/// <summary> /// Merges an existing <see cref="EffectData" /> into this instance. /// </summary> /// <param name="source">The EffectData to merge.</param> /// <returns><c>true</c> if XXXX, <c>false</c> otherwise</returns> /// <remarks>This method is useful to build an archive of several effects.</remarks> private EffectData.Effect RegisterInternal(EffectData source) { var effect = source.Description; var effectRuntime = new EffectData.Effect() { Name = effect.Name, Arguments = effect.Arguments, ShareConstantBuffers = effect.ShareConstantBuffers, Techniques = new List <EffectData.Technique>(effect.Techniques.Count) }; Logger logger = null; foreach (var techniqueOriginal in effect.Techniques) { var technique = techniqueOriginal.Clone(); effectRuntime.Techniques.Add(technique); foreach (var pass in technique.Passes) { foreach (var shaderLink in pass.Pipeline) { // No shader set for this stage if (shaderLink == null) { continue; } // If the shader is an import, we try first to resolve it directly if (shaderLink.IsImport) { var index = FindShaderByName(shaderLink.ImportName); if (index >= 0) { shaderLink.ImportName = null; shaderLink.Index = index; } else { if (logger == null) { logger = new Logger(); } logger.Error("Cannot find shader import by name [{0}]", shaderLink.ImportName); } } else if (!shaderLink.IsNullShader) { var shader = source.Shaders[shaderLink.Index]; // Find a similar shader var shaderIndex = FindSimilarShader(shader); if (shaderIndex >= 0) { var previousShader = RegisteredShaders[shaderIndex]; // If the previous shader is if (shader.Name != null) { // if shader from this instance is local and shader from source is global => transform current shader to global if (previousShader.Name == null) { previousShader.Name = shader.Name; } else if (shader.Name != previousShader.Name) { if (logger == null) { logger = new Logger(); } // If shader from this instance is global and shader from source is global => check names. If exported names are different, this is an error logger.Error("Cannot merge shader [{0}] into this instance, as there is already a global shader with a different name [{1}]", shader.Name, previousShader.Name); } } shaderLink.Index = shaderIndex; } else { shaderLink.Index = RegisteredShaders.Count; RegisteredShaders.Add(shader); } } } } } if (logger != null && logger.HasErrors) { throw new InvalidOperationException(Utilities.Join("\r\n", logger.Messages)); } return(effectRuntime); }
/// <summary> /// Merges an existing <see cref="EffectData" /> into this instance. /// </summary> /// <param name="source">The EffectData to merge.</param> /// <returns><c>true</c> if XXXX, <c>false</c> otherwise</returns> /// <remarks>This method is useful to build an archive of several effects.</remarks> private EffectData.Effect RegisterInternal(EffectData source) { var effect = source.Description; var effectRuntime = new EffectData.Effect() { Name = effect.Name, Arguments = effect.Arguments, ShareConstantBuffers = effect.ShareConstantBuffers, Techniques = new List<EffectData.Technique>(effect.Techniques.Count) }; Logger logger = null; foreach (var techniqueOriginal in effect.Techniques) { var technique = techniqueOriginal.Clone(); effectRuntime.Techniques.Add(technique); foreach (var pass in technique.Passes) { foreach (var shaderLink in pass.Pipeline) { // No shader set for this stage if (shaderLink == null) continue; // If the shader is an import, we try first to resolve it directly if (shaderLink.IsImport) { var index = FindShaderByName(shaderLink.ImportName); if (index >= 0) { shaderLink.ImportName = null; shaderLink.Index = index; } else { if (logger == null) { logger = new Logger(); } logger.Error("Cannot find shader import by name [{0}]", shaderLink.ImportName); } } else if (!shaderLink.IsNullShader) { var shader = source.Shaders[shaderLink.Index]; // Find a similar shader var shaderIndex = FindSimilarShader(shader); if (shaderIndex >= 0) { var previousShader = RegisteredShaders[shaderIndex]; // If the previous shader is if (shader.Name != null) { // if shader from this instance is local and shader from source is global => transform current shader to global if (previousShader.Name == null) { previousShader.Name = shader.Name; } else if (shader.Name != previousShader.Name) { if (logger == null) { logger = new Logger(); } // If shader from this instance is global and shader from source is global => check names. If exported names are different, this is an error logger.Error("Cannot merge shader [{0}] into this instance, as there is already a global shader with a different name [{1}]", shader.Name, previousShader.Name); } } shaderLink.Index = shaderIndex; } else { shaderLink.Index = RegisteredShaders.Count; RegisteredShaders.Add(shader); } } } } } if (logger != null && logger.HasErrors) throw new InvalidOperationException(Utilities.Join("\r\n", logger.Messages)); return effectRuntime; }
