如何在C#项目中使用VS2012的自动HLSL编译? [英] How can I use VS2012's automatic HLSL compiling in a C# project?

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问题描述

http://blogs.msdn.com /b/chuckw/archive/2012/05/07/hlsl-fxc-and-d3dcompile.aspx

上面的链接指出注意:此自动集成仅适用于C ++项目,不适用于C#项目.".我正在使用SlimDX,并且肯定有一种方法可以使Visual Studio在C#项目中的构建时编译HLSL着色器?

The above link states that "Note: This automatic integration only works for C++ projects, not C# projects.". I'm using SlimDX and surely there's a way to make it so Visual Studio will compile HLSL shaders at build time in C# projects?

推荐答案

我认为您会发现这可能对您有用.

I think you will find this might do it for you.

您必须在bin文件夹中具有fxc.exe DirectX编译器,它可以 可以在直接的x sdk中找到.

You must have the fxc.exe directx compiler in the bin folder, it can be found in the direct x sdk.

此类提供可在WPF中使用的可观察集合. 显示着色器配置文件列表.

This class provides an observable collection that can be used in WPF to show the list of shader profiles.

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Diagnostics;
using System.Collections.ObjectModel;
using System.Threading;
using System.Reflection;

namespace Mars.HLSLEditor
{
    public class ShaderModel {
        public string Key {get; set;}
        public string Name { get; set; }
    }

    public class EffectCompiler
    {
        private static Dictionary<string, string> profiles = new Dictionary<string,string>();

        public static ObservableCollection<shadermodel> Profiles
        {
            get {
                var x = from p in profiles select new ShaderModel { Key = p.Key, Name = p.Value};
                return new ObservableCollection<shadermodel>(x);
            }
        }

        public static ShaderModel ProfileByKey(string key) {
            return new ShaderModel { Key = key, Name = profiles[key] };
        }

        public static int GetProfileIndex(ShaderModel model) {
            return Array.IndexOf(profiles.Keys.ToArray(), model.Key);
        }

        static EffectCompiler() {

            profiles.Add("cs_4_0", "Compute Shader model 4.0");
            profiles.Add("cs_4_1", "Compute Shader model 4.1");
            profiles.Add("cs_5_0", "Compute Shader model 5.0");
            profiles.Add("ds_5_0", "Domain Shader model 5.0");
            profiles.Add("fx_2_0", "Effect model 2.0");
            profiles.Add("fx_4_0", "Effect model 4.0");
            profiles.Add("fx_4_1", "Effect model 4.1");
            profiles.Add("fx_5_0", "Effect model 5.0");

            profiles.Add("gs_4_0", "Geometry Shader model 4.0");
            profiles.Add("gs_4_1", "Geometry Shader model 4.1");
            profiles.Add("gs_5_0", "Geometry Shader model 5.0");

            profiles.Add("hs_5_0", "Hull Shader model 5.0");

            profiles.Add("ps_2_0", "Pixel Shader model 2.0");
            profiles.Add("ps_2_a", "Pixel Shader model 2.0 A");
            profiles.Add("ps_2_b", "Pixel Shader model 2.0 B");
            profiles.Add("ps_2_sw", "Pixel Shader model 2.0 (software)");
            profiles.Add("ps_3_0", "Pixel Shader model 3.0");
            profiles.Add("ps_3_sw", "Pixel Shader model 3.0 (software)");
            profiles.Add("ps_4_0", "Pixel Shader model 4.0");
            profiles.Add("ps_4_0_level_9_0", "Pixel Shader model 4.0 (level 9.0)");
            profiles.Add("ps_4_0_level_9_1", "Pixel Shader model 4.0 (level 9.1)");
            profiles.Add("ps_4_0_level_9_3", "Pixel Shader model 4.0 (level 9.3)");
            profiles.Add("ps_4_1", "Pixel Shader model 4.1");
            profiles.Add("ps_5_0", "Pixel Shader model 5.0");

