带有嵌入式资源的C#SharpDX compilefromfile

问题描述 投票:0回答:1

您好我有几个文件现在是嵌入资源,但问题是使用:

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

放错误:System.IO.FileNotFoundException: 'Unable to find file'。我发现还有其他功能从源代码编译:

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

要使用这个小类来读取嵌入式资源文件:Link 1

用法如下:

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

但是现在我收到了这个错误:

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

要检查应用程序是否加载了所有嵌入式资源,我使用了这个小方法并返回所有嵌入资源

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

我在这里缺少什么?

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);
            }
        }    
    }

真实用法:

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

Image 1

编辑2:添加了编译方法的入口点,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);

异常处理程序显示:

Message="C\FileLocation: 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更新了它显示的方法:

System.Exception: 'C:\Users\test\source\repos\myapp\Debug\Resources\DemoScene\unknown(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投掷错误,因为它包含在其中:Pastebin

c# sharpdx
1个回答
0
投票

你不应该使用CompileFromFile,但也只是Compile,你需要使用Compile(string shaderSource, string entryPoint, string profile, ShaderFlags shaderFlags, .....的重载,其余的参数使用默认值。

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:

我已修改您的方法以捕获着色器编译错误。它会通过有用的消息引发异常。

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);
        }
    }    
}
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