/// <summary> /// Binds the specified effect data to this instance. /// </summary> /// <param name="effectDataArg">The effect data arg.</param> /// <param name="cloneFromEffect">The clone from effect.</param> /// <exception cref="System.InvalidOperationException">If no techniques found in this effect.</exception> /// <exception cref="System.ArgumentException">If unable to find effect [effectName] from the EffectPool.</exception> internal void InitializeFrom(EffectData.Effect effectDataArg, Effect cloneFromEffect) { RawEffectData = effectDataArg; // Clean any previously allocated resources if (DisposeCollector != null) { DisposeCollector.DisposeAndClear(); } ConstantBuffers.Clear(); Parameters.Clear(); Techniques.Clear(); ResourceLinker = ToDispose(new EffectResourceLinker()); if (effectConstantBuffersCache != null) { effectConstantBuffersCache.Clear(); } // Copy data IsSupportingDynamicCompilation = RawEffectData.Arguments != null; ShareConstantBuffers = RawEffectData.ShareConstantBuffers; // Create the local effect constant buffers cache if (!ShareConstantBuffers) { effectConstantBuffersCache = new Dictionary <EffectConstantBufferKey, EffectConstantBuffer>(); } var logger = new Logger(); int techniqueIndex = 0; int totalPassCount = 0; EffectPass parentPass = null; foreach (var techniqueRaw in RawEffectData.Techniques) { var name = techniqueRaw.Name; if (string.IsNullOrEmpty(name)) { name = string.Format("${0}", techniqueIndex++); } var technique = new EffectTechnique(this, name); Techniques.Add(technique); int passIndex = 0; foreach (var passRaw in techniqueRaw.Passes) { name = passRaw.Name; if (string.IsNullOrEmpty(name)) { name = string.Format("${0}", passIndex++); } var pass = new EffectPass(logger, this, technique, passRaw, name); pass.Initialize(logger); // If this is a subpass, add it to the parent pass if (passRaw.IsSubPass) { if (parentPass == null) { logger.Error("Pass [{0}] is declared as a subpass but has no parent."); } else { parentPass.SubPasses.Add(pass); } } else { technique.Passes.Add(pass); parentPass = pass; } } // Count the number of passes totalPassCount += technique.Passes.Count; } if (totalPassCount == 0) { throw new InvalidOperationException("No passes found in this effect."); } // Log all the exception in a single throw if (logger.HasErrors) { throw new InvalidOperationException(Utilities.Join("\n", logger.Messages)); } // Initialize the resource linker when we are done with all pass/parameters ResourceLinker.Initialize(); //// Sort all parameters by their resource types //// in order to achieve better local cache coherency in resource linker Parameters.Items.Sort((left, right) => { // First, order first all value types, then resource type var comparison = left.IsValueType != right.IsValueType ? left.IsValueType ? -1 : 1 : 0; // If same type if (comparison == 0) { // Order by resource type comparison = ((int)left.ResourceType).CompareTo((int)right.ResourceType); // If same, order by resource index if (comparison == 0) { comparison = left.Offset.CompareTo(right.Offset); } } return(comparison); }); // Prelink constant buffers int resourceIndex = 0; foreach (var parameter in Parameters) { // Recalculate parameter resource index if (!parameter.IsValueType) { parameter.Offset = resourceIndex; resourceIndex += parameter.ElementCount; } // Set the default values parameter.SetDefaultValue(); if (parameter.ResourceType == EffectResourceType.ConstantBuffer) { parameter.SetResource(ConstantBuffers[parameter.Name]); } } // Compute slot links foreach (var technique in Techniques) { foreach (var pass in technique.Passes) { foreach (var subPass in pass.SubPasses) { subPass.ComputeSlotLinks(); } pass.ComputeSlotLinks(); } } // Setup the first Current Technique. CurrentTechnique = this.Techniques[0]; // Initialize predefined parameters used by Model.Draw (to speedup things internally) DefaultParameters = new EffectDefaultParameters(this); // If this is a clone, we need to if (cloneFromEffect != null) { // Copy the content of the constant buffers to the new instance. for (int i = 0; i < ConstantBuffers.Count; i++) { cloneFromEffect.ConstantBuffers[i].CopyTo(ConstantBuffers[i]); } // Copy back all bound resources except constant buffers // that are already initialized with InitializeFrom method. for (int i = 0; i < cloneFromEffect.ResourceLinker.Count; i++) { if (cloneFromEffect.ResourceLinker.BoundResources[i] is EffectConstantBuffer) { continue; } ResourceLinker.BoundResources[i] = cloneFromEffect.ResourceLinker.BoundResources[i]; unsafe { ResourceLinker.Pointers[i] = cloneFromEffect.ResourceLinker.Pointers[i]; } } // If everything was fine, then we can register it into the pool Pool.AddEffect(this); } // Allow subclasses to complete initialization. Initialize(); OnInitialized(); }
/// <summary> /// Initializes the specified effect bytecode. /// </summary> /// <param name="effectDataArg">The effect bytecode.</param> /// <exception cref="System.InvalidOperationException"></exception> private void Initialize(EffectData.Effect effectDataArg) { if (effectDataArg == null) throw new ArgumentException(string.Format("Unable to find effect [{0}] from the EffectPool", Name), "effectName"); rawEffect = effectDataArg; ShareConstantBuffers = effectDataArg.ShareConstantBuffers; // Create the local effect constant buffers cache if (!ShareConstantBuffers) effectConstantBuffersCache = new Dictionary<EffectConstantBufferKey, EffectConstantBuffer>(); if (effectDataArg.Techniques.Count == 0) throw new InvalidOperationException("No techniques found in this effect"); var logger = new Logger(); int techniqueIndex = 0; int totalPassCount = 0; EffectPass parentPass = null; foreach (var techniqueRaw in effectDataArg.Techniques) { var name = techniqueRaw.Name; if (string.IsNullOrEmpty(name)) name = string.Format("${0}", techniqueIndex++); var technique = new EffectTechnique(this, name); Techniques.Add(technique); int passIndex = 0; foreach (var passRaw in techniqueRaw.Passes) { name = passRaw.Name; if (string.IsNullOrEmpty(name)) name = string.Format("${0}", passIndex++); var pass = new EffectPass(logger, this, technique, passRaw, name); pass.Initialize(logger); // If this is a subpass, add it to the parent pass if (passRaw.IsSubPass) { if (parentPass == null) { logger.Error("Pass [{0}] is declared as a subpass but has no parent"); } else { parentPass.SubPasses.Add(pass); } } else { technique.Passes.Add(pass); parentPass = pass; } } // Count the number of passes totalPassCount += technique.Passes.Count; } if (totalPassCount == 0) throw new InvalidOperationException("No passes found in this effect"); // Log all the exception in a single throw if (logger.HasErrors) throw new InvalidOperationException(Utilities.Join("\n", logger.Messages)); // Initialize the resource linker when we are done with all pass/parameters ResourceLinker.Initialize(); //// Sort all parameters by their resource types //// in order to achieve better local cache coherency in resource linker Parameters.Items.Sort((left, right) => { // First, order first all value types, then resource type var comparison = left.IsValueType != right.IsValueType ? left.IsValueType ? -1 : 1 : 0; // If same type if (comparison == 0) { // Order by resource type comparison = ((int)left.ResourceType).CompareTo((int)right.ResourceType); // If same, order by resource index if (comparison == 0) { comparison = left.Offset.CompareTo(right.Offset); } } return comparison; }); // Prelink constant buffers int resourceIndex = 0; foreach (var parameter in Parameters) { // Recalculate parameter resource index if (!parameter.IsValueType) { parameter.Offset = resourceIndex++; } // Set the default values parameter.SetDefaultValue(); if (parameter.ResourceType == EffectResourceType.ConstantBuffer) parameter.SetResource(0, ConstantBuffers[parameter.Name]); } // Compute slot links foreach (var technique in Techniques) { foreach (var pass in technique.Passes) { foreach (var subPass in pass.SubPasses) { subPass.ComputeSlotLinks(); } pass.ComputeSlotLinks(); } } // Setup the first Current Technique. CurrentTechnique = this.Techniques[0]; }