示例#1
0
        public void LinkLibrary()
        {
            var testShader = @"
// This file defines the defaults for the editor.

// This is the default code in the fixed header section.
// @@@ Begin Header
Texture2D<float3> Texture : register(t0);
SamplerState Anisotropic : register(s0);
cbuffer CameraData : register(b0)
{
    float4x4 Model;
    float4x4 View;
    float4x4 Projection;
};
cbuffer TimeVariantSignals : register(b1)
{
    float SineWave;
    float SquareWave;
    float TriangleWave;
    float SawtoothWave;
};
// @@@ End Header

// This is the default code in the source section.
// @@@ Begin Source
export void VertexFunction(
    inout float4 position, inout float2 texcoord, inout float4 normal)
{
    position = mul(position, Model);
    position = mul(position, View);
    position = mul(position, Projection);
    normal = mul(normal, Model);
}

export float3 ColorFunction(float2 texcoord, float3 normal)
{
    return Texture.Sample(Anisotropic, texcoord);
}
// @@@ End Source

// This code is not displayed, but is used as part of the linking process.
// @@@ Begin Hidden
cbuffer HiddenBuffer : register(b2)
{
    float3 LightDirection;
};

export float3 AddLighting(float3 color, float3 normal)
{
    static const float ambient = 0.2f;
    float brightness = ambient + (1.0f - ambient) * saturate(dot(normal, LightDirection));
    return color * brightness;
}

export float3 AddDepthFog(float3 color, float depth)
{
    float3 fogColor = float3(0.4f, 0.9f, 0.5f); // Greenish.
    return lerp(color, fogColor, exp2(-depth));
}

export float3 AddGrayscale(float3 color)
{
    float luminance = 0.2126f * color.r + 0.7152f * color.g + 0.0722f * color.b;
    return float3(luminance, luminance, luminance);
}

export float4 Float3ToFloat4SetW1(float3 value)
{
    // Convert a float3 value to a float4 value with the w component set to 1.0f.
    // Used for initializing homogeneous 3D coordinates and generating fully opaque color values.
    return float4(value, 1.0f);
}
// @@@ End Hidden
";
            //1. Compiling your shader code
            var compilationResult = ShaderBytecode.Compile(testShader, "lib_5_0", ShaderFlags.OptimizationLevel3, EffectFlags.None);
            var bytecode          = compilationResult.Bytecode;
            // 2.Load the compiled code into a shader library
            var shaderLibrary = new Module(bytecode);
            //3. Bind resources from source slots to destination slots
            var shaderLibraryInstance = new ModuleInstance("", shaderLibrary);

            shaderLibraryInstance.BindResource(0, 0, 1);
            shaderLibraryInstance.BindSampler(0, 0, 1);
            shaderLibraryInstance.BindConstantBuffer(0, 0, 0);
            shaderLibraryInstance.BindConstantBuffer(1, 1, 0);
            shaderLibraryInstance.BindConstantBuffer(2, 2, 0);

            //1. Construct a function-linking-graph for the vertex shader.
            var vertexShaderGraph     = new FunctionLinkingGraph();
            var vertexShaderInputNode = vertexShaderGraph.SetInputSignature(
                ParamDesc("inputPos", "POSITION0", ShaderVariableType.Float, ShaderVariableClass.Vector,
                          1, 3, SharpDX.Direct3D.InterpolationMode.Linear, ParameterFlags.In, 0, 0, 0, 0),
                ParamDesc("inputTex", "TEXCOORD0", ShaderVariableType.Float, ShaderVariableClass.Vector,
                          1, 2, SharpDX.Direct3D.InterpolationMode.Linear, ParameterFlags.In, 0, 0, 0, 0),
                ParamDesc("inputNorm", "NORMAL0", ShaderVariableType.Float, ShaderVariableClass.Vector,
                          1, 3, SharpDX.Direct3D.InterpolationMode.Linear, ParameterFlags.In, 0, 0, 0, 0));

            var homogenizeCallNodeForPos  = vertexShaderGraph.CallFunction("", shaderLibrary, "Float3ToFloat4SetW1");
            var homogenizeCallNodeForNorm = vertexShaderGraph.CallFunction("", shaderLibrary, "Float3ToFloat4SetW1");

            vertexShaderGraph.PassValue(vertexShaderInputNode, 0, homogenizeCallNodeForPos, 0);
            vertexShaderGraph.PassValue(vertexShaderInputNode, 2, homogenizeCallNodeForNorm, 0);

            var vertexFunctionCallNode = vertexShaderGraph.CallFunction("", shaderLibrary, "VertexFunction");

            vertexShaderGraph.PassValue(homogenizeCallNodeForPos, -1, vertexFunctionCallNode, 0);
            vertexShaderGraph.PassValue(vertexShaderInputNode, 1, vertexFunctionCallNode, 1);
            vertexShaderGraph.PassValue(homogenizeCallNodeForNorm, -1, vertexFunctionCallNode, 2);

            var vertexShaderOutputNode = vertexShaderGraph.SetOutputSignature(
                ParamDesc("outputTex", "TEXCOORD0", ShaderVariableType.Float, ShaderVariableClass.Vector,
                          1, 2, SharpDX.Direct3D.InterpolationMode.Undefined, ParameterFlags.Out, 0, 0, 0, 0),
                ParamDesc("outputNorm", "NORMAL0", ShaderVariableType.Float, ShaderVariableClass.Vector,
                          1, 3, SharpDX.Direct3D.InterpolationMode.Undefined, ParameterFlags.Out, 0, 0, 0, 0),
                ParamDesc("outputPos", "SV_POSITION", ShaderVariableType.Float, ShaderVariableClass.Vector,
                          1, 4, SharpDX.Direct3D.InterpolationMode.Undefined, ParameterFlags.Out, 0, 0, 0, 0));

            vertexShaderGraph.PassValue(vertexFunctionCallNode, 0, vertexShaderOutputNode, 2);
            vertexShaderGraph.PassValue(vertexFunctionCallNode, 1, vertexShaderOutputNode, 0);
            vertexShaderGraph.PassValue(vertexFunctionCallNode, 2, vertexShaderOutputNode, 1);

            var vertexShaderGraphInstance = vertexShaderGraph.CreateModuleInstance();

