static public ShaderInfo FromString(string effectSource, string filePath, Options options) { var macros = new List<SharpDX.Direct3D.ShaderMacro>(); macros.Add(new SharpDX.Direct3D.ShaderMacro("MGFX", 1)); // Under the DX11 profile we pass a few more macros. if (options.DX11Profile) { macros.Add(new SharpDX.Direct3D.ShaderMacro("HLSL", 1)); macros.Add(new SharpDX.Direct3D.ShaderMacro("SM4", 1)); } // If we're building shaders for debug set that flag too. if (options.Debug) macros.Add(new SharpDX.Direct3D.ShaderMacro("DEBUG", 1)); // Use the D3DCompiler to pre-process the file resolving // all #includes and macros.... this even works for GLSL. string newFile; var full = Path.GetFullPath(filePath); var dir = Path.GetDirectoryName(full); using (var includer = new CompilerInclude(Path.GetDirectoryName(Path.GetFullPath(filePath)))) newFile = SharpDX.D3DCompiler.ShaderBytecode.Preprocess(effectSource, macros.ToArray(), includer, Path.GetFullPath(filePath)); // Parse the resulting file for techniques and passes. var tree = new Parser(new Scanner()).Parse(newFile, filePath); if (tree.Errors.Count > 0) { var errors = String.Empty; foreach (var error in tree.Errors) errors += string.Format("{0}({1},{2}) : {3}\r\n", error.File, error.Line, error.Column, error.Message); throw new Exception(errors); } // Evaluate the results of the parse tree. var result = tree.Eval() as ShaderInfo; result.fileName = filePath; result.fileContent = newFile; // Remove empty techniques. for (var i=0; i < result.Techniques.Count; i++) { var tech = result.Techniques[i]; if (tech.Passes.Count <= 0) { result.Techniques.RemoveAt(i); i--; } } // We must have at least one technique. if (result.Techniques.Count <= 0) throw new Exception("The effect must contain at least one technique and pass!"); // Finally remove the techniques from the file. // // TODO: Do we really need to do this, or will the HLSL // compiler just ignore it as we compile shaders? // /* var extra = 2; var offset = 0; foreach (var tech in result.Techniques) { // Remove the technique from the file. newFile = newFile.Remove(tech.startPos + offset, tech.length + extra); offset -= tech.length + extra; techniques.Add(tech); } */ result.DX11Profile = options.DX11Profile; result.Debug = options.Debug; return result; }
static public ShaderInfo FromString(string effectSource, string filePath, Options options) { var macros = new List <SharpDX.Direct3D.ShaderMacro>(); macros.Add(new SharpDX.Direct3D.ShaderMacro("MGFX", 1)); // Under the DX11 profile we pass a few more macros. if (options.DX11Profile) { macros.Add(new SharpDX.Direct3D.ShaderMacro("HLSL", 1)); macros.Add(new SharpDX.Direct3D.ShaderMacro("SM4", 1)); } // If we're building shaders for debug set that flag too. if (options.Debug) { macros.Add(new SharpDX.Direct3D.ShaderMacro("DEBUG", 1)); } // Use the D3DCompiler to pre-process the file resolving // all #includes and macros.... this even works for GLSL. string newFile; var full = Path.GetFullPath(filePath); var dir = Path.GetDirectoryName(full); using (var includer = new CompilerInclude(Path.GetDirectoryName(Path.GetFullPath(filePath)))) newFile = SharpDX.D3DCompiler.ShaderBytecode.Preprocess(effectSource, macros.ToArray(), includer, Path.GetFullPath(filePath)); // Parse the resulting file for techniques and passes. var tree = new Parser(new Scanner()).Parse(newFile, filePath); if (tree.Errors.Count > 0) { var errors = String.Empty; foreach (var error in tree.Errors) { errors += string.Format("{0}({1},{2}) : {3}\r\n", error.File, error.Line, error.Column, error.Message); } throw new Exception(errors); } // Evaluate the results of the parse tree. var result = tree.Eval() as ShaderInfo; result.fileName = filePath; result.fileContent = newFile; // Remove empty techniques. for (var i = 0; i < result.Techniques.Count; i++) { var