Adding a tool to interactively assemble/disassemble shaders using XNA.

This commit is contained in:
Ben Vanik 2015-11-26 08:28:01 -08:00
parent 71b9995448
commit eb3b7d0b75
8 changed files with 501 additions and 0 deletions

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<?xml version="1.0" encoding="utf-8"?>
<configuration>
<startup>
<supportedRuntime version="v2.0.50727"/></startup>
</configuration>

116
tools/shader-playground/Editor.Designer.cs generated Normal file
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namespace shader_playground {
partial class Editor {
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing) {
if (disposing && (components != null)) {
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent() {
this.sourceCodeTextBox = new System.Windows.Forms.TextBox();
this.outputTextBox = new System.Windows.Forms.TextBox();
this.splitContainer1 = new System.Windows.Forms.SplitContainer();
this.wordsTextBox = new System.Windows.Forms.TextBox();
this.splitContainer1.Panel1.SuspendLayout();
this.splitContainer1.Panel2.SuspendLayout();
this.splitContainer1.SuspendLayout();
this.SuspendLayout();
//
// sourceCodeTextBox
//
this.sourceCodeTextBox.AcceptsReturn = true;
this.sourceCodeTextBox.AcceptsTab = true;
this.sourceCodeTextBox.Dock = System.Windows.Forms.DockStyle.Fill;
this.sourceCodeTextBox.Location = new System.Drawing.Point(0, 0);
this.sourceCodeTextBox.Multiline = true;
this.sourceCodeTextBox.Name = "sourceCodeTextBox";
this.sourceCodeTextBox.Size = new System.Drawing.Size(352, 360);
this.sourceCodeTextBox.TabIndex = 0;
//
// outputTextBox
//
this.outputTextBox.AcceptsReturn = true;
this.outputTextBox.AcceptsTab = true;
this.outputTextBox.Dock = System.Windows.Forms.DockStyle.Fill;
this.outputTextBox.Location = new System.Drawing.Point(0, 0);
this.outputTextBox.Multiline = true;
this.outputTextBox.Name = "outputTextBox";
this.outputTextBox.ReadOnly = true;
this.outputTextBox.Size = new System.Drawing.Size(349, 360);
this.outputTextBox.TabIndex = 1;
//
// splitContainer1
//
this.splitContainer1.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
| System.Windows.Forms.AnchorStyles.Left)
| System.Windows.Forms.AnchorStyles.Right)));
this.splitContainer1.Location = new System.Drawing.Point(12, 12);
this.splitContainer1.Name = "splitContainer1";
//
// splitContainer1.Panel1
//
this.splitContainer1.Panel1.Controls.Add(this.sourceCodeTextBox);
//
// splitContainer1.Panel2
//
this.splitContainer1.Panel2.Controls.Add(this.outputTextBox);
this.splitContainer1.Size = new System.Drawing.Size(705, 360);
this.splitContainer1.SplitterDistance = 352;
this.splitContainer1.TabIndex = 2;
//
// wordsTextBox
//
this.wordsTextBox.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
| System.Windows.Forms.AnchorStyles.Left)
| System.Windows.Forms.AnchorStyles.Right)));
this.wordsTextBox.Location = new System.Drawing.Point(12, 378);
this.wordsTextBox.Multiline = true;
this.wordsTextBox.Name = "wordsTextBox";
this.wordsTextBox.ReadOnly = true;
this.wordsTextBox.Size = new System.Drawing.Size(705, 251);
this.wordsTextBox.TabIndex = 4;
//
// Editor
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(729, 641);
this.Controls.Add(this.wordsTextBox);
this.Controls.Add(this.splitContainer1);
this.Name = "Editor";
this.Text = "Shader Playground";
this.splitContainer1.Panel1.ResumeLayout(false);
this.splitContainer1.Panel1.PerformLayout();
this.splitContainer1.Panel2.ResumeLayout(false);
this.splitContainer1.Panel2.PerformLayout();
this.splitContainer1.ResumeLayout(false);
this.ResumeLayout(false);
this.PerformLayout();
}
#endregion
private System.Windows.Forms.TextBox sourceCodeTextBox;
private System.Windows.Forms.TextBox outputTextBox;
private System.Windows.Forms.SplitContainer splitContainer1;
private System.Windows.Forms.TextBox wordsTextBox;
}
}