            profiles.Add("tx_1_0", "Texture Shader model 1.0 (software)");

            profiles.Add("vs_1_1", "Vertex Shader model 1.1");
            profiles.Add("vs_2_0", "Vertex Shader model 2.0");
            profiles.Add("vs_2_a", "Vertex Shader model 2.0 A");
            profiles.Add("vs_2_sw", "Vertex Shader model 2.0 (software)");
            profiles.Add("vs_3_0", "Vertex Shader model 3.0");
            profiles.Add("vs_3_sw", "Vertex Shader model 3.0 (software)");
            profiles.Add("vs_4_0", "Vertex Shader model 4.0");
            profiles.Add("vs_4_0_level_9_0", "Vertex Shader model 4.0 (level 9.0)");
            profiles.Add("vs_4_0_level_9_1", "Vertex Shader model 4.0 (level 9.1)");
            profiles.Add("vs_4_0_level_9_3", "Vertex Shader model 4.0 (level 9.3)");
            profiles.Add("vs_4_1", "Vertex Shader model 4.1");
            profiles.Add("vs_5_0", "Vertex Shader model 5.0");
        }

        static object locker = new object();

        public static bool TryCompile(string code, ShaderModel model, string entrypoint, out string error) {

            lock (locker)
            {
                string id = Thread.CurrentThread.ManagedThreadId.ToString();
                string path = string.Format("{0}\\tmp{1}.fx", Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData), id);

                using (FileStream fs = new FileStream(path, FileMode.Create))
                {
                    byte[] data = Encoding.ASCII.GetBytes(code);
                    fs.Write(data, 0, data.Length);
                }

                string fxc = Path.Combine(new Uri(System.IO.Path.GetDirectoryName(Assembly.GetExecutingAssembly().GetName().CodeBase)).AbsolutePath, @"fxc.exe");

                if (!File.Exists(fxc))
                {
                    error = "No effect compiler executable!";
                    return false;
                }

                ProcessStartInfo psi = new ProcessStartInfo(fxc);
                psi.CreateNoWindow = true;
                psi.UseShellExecute = false;
                psi.RedirectStandardError = true;
                psi.Arguments = string.Format("/T {1} /E {2} /Fo\"{0}.obj\" \"{0}\"", path, model.Key, entrypoint);

                error = string.Empty;

                using (Process p = Process.Start(psi))
                {

                    StreamReader sr = p.StandardError;
                    error = sr.ReadToEnd().Replace(path, "Line ");

                    if (!p.WaitForExit(5000))
                    {
                        error = "General failure while compiling (timeout).";
                        return false;
                    }
                }

                if (File.Exists(path))
                    File.Delete(path);

                if (File.Exists(path + ".obj"))
                File.Delete(path + ".obj");

                if (error == string.Empty)
                {
                    return true;
                }

                error = error.Replace("compilation failed; no code produced", "");
                error = error.Trim();

                return false;
            }
        }
    }
}

此代码属于火星,网址为:(他确实应该得到赏金) http://marscode.blogspot .com.au/2011/04/directx-xna-shader-test-compiler-in-c.html

This code belongs to Mars at: (he really should receive the bounty) http://marscode.blogspot.com.au/2011/04/directx-xna-shader-test-compiler-in-c.html

这是另一个有用的资源:

This is another useful resource:

它显示了如何在System.Windows.Media.Effects Namespace

他提到public class EffectCompiler

http://msdn.microsoft.com /library/windows/desktop/bb232919(v=vs.85).aspx

请包括

using System.IO;

之前

using System.Windows.Shapes;

它会引发错误,但是会按此顺序工作,并发出警告,但仍会编译.在两个名称空间中都使用Path会产生歧义.

It throws an error, but it will work in this order, with a warning, it still compiles. There is ambiguity using Path with both namespaces.

请告知这是否可以解决您的问题.

Please advise if this solves your problem.

这篇关于如何在C#项目中使用VS2012的自动HLSL编译?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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