private static byte[] CompileGLSL(ShaderInfo shaderInfo, string shaderFilename, string shaderXML, ContentProcessorContext context) { return System.IO.File.ReadAllBytes(shaderFilename); }
static public ShaderInfo PureGLSLFromString (string effectSource, string filePath, Options options, IEffectCompilerOutput output) { ShaderInfo shaderInfo = new ShaderInfo (); shaderInfo.FilePath = options.SourceFile; XmlDocument doc = new XmlDocument (); doc.LoadXml (effectSource); XmlElement effectElement; XmlNode current = doc.FirstChild; while (current != null && current.NodeType != XmlNodeType.Element) { current = current.NextSibling; } effectElement = (XmlElement)current; shaderInfo.Techniques = new List<TechniqueInfo> (); foreach (XmlElement technique in effectElement.ChildNodes.OfType<XmlElement>()) { TechniqueInfo info = new TechniqueInfo (); info.name = technique.GetAttribute ("name"); info.Passes = new List<PassInfo> (); foreach (XmlElement pass in technique.ChildNodes.OfType<XmlElement>()) { PassInfo pi = new PassInfo (); pi.name = pass.GetAttribute ("name"); foreach (XmlElement sh in pass.ChildNodes) { if (sh.Name == "Shader") { if (sh.GetAttribute ("type") == "PixelShader") { pi.psFileName = System.IO.Path.Combine(System.IO.Path.GetDirectoryName(shaderInfo.FilePath),sh.GetAttribute ("filename")); shaderInfo.Dependencies.Add (pi.psFileName); pi.psShaderXML = sh.OuterXml; } else if (sh.GetAttribute ("type") == "VertexShader") { pi.vsFilename = System.IO.Path.Combine(System.IO.Path.GetDirectoryName(shaderInfo.FilePath),sh.GetAttribute ("filename")); shaderInfo.Dependencies.Add (pi.vsFilename); pi.vsShaderXML = sh.OuterXml; } else { throw new PipelineException ("Unsupported Shader type detected"); } } else if (sh.Name == "BlendState") { pi.blendState = ParseBlendState (sh); } else if (sh.Name == "DepthStencilState") { pi.depthStencilState = ParseDepthStencilState (sh); } else if (sh.Name == "RasterizerState") { pi.rasterizerState = ParseRasterizerState (sh); } else { throw new PipelineException ("'" + sh.Name + "' element not recognized"); } } info.Passes.Add (pi); } shaderInfo.Techniques.Add (info); } shaderInfo.Profile = options.Profile; shaderInfo.Debug = options.Debug; shaderInfo.OutputFilePath = options.OutputFile; return shaderInfo; }
private static byte[] CompileGLSL(ShaderInfo shaderInfo, string shaderFilename, string shaderXML, ContentProcessorContext context) { return(System.IO.File.ReadAllBytes(shaderFilename)); }
private d3dx_state CreateShader(ShaderInfo shaderInfo, string shaderFilename, string shaderXML, bool isVertexShader, ContentProcessorContext context) { // Compile the shader. byte[] bytecode; if (shaderInfo.Profile == ShaderProfile.DirectX_11 || shaderInfo.Profile == ShaderProfile.OpenGL) { throw new NotImplementedException("HLSL not implemented here"); } else if (shaderInfo.Profile == ShaderProfile.PureGLSL) { bytecode = CompileGLSL(shaderInfo, shaderFilename, shaderXML, context); } else throw new NotSupportedException("Unknown shader profile!"); // First look to see if we already created this same shader. ShaderData shaderData = null; foreach (var shader in Shaders) { if (bytecode.SequenceEqual(shader.Bytecode)) { shaderData = shader; break; } } // Create a new shader. if (shaderData == null) { if (shaderInfo.Profile == ShaderProfile.DirectX_11) throw new NotImplementedException("HLSL not implemented");//shaderData = ShaderData.CreateHLSL(bytecode, isVertexShader, ConstantBuffers, Shaders.Count, shaderInfo.SamplerStates, shaderInfo.Debug); else if (shaderInfo.Profile == ShaderProfile.PureGLSL) shaderData = ShaderData.CreatePureGLSL(bytecode,shaderFilename, isVertexShader, ConstantBuffers, Shaders.Count, shaderInfo.SamplerStates, shaderXML, shaderInfo.Debug); else throw new NotSupportedException("Unknown shader profile!"); Shaders.Add(shaderData); } var state = new d3dx_state(); state.index = 0; state.type = STATE_TYPE.CONSTANT; state.operation = isVertexShader ? (uint)146 : (uint)147; state.parameter = new d3dx_parameter(); state.parameter.name = string.Empty; state.parameter.semantic = string.Empty; state.parameter.class_ = D3DXPARAMETER_CLASS.OBJECT; state.parameter.type = isVertexShader ? D3DXPARAMETER_TYPE.VERTEXSHADER : D3DXPARAMETER_TYPE.PIXELSHADER; state.parameter.rows = 0; state.parameter.columns = 0; state.parameter.data = shaderData.SharedIndex; return state; }
