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; // Store the code for serialization. dxshader.ShaderCode = Encoding.ASCII.GetBytes(glslCode); return(dxshader); }
private static EffectObject.d3dx_parameter GetParameterFromSymbol(MojoShader.MOJOSHADER_symbol symbol) { var param = new EffectObject.d3dx_parameter(); param.rows = symbol.info.rows; param.columns = symbol.info.columns; param.name = symbol.name ?? string.Empty; param.semantic = string.Empty; // TODO: How do i do this with only MojoShader? var registerSize = (symbol.register_set == MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_BOOL ? 1 : 4) * 4; var offset = (int)symbol.register_index * registerSize; param.bufferOffset = offset; switch (symbol.info.parameter_class) { case MojoShader.MOJOSHADER_symbolClass.MOJOSHADER_SYMCLASS_SCALAR: param.class_ = EffectObject.D3DXPARAMETER_CLASS.SCALAR; break; case MojoShader.MOJOSHADER_symbolClass.MOJOSHADER_SYMCLASS_VECTOR: param.class_ = EffectObject.D3DXPARAMETER_CLASS.VECTOR; break; case MojoShader.MOJOSHADER_symbolClass.MOJOSHADER_SYMCLASS_MATRIX_COLUMNS: param.class_ = EffectObject.D3DXPARAMETER_CLASS.MATRIX_COLUMNS; break; default: throw new Exception("Unsupported parameter class!"); } switch (symbol.info.parameter_type) { case MojoShader.MOJOSHADER_symbolType.MOJOSHADER_SYMTYPE_BOOL: param.type = EffectObject.D3DXPARAMETER_TYPE.BOOL; break; case MojoShader.MOJOSHADER_symbolType.MOJOSHADER_SYMTYPE_FLOAT: param.type = EffectObject.D3DXPARAMETER_TYPE.FLOAT; break; case MojoShader.MOJOSHADER_symbolType.MOJOSHADER_SYMTYPE_INT: param.type = EffectObject.D3DXPARAMETER_TYPE.INT; break; default: throw new Exception("Unsupported parameter type!"); } // HACK: We don't have real default parameters from mojoshader! param.data = new byte[param.rows * param.columns * 4]; param.member_count = symbol.info.member_count; param.element_count = symbol.info.elements > 1 ? symbol.info.elements : 0; if (param.member_count > 0) { param.member_handles = new EffectObject.d3dx_parameter[param.member_count]; var members = MarshalHelper.UnmarshalArray <MojoShader.MOJOSHADER_symbol>( symbol.info.members, (int)symbol.info.member_count); for (var i = 0; i < param.member_count; i++) { var mparam = GetParameterFromSymbol(members[i]); param.member_handles[i] = mparam; } } else { param.member_handles = new EffectObject.d3dx_parameter[param.element_count]; for (var i = 0; i < param.element_count; i++) { var mparam = new EffectObject.d3dx_parameter(); mparam.name = string.Empty; mparam.semantic = string.Empty; mparam.type = param.type; mparam.class_ = param.class_; mparam.rows = param.rows; mparam.columns = param.columns; mparam.data = new byte[param.columns * param.rows * 4]; param.member_handles[i] = mparam; } } return(param); }