updated StockShaderCodeGenerator (sscg) to support DX11 shaders updated the DX11 RenderSystem to be on par with the DX10 RenderSystem (it is currently not working completly because of some issues with shaders)
256 lines
10 KiB
C#
256 lines
10 KiB
C#
#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using SharpDX.Direct3D11;
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using SharpDX.D3DCompiler;
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using System.IO;
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using ANX.Framework.NonXNA;
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using ANX.Framework.Graphics;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.RenderSystem.Windows.DX11
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{
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public class Effect_DX11 : INativeEffect
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{
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private ShaderBytecode pixelShaderByteCode;
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private ShaderBytecode vertexShaderByteCode;
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private VertexShader vertexShader;
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private PixelShader pixelShader;
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private ANX.Framework.Graphics.Effect managedEffect;
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private ShaderBytecode effectByteCode;
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private SharpDX.Direct3D11.Effect nativeEffect;
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public Effect_DX11(GraphicsDevice device, ANX.Framework.Graphics.Effect managedEffect, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
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{
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if (this.managedEffect == null)
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{
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throw new ArgumentNullException("managedEffect");
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}
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this.managedEffect = managedEffect;
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if (vertexShaderByteCode.CanSeek)
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{
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vertexShaderByteCode.Seek(0, SeekOrigin.Begin);
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}
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this.vertexShaderByteCode = ShaderBytecode.FromStream(vertexShaderByteCode);
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this.vertexShader = new VertexShader((SharpDX.Direct3D11.Device)device.NativeDevice, this.vertexShaderByteCode);
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if (pixelShaderByteCode.CanSeek)
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{
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pixelShaderByteCode.Seek(0, SeekOrigin.Begin);
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}
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this.pixelShaderByteCode = ShaderBytecode.FromStream(pixelShaderByteCode);
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this.pixelShader = new PixelShader((SharpDX.Direct3D11.Device)device.NativeDevice, this.pixelShaderByteCode);
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}
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public Effect_DX11(GraphicsDevice device, ANX.Framework.Graphics.Effect managedEffect, Stream effectByteCode)
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{
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if (managedEffect == null)
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{
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throw new ArgumentNullException("managedEffect");
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}
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this.managedEffect = managedEffect;
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if (effectByteCode.CanSeek)
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{
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effectByteCode.Seek(0, SeekOrigin.Begin);
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}
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this.effectByteCode = ShaderBytecode.FromStream(effectByteCode);
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this.nativeEffect = new SharpDX.Direct3D11.Effect(((GraphicsDeviceWindowsDX11)device.NativeDevice).NativeDevice.Device, this.effectByteCode);
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}
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public void Apply(GraphicsDevice graphicsDevice)
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{
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//TODO: dummy
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((GraphicsDeviceWindowsDX11)graphicsDevice.NativeDevice).currentEffect = this;
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}
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internal SharpDX.Direct3D11.Effect NativeEffect
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{
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get
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{
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return this.nativeEffect;
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}
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}
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internal ShaderBytecode PixelShaderByteCode
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{
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get
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{
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return this.pixelShaderByteCode;
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}
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}
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internal ShaderBytecode VertexShaderByteCode
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{
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get
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{
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return this.vertexShaderByteCode;
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}
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}
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internal VertexShader VertexShader
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{
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get
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{
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return this.vertexShader;
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}
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}
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internal PixelShader PixelShader
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{
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get
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{
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return this.pixelShader;
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}
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}
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public static byte[] CompileVertexShader(string effectCode)
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{
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ShaderBytecode vertexShaderByteCode = ShaderBytecode.Compile(effectCode, "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None);
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byte[] bytecode = new byte[vertexShaderByteCode.BufferSize];
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vertexShaderByteCode.Data.Read(bytecode, 0, bytecode.Length);
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return bytecode;
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}
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public static byte[] CompilePixelShader(string effectCode)
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{
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ShaderBytecode pixelShaderByteCode = ShaderBytecode.Compile(effectCode, "PS", "ps_4_0", ShaderFlags.None, EffectFlags.None);
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byte[] bytecode = new byte[pixelShaderByteCode.BufferSize];
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pixelShaderByteCode.Data.Read(bytecode, 0, bytecode.Length);
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return bytecode;
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}
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public static byte[] CompileFXShader(string effectCode)
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{
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ShaderBytecode effectByteCode = ShaderBytecode.Compile(effectCode, "fx_4_0", ShaderFlags.None, EffectFlags.None);
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byte[] bytecode = new byte[effectByteCode.BufferSize];
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effectByteCode.Data.Read(bytecode, 0, bytecode.Length);
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return bytecode;
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}
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public void Dispose()
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{
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if (this.pixelShaderByteCode != null)
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{
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this.pixelShaderByteCode.Dispose();
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this.pixelShaderByteCode = null;
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}
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if (this.pixelShader != null)
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{
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this.pixelShader.Dispose();
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this.pixelShader = null;
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}
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if (this.vertexShaderByteCode != null)
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{
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this.vertexShaderByteCode.Dispose();
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this.vertexShaderByteCode = null;
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}
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if (this.vertexShader != null)
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{
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this.vertexShader.Dispose();
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this.vertexShader = null;
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}
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if (this.effectByteCode != null)
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{
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this.effectByteCode.Dispose();
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this.effectByteCode = null;
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}
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if (this.nativeEffect != null)
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{
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this.nativeEffect.Dispose();
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this.nativeEffect = null;
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}
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}
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public IEnumerable<ANX.Framework.Graphics.EffectTechnique> Techniques
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{
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get
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{
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for (int i = 0; i < nativeEffect.Description.TechniqueCount; i++)
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{
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EffectTechnique_DX11 teqDx11 = new EffectTechnique_DX11(this.managedEffect);
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teqDx11.NativeTechnique = nativeEffect.GetTechniqueByIndex(i);
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ANX.Framework.Graphics.EffectTechnique teq = new ANX.Framework.Graphics.EffectTechnique(this.managedEffect, teqDx11);
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yield return teq;
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}
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}
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}
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public IEnumerable<ANX.Framework.Graphics.EffectParameter> Parameters
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{
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get
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{
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for (int i = 0; i < nativeEffect.Description.GlobalVariableCount; i++)
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{
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EffectParameter_DX11 parDx11 = new EffectParameter_DX11();
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parDx11.NativeParameter = nativeEffect.GetVariableByIndex(i);
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ANX.Framework.Graphics.EffectParameter par = new ANX.Framework.Graphics.EffectParameter();
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par.NativeParameter = parDx11;
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yield return par;
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}
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}
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}
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}
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}
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