static public EffectObject CompileEffect(ShaderInfo shaderInfo,ContentProcessorContext context) { var effect = new EffectObject(); // These are filled out as we process stuff. effect.ConstantBuffers = new List<ConstantBufferData>(); effect.Shaders = new List<ShaderData>(); // Go thru the techniques and that will find all the // shaders and constant buffers. effect.Techniques = new d3dx_technique[shaderInfo.Techniques.Count]; for (var t = 0; t < shaderInfo.Techniques.Count; t++) { var tinfo = shaderInfo.Techniques[t]; ; var technique = new d3dx_technique(); technique.name = tinfo.name; technique.pass_count = (uint)tinfo.Passes.Count; technique.pass_handles = new d3dx_pass[tinfo.Passes.Count]; for (var p = 0; p < tinfo.Passes.Count; p++) { var pinfo = tinfo.Passes[p]; var pass = new d3dx_pass(); pass.name = pinfo.name ?? string.Empty; pass.blendState = pinfo.blendState; pass.depthStencilState = pinfo.depthStencilState; pass.rasterizerState = pinfo.rasterizerState; pass.state_count = 0; var tempstate = new d3dx_state[2]; pinfo.ValidateShaderModels(shaderInfo.Profile); if (!string.IsNullOrEmpty(pinfo.psFileName)) { pass.state_count += 1; tempstate[pass.state_count - 1] = effect.CreateShader(shaderInfo, pinfo.psFileName, pinfo.psShaderXML, false, context); } if (!string.IsNullOrEmpty(pinfo.vsFilename)) { pass.state_count += 1; tempstate[pass.state_count - 1] = effect.CreateShader(shaderInfo, pinfo.vsFilename, pinfo.vsShaderXML, true, context); } pass.states = new d3dx_state[pass.state_count]; for (var s = 0; s < pass.state_count; s++) pass.states[s] = tempstate[s]; technique.pass_handles[p] = pass; } effect.Techniques[t] = technique; } // Make the list of parameters by combining all the // constant buffers ignoring the buffer offsets. var parameters = new List<d3dx_parameter>(); for (var c = 0; c < effect.ConstantBuffers.Count; c++) { var cb = effect.ConstantBuffers[c]; for (var i = 0; i < cb.Parameters.Count; i++) { var param = cb.Parameters[i]; var match = parameters.FindIndex(e => e.name == param.name); if (match == -1) { cb.ParameterIndex.Add(parameters.Count); parameters.Add(param); } else { // TODO: Make sure the type and size of // the parameter match up! cb.ParameterIndex.Add(match); } } } // Add the texture parameters from the samplers. foreach (var shader in effect.Shaders) { for (var s = 0; s < shader._samplers.Length; s++) { var sampler = shader._samplers[s]; var match = parameters.FindIndex(e => e.name == sampler.parameterName); if (match == -1) { // Store the index for runtime lookup. shader._samplers[s].parameter = parameters.Count; var param = new d3dx_parameter(); param.class_ = D3DXPARAMETER_CLASS.OBJECT; param.name = sampler.parameterName; param.semantic = string.Empty; switch (sampler.type) { case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_1D: param.type = D3DXPARAMETER_TYPE.TEXTURE1D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_2D: param.type = D3DXPARAMETER_TYPE.TEXTURE2D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_VOLUME: param.type = D3DXPARAMETER_TYPE.TEXTURE3D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_CUBE: param.type = D3DXPARAMETER_TYPE.TEXTURECUBE; break; } parameters.Add(param); } else { // TODO: Make sure the type and size of // the parameter match up! shader._samplers[s].parameter = match; } } } // TODO: Annotations are part of the .FX format and // not a part of shaders... we need to implement them // in our mgfx parser if we want them back. effect.Parameters = parameters.ToArray(); return effect; }
