public Pipeline CreatePipeline(VertexLayout vertexLayout, Shader vertexShader, Shader fragmentShader, bool required, string memo) { if (!vertexShader.Available || !fragmentShader.Available) { string errors = string.Format("Vertex Shader:\r\n {0} \r\n-------\r\nFragment Shader:\r\n{1}", vertexShader.Errors, fragmentShader.Errors); if (required) { throw new InvalidOperationException("Couldn't build required GL pipeline:\r\n" + errors); } var pipeline = new Pipeline(this, null, false, null, null, null); pipeline.Errors = errors; return(pipeline); } VertexElement[] ves = new VertexElement[vertexLayout.Items.Count]; int stride = 0; foreach (var kvp in vertexLayout.Items) { var item = kvp.Value; d3d9.DeclarationType decltype = DeclarationType.Float1; switch (item.AttribType) { case gl.VertexAttribPointerType.Float: if (item.Components == 1) { decltype = DeclarationType.Float1; } else if (item.Components == 2) { decltype = DeclarationType.Float2; } else if (item.Components == 3) { decltype = DeclarationType.Float3; } else if (item.Components == 4) { decltype = DeclarationType.Float4; } else { throw new NotSupportedException(); } stride += 4 * item.Components; break; default: throw new NotSupportedException(); } d3d9.DeclarationUsage usage = DeclarationUsage.Position; byte usageIndex = 0; switch (item.Usage) { case AttributeUsage.Position: usage = DeclarationUsage.Position; break; case AttributeUsage.Texcoord0: usage = DeclarationUsage.TextureCoordinate; break; case AttributeUsage.Texcoord1: usage = DeclarationUsage.TextureCoordinate; usageIndex = 1; break; case AttributeUsage.Color0: usage = DeclarationUsage.Color; break; default: throw new NotSupportedException(); } ves[kvp.Key] = new VertexElement(0, (short)item.Offset, decltype, DeclarationMethod.Default, usage, usageIndex); } var pw = new PipelineWrapper() { VertexDeclaration = new VertexDeclaration(dev, ves), VertexShader = vertexShader.Opaque as ShaderWrapper, FragmentShader = fragmentShader.Opaque as ShaderWrapper, VertexStride = stride, }; //scan uniforms from constant tables //handles must be disposed later (with the pipeline probably) var uniforms = new List <UniformInfo>(); var fs = pw.FragmentShader; var vs = pw.VertexShader; var fsct = fs.bytecode.ConstantTable; var vsct = vs.bytecode.ConstantTable; foreach (var ct in new[] { fsct, vsct }) { Queue <Tuple <string, EffectHandle> > todo = new Queue <Tuple <string, EffectHandle> >(); int n = ct.Description.Constants; for (int i = 0; i < n; i++) { var handle = ct.GetConstant(null, i); todo.Enqueue(Tuple.Create("", handle)); } while (todo.Count != 0) { var tuple = todo.Dequeue(); var prefix = tuple.Item1; var handle = tuple.Item2; var descr = ct.GetConstantDescription(handle); //Console.WriteLine("D3D UNIFORM: " + descr.Name); if (descr.StructMembers != 0) { string newprefix = prefix + descr.Name + "."; for (int j = 0; j < descr.StructMembers; j++) { var subhandle = ct.GetConstant(handle, j); todo.Enqueue(Tuple.Create(newprefix, subhandle)); } continue; } UniformInfo ui = new UniformInfo(); UniformWrapper uw = new UniformWrapper(); ui.Opaque = uw; string name = prefix + descr.Name; //mehhh not happy about this stuff if (fs.MapCodeToNative != null || vs.MapCodeToNative != null) { string key = name.TrimStart('$'); if (descr.Rows != 1) { key = key + "[0]"; } if (fs.MapCodeToNative != null && ct == fsct) { if (fs.MapCodeToNative.ContainsKey(key)) { name = fs.MapCodeToNative[key]; } } if (vs.MapCodeToNative != null && ct == vsct) { if (vs.MapCodeToNative.ContainsKey(key)) { name = vs.MapCodeToNative[key]; } } } ui.Name = name; uw.Description = descr; uw.EffectHandle = handle; uw.FS = (ct == fsct); uw.CT = ct; if (descr.Type == ParameterType.Sampler2D) { ui.IsSampler = true; ui.SamplerIndex = descr.RegisterIndex; uw.SamplerIndex = descr.RegisterIndex; } uniforms.Add(ui); } } pw.fsct = fsct; pw.vsct = vsct; return(new Pipeline(this, pw, true, vertexLayout, uniforms, memo)); }
