Пример #1
0
 public StageBlock(EffectShaderType type)
 {
     Type = type;
 }
Пример #2
0
        internal DeviceChild GetOrCompileShader(EffectShaderType shaderType, int index, int soRasterizedStream, StreamOutputElement[] soElements, out string profileError)
        {
            DeviceChild shader = null;

            profileError = null;
            lock (sync)
            {
                shader = compiledShadersGroup[(int)shaderType][index];
                if (shader == null)
                {
                    if (RegisteredShaders[index].Level > graphicsDevice.Features.Level)
                    {
                        profileError = string.Format("{0}", RegisteredShaders[index].Level);
                        return(null);
                    }

                    var bytecodeRaw = RegisteredShaders[index].Bytecode;
                    switch (shaderType)
                    {
                    case EffectShaderType.Vertex:
                        shader = new VertexShader(graphicsDevice, bytecodeRaw);
                        break;

                    case EffectShaderType.Domain:
                        shader = new DomainShader(graphicsDevice, bytecodeRaw);
                        break;

                    case EffectShaderType.Hull:
                        shader = new HullShader(graphicsDevice, bytecodeRaw);
                        break;

                    case EffectShaderType.Geometry:
                        if (soElements != null)
                        {
                            // Calculate the strides
                            var soStrides = new List <int>();
                            foreach (var streamOutputElement in soElements)
                            {
                                for (int i = soStrides.Count; i < (streamOutputElement.Stream + 1); i++)
                                {
                                    soStrides.Add(0);
                                }

                                soStrides[streamOutputElement.Stream] += streamOutputElement.ComponentCount * sizeof(float);
                            }
                            shader = new GeometryShader(graphicsDevice, bytecodeRaw, soElements, soStrides.ToArray(), soRasterizedStream);
                        }
                        else
                        {
                            shader = new GeometryShader(graphicsDevice, bytecodeRaw);
                        }
                        break;

                    case EffectShaderType.Pixel:
                        shader = new PixelShader(graphicsDevice, bytecodeRaw);
                        break;

                    case EffectShaderType.Compute:
                        shader = new ComputeShader(graphicsDevice, bytecodeRaw);
                        break;
                    }
                    compiledShadersGroup[(int)shaderType][index] = ToDispose(shader);
                }
            }
            return(shader);
        }
Пример #3
0
 internal DeviceChild GetOrCompileShader(EffectShaderType shaderType, int index)
 {
     DeviceChild shader = null;
     lock (sync)
     {
         shader = compiledShaders[index];
         if (shader == null)
         {
             var bytecodeRaw = dataGroup.Shaders[index].Bytecode;
             switch (shaderType)
             {
                 case EffectShaderType.Vertex:
                     shader = new VertexShader(graphicsDevice, bytecodeRaw);
                     break;
                 case EffectShaderType.Domain:
                     shader = new DomainShader(graphicsDevice, bytecodeRaw);
                     break;
                 case EffectShaderType.Hull:
                     shader = new HullShader(graphicsDevice, bytecodeRaw);
                     break;
                 case EffectShaderType.Geometry:
                     shader = new GeometryShader(graphicsDevice, bytecodeRaw);
                     break;
                 case EffectShaderType.Pixel:
                     shader = new PixelShader(graphicsDevice, bytecodeRaw);
                     break;
                 case EffectShaderType.Compute:
                     shader = new ComputeShader(graphicsDevice, bytecodeRaw);
                     break;
             }
             compiledShaders[index] = shader;
         }
     }
     return shader;
 }
Пример #4
0
        internal DeviceChild GetOrCompileShader(EffectShaderType shaderType, int index, int soRasterizedStream, StreamOutputElement[] soElements, out string profileError)
        {
            DeviceChild shader = null;
            profileError = null;
            lock (sync)
            {
                shader = compiledShadersGroup[(int)shaderType][index];
                if (shader == null)
                {
                    if (RegisteredShaders[index].Level > graphicsDevice.Features.Level)
                    {
                        profileError = string.Format("{0}", RegisteredShaders[index].Level);
                        return null;
                    }

                    var bytecodeRaw = RegisteredShaders[index].Bytecode;
                    switch (shaderType)
                    {
                        case EffectShaderType.Vertex:
                            shader = new VertexShader(graphicsDevice, bytecodeRaw);
                            break;
                        case EffectShaderType.Domain:
                            shader = new DomainShader(graphicsDevice, bytecodeRaw);
                            break;
                        case EffectShaderType.Hull:
                            shader = new HullShader(graphicsDevice, bytecodeRaw);
                            break;
                        case EffectShaderType.Geometry:
                            if (soElements != null)
                            {
                                // Calculate the strides
                                var soStrides = new List<int>();
                                foreach (var streamOutputElement in soElements)
                                {
                                    for (int i = soStrides.Count; i < (streamOutputElement.Stream+1); i++)
                                    {
                                        soStrides.Add(0);
                                    }

                                    soStrides[streamOutputElement.Stream] += streamOutputElement.ComponentCount * sizeof(float);
                                }
                                shader = new GeometryShader(graphicsDevice, bytecodeRaw, soElements, soStrides.ToArray(), soRasterizedStream);
                            }
                            else
                            {
                                shader = new GeometryShader(graphicsDevice, bytecodeRaw);
                            }
                            break;
                        case EffectShaderType.Pixel:
                            shader = new PixelShader(graphicsDevice, bytecodeRaw);
                            break;
                        case EffectShaderType.Compute:
                            shader = new ComputeShader(graphicsDevice, bytecodeRaw);
                            break;
                    }
                    compiledShadersGroup[(int)shaderType][index] = ToDispose(shader);
                }
            }
            return shader;
        }
Пример #5
0
 /// <summary>
 /// Gets or sets the <see cref="ShaderLink" /> with the specified stage type.
 /// </summary>
 /// <param name="effectShaderType">Type of the stage.</param>
 /// <returns>A <see cref="ShaderLink"/></returns>
 /// <remarks>
 /// The return value can be null if there is no shaders associated for this particular stage.
 /// </remarks>
 public ShaderLink this[EffectShaderType effectShaderType]
 {
     get { return(Links[(int)effectShaderType]); }
     set { Links[(int)effectShaderType] = value; }
 }