static public ShaderInfo PureGLSLFromString(string effectSource, string filePath, Options options, IEffectCompilerOutput output) { ShaderInfo shaderInfo = new ShaderInfo(); shaderInfo.FilePath = options.SourceFile; XmlDocument doc = new XmlDocument(); doc.LoadXml(effectSource); XmlElement effectElement; XmlNode current = doc.FirstChild; while (current != null && current.NodeType != XmlNodeType.Element) { current = current.NextSibling; } effectElement = (XmlElement)current; shaderInfo.Techniques = new List <TechniqueInfo> (); foreach (XmlElement technique in effectElement.ChildNodes.OfType <XmlElement>()) { TechniqueInfo info = new TechniqueInfo(); info.name = technique.GetAttribute("name"); info.Passes = new List <PassInfo> (); foreach (XmlElement pass in technique.ChildNodes.OfType <XmlElement>()) { PassInfo pi = new PassInfo(); pi.name = pass.GetAttribute("name"); foreach (XmlElement sh in pass.ChildNodes) { if (sh.Name == "Shader") { if (sh.GetAttribute("type") == "PixelShader") { pi.psFileName = System.IO.Path.Combine(System.IO.Path.GetDirectoryName(shaderInfo.FilePath), sh.GetAttribute("filename")); shaderInfo.Dependencies.Add(pi.psFileName); pi.psShaderXML = sh.OuterXml; } else if (sh.GetAttribute("type") == "VertexShader") { pi.vsFilename = System.IO.Path.Combine(System.IO.Path.GetDirectoryName(shaderInfo.FilePath), sh.GetAttribute("filename")); shaderInfo.Dependencies.Add(pi.vsFilename); pi.vsShaderXML = sh.OuterXml; } else { throw new PipelineException("Unsupported Shader type detected"); } } else if (sh.Name == "BlendState") { pi.blendState = ParseBlendState(sh); } else if (sh.Name == "DepthStencilState") { pi.depthStencilState = ParseDepthStencilState(sh); } else if (sh.Name == "RasterizerState") { pi.rasterizerState = ParseRasterizerState(sh); } else { throw new PipelineException("'" + sh.Name + "' element not recognized"); } } info.Passes.Add(pi); } shaderInfo.Techniques.Add(info); } shaderInfo.Profile = options.Profile; shaderInfo.Debug = options.Debug; shaderInfo.OutputFilePath = options.OutputFile; return(shaderInfo); }
private d3dx_state CreateShader(ShaderInfo shaderInfo, string shaderFilename, string shaderXML, bool isVertexShader, ContentProcessorContext context) { // Compile the shader. byte[] bytecode; if (shaderInfo.Profile == ShaderProfile.DirectX_11 || shaderInfo.Profile == ShaderProfile.OpenGL) { throw new NotImplementedException("HLSL not implemented here"); } else if (shaderInfo.Profile == ShaderProfile.PureGLSL) { bytecode = CompileGLSL(shaderInfo, shaderFilename, shaderXML, context); } else { throw new NotSupportedException("Unknown shader profile!"); } // First look to see if we already created this same shader. ShaderData shaderData = null; foreach (var shader in Shaders) { if (bytecode.SequenceEqual(shader.Bytecode)) { shaderData = shader; break; } } // Create a new shader. if (shaderData == null) { if (shaderInfo.Profile == ShaderProfile.DirectX_11) { throw new NotImplementedException("HLSL not implemented");//shaderData = ShaderData.CreateHLSL(bytecode, isVertexShader, ConstantBuffers, Shaders.Count, shaderInfo.SamplerStates, shaderInfo.Debug); } else if (shaderInfo.Profile == ShaderProfile.PureGLSL) { shaderData = ShaderData.CreatePureGLSL(bytecode, shaderFilename, isVertexShader, ConstantBuffers, Shaders.Count, shaderInfo.SamplerStates, shaderXML, shaderInfo.Debug); } else { throw new NotSupportedException("Unknown shader profile!"); } Shaders.Add(shaderData); } var state = new d3dx_state(); state.index = 0; state.type = STATE_TYPE.CONSTANT; state.operation = isVertexShader ? (uint)146 : (uint)147; state.parameter = new d3dx_parameter(); state.parameter.name = string.Empty; state.parameter.semantic = string.Empty; state.parameter.class_ = D3DXPARAMETER_CLASS.OBJECT; state.parameter.type = isVertexShader ? D3DXPARAMETER_TYPE.VERTEXSHADER : D3DXPARAMETER_TYPE.PIXELSHADER; state.parameter.rows = 0; state.parameter.columns = 0; state.parameter.data = shaderData.SharedIndex; return(state); }
