| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138 |
- using System;
- using System.Diagnostics;
- using System.IO;
- using System.Reflection;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- namespace MonoGame.Extended.Graphics.Effects
- {
- /// <summary>
- /// Reperesents the bytecode of an <see cref="Effect" /> that is encapsulated inside a compiled assembly.
- /// </summary>
- /// <remarks>
- /// <para>
- /// Files that are encapsulated inside a compiled assembly are commonly known as Manifiest or embedded resources.
- /// Since embedded resources are added to the assembly at compiled time, they can not be accidentally deleted or
- /// misplaced. However, if the file needs to be changed, the assembly will need to be re-compiled with the changed
- /// file.
- /// </para>
- /// <para>
- /// To add an embedded resource file to an assembly, first add it to the project and then change the Build Action
- /// in the Properties of the file to <code>Embedded Resource</code>. The next time the project is compiled, the
- /// compiler will add the file to the assembly as an embedded resource. The compiler adds namespace(s) to the
- /// embedded resource so it matches with the path of where the file was added to the project.
- /// </para>
- /// </remarks>
- public class EffectResource
- {
- private static EffectResource _defaultEffect;
- private static string _shaderExtension;
- /// <summary>
- /// Gets the <see cref="Effects.DefaultEffect" /> embedded into the MonoGame.Extended.Graphics library.
- /// </summary>
- public static EffectResource DefaultEffect => _defaultEffect ?? (_defaultEffect = new EffectResource($"MonoGame.Extended.Graphics.Effects.Resources.DefaultEffect.{_shaderExtension}.mgfxo"));
- static EffectResource()
- {
- DetermineShaderExtension();
- }
- private static void DetermineShaderExtension()
- {
- // use reflection to figure out if Shader.Profile is OpenGL (0) or DirectX (1),
- // may need to be changed / fixed for future shader profiles
- var assembly = typeof(Game).GetTypeInfo().Assembly;
- Debug.Assert(assembly != null);
- var shaderType = assembly.GetType("Microsoft.Xna.Framework.Graphics.Shader");
- Debug.Assert(shaderType != null);
- var shaderTypeInfo = shaderType.GetTypeInfo();
- Debug.Assert(shaderTypeInfo != null);
- // https://github.com/MonoGame/MonoGame/blob/develop/MonoGame.Framework/Graphics/Shader/Shader.cs#L47
- var profileProperty = shaderTypeInfo.GetDeclaredProperty("Profile");
- var value = (int)profileProperty.GetValue(null);
- switch (value)
- {
- case 0:
- {
- // OpenGL
- _shaderExtension = "ogl";
- break;
- }
- case 1:
- {
- // DirectX 11
- _shaderExtension = "dx11";
- break;
- }
- case 2:
- {
- // DirectX 12
- // Note: ShaderProfile/PlatformProfile for Xbox One and Xbox Series X/S is 21, not 2
- _shaderExtension = "dx12";
- break;
- }
- case 80:
- {
- // Vulkan
- _shaderExtension = "vlkn";
- break;
- }
- default:
- {
- throw new InvalidOperationException("Unknown shader profile.");
- }
- }
- }
- private readonly string _resourceName;
- private volatile byte[] _bytecode;
- private readonly Assembly _assembly;
- /// <summary>
- /// Gets the bytecode of the <see cref="Effect" /> file.
- /// </summary>
- /// <value>
- /// The bytecode of the <see cref="Effect" /> file.
- /// </value>
- public byte[] Bytecode
- {
- get
- {
- if (_bytecode != null)
- return _bytecode;
- lock (this)
- {
- if (_bytecode != null)
- return _bytecode;
- var stream = _assembly.GetManifestResourceStream(_resourceName);
- using (var memoryStream = new MemoryStream())
- {
- stream.CopyTo(memoryStream);
- _bytecode = memoryStream.ToArray();
- }
- }
- return _bytecode;
- }
- }
- /// <summary>
- /// Initializes a new instance of the <see cref="EffectResource" /> class.
- /// </summary>
- /// <param name="resourceName">The name of the embedded resource. This must include the namespace(s).</param>
- /// <param name="assembly">The assembly which the embedded resource is apart of.</param>
- public EffectResource(string resourceName, Assembly assembly = null)
- {
- _resourceName = resourceName;
- _assembly = assembly ?? typeof(EffectResource).GetTypeInfo().Assembly;
- }
- }
- }
|