internal static void Generate(bool clean, OnShaderCacheProgressDelegate onShaderCacheProgress) { // remove contents of the whole cache folder var outputPath = Path.Combine(MyFileSystem.UserDataPath, MyShadersDefines.CachePath); Directory.CreateDirectory(outputPath); if (clean) { #if XB1 System.Diagnostics.Debug.Assert(false, "TODO for XB1."); #else // !XB1 string[] cacheFiles = Directory.GetFiles(outputPath, "*.cache"); for (int i = 0; i < cacheFiles.Length; i++) { File.Delete(cacheFiles[i]); } #endif // !XB1 } string filename = null; CacheGenerator generatorDesc = null; try { XmlSerializer serializer = new XmlSerializer(typeof(CacheGenerator)); filename = Path.Combine(MyShaders.ShadersPath, CacheGeneratorFile); TextReader reader = new StreamReader(filename); generatorDesc = serializer.Deserialize(reader) as CacheGenerator; } catch (Exception ex) { throw new FileLoadException("File " + filename + " not found or invalid: ", ex); } if (generatorDesc == null) { throw new FileLoadException("File " + filename + " not found or invalid: "); } GenerateInternal(generatorDesc, onShaderCacheProgress); GenerateMaterials(generatorDesc, onShaderCacheProgress); }
private static ShaderMacro[] m_globalMacros = new[] { new ShaderMacro("MS_SAMPLE_COUNT", 2), new ShaderMacro("MS_SAMPLE_COUNT", 4), new ShaderMacro("MS_SAMPLE_COUNT", 8) };//, new ShaderMacro("FXAA_ENABLED",null)}; private static void GenerateMaterials(CacheGenerator generatorDesc, OnShaderCacheProgressDelegate onShaderCacheProgress) { int combinationsCount = generatorDesc.Materials.Length * generatorDesc.Passes.Length * generatorDesc.Combos.Length; int combinationsCounter = 0; for (int i = 0; i < generatorDesc.Materials.Length; i++) { var materialId = MyStringId.GetOrCompute(generatorDesc.Materials[i].Id); var materialFlags = ParseFlags(generatorDesc.Materials[i].FlagNames); var unsupportedMaterialFlags = ParseFlags(generatorDesc.Materials[i].UnsupportedFlagNames); for (int j = 0; j < generatorDesc.Passes.Length; j++) { var passId = MyStringId.GetOrCompute(generatorDesc.Passes[j].Id); var passFlags = ParseFlags(generatorDesc.Passes[j].FlagNames); var unsupportedPassFlags = ParseFlags(generatorDesc.Passes[j].UnsupportedFlagNames); for (int c = 0; c < generatorDesc.Combos.Length; c++) { combinationsCounter++; float progress = (float)combinationsCounter * 100 / combinationsCount; if (string.IsNullOrEmpty(generatorDesc.Combos[c].Material) && string.IsNullOrEmpty(generatorDesc.Combos[c].Pass)) { GenerateCombo(materialId, passId, materialFlags | passFlags, unsupportedMaterialFlags | unsupportedPassFlags, generatorDesc.Combos[c].ComboList1, generatorDesc.Combos[c].ComboList2, progress, onShaderCacheProgress); } } } } for (int c = 0; c < generatorDesc.Combos.Length; c++) { if (!string.IsNullOrEmpty(generatorDesc.Combos[c].Material) && !string.IsNullOrEmpty(generatorDesc.Combos[c].Pass)) { combinationsCounter++; float progress = (float)combinationsCounter * 100 / combinationsCount; var materialId = MyStringId.GetOrCompute(generatorDesc.Combos[c].Material); var passId = MyStringId.GetOrCompute(generatorDesc.Combos[c].Pass); GenerateCombo(materialId, passId, MyShaderUnifiedFlags.NONE, MyShaderUnifiedFlags.NONE, generatorDesc.Combos[c].ComboList1, generatorDesc.Combos[c].ComboList2, progress, onShaderCacheProgress); } } }
