80 lines
3.1 KiB
C#
80 lines
3.1 KiB
C#
// MonoGame - Copyright (C) The MonoGame Team
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// This file is subject to the terms and conditions defined in
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// file 'LICENSE.txt', which is part of this source code package.
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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.RegularExpressions;
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using TwoMGFX.TPGParser;
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namespace TwoMGFX
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{
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class OpenGLShaderProfile : ShaderProfile
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{
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private static readonly Regex GlslPixelShaderRegex = new Regex(@"^ps_(?<major>1|2|3|4|5)_(?<minor>0|1|)$", RegexOptions.Compiled);
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private static readonly Regex GlslVertexShaderRegex = new Regex(@"^vs_(?<major>1|2|3|4|5)_(?<minor>0|1|)$", RegexOptions.Compiled);
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public OpenGLShaderProfile()
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: base("OpenGL", 0)
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{
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}
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internal override void AddMacros(Dictionary<string, string> macros)
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{
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macros.Add("GLSL", "1");
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macros.Add("OPENGL", "1");
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}
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internal override void ValidateShaderModels(PassInfo pass)
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{
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int major, minor;
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if (!string.IsNullOrEmpty(pass.vsFunction))
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{
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ParseShaderModel(pass.vsModel, GlslVertexShaderRegex, out major, out minor);
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if (major > 3)
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throw new Exception(String.Format("Invalid profile '{0}'. Vertex shader '{1}' must be SM 3.0 or lower!", pass.vsModel, pass.vsFunction));
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}
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if (!string.IsNullOrEmpty(pass.psFunction))
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{
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ParseShaderModel(pass.psModel, GlslPixelShaderRegex, out major, out minor);
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if (major > 3)
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throw new Exception(String.Format("Invalid profile '{0}'. Pixel shader '{1}' must be SM 3.0 or lower!", pass.vsModel, pass.psFunction));
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}
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}
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internal override ShaderData CreateShader(ShaderResult shaderResult, string shaderFunction, string shaderProfile, bool isVertexShader, EffectObject effect, ref string errorsAndWarnings)
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{
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// For now GLSL is only supported via translation
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// using MojoShader which works from HLSL bytecode.
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var bytecode = EffectObject.CompileHLSL(shaderResult, shaderFunction, shaderProfile, ref errorsAndWarnings);
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// First look to see if we already created this same shader.
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foreach (var shader in effect.Shaders)
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{
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if (bytecode.SequenceEqual(shader.Bytecode))
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return shader;
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}
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var shaderInfo = shaderResult.ShaderInfo;
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var shaderData = ShaderData.CreateGLSL(bytecode, isVertexShader, effect.ConstantBuffers, effect.Shaders.Count, shaderInfo.SamplerStates, shaderResult.Debug);
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effect.Shaders.Add(shaderData);
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return shaderData;
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}
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internal override bool Supports(string platform)
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{
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if (platform == "iOS" ||
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platform == "Android" ||
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platform == "DesktopGL" ||
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platform == "MacOSX" ||
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platform == "RaspberryPi")
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return true;
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return false;
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}
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}
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} |