public void ResourcesUsedInStages() { Compilation compilation = TestUtil.GetCompilation(); HlslBackend backend = new HlslBackend(compilation); ShaderGenerator sg = new ShaderGenerator( compilation, backend, "TestShaders.UsedResourcesShaders.VS", "TestShaders.UsedResourcesShaders.FS"); ShaderGenerationResult genResult = sg.GenerateShaders(); IReadOnlyList <GeneratedShaderSet> sets = genResult.GetOutput(backend); Assert.Equal(1, sets.Count); GeneratedShaderSet set = sets[0]; ShaderModel shaderModel = set.Model; Assert.Equal(4, shaderModel.VertexResources.Length); Assert.Contains(shaderModel.VertexResources, rd => rd.Name == "VS_M0"); Assert.Contains(shaderModel.VertexResources, rd => rd.Name == "VS_M1"); Assert.Contains(shaderModel.VertexResources, rd => rd.Name == "VS_T0"); Assert.Contains(shaderModel.VertexResources, rd => rd.Name == "VS_S0"); Assert.Equal(5, shaderModel.FragmentResources.Length); Assert.Contains(shaderModel.FragmentResources, rd => rd.Name == "FS_M0"); Assert.Contains(shaderModel.FragmentResources, rd => rd.Name == "FS_M1"); Assert.Contains(shaderModel.FragmentResources, rd => rd.Name == "FS_T0"); Assert.Contains(shaderModel.FragmentResources, rd => rd.Name == "FS_S0"); Assert.Contains(shaderModel.FragmentResources, rd => rd.Name == "FS_M2_Indirect"); }
public void TestVertexShader_VertexSemantics() { string functionName = "TestShaders.TestVertexShader.VS"; Compilation compilation = TestUtil.GetTestProjectCompilation(); HlslBackend backend = new HlslBackend(compilation); ShaderGenerator sg = new ShaderGenerator( compilation, functionName, null, backend); ShaderGenerationResult genResult = sg.GenerateShaders(); IReadOnlyList <GeneratedShaderSet> sets = genResult.GetOutput(backend); Assert.Equal(1, sets.Count); ShaderModel shaderModel = sets[0].Model; StructureDefinition vsInput = shaderModel.GetStructureDefinition(nameof(TestShaders) + "." + nameof(PositionTexture)); Assert.Equal(SemanticType.Position, vsInput.Fields[0].SemanticType); Assert.Equal(SemanticType.TextureCoordinate, vsInput.Fields[1].SemanticType); StructureDefinition fsInput = shaderModel.GetStructureDefinition( nameof(TestShaders) + "." + nameof(TestVertexShader) + "+" + nameof(TestVertexShader.VertexOutput)); Assert.Equal(SemanticType.SystemPosition, fsInput.Fields[0].SemanticType); Assert.Equal(SemanticType.TextureCoordinate, fsInput.Fields[1].SemanticType); }
public void TestVertexShader_ShaderModel() { string functionName = "TestShaders.TestVertexShader.VS"; Compilation compilation = TestUtil.GetTestProjectCompilation(); HlslBackend backend = new HlslBackend(compilation); ShaderGenerator sg = new ShaderGenerator( compilation, functionName, null, backend); ShaderGenerationResult genResult = sg.GenerateShaders(); IReadOnlyList <GeneratedShaderSet> sets = genResult.GetOutput(backend); Assert.Equal(1, sets.Count); ShaderModel shaderModel = sets[0].Model; Assert.Equal(2, shaderModel.Structures.Length); Assert.Equal(3, shaderModel.AllResources.Length); ShaderFunction vsEntry = shaderModel.GetFunction(functionName); Assert.Equal("VS", vsEntry.Name); Assert.Single(vsEntry.Parameters); Assert.True(vsEntry.IsEntryPoint); Assert.Equal(ShaderFunctionType.VertexEntryPoint, vsEntry.Type); }