tech = result.Techniques[i]; if (tech.Passes.Count <= 0) { result.Techniques.RemoveAt(i); i--; } } // We must have at least one technique. if (result.Techniques.Count <= 0) { throw new Exception("The effect must contain at least one technique and pass!"); } // Finally remove the techniques from the file. // // TODO: Do we really need to do this, or will the HLSL // compiler just ignore it as we compile shaders? // /* * var extra = 2; * var offset = 0; * foreach (var tech in result.Techniques) * { * // Remove the technique from the file. * newFile = newFile.Remove(tech.startPos + offset, tech.length + extra); * offset -= tech.length + extra; * * techniques.Add(tech); * } */ result.DX11Profile = options.DX11Profile; result.Debug = options.Debug; return(result); }
static public ShaderInfo FromString(string effectSource, string filePath, Options options) { var macros = new List<SharpDX.Direct3D.ShaderMacro>(); macros.Add(new SharpDX.Direct3D.ShaderMacro("MGFX", 1)); // Under the DX11 profile we pass a few more macros. if (options.Profile == ShaderProfile.DirectX_11) { macros.Add(new SharpDX.Direct3D.ShaderMacro("HLSL", 1)); macros.Add(new SharpDX.Direct3D.ShaderMacro("SM4", 1)); } else if (options.Profile == ShaderProfile.OpenGL) { macros.Add(new SharpDX.Direct3D.ShaderMacro("GLSL", 1)); macros.Add(new SharpDX.Direct3D.ShaderMacro("OPENGL", 1)); } else if (options.Profile == ShaderProfile.PlayStation4) { throw new NotSupportedException("PlayStation 4 support isn't available in this build."); } // If we're building shaders for debug set that flag too. if (options.Debug) macros.Add(new SharpDX.Direct3D.ShaderMacro("DEBUG", 1)); if (!string.IsNullOrEmpty(options.Defines)) { var defines = options.Defines.Split(new[] { ';' }, StringSplitOptions.RemoveEmptyEntries); macros.AddRange(defines.Select(define => new SharpDX.Direct3D.ShaderMacro(define, 1))); } // Use the D3DCompiler to pre-process the file resolving // all #includes and macros.... this even works for GLSL. string newFile; var fullPath = Path.GetFullPath(filePath); var dependencies = new List<string>(); using (var includer = new CompilerInclude(Path.GetDirectoryName(Path.GetFullPath(filePath)), dependencies)) newFile = SharpDX.D3DCompiler.ShaderBytecode.Preprocess(effectSource, macros.ToArray(), includer, fullPath); // Parse the resulting file for techniques and passes. var tree = new Parser(new Scanner()).Parse(newFile, fullPath); if (tree.Errors.Count > 0) { var errors = String.Empty; foreach (var error in tree.Errors) errors += string.Format("{0}({1},{2}) : {3}\r\n", error.File, error.Line, error.Column, error.Message); throw new Exception(errors); } // Evaluate the results of the parse tree. var result = tree.Eval() as ShaderInfo; result.Dependencies = dependencies; result.FilePath = fullPath; result.FileContent = newFile; if (!string.IsNullOrEmpty(options.OutputFile)) result.OutputFilePath = Path.GetFullPath(options.OutputFile); result.AdditionalOutputFiles = new List<string>(); // Remove empty techniques. for (var i=0; i < result.Techniques.Count; i++) { var tech = result.Techniques[i]; if (tech.Passes.Count <= 0) { result.Techniques.RemoveAt(i); i--; } } // We must have at least one technique. if (result.Techniques.Count <= 0) throw new Exception("The effect must contain at least one technique and pass!"); // Finally remove the techniques from the file. // // TODO: Do we really need to do this, or will the HLSL // compiler just ignore it as we compile shaders? // /* var extra = 2; var offset = 0; foreach (var tech in result.Techniques) { // Remove the technique from the file. newFile = newFile.Remove(tech.startPos + offset, tech.length + extra); offset -= tech.length + extra; techniques.Add(tech); } */ result.Profile = options.Profile; result.Debug = options.Debug; return result; }