C# SharpDX compilefromfile with embedded resource



您好,我有几个文件现在是嵌入式资源,但问题是使用:

CompilationResult result = SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile(
fileName,
entryPoint,
profile,
shaderFlags,
include: FileIncludeHandler.Default,
defines: defines);

放置错误:System.IO.FileNotFoundException: 'Unable to find file'.我发现还有其他函数可以从源代码编译:

CompilationResult result = SharpDX.D3DCompiler.ShaderBytecode.Compile(data,profile,shaderFlags);

要从嵌入的资源文件中读取,我使用这个小类:链接 1

用法如下所示:

string data = ResourceHelper.GetEmbeddedResource(fileName);
CompilationResult result = SharpDX.D3DCompiler.ShaderBytecode.Compile(data,profile,shaderFlags);

但是现在我收到此错误:

System.ArgumentNullException: 'Value cannot be null.
Parameter name: entryPoint'

为了检查应用程序是否加载了所有嵌入的资源,我使用了这个小方法,它返回所有嵌入的资源

string[] zz = Assembly.GetExecutingAssembly().GetManifestResourceNames();
MessageBox.Show(string.Join("n", zz));

我在这里错过了什么?

编辑 1:

这是我如何使用它的完整方法:

public static ShaderBytecode CompileShader(string fileName, string entryPoint, string profile, ShaderMacro[] defines = null)
{
var shaderFlags = ShaderFlags.None;
var assembly = Assembly.GetExecutingAssembly();
using (Stream stream = assembly.GetManifestResourceStream(fileName))
{
using (var reader = new StreamReader(stream))
{
CompilationResult result = SharpDX.D3DCompiler.ShaderBytecode.Compile(reader.ReadToEnd(),entrypoint,profile,shaderFlags);
/*CompilationResult result = SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile(
fileName,
entryPoint,
profile,
shaderFlags,
include: FileIncludeHandler.Default,
defines: defines);*/
return new ShaderBytecode(result);
}
}    
}

实际用法:

string MainName = "my_project";
_shaders["standardVS"] = D3DUtility.CompileShader(MainName+".Shaders.Default.hlsl", "VS", "vs_5_1");
//50 other files...

图片 1

编辑 2:向 Compile 方法添加了入口点,但现在它抛出错误:

System.NullReferenceException: 'Object reference not set to an instance of an object.'

在:

return new ShaderBytecode(result);

执行处理程序显示以下内容:

Message="CFileLocation: error X1505: No include handler specified, can't perform a #include. Use D3DX APIs or provide your own include handler.n"

编辑3:使用@J.van Langen更新的方法,它如下所示:

System.Exception: 'C:UserstestsourcereposmyappDebugResourcesDemoSceneunknown(14,10-30): error X1505: No include handler specified, can't perform a #include. Use D3DX APIs or provide your own include handler.'
result.Message = result.Message="error CS0452: The type 'ShaderBytecode' must be a reference type in order to use it as parameter 'T' in the generic type or method 'CompilationResultBase<T>'"

编辑4:我想我找到了为什么它的抛出错误,因为它包含在里面: 帕斯宾

你不应该使用CompileFromFile,而只是Compile,你需要重载,Compile(string shaderSource, string entryPoint, string profile, ShaderFlags shaderFlags, .....其余参数使用默认值。

这是我做过的一个旧项目的例子:

static GradientRenderer()
{
// This may be changed to GetType()   (see 'The new reflection API')
var assembly = typeof(GradientRenderer).GetTypeInfo().Assembly;
//string[] resources = assembly.GetManifestResourceNames();
string code;
// use the full filename with namespace
using (var stream = assembly.GetManifestResourceStream("MirageDX11.Renderers.Gradient.Gradient.hlsl"))
using (var reader = new StreamReader(stream))
// read the whole content to a string.
code = reader.ReadToEnd();
var shaderFlags = ShaderFlags.None;
#if DEBUG
shaderFlags |= ShaderFlags.Debug;
shaderFlags |= ShaderFlags.SkipOptimization;
#endif
// Compile the vertex shader and the pixel shader  "VS" & "PS" => entrypoint
_vertexShaderByteCode = ShaderBytecode.Compile(code, "VS", "vs_5_0", shaderFlags);
_pixelShaderByteCode = ShaderBytecode.Compile(code, "PS", "ps_5_0", shaderFlags);
}

这是着色器

struct VertexIn
{
float3 PosL : POSITION;
float4 Color : COLOR;
};
struct VertexOut
{
float4 PosH : SV_POSITION;
float4 Color: COLOR;
};
VertexOut VS(VertexIn vin)
{
VertexOut vout;
vout.PosH = float4(vin.PosL, 1.0f);
vout.Color = vin.Color;
return vout;
}
float4 PS(VertexOut pin) : SV_Target
{
float4 value = pin.Color;
value.w = 1.0f;
return value;
}

有关如何捕获着色器错误的更新:

我已经修改了您的方法以捕获着色器编译错误。它将引发带有有用消息的异常。

public static ShaderBytecode CompileShader(string fileName, string entryPoint, string profile, ShaderMacro[] defines = null)
{
var shaderFlags = ShaderFlags.None;
var assembly = Assembly.GetExecutingAssembly();
using (Stream stream = assembly.GetManifestResourceStream(fileName))
{
using (var reader = new StreamReader(stream))
{
CompilationResult result = SharpDX.D3DCompiler.ShaderBytecode.Compile(reader.ReadToEnd(),entrypoint,profile,shaderFlags);
// when the Bytecode == null, means that an error has occurred
if (result.Bytecode == null)
throw new InvalidOperationException(result.Message);
// removed old code in comment...
return new ShaderBytecode(result);
}
}    
}

相关内容

最新更新