Пример #1
0
        public VertexShader(string filename, params IShaderResourceBinding[] otherBindings)
            : base(ShaderType.Vertex, filename, otherBindings)
        {
            InstanceDataBinding = null;
            ViewProjMatBinding  = null;

            this.InputBindings = ResourceBindings.OfType <VertexInputBinding>().ToArray();
            if (InputBindings.Length > MAX_VS_INPUT_BINDINGS)
            {
                throw new ArgumentException("Can not specify more than " + MAX_VS_INPUT_BINDINGS + " vertex input bindings.", "otherBindings");
            }

            this.NumInputSlots = InputBindings.Any() ? InputBindings.Max(bind => bind.SlotIndex) + 1U : 0U;
            if (NumInputSlots > MAX_VS_INPUT_BINDINGS)
            {
                throw new ArgumentException("Can not set more than " + MAX_VS_INPUT_BINDINGS + " input slots.");
            }
        }
Пример #2
0
        private GeometryInputLayout CreateInputLayout(VertexShader shader)
        {
            uint numInputBindings = (uint)shader.InputBindings.Length;
            List <KeyValuePair <VertexInputBinding, IVertexBuffer> > inputLayoutComponentBuffers = new List <KeyValuePair <VertexInputBinding, IVertexBuffer> >();

            // +3 because the instance matrix is split in to four row vectors
            InputElementDesc[] inputElements = new InputElementDesc[numInputBindings + 3];

            for (int i = 0; i < numInputBindings; ++i)
            {
                VertexInputBinding curVIB = shader.InputBindings[i];
                if (curVIB == shader.InstanceDataBinding)
                {
                    continue;
                }

                string semantic             = curVIB.Identifier;
                int    componentBufferIndex = Array.IndexOf(vertexComponentSemantics, semantic);
                if (componentBufferIndex < 0)
                {
                    throw new InvalidOperationException("Can not bind " + this + " to vertex shader with semantics " +
                                                        shader.InputBindings.Select(srb => srb.Identifier).ToStringOfContents() + ", " +
                                                        "semantic '" + semantic + "' is not provided in this cache!");
                }

                IVertexBuffer  bufferForCurSemantic = vertexComponentBuffers[componentBufferIndex];
                ResourceFormat formatForCurSemantic = vertexComponentFormats[componentBufferIndex];

                inputLayoutComponentBuffers.Add(new KeyValuePair <VertexInputBinding, IVertexBuffer>(curVIB, bufferForCurSemantic));
                inputElements[i] = new InputElementDesc(
                    semantic,
                    0U,
                    formatForCurSemantic,
                    curVIB.SlotIndex,
                    true
                    );
            }

            // Add the instance data slot
            uint semanticIndex = 0U;

            for (uint i = numInputBindings - 1U; i < numInputBindings + 3U; ++i)
            {
                inputElements[i] = new InputElementDesc(
                    shader.InstanceDataBinding.Identifier,
                    semanticIndex++,
                    VertexShader.INSTANCE_DATA_FORMAT,
                    shader.InstanceDataBinding.SlotIndex,
                    false
                    );
            }

            InputLayoutHandle outInputLayoutPtr;

            NativeCallResult createInputLayoutResult = InteropUtils.CallNative(NativeMethods.ShaderManager_CreateInputLayout,
                                                                               RenderingModule.Device,
                                                                               shader.Handle,
                                                                               inputElements,
                                                                               (uint)inputElements.Length,
                                                                               (IntPtr)(&outInputLayoutPtr)
                                                                               );

            if (!createInputLayoutResult.Success)
            {
                throw new InvalidOperationException("Given shader could not be bound to this cache, " +
                                                    "this is likely because one or more semantics/bindings are incorrect. Details: " + createInputLayoutResult.FailureMessage);
            }

            Logger.Debug("Successfully created input layout for " + shader + " and " + this + ": " + inputElements.ToStringOfContents());

            return(new GeometryInputLayout(outInputLayoutPtr, inputLayoutComponentBuffers.ToArray(), shader, this));
        }