static public EffectObject CompileEffect(ShaderInfo shaderInfo, ContentProcessorContext context) { var effect = new EffectObject(); // These are filled out as we process stuff. effect.ConstantBuffers = new List <ConstantBufferData>(); effect.Shaders = new List <ShaderData>(); // Go thru the techniques and that will find all the // shaders and constant buffers. effect.Techniques = new d3dx_technique[shaderInfo.Techniques.Count]; for (var t = 0; t < shaderInfo.Techniques.Count; t++) { var tinfo = shaderInfo.Techniques[t];; var technique = new d3dx_technique(); technique.name = tinfo.name; technique.pass_count = (uint)tinfo.Passes.Count; technique.pass_handles = new d3dx_pass[tinfo.Passes.Count]; for (var p = 0; p < tinfo.Passes.Count; p++) { var pinfo = tinfo.Passes[p]; var pass = new d3dx_pass(); pass.name = pinfo.name ?? string.Empty; pass.blendState = pinfo.blendState; pass.depthStencilState = pinfo.depthStencilState; pass.rasterizerState = pinfo.rasterizerState; pass.state_count = 0; var tempstate = new d3dx_state[2]; pinfo.ValidateShaderModels(shaderInfo.Profile); if (!string.IsNullOrEmpty(pinfo.psFileName)) { pass.state_count += 1; tempstate[pass.state_count - 1] = effect.CreateShader(shaderInfo, pinfo.psFileName, pinfo.psShaderXML, false, context); } if (!string.IsNullOrEmpty(pinfo.vsFilename)) { pass.state_count += 1; tempstate[pass.state_count - 1] = effect.CreateShader(shaderInfo, pinfo.vsFilename, pinfo.vsShaderXML, true, context); } pass.states = new d3dx_state[pass.state_count]; for (var s = 0; s < pass.state_count; s++) { pass.states[s] = tempstate[s]; } technique.pass_handles[p] = pass; } effect.Techniques[t] = technique; } // Make the list of parameters by combining all the // constant buffers ignoring the buffer offsets. var parameters = new List <d3dx_parameter>(); for (var c = 0; c < effect.ConstantBuffers.Count; c++) { var cb = effect.ConstantBuffers[c]; for (var i = 0; i < cb.Parameters.Count; i++) { var param = cb.Parameters[i]; var match = parameters.FindIndex(e => e.name == param.name); if (match == -1) { cb.ParameterIndex.Add(parameters.Count); parameters.Add(param); } else { // TODO: Make sure the type and size of // the parameter match up! cb.ParameterIndex.Add(match); } } } // Add the texture parameters from the samplers. foreach (var shader in effect.Shaders) { for (var s = 0; s < shader._samplers.Length; s++) { var sampler = shader._samplers[s]; var match = parameters.FindIndex(e => e.name == sampler.parameterName); if (match == -1) { // Store the index for runtime lookup. shader._samplers[s].parameter = parameters.Count; var param = new d3dx_parameter(); param.class_ = D3DXPARAMETER_CLASS.OBJECT; param.name = sampler.parameterName; param.semantic = string.Empty; switch (sampler.type) { case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_1D: param.type = D3DXPARAMETER_TYPE.TEXTURE1D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_2D: param.type = D3DXPARAMETER_TYPE.TEXTURE2D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_VOLUME: param.type = D3DXPARAMETER_TYPE.TEXTURE3D; break; case MojoShader.MOJOSHADER_samplerType.MOJOSHADER_SAMPLER_CUBE: param.type = D3DXPARAMETER_TYPE.TEXTURECUBE; break; } parameters.Add(param); } else { // TODO: Make sure the type and size of // the parameter match up! shader._samplers[s].parameter = match; } } } // TODO: Annotations are part of the .FX format and // not a part of shaders... we need to implement them // in our mgfx parser if we want them back. effect.Parameters = parameters.ToArray(); return(effect); }