            // 2. Link the vertex shader
            var vertexLinker = new Linker();

            vertexLinker.UseLibrary(shaderLibraryInstance);
            var vertexShaderBlob = vertexLinker.Link(vertexShaderGraphInstance, "main", "vs_5_0", 0);

            Directory.CreateDirectory($"{OutputDir}");

            File.WriteAllBytes($"{OutputDir}/TestLinkedVertexShader.o", vertexShaderBlob.Data);
            File.WriteAllText($"{OutputDir}/TestLinkedVertexShader.asm", vertexShaderBlob.Disassemble());
            File.WriteAllText($"{OutputDir}/TestLinkedVertexShader.hlsl", vertexShaderGraph.GenerateHlsl(0));
            var vertexContainer = new BytecodeContainer(vertexShaderBlob.Data);

            File.WriteAllText($"{OutputDir}/TestLinkedVertexShader.d.asm", vertexContainer.ToString());

            bool enableLighting  = true;
            bool enableDepthFog  = true;
            bool enableGreyScale = true;
            //1. Construct a function-linking-graph for the vertex shader.
            var pixelShaderGraph     = new FunctionLinkingGraph();
            var pixelShaderInputNode = pixelShaderGraph.SetInputSignature(
                ParamDesc("inputTex", "TEXCOORD0", ShaderVariableType.Float, ShaderVariableClass.Vector,
                          1, 2, SharpDX.Direct3D.InterpolationMode.Undefined, ParameterFlags.In, 0, 0, 0, 0),
                ParamDesc("inputNorm", "NORMAL0", ShaderVariableType.Float, ShaderVariableClass.Vector,
                          1, 3, SharpDX.Direct3D.InterpolationMode.Undefined, ParameterFlags.In, 0, 0, 0, 0),
                ParamDesc("inputPos", "SV_POSITION", ShaderVariableType.Float, ShaderVariableClass.Vector,
                          1, 4, SharpDX.Direct3D.InterpolationMode.Undefined, ParameterFlags.In, 0, 0, 0, 0));

            var colorValueNode = pixelShaderGraph.CallFunction("", shaderLibrary, "ColorFunction");

            pixelShaderGraph.PassValue(pixelShaderInputNode, 0, colorValueNode, 0);
            pixelShaderGraph.PassValue(pixelShaderInputNode, 1, colorValueNode, 1);

            if (enableLighting)
            {
                var tempNode = pixelShaderGraph.CallFunction("", shaderLibrary, "AddLighting");
                pixelShaderGraph.PassValue(colorValueNode, -1, tempNode, 0);
                pixelShaderGraph.PassValue(pixelShaderInputNode, 1, tempNode, 1);
                colorValueNode = tempNode;
            }
            if (enableDepthFog)
            {
                var tempNode = pixelShaderGraph.CallFunction("", shaderLibrary, "AddDepthFog");
                pixelShaderGraph.PassValue(colorValueNode, -1, tempNode, 0);
                pixelShaderGraph.PassValueWithSwizzle(pixelShaderInputNode, 2, "z", tempNode, 1, "x");
                colorValueNode = tempNode;
            }
            if (enableGreyScale)
            {
                var tempNode = pixelShaderGraph.CallFunction("", shaderLibrary, "AddGrayscale");
                pixelShaderGraph.PassValue(colorValueNode, -1, tempNode, 0);
                colorValueNode = tempNode;
            }

            var fillAlphaCallNode = pixelShaderGraph.CallFunction("", shaderLibrary, "Float3ToFloat4SetW1");

            pixelShaderGraph.PassValue(colorValueNode, -1, fillAlphaCallNode, 0);

            var pixelShaderOutputNode = pixelShaderGraph.SetOutputSignature(
                ParamDesc("outputColor", "SV_TARGET", ShaderVariableType.Float, ShaderVariableClass.Vector,
                          1, 4, SharpDX.Direct3D.InterpolationMode.Undefined, ParameterFlags.Out, 0, 0, 0, 0));

            pixelShaderGraph.PassValue(fillAlphaCallNode, -1, pixelShaderOutputNode, 0);

            var pixelShaderGraphInstance = pixelShaderGraph.CreateModuleInstance();

            // 2. Link the vertex shader
            var pixelLinker = new Linker();

            pixelLinker.UseLibrary(shaderLibraryInstance);
            var pixelShaderBlob = pixelLinker.Link(pixelShaderGraphInstance, "main", "ps_5_0", 5);

            Directory.CreateDirectory($"{OutputDir}");

            File.WriteAllBytes($"{OutputDir}/TestLinkedPixelShader.o", pixelShaderBlob.Data);
            File.WriteAllText($"{OutputDir}/TestLinkedPixelShader.asm", pixelShaderBlob.Disassemble());
            File.WriteAllText($"{OutputDir}/TestLinkedPixelShader.hlsl", pixelShaderGraph.GenerateHlsl(0));

            var pixelContainer = new BytecodeContainer(pixelShaderBlob.Data);

            File.WriteAllText($"{OutputDir}/TestLinkedPixelShader.d.asm", pixelContainer.ToString());
        }