public Pipeline CreatePipeline(VertexLayout vertexLayout, Shader vertexShader, Shader fragmentShader, bool required, string memo) { if (!vertexShader.Available || !fragmentShader.Available) { string errors = string.Format("Vertex Shader:\r\n {0} \r\n-------\r\nFragment Shader:\r\n{1}", vertexShader.Errors, fragmentShader.Errors); if (required) throw new InvalidOperationException("Couldn't build required GL pipeline:\r\n" + errors); var pipeline = new Pipeline(this, null, false, null, null, null); pipeline.Errors = errors; return pipeline; } VertexElement[] ves = new VertexElement[vertexLayout.Items.Count]; int stride = 0; foreach (var kvp in vertexLayout.Items) { var item = kvp.Value; d3d9.DeclarationType decltype = DeclarationType.Float1; switch (item.AttribType) { case gl.VertexAttribPointerType.Float: if (item.Components == 1) decltype = DeclarationType.Float1; else if (item.Components == 2) decltype = DeclarationType.Float2; else if (item.Components == 3) decltype = DeclarationType.Float3; else if (item.Components == 4) decltype = DeclarationType.Float4; else throw new NotSupportedException(); stride += 4 * item.Components; break; default: throw new NotSupportedException(); } d3d9.DeclarationUsage usage = DeclarationUsage.Position; byte usageIndex = 0; switch(item.Usage) { case AttributeUsage.Position: usage = DeclarationUsage.Position; break; case AttributeUsage.Texcoord0: usage = DeclarationUsage.TextureCoordinate; break; case AttributeUsage.Texcoord1: usage = DeclarationUsage.TextureCoordinate; usageIndex = 1; break; case AttributeUsage.Color0: usage = DeclarationUsage.Color; break; default: throw new NotSupportedException(); } ves[kvp.Key] = new VertexElement(0, (short)item.Offset, decltype, DeclarationMethod.Default, usage, usageIndex); } var pw = new PipelineWrapper() { VertexDeclaration = new VertexDeclaration(dev, ves), VertexShader = vertexShader.Opaque as ShaderWrapper, FragmentShader = fragmentShader.Opaque as ShaderWrapper, VertexStride = stride, }; //scan uniforms from constant tables //handles must be disposed later (with the pipeline probably) var uniforms = new List<UniformInfo>(); var fs = pw.FragmentShader; var vs = pw.VertexShader; var fsct = fs.bytecode.ConstantTable; var vsct = vs.bytecode.ConstantTable; foreach(var ct in new[]{fsct,vsct}) { Queue<Tuple<string,EffectHandle>> todo = new Queue<Tuple<string,EffectHandle>>(); int n = ct.Description.Constants; for (int i = 0; i < n; i++) { var handle = ct.GetConstant(null, i); todo.Enqueue(Tuple.Create("", handle)); } while(todo.Count != 0) { var tuple = todo.Dequeue(); var prefix = tuple.Item1; var handle = tuple.Item2; var descr = ct.GetConstantDescription(handle); //Console.WriteLine("D3D UNIFORM: " + descr.Name); if (descr.StructMembers != 0) { string newprefix = prefix + descr.Name + "."; for (int j = 0; j < descr.StructMembers; j++) { var subhandle = ct.GetConstant(handle, j); todo.Enqueue(Tuple.Create(newprefix, subhandle)); } continue; } UniformInfo ui = new UniformInfo(); UniformWrapper uw = new UniformWrapper(); ui.Opaque = uw; string name = prefix + descr.Name; //mehhh not happy about this stuff if (fs.MapCodeToNative != null || vs.MapCodeToNative != null) { string key = name.TrimStart('$'); if (descr.Rows != 1) key = key + "[0]"; if (fs.MapCodeToNative != null && ct == fsct) if (fs.MapCodeToNative.ContainsKey(key)) name = fs.MapCodeToNative[key]; if (vs.MapCodeToNative != null && ct == vsct) if (vs.MapCodeToNative.ContainsKey(key)) name = vs.MapCodeToNative[key]; } ui.Name = name; uw.Description = descr; uw.EffectHandle = handle; uw.FS = (ct == fsct); uw.CT = ct; if (descr.Type == ParameterType.Sampler2D) { ui.IsSampler = true; ui.SamplerIndex = descr.RegisterIndex; uw.SamplerIndex = descr.RegisterIndex; } uniforms.Add(ui); } } pw.fsct = fsct; pw.vsct = vsct; return new Pipeline(this, pw, true, vertexLayout, uniforms,memo); }