add from giga-device, new branch added
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="ShaderGenerator.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Graphics;
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using StgSharp.Graphics.OpenGL;
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using StgSharp.Mathematics;
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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.Runtime.Serialization;
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using System.Text;
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using System.Threading.Tasks;
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namespace StgSharp.Graphics.ShaderEdit
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{
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public class ShaderGenerator
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{
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private Dictionary<int, ShaderParameter> uniformDefine;
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private List<string> codeList;
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private List<ShaderFunction> usedShaderFunctions;
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public Uniform<T> DefineUniform<T>( string name, int index ) where T:unmanaged
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{
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ShaderParameter p = new ShaderParameter( name, ShaderParameter.TypeMarshal<T>() );
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uniformDefine.Add( index, p );
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//return new Uniform<TView>();
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throw new NotImplementedException();
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}
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}
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public class ShaderFunction
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{
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private List<string> codeList;
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private List<ShaderParameter> inputList;
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private ShaderParameter outPut;
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private string name;
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public int ParameterCount => inputList.Count;
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public void EmitCall(
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ShaderFunction function,
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ShaderParameter outPut,
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params ShaderParameter[] inputParams )
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{
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if( inputParams.Length != function.ParameterCount )
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{
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// Param list length not equal
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throw new ArgumentException(
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"Provided parameters does not match function's parameter list." );
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}
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if( !ShaderParameter.IsSameType( outPut, function.outPut ) )
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{
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// Type of returning value not equal
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throw new ArgumentException(
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"Provided parameters does not match function's parameter list." );
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}
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for( int i = 0; i < inputParams.Length; i++ )
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{
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if( !ShaderParameter.IsSameType( function.inputList[ i ], inputParams[ i ] ) )
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{
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// Input type not match
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throw new InvalidCastException(
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"Provided parameters does not match function's parameter list." );
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}
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}
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string codeLine = string.Empty; // adding a line like " outvalue = Func(input1, input2,...); "
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if( outPut != ShaderParameter.Void ) {
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codeLine += $"{outPut.name} = ";
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}
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codeLine += $"{function.name}(";
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foreach( ShaderParameter inputParam in inputParams ) {
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codeLine += inputParam.name;
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}
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codeLine += ");\n";
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codeList.Add( codeLine );
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}
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}
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public class ShaderParameter
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{
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public static readonly ShaderParameter Void = new ShaderParameter(
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string.Empty, InternalShaderType.Void );
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internal readonly bool isReadOnly;
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internal readonly InternalShaderType type;
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internal readonly string name;
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public ShaderParameter( string name, InternalShaderType type )
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{
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this.name = name;
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this.type = type;
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isReadOnly = false;
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}
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public static bool IsSameType( ShaderParameter param1, ShaderParameter param2 )
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{
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if( param1.type != InternalShaderType.Struct )
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{
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return param1.type == param2.type;
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} else
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{
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throw new Exception( "Struct is currently not supported." );
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}
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}
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public static InternalShaderType TypeMarshal<T>() where T:unmanaged
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{
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switch( Type.GetTypeCode( typeof( T ) ) )
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{
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case TypeCode.Single:
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return InternalShaderType.Float;
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case TypeCode.Double:
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return InternalShaderType.Double;
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case TypeCode.Int32:
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return InternalShaderType.Int;
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case TypeCode.UInt32:
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return InternalShaderType.UInt;
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default:
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break;
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}
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switch( typeof( T ).Name )
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{
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case "vec4d":
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return InternalShaderType.Vector4;
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case "Matrix2x2":
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return InternalShaderType.Matrix2x2;
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case "Matrix2x3":
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return InternalShaderType.Matrix2x3;
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case "Matrix2x4":
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return InternalShaderType.Matrix2x4;
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case "Matrix3x2":
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return InternalShaderType.Matrix3x2;
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case "Matrix3x3":
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return InternalShaderType.Matrix3x3;
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case "Matrix3x4":
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return InternalShaderType.Matrix3x4;
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case "Matrix4x2":
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return InternalShaderType.Matrix4x2;
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case "Matrix4x3":
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return InternalShaderType.Matrix4x3;
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case "Matrix4x4":
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return InternalShaderType.Matrix4x4;
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default:
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throw new ArgumentException( "Not supported shader data type." );
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}
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}
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}
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public enum InternalShaderType
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{
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#pragma warning disable CS1591
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Struct,
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Void,
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Int,
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UInt,
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Float,
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Double,
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Vector2,
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Vector3,
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Vector4,
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VectorD2,
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VectorD3,
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VectorD4,
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Matrix2x2,
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Matrix2x3,
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Matrix2x4,
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Matrix3x2,
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Matrix3x3,
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Matrix3x4,
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Matrix4x2,
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Matrix4x3,
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Matrix4x4,
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#pragma warning restore CS1591
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}
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}
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