public void HlslEndToEnd(string vsName, string fsName) { Compilation compilation = TestUtil.GetTestProjectCompilation(); HlslBackend backend = new HlslBackend(compilation); ShaderGenerator sg = new ShaderGenerator( compilation, vsName, fsName, backend); ShaderGenerationResult result = sg.GenerateShaders(); IReadOnlyList <GeneratedShaderSet> sets = result.GetOutput(backend); Assert.Equal(1, sets.Count); GeneratedShaderSet set = sets[0]; ShaderModel shaderModel = set.Model; if (vsName != null) { ShaderFunction vsFunction = shaderModel.GetFunction(vsName); string vsCode = set.VertexShaderCode; FxcTool.AssertCompilesCode(vsCode, "vs_5_0", vsFunction.Name); } if (fsName != null) { ShaderFunction fsFunction = shaderModel.GetFunction(fsName); string fsCode = set.FragmentShaderCode; FxcTool.AssertCompilesCode(fsCode, "ps_5_0", fsFunction.Name); } }
private void TestProcessor_UsersArgs() { Compilation compilation = TestUtil.GetCompilation(); HlslBackend backend = new HlslBackend(compilation); TestProcessor processor = new TestProcessor(); ShaderGenerator sg = new ShaderGenerator( compilation, backend, "TestShaders.ProcessorTestShaders.VS", "TestShaders.ProcessorTestShaders.FS", null, processor); sg.GenerateShaders(); Assert.Equal("This Sentence Should Be Printed By_Enumerating All Resources In Order", processor.Result); }
public void MultipleResourceSets_CorrectlyParsed() { Compilation compilation = TestUtil.GetTestProjectCompilation(); HlslBackend backend = new HlslBackend(compilation); ShaderGenerator sg = new ShaderGenerator( compilation, "TestShaders.MultipleResourceSets.VS", null, backend); ShaderGenerationResult genResult = sg.GenerateShaders(); IReadOnlyList <GeneratedShaderSet> sets = genResult.GetOutput(backend); Assert.Equal(1, sets.Count); GeneratedShaderSet set = sets[0]; ShaderModel shaderModel = set.Model; Assert.Equal(13, shaderModel.AllResources.Length); Assert.Equal(0, shaderModel.AllResources[0].Set); Assert.Equal(0, shaderModel.AllResources[0].Binding); Assert.Equal(0, shaderModel.AllResources[1].Set); Assert.Equal(1, shaderModel.AllResources[1].Binding); Assert.Equal(1, shaderModel.AllResources[2].Set); Assert.Equal(0, shaderModel.AllResources[2].Binding); Assert.Equal(2, shaderModel.AllResources[3].Set); Assert.Equal(0, shaderModel.AllResources[3].Binding); Assert.Equal(3, shaderModel.AllResources[4].Set); Assert.Equal(0, shaderModel.AllResources[4].Binding); Assert.Equal(4, shaderModel.AllResources[5].Set); Assert.Equal(0, shaderModel.AllResources[5].Binding); Assert.Equal(0, shaderModel.AllResources[6].Set); Assert.Equal(2, shaderModel.AllResources[6].Binding); Assert.Equal(0, shaderModel.AllResources[7].Set); Assert.Equal(3, shaderModel.AllResources[7].Binding); Assert.Equal(4, shaderModel.AllResources[8].Set); Assert.Equal(1, shaderModel.AllResources[8].Binding); Assert.Equal(0, shaderModel.AllResources[9].Set); Assert.Equal(4, shaderModel.AllResources[9].Binding); Assert.Equal(2, shaderModel.AllResources[10].Set); Assert.Equal(1, shaderModel.AllResources[10].Binding); Assert.Equal(0, shaderModel.AllResources[11].Set); Assert.Equal(5, shaderModel.AllResources[11].Binding); Assert.Equal(1, shaderModel.AllResources[12].Set); Assert.Equal(1, shaderModel.AllResources[12].Binding); }
