Inheritance: Axiom.Core.DisposableObject, SharpDX.Direct3D9.Include
示例#1
0
        protected override void LoadFromSource()
        {
            // Populate preprocessor defines
            var defines = new List <D3D9.Macro>();

            if (!string.IsNullOrEmpty(PreprocessorDefines))
            {
                var tmp = PreprocessorDefines.Split(' ', ',', ';');
                foreach (string define in tmp)
                {
                    var macro = new D3D9.Macro();
                    if (define.Contains("="))
                    {
                        var split = define.Split('=');
                        macro.Name       = split[0];
                        macro.Definition = split[1];
                    }
                    else
                    {
                        macro.Name       = define;
                        macro.Definition = "1";
                    }

                    if (!string.IsNullOrEmpty(macro.Name))
                    {
                        defines.Add(macro);
                    }
                }
            }

            // Populate compile flags
            var compileFlags = UseColumnMajorMatrices
                                                ? D3D9.ShaderFlags.PackMatrixColumnMajor
                                                : D3D9.ShaderFlags.PackMatrixRowMajor;

#if DEBUG
            compileFlags |= D3D9.ShaderFlags.Debug;
#endif
            switch (OptimizationLevel)
            {
            case OptimizationLevel.Default:
                compileFlags |= D3D9.ShaderFlags.OptimizationLevel1;
                break;

            case OptimizationLevel.None:
                compileFlags |= D3D9.ShaderFlags.SkipOptimization;
                break;

            case OptimizationLevel.LevelZero:
                compileFlags |= D3D9.ShaderFlags.OptimizationLevel0;
                break;

            case OptimizationLevel.LevelOne:
                compileFlags |= D3D9.ShaderFlags.OptimizationLevel1;
                break;

            case OptimizationLevel.LevelTwo:
                compileFlags |= D3D9.ShaderFlags.OptimizationLevel2;
                break;

            case OptimizationLevel.LevelThree:
                compileFlags |= D3D9.ShaderFlags.OptimizationLevel3;
                break;
            }

            var parseFlags = compileFlags;
            compileFlags ^= UseColumnMajorMatrices ? D3D9.ShaderFlags.PackMatrixColumnMajor : D3D9.ShaderFlags.PackMatrixRowMajor;

            // include handler
            var includeHandler = new HLSLIncludeHandler(this);

            // Compile & assemble into microcode
            var effectCompiler = new D3D9.EffectCompiler(Source, defines.ToArray(), includeHandler, parseFlags);
            var effectHandle   = new D3D9.EffectHandle(EntryPoint);
            var errors         = string.Empty;

            try
            {
                MicroCode = effectCompiler.CompileShader(effectHandle, Target, compileFlags, out this.constTable);
            }
            catch (DX.SharpDXException ex)
            {
                if (ex is DX.CompilationException)
                {
                    errors = ex.Message;
                }

                // check for errors
                if (!string.IsNullOrEmpty(errors))
                {
                    if (MicroCode != null)
                    {
                        if (LogManager.Instance != null)
                        {
                            LogManager.Instance.Write("HLSL: Warnings while compiling high level shader {0}:\n{1}", Name, errors);
                        }
                    }
                    else
                    {
                        throw new AxiomException("HLSL: Unable to compile high level shader {0}:\n{1}", Name, errors);
                    }
                }
            }
            finally
            {
                effectCompiler.Dispose();
                effectHandle.Dispose();
                includeHandler.Dispose();
            }
        }
示例#2
0
		protected override void LoadFromSource()
		{
			// Populate preprocessor defines
			var defines = new List<D3D9.Macro>();
			if ( !string.IsNullOrEmpty( PreprocessorDefines ) )
			{
				var tmp = PreprocessorDefines.Split( ' ', ',', ';' );
				foreach ( string define in tmp )
				{
					var macro = new D3D9.Macro();
					if ( define.Contains( "=" ) )
					{
						var split = define.Split( '=' );
						macro.Name = split[ 0 ];
						macro.Definition = split[ 1 ];
					}
					else
					{
						macro.Name = define;
						macro.Definition = "1";
					}

					if ( !string.IsNullOrEmpty( macro.Name ) )
					{
						defines.Add( macro );
					}
				}
			}

			// Populate compile flags
			var compileFlags = UseColumnMajorMatrices
			                   	? D3D9.ShaderFlags.PackMatrixColumnMajor
			                   	: D3D9.ShaderFlags.PackMatrixRowMajor;

#if DEBUG
			compileFlags |= D3D9.ShaderFlags.Debug;
#endif
			switch ( OptimizationLevel )
			{
				case OptimizationLevel.Default:
					compileFlags |= D3D9.ShaderFlags.OptimizationLevel1;
					break;

				case OptimizationLevel.None:
					compileFlags |= D3D9.ShaderFlags.SkipOptimization;
					break;

				case OptimizationLevel.LevelZero:
					compileFlags |= D3D9.ShaderFlags.OptimizationLevel0;
					break;

				case OptimizationLevel.LevelOne:
					compileFlags |= D3D9.ShaderFlags.OptimizationLevel1;
					break;

				case OptimizationLevel.LevelTwo:
					compileFlags |= D3D9.ShaderFlags.OptimizationLevel2;
					break;

				case OptimizationLevel.LevelThree:
					compileFlags |= D3D9.ShaderFlags.OptimizationLevel3;
					break;
			}

			var parseFlags = compileFlags;
			compileFlags ^= UseColumnMajorMatrices ? D3D9.ShaderFlags.PackMatrixColumnMajor : D3D9.ShaderFlags.PackMatrixRowMajor;

			// include handler
			var includeHandler = new HLSLIncludeHandler( this );

			// Compile & assemble into microcode
			var effectCompiler = new D3D9.EffectCompiler( Source, defines.ToArray(), includeHandler, parseFlags );
			var effectHandle = new D3D9.EffectHandle( EntryPoint );
			var errors = string.Empty;

			try
			{
				MicroCode = effectCompiler.CompileShader( effectHandle, Target, compileFlags, out this.constTable );
			}
			catch ( DX.SharpDXException ex )
			{
				if ( ex is DX.CompilationException )
				{
					errors = ex.Message;
				}

				// check for errors
				if ( !string.IsNullOrEmpty( errors ) )
				{
					if ( MicroCode != null )
					{
						if ( LogManager.Instance != null )
						{
							LogManager.Instance.Write( "HLSL: Warnings while compiling high level shader {0}:\n{1}", Name, errors );
						}
					}
					else
					{
						throw new AxiomException( "HLSL: Unable to compile high level shader {0}:\n{1}", Name, errors );
					}
				}
			}
			finally
			{
				effectCompiler.Dispose();
				effectHandle.Dispose();
				includeHandler.Dispose();
			}
		}
示例#3
0
        //protected int parametersMapSizeAsBuffer;

	    #endregion Fields

		#region Construction and Destruction

		/// <summary>
		/// Creates a new instance of <see cref="HLSLProgram"/>
		/// </summary>
		/// <param name="parent">the ResourceManager that owns this resource</param>
		/// <param name="name">Name of the program</param>
		/// <param name="handle">The resource id of the program</param>
		/// <param name="group">the resource group</param>
		/// <param name="isManual">is the program manually loaded?</param>
		/// <param name="loader">the loader responsible for this program</param>
		public HLSLProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader )
			: base( parent, name, handle, group, isManual, loader )
		{
			includeHandler = new HLSLIncludeHandler( this );
		    columnMajorMatrices = true;
		}