public BasicEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice) { var technique = new EffectTechnique("Basic"); ThreadingHelper.BlockOnUIThread(() => { Shader[] shaders = new Shader[] { new Shader(ShaderType.VertexShader, vertexShader), new Shader(ShaderType.FragmentShader, pixelShader) }; foreach (Shader shader in shaders) { shader.Compile(); } EffectPass pass = new EffectPass("Basic"); pass.AttachShaders(shaders); pass.BindAttribute(VertexElementUsage.Color, "color"); pass.BindAttribute(VertexElementUsage.TextureCoordinate, "textureCoordinate"); pass.BindAttribute(VertexElementUsage.Position, "position"); pass.Link(); technique.Passes.Add(pass); Techniques.Add(technique); }); CurrentTechnique = technique; Initialize(); World = View = Projection = Matrix.Identity; }
/// <summary> /// Try to pull all valid Windows tests from the 'atomicRT\atomics\windows-index.md' file. <para/> /// You must set the value of <see cref="AtomicsPath"/> to make this work. /// </summary> /// <returns>A <see cref="Dictionary{string, string}"/> with { key = TechniqueCode; value = Description } if successful.<para/> /// <see cref="null"/> if unsuccessful.</returns> public Dictionary <string, string> ParseWindowsIndex() { try { StreamReader streamReader = new StreamReader(atomicsPath + @"\windows-index.md"); while (!streamReader.EndOfStream) { string thisLine = streamReader.ReadLine(); if (thisLine.Contains("[CONTRIBUTE A TEST]") || thisLine.Contains("- Atomic Test #")) { continue; } else { Regex regexObj = new Regex(@"\[(T[0-9]{4})\s(.+?)\]"); MatchCollection allMatchResults = regexObj.Matches(thisLine); if (allMatchResults.Count > 0) { string TechniqueCode = allMatchResults[0].Groups[1].Value; string Description = allMatchResults[0].Groups[2].Value; if (!Techniques.ContainsKey(TechniqueCode)) { Techniques.Add(TechniqueCode, Description); } } } } streamReader.Close(); return(Techniques); } catch (Exception e) { MessageBox.Show("Error loading atomics: \r\n\r\n" + e.ToString()); return(null); } }
/// <summary> /// Binds the specified effect data to this instance. /// </summary> /// <param name="effectDataArg">The effect data arg.</param> /// <param name="cloneFromEffect">The clone from effect.</param> /// <exception cref="System.InvalidOperationException">If no techniques found in this effect.</exception> /// <exception cref="System.ArgumentException">If unable to find effect [effectName] from the EffectPool.</exception> internal void InitializeFrom(EffectData.Effect effectDataArg, Effect cloneFromEffect) { RawEffectData = effectDataArg; // Clean any previously allocated resources if (DisposeCollector != null) { DisposeCollector.DisposeAndClear(); } ConstantBuffers.Clear(); Parameters.Clear(); Techniques.Clear(); ResourceLinker = ToDispose(new EffectResourceLinker()); if (effectConstantBuffersCache != null) { effectConstantBuffersCache.Clear(); } // Copy data IsSupportingDynamicCompilation = RawEffectData.Arguments != null; ShareConstantBuffers = RawEffectData.ShareConstantBuffers; // Create the local effect constant buffers cache if (!ShareConstantBuffers) { effectConstantBuffersCache = new Dictionary <EffectConstantBufferKey, EffectConstantBuffer>(); } var logger = new Logger(); int techniqueIndex = 0; int totalPassCount = 0; EffectPass parentPass = null; foreach (var techniqueRaw in RawEffectData.Techniques) { var name = techniqueRaw.Name; if (string.IsNullOrEmpty(name)) { name = string.Format("${0}", techniqueIndex++); } var technique = new EffectTechnique(this, name); Techniques.Add(technique); int passIndex = 0; foreach (var passRaw in techniqueRaw.Passes) { name = passRaw.Name; if (string.IsNullOrEmpty(name)) { name = string.Format("${0}", passIndex++); } var pass = new EffectPass(logger, this, technique, passRaw, name); pass.Initialize(logger); // If this is a subpass, add it to the parent pass if (passRaw.IsSubPass) { if (parentPass == null) { logger.Error("Pass [{0}] is declared as a subpass but has no parent."); } else { parentPass.SubPasses.Add(pass); } } else { technique.Passes.Add(pass); parentPass = pass; } } // Count the number of passes totalPassCount += technique.Passes.Count; } if (totalPassCount == 0) { throw new InvalidOperationException("No passes found in this effect."); } // Log all the exception in a single throw if (logger.HasErrors) { throw new InvalidOperationException(Utilities.Join("\n", logger.Messages)); } // Initialize the resource linker when we are done with all pass/parameters ResourceLinker.Initialize(); //// Sort all parameters by their resource types //// in order to achieve better local cache coherency in resource linker Parameters.Items.Sort((left, right) => { // First, order first all value types, then resource type var comparison = left.IsValueType != right.IsValueType ? left.IsValueType ? -1 : 1 : 0; // If same type if (comparison == 0) { // Order by resource type comparison = ((int)left.ResourceType).CompareTo((int)right.ResourceType); // If same, order by resource index if (comparison == 0) { comparison = left.Offset.CompareTo(right.Offset); } } return(comparison); }); // Prelink constant buffers int resourceIndex = 0; foreach (var parameter in Parameters) { // Recalculate parameter resource index if (!parameter.IsValueType) { parameter.Offset = resourceIndex; resourceIndex += parameter.ElementCount; } // Set the default values parameter.SetDefaultValue(); if (parameter.ResourceType == EffectResourceType.ConstantBuffer) { parameter.SetResource(ConstantBuffers[parameter.Name]); } } // Compute slot links foreach (var technique in Techniques) { foreach (var pass in technique.Passes) { foreach (var subPass in pass.SubPasses) { subPass.ComputeSlotLinks(); } pass.ComputeSlotLinks(); } } // Setup the first Current Technique. CurrentTechnique = this.Techniques[0]; // Initialize predefined parameters used by Model.Draw (to speedup things internally) DefaultParameters = new EffectDefaultParameters(this); // If this is a clone, we need to if (cloneFromEffect != null) { // Copy the content of the constant buffers to the new instance. for (int i = 0; i < ConstantBuffers.Count; i++) { cloneFromEffect.ConstantBuffers[i].CopyTo(ConstantBuffers[i]); } // Copy back all bound resources except constant buffers // that are already initialized with InitializeFrom method. for (int i = 0; i < cloneFromEffect.ResourceLinker.Count; i++) { if (cloneFromEffect.ResourceLinker.BoundResources[i] is EffectConstantBuffer) { continue; } ResourceLinker.BoundResources[i] = cloneFromEffect.ResourceLinker.BoundResources[i]; unsafe { ResourceLinker.Pointers[i] = cloneFromEffect.ResourceLinker.Pointers[i]; } } // If everything was fine, then we can register it into the pool Pool.AddEffect(this); } // Allow subclasses to complete initialization. Initialize(); OnInitialized(); }