i].index; dxshader._attributes [i].usage = EffectObject.ToXNAVertexElementUsage(attributes [i].usage); } } var symbols = MarshalHelper.UnmarshalArray <MojoShader.MOJOSHADER_symbol> ( parseData.symbols, parseData.symbol_count); //try to put the symbols in the order they are eventually packed into the uniform arrays //this /should/ be done by pulling the info from mojoshader Array.Sort(symbols, delegate(MojoShader.MOJOSHADER_symbol a, MojoShader.MOJOSHADER_symbol b) { uint va = a.register_index; if (a.info.elements == 1) { va += 1024; //hax. mojoshader puts array objects first } uint vb = b.register_index; if (b.info.elements == 1) { vb += 1024; } return(va.CompareTo(vb)); } ); //(a, b) => ((int)(a.info.elements > 1))a.register_index.CompareTo(b.register_index)); // NOTE: It seems the latest versions of MojoShader only // output vec4 register sets. We leave the code below, but // the runtime has been optimized for this case. // For whatever reason the register indexing is // incorrect from MojoShader. { uint bool_index = 0; uint float4_index = 0; uint int4_index = 0; for (var i = 0; i < symbols.Length; i++) { switch (symbols [i].register_set) { case MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_BOOL: symbols [i].register_index = bool_index; bool_index += symbols [i].register_count; break; case MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_FLOAT4: symbols [i].register_index = float4_index; float4_index += symbols[i].register_count; break; case MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_INT4: symbols [i].register_index = int4_index; int4_index += symbols [i].register_count; break; } } } // Get the samplers. var samplers = MarshalHelper.UnmarshalArray <MojoShader.MOJOSHADER_sampler> ( parseData.samplers, parseData.sampler_count); dxshader._samplers = new Sampler[samplers.Length]; for (var i = 0; i < samplers.Length; i++) { // We need the original sampler name... look for that in the symbols. var originalSamplerName = symbols.First(e => e.register_set == MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_SAMPLER && e.register_index == samplers[i].index ).name; var sampler = new Sampler { //sampler mapping to parameter is unknown atm parameter = -1, // GLSL needs the MojoShader mangled sampler name. samplerName = samplers[i].name, // By default use the original sampler name for the parameter name. parameterName = originalSamplerName, textureSlot = samplers[i].index, samplerSlot = samplers[i].index, type = samplers[i].type, }; SamplerStateInfo state; if (samplerStates.TryGetValue(originalSamplerName, out state)) { sampler.state = state.State; sampler.parameterName = state.TextureName ?? originalSamplerName; } // Store the sampler. dxshader._samplers[i] = sampler; } // Gather all the parameters used by this shader. var symbol_types = new [] { new { name = dxshader.IsVertexShader ? "vs_uniforms_bool" : "ps_uniforms_bool", set = MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_BOOL, }, new { name = dxshader.IsVertexShader ? "vs_uniforms_ivec4" : "ps_uniforms_ivec4", set = MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_INT4, }, new { name = dxshader.IsVertexShader ? "vs_uniforms_vec4" : "ps_uniforms_vec4", set = MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_FLOAT4, }, }; var cbuffer_index = new List <int> (); for (var i = 0; i < symbol_types.Length; i++) { var cbuffer = new ConstantBufferData(symbol_types [i].name, symbol_types [i].set, symbols); if (cbuffer.Size == 0) { continue; } var match = cbuffers.FindIndex(e => e.SameAs(cbuffer)); if (match == -1) { cbuffer_index.Add(cbuffers.Count); cbuffers.Add(cbuffer); } else { cbuffer_index.Add(match); } } dxshader._cbuffers = cbuffer_index.ToArray(); var glslCode = parseData.output; // TODO: This sort of sucks... why does MojoShader not produce // code valid for GLES out of the box? // GLES platforms do not like this. glslCode = glslCode.Replace("#version 110", ""); // Add the required precision specifiers for GLES. var floatPrecision = dxshader.IsVertexShader ? "precision highp float;\r\n" : "precision mediump float;\r\n"; glslCode = "#ifdef GL_ES\r\n" + floatPrecision + "precision mediump int;\r\n" + "#endif\r\n" + glslCode; // Enable standard derivatives extension as necessary if ((glslCode.IndexOf("dFdx", StringComparison.InvariantCulture) >= 0) || (glslCode.IndexOf("dFdy", StringComparison.InvariantCulture) >= 0)) { glslCode = "#extension GL_OES_standard_derivatives : enable\r\n" + glslCode; } // Store the code for serialization. dxshader.ShaderCode = Encoding.ASCII.GetBytes(glslCode); return(dxshader); }