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using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.IO;
using System.Text;
using System.Windows.Forms;
namespace shader_playground {
public partial class Editor : Form {
public Editor() {
InitializeComponent();
wordsTextBox.Click += WordsTextBox_Click;
sourceCodeTextBox.TextChanged += SourceCodeTextBox_TextChanged;
sourceCodeTextBox.Text = string.Join(
"\r\n", new string[] {
"xps_3_0",
"dcl_texcoord1 r0",
"dcl_color r1.xy",
"exec",
"alloc colors",
"exece",
"mad oC0, r0, r1.y, c0",
"mul r4.xyz, r1.xyz, c0.xyz",
"+ adds r5.w, r0.xy",
"cnop",
});
}
private void WordsTextBox_Click(object sender, EventArgs e) {
wordsTextBox.SelectAll();
wordsTextBox.Copy();
}
void SourceCodeTextBox_TextChanged(object sender, EventArgs e) {
Assemble(sourceCodeTextBox.Text);
}
class NopIncludeHandler : CompilerIncludeHandler {
public override Stream Open(CompilerIncludeHandlerType includeType,
string filename) {
throw new NotImplementedException();
}
}
void Assemble(string shaderSourceCode) {
shaderSourceCode += "\ncnop";
shaderSourceCode += "\ncnop";
var preprocessorDefines = new CompilerMacro[2];
preprocessorDefines[0].Name = "XBOX";
preprocessorDefines[0].Name = "XBOX360";
var includeHandler = new NopIncludeHandler();
var options = CompilerOptions.None;
var compiledShader = ShaderCompiler.AssembleFromSource(
shaderSourceCode, preprocessorDefines, includeHandler, options,
Microsoft.Xna.Framework.TargetPlatform.Xbox360);
DumpWords(compiledShader.GetShaderCode());
var disassembledSourceCode = compiledShader.ErrorsAndWarnings;
disassembledSourceCode = disassembledSourceCode.Replace("\n", "\r\n");
if (disassembledSourceCode.IndexOf("// PDB hint 00000000-00000000-00000000") == -1) {
outputTextBox.Text = disassembledSourceCode;
return;
}
var prefix = disassembledSourceCode.Substring(
0, disassembledSourceCode.IndexOf(':'));
disassembledSourceCode =
disassembledSourceCode.Replace(prefix + ": warning X7102: ", "");
disassembledSourceCode = disassembledSourceCode.Replace(
"// PDB hint 00000000-00000000-00000000\r\n", "");
var firstLine = disassembledSourceCode.IndexOf("//");
disassembledSourceCode = disassembledSourceCode.Substring(firstLine);
disassembledSourceCode = disassembledSourceCode.Trim();
outputTextBox.Text = disassembledSourceCode;
}
void DumpWords(byte[] shaderCode) {
if (shaderCode == null || shaderCode.Length == 0) {
wordsTextBox.Text = "";
return;
}
uint[] swappedCode = new uint[shaderCode.Length / sizeof(uint)];
Buffer.BlockCopy(shaderCode, 0, swappedCode, 0, shaderCode.Length);
for (int i = 0; i < swappedCode.Length; ++i) {
swappedCode[i] = SwapBytes(swappedCode[i]);
}
var sb = new StringBuilder();
sb.Append("const uint32_t shader_words[] = {");
for (int i = 0; i < swappedCode.Length; ++i) {
sb.AppendFormat("0x{0:X8}, ", swappedCode[i]);
}
sb.Append("};");
wordsTextBox.Text = sb.ToString();
wordsTextBox.SelectAll();
}
uint SwapBytes(uint x) {
return ((x & 0x000000ff) << 24) +
((x & 0x0000ff00) << 8) +
((x & 0x00ff0000) >> 8) +
((x & 0xff000000) >> 24);
}
}
}

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using System;
using System.Collections.Generic;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Windows.Forms;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("shader-playground")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("shader-playground")]
[assembly: AssemblyCopyright("Copyright © 2015")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("05d27ad4-ef23-4fa1-ad5a-7cfd587fd093")]
// Version information for an assembly consists of the following four values:
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// Minor Version
// Build Number
// Revision
//
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// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
namespace shader_playground {
static class Program {
[STAThread]
static void Main() {
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new Editor());
}
}
}

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This requires XNA Game Studio 3.1 to be installed (not just the redist):
http://www.microsoft.com/en-us/download/details.aspx?id=39
It's not really compatible with modern VS', but you can open the downloaded
`XNAGS31_setup.exe` with 7zip and run the included `redists.msi` directly.
If installed correctly you should have this file:
`C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v3.1\References\Windows\x86\Microsoft.Xna.Framework.dll`
XNA is only compatible with 32-bit x86 .NET, so ensure Visual Studio is set to
target that (not `Any CPU`).

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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>shader_playground</RootNamespace>
<AssemblyName>shader-playground</AssemblyName>
<TargetFrameworkVersion>v2.0</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
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<Compile Include="Program.cs" />
<EmbeddedResource Include="Editor.resx">
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