Пример #1
0
        public static StateBlob Parse(BytecodeReader reader, BytecodeReader shaderReader)
        {
            var result = new StateBlob();

            result.TechniqueIndex    = shaderReader.ReadUInt32();
            result.PassIndex         = shaderReader.ReadUInt32();
            result.SamplerStateIndex = shaderReader.ReadUInt32();
            result.AssignmentIndex   = shaderReader.ReadUInt32();
            result.BlobType          = (StateBlobType)shaderReader.ReadUInt32();
            var dataReader = shaderReader.CopyAtCurrentPosition();
            var blobSize   = shaderReader.ReadUInt32();
            var paddedSize = blobSize + (blobSize % 4 == 0 ? 0 : 4 - blobSize % 4);
            //Seak ahead
            var data = shaderReader.ReadBytes((int)paddedSize);

            if (result.BlobType == StateBlobType.Shader)
            {
                result.Shader = ShaderReader.ReadShader(data);
            }
            else if (result.BlobType == StateBlobType.Variable)
            {
                result.VariableName = dataReader.TryReadString();
            }
            else if (result.BlobType == StateBlobType.IndexShader)
            {
                var _blobSize    = dataReader.ReadUInt32();
                var variableSize = dataReader.ReadUInt32();
                result.VariableName = dataReader.ReadString();
                if (variableSize > (result.VariableName.Length + 1))
                {
                    var paddingCount = variableSize - (result.VariableName.Length + 1);
                    var padding      = dataReader.ReadBytes((int)paddingCount);
                }
                result.Shader = result.Shader = ShaderModel.Parse(dataReader);
            }
            return(result);
        }
Пример #2
0
        public static EffectContainer Parse(BytecodeReader reader, uint length)
        {
            var result         = new EffectContainer();
            var chunkReader    = reader.CopyAtCurrentPosition();
            var footerOffset   = chunkReader.ReadUInt32() + 4;
            var bodyReader     = chunkReader.CopyAtCurrentPosition();
            var footerReader   = reader.CopyAtOffset((int)footerOffset);
            var variableCount  = footerReader.ReadUInt32();
            var techniqueCount = footerReader.ReadUInt32();
            var passCount      = footerReader.ReadUInt32();
            var shaderCount    = footerReader.ReadUInt32();

            for (int i = 0; i < variableCount; i++)
            {
                result.Variables.Add(Variable.Parse(bodyReader, footerReader));
            }
            for (int i = 0; i < techniqueCount; i++)
            {
                result.Techniques.Add(Technique.Parse(bodyReader, footerReader));
            }
            var variableBlobCount = footerReader.ReadUInt32();
            var stateBlobCount    = footerReader.ReadUInt32();

            for (int i = 0; i < variableBlobCount; i++)
            {
                var data = VariableBlob.Parse(bodyReader, footerReader);
                result.VariableBlobs.Add(data);
            }
            for (int i = 0; i < stateBlobCount; i++)
            {
                var data = StateBlob.Parse(bodyReader, footerReader);
                result.StateBlobs.Add(data);
            }
            result.BuildBlobLookup();
            return(result);
        }