public void StructureSizes() { Compilation compilation = TestUtil.GetTestProjectCompilation(); HlslBackend backend = new HlslBackend(compilation); ShaderGenerator sg = new ShaderGenerator( compilation, "TestShaders.StructureSizeTests.VS", null, backend); ShaderGenerationResult genResult = sg.GenerateShaders(); IReadOnlyList <GeneratedShaderSet> sets = genResult.GetOutput(backend); Assert.Equal(1, sets.Count); GeneratedShaderSet set = sets[0]; ShaderModel shaderModel = set.Model; StructureDefinition test0 = shaderModel.GetStructureDefinition( nameof(TestShaders) + "." + nameof(StructureSizeTests) + "+" + nameof(StructureSizeTests.SizeTest_0)); Assert.Equal(48, test0.Alignment.CSharpSize); Assert.True(test0.CSharpMatchesShaderAlignment); StructureDefinition test1 = shaderModel.GetStructureDefinition( nameof(TestShaders) + "." + nameof(StructureSizeTests) + "+" + nameof(StructureSizeTests.SizeTest_1)); Assert.Equal(52, test1.Alignment.CSharpSize); Assert.True(test1.CSharpMatchesShaderAlignment); StructureDefinition test2 = shaderModel.GetStructureDefinition( nameof(TestShaders) + "." + nameof(StructureSizeTests) + "+" + nameof(StructureSizeTests.SizeTest_2)); Assert.Equal(48, test2.Alignment.CSharpSize); Assert.False(test2.CSharpMatchesShaderAlignment); StructureDefinition test3 = shaderModel.GetStructureDefinition( nameof(TestShaders) + "." + nameof(StructureSizeTests) + "+" + nameof(StructureSizeTests.SizeTest_3)); Assert.Equal(64, test3.Alignment.CSharpSize); Assert.False(test3.CSharpMatchesShaderAlignment); Assert.Equal(4, shaderModel.GetTypeSize(test3.Fields[0].Type)); Assert.Equal(12, shaderModel.GetTypeSize(test3.Fields[1].Type)); Assert.Equal(12, shaderModel.GetTypeSize(test3.Fields[2].Type)); Assert.Equal(16, shaderModel.GetTypeSize(test3.Fields[3].Type)); Assert.Equal(4, shaderModel.GetTypeSize(test3.Fields[4].Type)); Assert.Equal(16, shaderModel.GetTypeSize(test3.Fields[5].Type)); }
public void PointLightsInfo_CorrectSize() { Compilation compilation = TestUtil.GetCompilation(); HlslBackend backend = new HlslBackend(compilation); ShaderGenerator sg = new ShaderGenerator(compilation, backend, "TestShaders.PointLightTestShaders.VS"); ShaderGenerationResult genResult = sg.GenerateShaders(); IReadOnlyList <GeneratedShaderSet> sets = genResult.GetOutput(backend); Assert.Equal(1, sets.Count); GeneratedShaderSet set = sets[0]; ShaderModel shaderModel = set.Model; Assert.Single(shaderModel.AllResources); Assert.Equal(208, shaderModel.GetTypeSize(shaderModel.AllResources[0].ValueType)); }
public static void ShaderSetAutoDiscovery() { Compilation compilation = TestUtil.GetTestProjectCompilation(); HlslBackend backend = new HlslBackend(compilation); ShaderGenerator sg = new ShaderGenerator(compilation, new[] { backend }); ShaderGenerationResult result = sg.GenerateShaders(); IReadOnlyList <GeneratedShaderSet> hlslSets = result.GetOutput(backend); Assert.Equal(3, hlslSets.Count); GeneratedShaderSet set = hlslSets[0]; Assert.Equal("VertexAndFragment", set.Name); ShaderModel shaderModel = set.Model; ShaderFunction func = shaderModel.Functions[0]; FxcTool.AssertCompilesCode(set.VertexShaderCode, "vs_5_0", "VS"); FxcTool.AssertCompilesCode(set.FragmentShaderCode, "ps_5_0", "FS"); }
public void PartialFiles() { Compilation compilation = TestUtil.GetTestProjectCompilation(); HlslBackend backend = new HlslBackend(compilation); ShaderGenerator sg = new ShaderGenerator( compilation, "TestShaders.PartialVertex.VertexShaderFunc", null, backend); ShaderGenerationResult genResult = sg.GenerateShaders(); IReadOnlyList <GeneratedShaderSet> sets = genResult.GetOutput(backend); Assert.Equal(1, sets.Count); GeneratedShaderSet set = sets[0]; ShaderModel shaderModel = set.Model; string vsCode = set.VertexShaderCode; FxcTool.AssertCompilesCode(vsCode, "vs_5_0", "VertexShaderFunc"); }
