Files
LuaCsForBarotraumaEP/Libraries/MonoGame.Framework/Src/Tools/2MGFX/ConstantBufferData.mojo.cs
2019-06-25 16:00:44 +03:00

132 lines
4.9 KiB
C#

using System;
using System.Collections.Generic;
namespace TwoMGFX
{
internal partial class ConstantBufferData
{
public ConstantBufferData (string name,
MojoShader.MOJOSHADER_symbolRegisterSet set,
MojoShader.MOJOSHADER_symbol[] symbols)
{
Name = name ?? string.Empty;
ParameterIndex = new List<int> ();
ParameterOffset = new List<int> ();
Parameters = new List<EffectObject.d3dx_parameter> ();
int minRegister = short.MaxValue;
int maxRegister = 0;
var registerSize = (set == MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_BOOL ? 1 : 4) * 4;
foreach (var symbol in symbols) {
if (symbol.register_set != set)
continue;
// Create the parameter.
var parm = GetParameterFromSymbol (symbol);
var offset = (int)symbol.register_index * registerSize;
parm.bufferOffset = offset;
Parameters.Add (parm);
ParameterOffset.Add(offset);
minRegister = Math.Min(minRegister, (int)symbol.register_index);
maxRegister = Math.Max(maxRegister, (int)(symbol.register_index + symbol.register_count));
}
Size = Math.Max(maxRegister - minRegister, 0) * registerSize;
}
private static EffectObject.d3dx_parameter GetParameterFromSymbol(MojoShader.MOJOSHADER_symbol symbol)
{
var param = new EffectObject.d3dx_parameter();
param.rows = symbol.info.rows;
param.columns = symbol.info.columns;
param.name = symbol.name ?? string.Empty;
param.semantic = string.Empty; // TODO: How do i do this with only MojoShader?
var registerSize = (symbol.register_set == MojoShader.MOJOSHADER_symbolRegisterSet.MOJOSHADER_SYMREGSET_BOOL ? 1 : 4) * 4;
var offset = (int)symbol.register_index * registerSize;
param.bufferOffset = offset;
switch (symbol.info.parameter_class)
{
case MojoShader.MOJOSHADER_symbolClass.MOJOSHADER_SYMCLASS_SCALAR:
param.class_ = EffectObject.D3DXPARAMETER_CLASS.SCALAR;
break;
case MojoShader.MOJOSHADER_symbolClass.MOJOSHADER_SYMCLASS_VECTOR:
param.class_ = EffectObject.D3DXPARAMETER_CLASS.VECTOR;
break;
case MojoShader.MOJOSHADER_symbolClass.MOJOSHADER_SYMCLASS_MATRIX_COLUMNS:
param.class_ = EffectObject.D3DXPARAMETER_CLASS.MATRIX_COLUMNS;
break;
default:
throw new Exception("Unsupported parameter class!");
}
switch (symbol.info.parameter_type)
{
case MojoShader.MOJOSHADER_symbolType.MOJOSHADER_SYMTYPE_BOOL:
param.type = EffectObject.D3DXPARAMETER_TYPE.BOOL;
break;
case MojoShader.MOJOSHADER_symbolType.MOJOSHADER_SYMTYPE_FLOAT:
param.type = EffectObject.D3DXPARAMETER_TYPE.FLOAT;
break;
case MojoShader.MOJOSHADER_symbolType.MOJOSHADER_SYMTYPE_INT:
param.type = EffectObject.D3DXPARAMETER_TYPE.INT;
break;
default:
throw new Exception("Unsupported parameter type!");
}
// HACK: We don't have real default parameters from mojoshader!
param.data = new byte[param.rows * param.columns * 4];
param.member_count = symbol.info.member_count;
param.element_count = symbol.info.elements > 1 ? symbol.info.elements : 0;
if (param.member_count > 0)
{
param.member_handles = new EffectObject.d3dx_parameter[param.member_count];
var members = MarshalHelper.UnmarshalArray<MojoShader.MOJOSHADER_symbol>(
symbol.info.members, (int)symbol.info.member_count);
for (var i = 0; i < param.member_count; i++)
{
var mparam = GetParameterFromSymbol(members[i]);
param.member_handles[i] = mparam;
}
}
else
{
param.member_handles = new EffectObject.d3dx_parameter[param.element_count];
for (var i = 0; i < param.element_count; i++)
{
var mparam = new EffectObject.d3dx_parameter();
mparam.name = string.Empty;
mparam.semantic = string.Empty;
mparam.type = param.type;
mparam.class_ = param.class_;
mparam.rows = param.rows;
mparam.columns = param.columns;
mparam.data = new byte[param.columns * param.rows * 4];
param.member_handles[i] = mparam;
}
}
return param;
}
}
}