111 lines
3.6 KiB
C#

#region Using Statements
using System;
using System.IO;
using ANX.Framework.Content.Pipeline.Helpers.DX11MetroShaderGenerator;
using ANX.Framework.Content.Pipeline.Helpers.GL3;
using System.Diagnostics;
using ANX.Framework.Content.Pipeline.Graphics;
using ANX.Framework.Content.Pipeline;
using ANX.Framework.NonXNA;
using ANX.Framework.Content.Pipeline.Tasks;
using ANX.Framework.Content.Pipeline.Processors;
#endregion // Using Statements
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace StockShaderCodeGenerator
{
public static class Compiler
{
#region GenerateShaders
public static bool GenerateShaders()
{
Program.TraceListener.WriteLine("generating shaders...");
for (int i = 0; i < Configuration.Shaders.Count; i++)
{
Shader s = Configuration.Shaders[i];
Program.TraceListener.WriteLine(String.Format("-> loading shader for type '{0}' (file: '{1}')", s.Type, s.Source));
String source = String.Empty;
if (File.Exists(s.Source))
{
source = File.ReadAllText(s.Source);
}
Program.TraceListener.Write("--> compiling shader... ");
try
{
s.ByteCode = CompileShader(s.RenderSystem, source, Path.GetDirectoryName(s.Source));
Program.TraceListener.WriteLine(String.Format("{0} bytes compiled size", s.ByteCode.Length));
s.ShaderCompiled = true;
}
catch (Exception ex)
{
s.ShaderCompiled = false;
Program.TraceListener.WriteLine("--> error occured while compiling shader: {0}", ex.Message);
return false;
}
Configuration.Shaders[i] = s;
}
Program.TraceListener.WriteLine("finished generating shaders...");
return true;
}
#endregion
private static Byte[] CompileShader(string RenderSystem, string sourceCode, string directory)
{
byte[] byteCode;
switch (RenderSystem)
{
case "ANX.RenderSystem.Windows.DX10":
byteCode = CompileDXEffect(sourceCode, directory, EffectSourceLanguage.HLSL_FX ,"fx_4_0");
break;
case "ANX.RenderSystem.Windows.DX11":
byteCode = CompileDXEffect(sourceCode, directory, EffectSourceLanguage.HLSL_FX, "fx_5_0");
break;
case "ANX.RenderSystem.Windows.Metro":
var metroGenerator = new MetroCodeGenerator(sourceCode);
byteCode = metroGenerator.ResultByteCode;
break;
case "ANX.RenderSystem.GL3":
byteCode = ShaderHelper.SaveShaderCode(sourceCode);
break;
default:
throw new NotImplementedException("compiling shaders for " +
RenderSystem + " not yet implemented...");
}
return byteCode;
}
private static byte[] CompileDXEffect(string sourceCode, string directory, EffectSourceLanguage sourceLanguage, String targetProfile)
{
EffectContent effectContent = new EffectContent()
{
EffectCode = sourceCode,
Identity = new ContentIdentity(null, "StockShaderCodeGenerator", null),
SourceLanguage = sourceLanguage,
};
BuildContent buildContentTask = new BuildContent();
IContentProcessor instance = buildContentTask.ProcessorManager.GetInstance("EffectProcessor");
((EffectProcessor)instance).TargetProfile = targetProfile;
CompiledEffectContent effect = instance.Process(effectContent, null) as CompiledEffectContent;
return effect.GetEffectCode();
}
}
}