Пример #1
0
        /// <summary>
        /// Disassembles a shader HLSL bytecode to asm code.
        /// </summary>
        /// <param name="shader">The shader.</param>
        /// <returns>A string containing asm code decoded from HLSL bytecode.</returns>
        public string DisassembleShader(EffectData.Shader shader)
        {
            var compiler = new EffectCompilerInternal();

            return(compiler.DisassembleShader(shader));
        }
Пример #2
0
        /// <summary>
        /// Compiles an effect from the specified source code and file path.
        /// </summary>
        /// <param name="sourceCode">The source code.</param>
        /// <param name="filePath">The file path.</param>
        /// <param name="flags">The flags.</param>
        /// <param name="macrosArgs">The macrosArgs.</param>
        /// <param name="includeDirectoryList">The include directory list.</param>
        /// <param name="allowDynamicCompiling">Whether or not to allow dynamic compilation.</param>
        /// <param name="dependencyFilePath">Path to dependency files.</param>
        /// <returns>The result of compilation.</returns>
        public EffectCompilerResult Compile(string sourceCode, string filePath, EffectCompilerFlags flags = EffectCompilerFlags.None, List <EffectData.ShaderMacro> macrosArgs = null, List <string> includeDirectoryList = null, bool allowDynamicCompiling = false, string dependencyFilePath = null)
        {
            var compiler = new EffectCompilerInternal();

            return(compiler.Compile(sourceCode, filePath, flags, macrosArgs, includeDirectoryList, allowDynamicCompiling, dependencyFilePath));
        }
Пример #3
0
 /// <summary>
 /// Disassembles a shader HLSL bytecode to asm code.
 /// </summary>
 /// <param name="shader">The shader.</param>
 /// <returns>A string containing asm code decoded from HLSL bytecode.</returns>
 public string DisassembleShader(EffectData.Shader shader)
 {
     var compiler = new EffectCompilerInternal();
     return compiler.DisassembleShader(shader);
 }
Пример #4
0
 /// <summary>
 /// Compiles an effect from the specified source code and file path.
 /// </summary>
 /// <param name="sourceCode">The source code.</param>
 /// <param name="filePath">The file path.</param>
 /// <param name="flags">The flags.</param>
 /// <param name="macrosArgs">The macrosArgs.</param>
 /// <param name="includeDirectoryList">The include directory list.</param>
 /// <param name="allowDynamicCompiling">Whether or not to allow dynamic compilation.</param>
 /// <param name="dependencyFilePath">Path to dependency files.</param>
 /// <returns>The result of compilation.</returns>
 public EffectCompilerResult Compile(string sourceCode, string filePath, EffectCompilerFlags flags = EffectCompilerFlags.None, List<EffectData.ShaderMacro> macrosArgs = null, List<string> includeDirectoryList = null, bool allowDynamicCompiling = false, string dependencyFilePath = null)
 {
     var compiler = new EffectCompilerInternal();
     return compiler.Compile(sourceCode, filePath, flags, macrosArgs, includeDirectoryList, allowDynamicCompiling, dependencyFilePath);
 }
Пример #5
0
 /// <summary>
 /// Builds effect data from the provided bytecode.
 /// </summary>
 /// <param name="shaderSource">The bytecode list to for the provided effect.</param>
 /// <returns>Built effect data.</returns>
 public EffectData Compile(params ShaderBytecode[] shaderSource)
 {
     var compiler = new EffectCompilerInternal();
     return compiler.Build(shaderSource);
 }
Пример #6
0
        /// <summary>
        /// Builds effect data from the provided bytecode.
        /// </summary>
        /// <param name="shaderSource">The bytecode list to for the provided effect.</param>
        /// <returns>Built effect data.</returns>
        public EffectData Compile(params ShaderBytecode[] shaderSource)
        {
            var compiler = new EffectCompilerInternal();

            return(compiler.Build(shaderSource));
        }