- Build system optimizations - Extended ProjectConverter: DX and SharpDX assemblies are now removed from linux projects to prevent errors - Fixed a bunch of compiler warnings - Removed DX11MetroShaderGenerator assembly. It is now included in ANX.Framework.Content.Pipeline - Removed HLSLParser assembly. It is now included in ANX.Framework.Content.Pipeline. - Removed shader parser from GL3-RenderSystem. It is now included in ANX.Framework.Content.Pipeline. - Removed RenderSystem dependencies from StockShaderCodeGenerator (sscg) tool
363 lines
13 KiB
C#
363 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Security.Cryptography;
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using StringPair = System.Collections.Generic.KeyValuePair<string, string>;
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.Framework.Content.Pipeline.Helpers.GL3
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{
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public static class ShaderHelper
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{
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#region SaveShaderCode (for external)
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public static byte[] SaveShaderCode(string effectCode)
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{
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effectCode = CleanCode(effectCode);
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MemoryStream stream = new MemoryStream();
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BinaryWriter writer = new BinaryWriter(stream);
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// First of all writer the shader code (which is already preceeded
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// by a length identifier, making it harder to manipulate the code)
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writer.Write(effectCode);
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// And now we additionally generate a sha hash so it nearly becomes
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// impossible to manipulate the shader.
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using (SHA512Managed sha = new SHA512Managed())
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{
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byte[] data = stream.ToArray();
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byte[] hash = sha.ComputeHash(data);
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// The hash is added to the end of the stream.
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writer.Write(hash);
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writer.Flush();
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}
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return stream.ToArray();
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}
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#endregion
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#region LoadShaderCode
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public static string LoadShaderCode(Stream stream)
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{
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BinaryReader reader = new BinaryReader(stream);
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// First load the source.
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string source = reader.ReadString();
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byte[] hash;
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// And now check if it was manipulated.
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using (SHA512Managed sha = new SHA512Managed())
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{
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int lengthRead = (int)stream.Position;
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stream.Position = 0;
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byte[] data = reader.ReadBytes(lengthRead);
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hash = sha.ComputeHash(data);
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}
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byte[] loadedHash = reader.ReadBytes(64);
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for (int index = 0; index < hash.Length; index++)
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{
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if (hash[index] != loadedHash[index])
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{
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throw new InvalidDataException("Failed to load the shader " +
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"because the data got manipulated!");
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}
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}
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return source;
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}
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#endregion
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#region CleanCode
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private static string CleanCode(string input)
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{
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// We wanna clean up the shader a little bit, so we remove
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// empty lines, spaces and tabs at beginning and end and also
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// remove comments.
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List<string> lines = new List<string>(input.Split('\n'));
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input = "";
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for (int index = lines.Count - 1; index >= 0; index--)
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{
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lines[index] = lines[index].Trim();
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if (String.IsNullOrEmpty(lines[index]) ||
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lines[index].StartsWith("//"))
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{
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lines.RemoveAt(index);
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continue;
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}
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input = lines[index] + input;
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}
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#region Multiline comment removing
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input = input.Replace("/*/*", "/* /*");
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input = input.Replace("*/*/", "*/ */");
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int length = input.Length;
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int foundStartIndex = -1;
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int openCommentsCount = 0;
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for (int index = 0; index < length - 1; index++)
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{
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if (input[index] == '/' &&
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input[index + 1] == '*')
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{
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if (openCommentsCount == 0)
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{
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foundStartIndex = index;
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}
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openCommentsCount++;
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}
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if (input[index] == '*' &&
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input[index + 1] == '/')
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{
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openCommentsCount--;
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if (openCommentsCount == 0)
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{
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int commentLength = index - foundStartIndex + 2;
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length -= commentLength;
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index = foundStartIndex - 1;
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input = input.Remove(foundStartIndex, commentLength);
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foundStartIndex = -1;
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}
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}
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}
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if (openCommentsCount > 0)
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{
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throw new Exception("Unable to clean the shader code because it seems " +
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"some multiline comments interfere with each other or with the code. " +
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"Please make sure your shader code and comments are well formatted!");
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}
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#endregion
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// Now to some additional cleanup
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string[] minimizables =
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{
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" * ", " = ", " + ", " / ", " - ", ", ",
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};
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foreach (string mizable in minimizables)
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{
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input = input.Replace(mizable, mizable.Trim());
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}
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return input;
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}
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#endregion
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#region ParseShaderCode
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public static ShaderData ParseShaderCode(string source)
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{
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ShaderData result = new ShaderData();
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string[] partIdentifiers =
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{
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"vertexglobal",
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"vertexshaders",
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"fragmentglobal",
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"fragmentshaders",
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"techniques",
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};
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int index = 0;
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while (index < source.Length)
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{
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for (int partIdsIndex = 0; partIdsIndex < partIdentifiers.Length; partIdsIndex++)
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{
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string partId = partIdentifiers[partIdsIndex];
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bool isValid = true;
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for (int partIndex = 0; partIndex < partId.Length; partIndex++)
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{
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if (source[index + partIndex] != partId[partIndex])
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{
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isValid = false;
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break;
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}
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}
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if (isValid)
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{
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int startIndex = index + partId.Length;
