public static void Instantiate(ShaderClassType classType, Dictionary <string, Expression> expressions, Dictionary <string, Identifier> identifiers, bool autoGenericInstances, LoggerResult log) { var instantiator = new XenkoClassInstantiator(classType, expressions, identifiers, autoGenericInstances, log); instantiator.Run(); }
/// <summary> /// Loads the <see cref="ShaderClassType" />. /// </summary> /// <param name="shaderClassSource">The shader class source.</param> /// <param name="shaderMacros">The shader macros.</param> /// <param name="log">The log to output error logs.</param> /// <param name="autoGenericInstances"></param> /// <returns>A ShaderClassType or null if there was some errors.</returns> /// <exception cref="System.ArgumentNullException">shaderClassSource</exception> public LoadedShaderClassType LoadClassSource(ShaderClassSource shaderClassSource, SiliconStudio.Shaders.Parser.ShaderMacro[] shaderMacros, LoggerResult log, bool autoGenericInstances) { if (shaderClassSource == null) { throw new ArgumentNullException("shaderClassSource"); } string generics = null; if (shaderClassSource.GenericArguments != null) { generics = ""; foreach (var gen in shaderClassSource.GenericArguments) { generics += "___" + gen; } } var shaderClassType = LoadShaderClass(shaderClassSource.ClassName, generics, log, shaderMacros); if (shaderClassType == null) { return(null); } // Instantiate generic class if (shaderClassSource.GenericArguments != null || (shaderClassType.Type.ShaderGenerics.Count > 0 && autoGenericInstances)) { if (shaderClassType.IsInstanciated) { return(shaderClassType); } // If we want to automatically generate a generic instance (in case we just want to parse and verify the generic) if (autoGenericInstances) { shaderClassSource.GenericArguments = new string[shaderClassType.Type.ShaderGenerics.Count]; for (int i = 0; i < shaderClassSource.GenericArguments.Length; i++) { var variableGeneric = shaderClassType.Type.ShaderGenerics[i]; shaderClassSource.GenericArguments[i] = GetDefaultConstValue(variableGeneric); } } if (shaderClassSource.GenericArguments.Length != shaderClassType.Type.ShaderGenerics.Count) { log.Error(XenkoMessageCode.WrongGenericNumber, shaderClassType.Type.Span, shaderClassSource.ClassName); return(null); } // check the name of the generics foreach (var generic in shaderClassType.Type.ShaderGenerics) { foreach (var genericCompare in shaderClassType.Type.ShaderGenerics.Where(x => x != generic)) { if (generic.Name.Text == genericCompare.Name.Text) { log.Error(XenkoMessageCode.SameNameGenerics, generic.Span, generic, genericCompare, shaderClassSource.ClassName); } } } if (log.HasErrors) { return(null); } // When we use an actual generic instance, we replace the name with the name of the class + a hash of the generic parameters if (!autoGenericInstances) { var className = GenerateGenericClassName(shaderClassSource); shaderClassType.Type.Name = new Identifier(className); } var genericAssociation = CreateGenericAssociation(shaderClassType.Type.ShaderGenerics, shaderClassSource.GenericArguments); var identifierGenerics = GenerateIdentifierFromGenerics(genericAssociation); var expressionGenerics = GenerateGenericsExpressionValues(shaderClassType.Type.ShaderGenerics, shaderClassSource.GenericArguments); XenkoClassInstantiator.Instantiate(shaderClassType.Type, expressionGenerics, identifierGenerics, autoGenericInstances, log); shaderClassType.Type.ShaderGenerics.Clear(); shaderClassType.IsInstanciated = true; } return(shaderClassType); }
public static void Instantiate(ShaderClassType classType, Dictionary<string, Expression> expressions, Dictionary<string, Identifier> identifiers, bool autoGenericInstances, LoggerResult log) { var instantiator = new XenkoClassInstantiator(classType, expressions, identifiers, autoGenericInstances, log); instantiator.Run(); }