public static int Main(string[] args) { string referenceItemsResponsePath = null; string compileItemsResponsePath = null; string outputPath = null; string genListFilePath = null; bool listAllFiles = false; string processorPath = null; string processorArgs = null; for (int i = 0; i < args.Length; i++) { args[i] = args[i].Replace("\\\\", "\\"); } ArgumentSyntax.Parse(args, syntax => { syntax.DefineOption("ref", ref referenceItemsResponsePath, true, "The semicolon-separated list of references to compile against."); syntax.DefineOption("src", ref compileItemsResponsePath, true, "The semicolon-separated list of source files to compile."); syntax.DefineOption("out", ref outputPath, true, "The output path for the generated shaders."); syntax.DefineOption("genlist", ref genListFilePath, true, "The output file to store the list of generated files."); syntax.DefineOption("listall", ref listAllFiles, false, "Forces all generated files to be listed in the list file. By default, only bytecode files will be listed and not the original shader code."); syntax.DefineOption("processor", ref processorPath, false, "The path of an assembly containing IShaderSetProcessor types to be used to post-process GeneratedShaderSet objects."); syntax.DefineOption("processorargs", ref processorArgs, false, "Custom information passed to IShaderSetProcessor."); }); referenceItemsResponsePath = NormalizePath(referenceItemsResponsePath); compileItemsResponsePath = NormalizePath(compileItemsResponsePath); outputPath = NormalizePath(outputPath); genListFilePath = NormalizePath(genListFilePath); processorPath = NormalizePath(processorPath); if (!File.Exists(referenceItemsResponsePath)) { Console.Error.WriteLine("Reference items response file does not exist: " + referenceItemsResponsePath); return(-1); } if (!File.Exists(compileItemsResponsePath)) { Console.Error.WriteLine("Compile items response file does not exist: " + compileItemsResponsePath); return(-1); } if (!Directory.Exists(outputPath)) { try { Directory.CreateDirectory(outputPath); } catch { Console.Error.WriteLine($"Unable to create the output directory \"{outputPath}\"."); return(-1); } } string[] referenceItems = File.ReadAllLines(referenceItemsResponsePath); string[] compileItems = File.ReadAllLines(compileItemsResponsePath); List <MetadataReference> references = new List <MetadataReference>(); foreach (string referencePath in referenceItems) { if (!File.Exists(referencePath)) { Console.Error.WriteLine("Error: reference does not exist: " + referencePath); return(1); } using (FileStream fs = File.OpenRead(referencePath)) { references.Add(MetadataReference.CreateFromStream(fs, filePath: referencePath)); } } List <SyntaxTree> syntaxTrees = new List <SyntaxTree>(); foreach (string sourcePath in compileItems) { string fullSourcePath = Path.Combine(Environment.CurrentDirectory, sourcePath); if (!File.Exists(fullSourcePath)) { Console.Error.WriteLine("Error: source file does not exist: " + fullSourcePath); return(1); } using (FileStream fs = File.OpenRead(fullSourcePath)) { SourceText text = SourceText.From(fs); syntaxTrees.Add(CSharpSyntaxTree.ParseText(text, path: fullSourcePath)); } } Compilation compilation = CSharpCompilation.Create( "ShaderGen.App.GenerateShaders", syntaxTrees, references, options: new