Пример #1
0
 public void GenerateIds(ShaderLibrary library, TypeDependencyCollector typeCollector)
 {
     foreach (var extLibraryImport in typeCollector.mReferencedExtensionLibraryImports)
     {
         GenerateIds(extLibraryImport);
     }
     foreach (var ir in typeCollector.mReferencedTypesConstantsAndGlobals)
     {
         GenerateIds(ir);
     }
     foreach (var function in typeCollector.mReferencedFunctions)
     {
         GenerateIds(function);
     }
 }
Пример #2
0
        public void Write(SpirVStreamWriter writer, ShaderLibrary library, FrontEndTranslator frontEnd)
        {
            mWriter   = writer;
            mLibrary  = library;
            mFrontEnd = frontEnd;

            mTypeCollector = new TypeDependencyCollector(mLibrary);
            mTypeCollector.VisitLibrary();

            CreateDummyEntryPoint();
            IdGenerator.GenerateIds(mLibrary, mTypeCollector);
            WriteHeader();
            WriteDebugInstructions();
            WriteDecorations();
            WriteTypesConstantsAndGlobals();
            WriteTypeFunctions();
        }
        public void CreateDummyEntryPoint(TypeDependencyCollector typeCollector, ShaderLibrary library, FrontEndTranslator frontEnd)
        {
            var unitTestTypes = new List <ShaderType>();

            foreach (var ir in typeCollector.mReferencedTypesConstantsAndGlobals)
            {
                if (ir is ShaderType type)
                {
                    if (type.mMeta.mAttributes.Contains("UnitTest") && type.mEntryPoints.Count == 0)
                    {
                        unitTestTypes.Add(type);
                    }
                }
            }
            foreach (var type in unitTestTypes)
            {
                CreateDummyEntryPoint(typeCollector, library, frontEnd, type);
            }
        }
        public void CreateDummyEntryPoint(TypeDependencyCollector typeCollector, ShaderLibrary library, FrontEndTranslator frontEnd, ShaderType shaderType)
        {
            var context = new FrontEndContext();

            context.mCurrentType = shaderType;

            if (shaderType.mEntryPoints.Count != 0)
            {
                return;
            }

            ShaderEntryPointInfo entryPoint = null;

            if (shaderType.mFragmentType == FragmentType.Pixel || shaderType.mFragmentType == FragmentType.None)
            {
                entryPoint = EntryPointGeneration.GeneratePixel(frontEnd, shaderType, null);
            }
            else if (shaderType.mFragmentType == FragmentType.Vertex)
            {
                entryPoint = EntryPointGeneration.GenerateVertex(frontEnd, shaderType, null);
            }

            typeCollector.Visit(entryPoint);
        }