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startIndex = source.IndexOf('{', startIndex) + 1;
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string area = ExtractArea(source, startIndex);
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index = startIndex + area.Length - 1;
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switch (partIdsIndex)
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{
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case 0:
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result.VertexGlobalCode = area;
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break;
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case 2:
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result.FragmentGlobalCode = area;
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break;
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case 1:
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ExtractNamedAreas(area, "shader", 0, result);
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break;
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case 3:
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ExtractNamedAreas(area, "shader", 1, result);
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break;
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case 4:
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ExtractNamedAreas(area, "technique", 2, result);
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break;
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}
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}
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}
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index++;
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}
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return result;
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}
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#endregion
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#region ExtractNamedAreas
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private static void ExtractNamedAreas(string areaSource, string identifier,
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int addToId, ShaderData result)
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{
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int index = 0;
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while (index < areaSource.Length)
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{
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bool isValid = true;
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for (int partIndex = 0; partIndex < identifier.Length; partIndex++)
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{
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if (areaSource[index + partIndex] != identifier[partIndex])
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{
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isValid = false;
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break;
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}
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}
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if (isValid)
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{
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int startIndex = index + identifier.Length;
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startIndex = areaSource.IndexOf('"', startIndex) + 1;
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string name = areaSource.Substring(startIndex,
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areaSource.IndexOf('"', startIndex) - startIndex);
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startIndex = areaSource.IndexOf('{', startIndex) + 1;
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string area = ExtractArea(areaSource, startIndex);
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switch (addToId)
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{
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case 0:
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result.VertexShaderCodes.Add(name, area);
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break;
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case 1:
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result.FragmentShaderCodes.Add(name, area);
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break;
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case 2:
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int vertexIndex = area.IndexOf("vertex");
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vertexIndex = area.IndexOf('"', vertexIndex) + 1;
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string vertexName = area.Substring(vertexIndex,
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area.IndexOf('"', vertexIndex) - vertexIndex);
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int fragmentIndex = area.IndexOf("fragment");
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fragmentIndex = area.IndexOf('"', fragmentIndex) + 1;
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string fragmentName = area.Substring(fragmentIndex,
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area.IndexOf('"', fragmentIndex) - fragmentIndex);
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result.Techniques.Add(name, new StringPair(vertexName, fragmentName));
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break;
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}
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}
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index++;
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}
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}
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#endregion
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#region ExtractArea
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private static string ExtractArea(string source, int startIndex)
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{
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int endIndex = startIndex;
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int openBraceCount = 0;
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for (int index = startIndex; index < source.Length; index++)
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{
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if (source[index] == '{')
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{
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openBraceCount++;
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}
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if (source[index] == '}')
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{
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openBraceCount--;
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}
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if (openBraceCount == -1)
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{
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endIndex = index;
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break;
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}
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}
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return source.Substring(startIndex, endIndex - startIndex);
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}
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#endregion
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private class Tests
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{
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#region TestCleanCode
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public static void TestCleanCode()
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{
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string input = File.ReadAllText(@"..\..\shader\GL3\SpriteBatch_GLSL.fx");
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Console.WriteLine(CleanCode(input));
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}
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#endregion
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#region TestCleanCodeWithExtendedComments
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public static void TestCleanCodeWithExtendedComments()
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{
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string input =
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@"// This is a simple comment.
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/*Hello
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im a multiline comment*/
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/* Multiline on a single line */
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/* And now the hardcore...a multiline comment
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/*in a multiline comment/*in another one
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*/*/
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Wow...
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*/
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";
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Console.WriteLine(CleanCode(input));
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}
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#endregion
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#region TestParseShaderCode
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public static void TestParseShaderCode()
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{
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string input = CleanCode(File.ReadAllText(
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@"..\..\shader\GL3\SpriteBatch_GLSL.fx"));
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ShaderData data = ParseShaderCode(input);
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Console.WriteLine("Vertex globals:");
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Console.WriteLine(data.VertexGlobalCode);
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Console.WriteLine("-------------------------");
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Console.WriteLine("Fragment globals:");
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Console.WriteLine(data.FragmentGlobalCode);
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Console.WriteLine("-------------------------");
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foreach (StringPair pair in data.VertexShaderCodes)
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{
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Console.WriteLine("vertex shader: " + pair.Key);
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Console.WriteLine(pair.Value);
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Console.WriteLine("-------------------------");
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}
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foreach (StringPair pair in data.FragmentShaderCodes)
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{
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Console.WriteLine("fragment shader: " + pair.Key);
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Console.WriteLine(pair.Value);
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Console.WriteLine("-------------------------");
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}
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foreach (KeyValuePair<string, StringPair> pair in data.Techniques)
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{
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Console.WriteLine("technique: " + pair.Key);
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Console.WriteLine("vertex shader: " + pair.Value.Key);
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Console.WriteLine("fragment shader: " + pair.Value.Value);
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Console.WriteLine("-------------------------");
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}
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}
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#endregion
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}
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}
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}
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