private static void GenerateInternal(CacheGenerator generatorDesc, OnShaderCacheProgressDelegate onShaderCacheProgress) { #if XB1 System.Diagnostics.Debug.Assert(false, "TODO for XB1."); #else // !XB1 var shaderPath = Path.Combine(MyShaders.ShadersPath); string[] files = GetShadersRecursively(shaderPath, generatorDesc.Ignores); var macroVariants = new List <string[]>(); var macroVariantMandatory = new List <bool>(); for (int i = 0; i < files.Length; i++) { float progress = (float)i * 100 / files.Length; string file = files[i]; string fileText = file.Remove(0, shaderPath.Length); using (var reader = new StreamReader(file)) { var source = reader.ReadToEnd(); bool any = false; if (source.IndexOf(ANNOTATION_SKIP) != -1) { continue; } for (MyShaderProfile profile = 0; profile < MyShaderProfile.count; profile++) { string function = MyShaders.ProfileEntryPoint(profile); if (source.Contains(function)) { // generate list of macro variants macroVariants.Clear(); macroVariantMandatory.Clear(); // global ones macroVariants.Add(new[] { "MS_SAMPLE_COUNT 2", "MS_SAMPLE_COUNT 4", "MS_SAMPLE_COUNT 8", "FXAA_ENABLED" }); macroVariantMandatory.Add(false); // shader specific ones int defineEndIndex = 0; while (true) { int defineIndex = source.IndexOf('@', defineEndIndex); if (defineIndex == -1) { break; } int advance = -1; bool mandatory = false; defineIndex++; if (CheckAnnotation(source, defineIndex, ANNOTATION_DEFINE_MANDATORY)) { advance = ANNOTATION_DEFINE_MANDATORY.Length; mandatory = true; } else if (CheckAnnotation(source, defineIndex, ANNOTATION_DEFINE)) { advance = ANNOTATION_DEFINE.Length; } if (advance == -1) { defineEndIndex++; continue; } defineIndex += advance; defineEndIndex = source.IndexOf("\n", defineIndex); if (defineEndIndex == -1) { defineEndIndex = source.Length; } var define = source.Substring(defineIndex, defineEndIndex - defineIndex); define = define.Trim(); var defineEntries = define.Split(new[] { ',' }, StringSplitOptions.RemoveEmptyEntries); macroVariants.Add(defineEntries); macroVariantMandatory.Add(mandatory); } // init macro counters based on mandatory flag var counters = new int[macroVariants.Count]; for (int j = 0; j < macroVariants.Count; j++) { counters[j] = macroVariantMandatory[j] ? 1 : 0; } // compile all variants bool finished = false; while (!finished) { // prepare macros var macros = new List <ShaderMacro>(); for (int j = 0; j < macroVariants.Count; j++) { if (counters[j] > 0) { var define = macroVariants[j][counters[j] - 1]; var defineSplit = define.Split((char[])null, StringSplitOptions.RemoveEmptyEntries); MyDebug.AssertDebug(defineSplit.Length == 1 || defineSplit.Length == 2, "Invalid define @ " + fileText + ": " + define); if (defineSplit.Length > 1) { macros.Add(new ShaderMacro(defineSplit[0].Trim(), defineSplit[1].Trim())); } else { macros.Add(new ShaderMacro(defineSplit[0].Trim(), null)); } } } // compile PreCompile(file, macros, profile, fileText, "", progress, onShaderCacheProgress); any = true; // increase variants counters int countersIndex = counters.Length - 1; do { counters[countersIndex]++; if (counters[countersIndex] > macroVariants[countersIndex].Length) { counters[countersIndex] = macroVariantMandatory[countersIndex] ? 1 : 0; if (countersIndex == 0) { finished = true; } countersIndex--; } else { break; } } while (countersIndex >= 0); } } } if (!any && onShaderCacheProgress != null) { onShaderCacheProgress(progress, file, "", "", "", "No entry point found.", true); } } } #endif // !XB1 }