CSharpCompilationOptions(OutputKind.DynamicallyLinkedLibrary)); HlslBackend hlsl = new HlslBackend(compilation); Glsl330Backend glsl330 = new Glsl330Backend(compilation); GlslEs300Backend glsles300 = new GlslEs300Backend(compilation); Glsl450Backend glsl450 = new Glsl450Backend(compilation); MetalBackend metal = new MetalBackend(compilation); LanguageBackend[] languages = new LanguageBackend[] { hlsl, glsl330, glsles300, glsl450, metal, }; List <IShaderSetProcessor> processors = new List <IShaderSetProcessor>(); if (processorPath != null) { try { Assembly assm = Assembly.LoadFrom(processorPath); IEnumerable <Type> processorTypes = assm.GetTypes().Where( t => t.GetInterface(nameof(ShaderGen) + "." + nameof(IShaderSetProcessor)) != null); foreach (Type type in processorTypes) { IShaderSetProcessor processor = (IShaderSetProcessor)Activator.CreateInstance(type); processor.UserArgs = processorArgs; processors.Add(processor); } } catch (ReflectionTypeLoadException rtle) { string msg = string.Join(Environment.NewLine, rtle.LoaderExceptions.Select(e => e.ToString())); Console.WriteLine("FAIL: " + msg); throw new Exception(msg); } } ShaderGenerator sg = new ShaderGenerator(compilation, languages, processors.ToArray()); ShaderGenerationResult shaderGenResult; try { shaderGenResult = sg.GenerateShaders(); } catch (Exception e) when(!Debugger.IsAttached) { StringBuilder sb = new StringBuilder(); sb.AppendLine("An error was encountered while generating shader code:"); sb.AppendLine(e.ToString()); Console.Error.WriteLine(sb.ToString()); return(-1); } Encoding outputEncoding = new UTF8Encoding(false); List <string> generatedFilePaths = new List <string>(); foreach (LanguageBackend lang in languages) { string extension = BackendExtension(lang); IReadOnlyList <GeneratedShaderSet> sets = shaderGenResult.GetOutput(lang); foreach (GeneratedShaderSet set in sets) { string name = set.Name; if (set.VertexShaderCode != null) { string vsOutName = name + "-vertex." + extension; string vsOutPath = Path.Combine(outputPath, vsOutName); File.WriteAllText(vsOutPath, set.VertexShaderCode, outputEncoding); bool succeeded = CompileCode( lang, vsOutPath, set.VertexFunction.Name, ShaderFunctionType.VertexEntryPoint, out string[] genPaths); if (succeeded) { generatedFilePaths.AddRange(genPaths); } if (!succeeded || listAllFiles) { generatedFilePaths.Add(vsOutPath); } } if (set.FragmentShaderCode != null) { string fsOutName = name + "-fragment." + extension; string fsOutPath = Path.Combine(outputPath, fsOutName); File.WriteAllText(fsOutPath, set.FragmentShaderCode, outputEncoding); bool succeeded = CompileCode( lang, fsOutPath, set.FragmentFunction.Name, ShaderFunctionType.FragmentEntryPoint, out string[] genPaths); if (succeeded) { generatedFilePaths.AddRange(genPaths); } if (!succeeded || listAllFiles) { generatedFilePaths.Add(fsOutPath); } } if (set.ComputeShaderCode != null) { string csOutName = name + "-compute." + extension; string csOutPath = Path.Combine(outputPath, csOutName); File.WriteAllText(csOutPath, set.ComputeShaderCode, outputEncoding); bool succeeded = CompileCode( lang, csOutPath, set.ComputeFunction.Name, ShaderFunctionType.ComputeEntryPoint, out string[] genPaths); if (succeeded) { generatedFilePaths.AddRange(genPaths); } if (!succeeded || listAllFiles) { generatedFilePaths.Add(csOutPath); } } } } File.WriteAllLines(genListFilePath, generatedFilePaths); return(0); }