本文整理汇总了C#中Include类的典型用法代码示例。如果您正苦于以下问题:C# Include类的具体用法?C# Include怎么用?C# Include使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Include类属于命名空间,在下文中一共展示了Include类的19个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: Visit
public override void Visit(Document document)
{
var directoryAttribute = document.Attributes.FirstOrDefault(a => a.Name == "docdir");
if (directoryAttribute != null)
{
document.Attributes.Remove(directoryAttribute);
}
// check if this document has generated includes to other files
var includeAttribute = document.Attributes.FirstOrDefault(a => a.Name == "includes-from-dirs");
if (includeAttribute != null)
{
var thisFileUri = new Uri(_destination.FullName);
var directories = includeAttribute.Value.Split(new[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
foreach (var directory in directories)
{
foreach (var file in Directory.EnumerateFiles(Path.Combine(Program.OutputDirPath, directory), "*.asciidoc", SearchOption.AllDirectories))
{
var fileInfo = new FileInfo(file);
var referencedFileUri = new Uri(fileInfo.FullName);
var relativePath = thisFileUri.MakeRelativeUri(referencedFileUri);
var include = new Include(relativePath.OriginalString);
document.Add(include);
}
}
}
base.Visit(document);
}
开发者ID:RossLieberman,项目名称:NEST,代码行数:32,代码来源:RawAsciidocVisitor.cs
示例2: CreateFromFile
public void CreateFromFile(string strFileName)
{
var fs = new FileStream(strFileName, FileMode.Open);
var len = (int)fs.Length;
var data = new byte[len];
fs.Read(data, 0, len);
// create the #include handler
m_IncludeHandler = new IncludeFx(strFileName);
CreateFromMemory(data);
}
开发者ID:aik6980,项目名称:GameFramework,代码行数:12,代码来源:EffectExD3d11.cs
示例3: EffectCompiler
/// <summary>
/// Initializes a new instance of the <see cref="EffectCompiler"/> class.
/// </summary>
/// <param name="data">The data.</param>
/// <param name="defines">The defines.</param>
/// <param name="includeFile">The include file.</param>
/// <param name="flags">The flags.</param>
/// <unmanaged>HRESULT D3DXCreateEffectCompiler([In] const char* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] unsigned int Flags,[In] ID3DXEffectCompiler** ppCompiler,[In] ID3DXBuffer** ppParseErrors)</unmanaged>
public EffectCompiler(string data, Macro[] defines, Include includeFile, ShaderFlags flags) : base(IntPtr.Zero)
{
IntPtr dataPtr = Marshal.StringToHGlobalAnsi(data);
try
{
CreateEffectCompiler(dataPtr, data.Length, defines, includeFile, flags, this);
}
finally
{
Marshal.FreeHGlobal(dataPtr);
}
}
开发者ID:alexey-bez,项目名称:SharpDX,代码行数:21,代码来源:EffectCompiler.cs
示例4: Visit
public override void Visit(Document document)
{
var directoryAttribute = document.Attributes.FirstOrDefault(a => a.Name == "docdir");
if (directoryAttribute != null)
{
document.Attributes.Remove(directoryAttribute);
}
var github = "https://github.com/elastic/elasticsearch-net";
var originalFile = Regex.Replace(_source.FullName.Replace("\\", "/"), @"^(.*Tests/)", $"{github}/tree/master/src/Tests/");
document.Insert(0, new Comment
{
Style = CommentStyle.MultiLine,
Text = $"IMPORTANT NOTE\r\n==============\r\nThis file has been generated from {originalFile}. \r\n" +
"If you wish to submit a PR for any spelling mistakes, typos or grammatical errors for this file,\r\n" +
"please modify the original csharp file found at the link and submit the PR with that change. Thanks!"
});
// check if this document has generated includes to other files
var includeAttribute = document.Attributes.FirstOrDefault(a => a.Name == "includes-from-dirs");
if (includeAttribute != null)
{
var thisFileUri = new Uri(_destination.FullName);
var directories = includeAttribute.Value.Split(new[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
foreach (var directory in directories)
{
foreach (var file in Directory.EnumerateFiles(Path.Combine(Program.OutputDirPath, directory), "*.asciidoc", SearchOption.AllDirectories))
{
var fileInfo = new FileInfo(file);
var referencedFileUri = new Uri(fileInfo.FullName);
var relativePath = thisFileUri.MakeRelativeUri(referencedFileUri);
var include = new Include(relativePath.OriginalString);
document.Add(include);
}
}
}
base.Visit(document);
}
开发者ID:niemyjski,项目名称:elasticsearch-net,代码行数:42,代码来源:RawAsciidocVisitor.cs
示例5: Compile
private static ShaderBytecode Compile(string content, bool isfile, Include include,string profile,string entrypoint)
{
try
{
string errors;
if (isfile)
{
return ShaderBytecode.CompileFromFile(content,entrypoint, profile, ShaderFlags.OptimizationLevel2, EffectFlags.None, null, include, out errors);
}
else
{
return ShaderBytecode.Compile(content,entrypoint, profile, ShaderFlags.OptimizationLevel2, EffectFlags.None, null, include, out errors);
}
}
catch (Exception ex)
{
return null;
}
}
开发者ID:arturoc,项目名称:FeralTic,代码行数:21,代码来源:DX11Shader.cs
示例6: FromMemory
/// <summary>
/// Compiles an effect from a memory buffer.
/// </summary>
/// <param name="device">The device.</param>
/// <param name="memory">The buffer.</param>
/// <param name="preprocessorDefines">The preprocessor defines.</param>
/// <param name="includeFile">The include file.</param>
/// <param name="skipConstants">The skip constants.</param>
/// <param name="flags">The flags.</param>
/// <param name="pool">The pool.</param>
/// <returns>An <see cref="Effect"/></returns>
/// <unmanaged>HRESULT D3DXCreateEffectEx([In] IDirect3DDevice9* pDevice,[In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] const char* pSkipConstants,[In] unsigned int Flags,[In] ID3DXEffectPool* pPool,[In] ID3DXEffect** ppEffect,[In] ID3DXBuffer** ppCompilationErrors)</unmanaged>
public static Effect FromMemory(Device device, byte[] memory, Macro[] preprocessorDefines, Include includeFile, string skipConstants, ShaderFlags flags, EffectPool pool)
{
unsafe
{
Effect effect = null;
Blob blobForErrors = null;
try
{
fixed (void* pData = memory)
D3DX9.CreateEffectEx(
device,
(IntPtr)pData,
memory.Length,
PrepareMacros(preprocessorDefines),
IncludeShadow.ToIntPtr(includeFile),
skipConstants,
(int)flags,
pool,
out effect,
out blobForErrors);
}
catch (SharpDXException ex)
{
if (blobForErrors != null)
throw new CompilationException(ex.ResultCode, Utilities.BlobToString(blobForErrors));
throw;
}
return effect;
}
}
开发者ID:alexey-bez,项目名称:SharpDX,代码行数:43,代码来源:Effect.cs
示例7: FromStream
/// <summary>
/// Compiles an effect from a stream.
/// </summary>
/// <param name="device">The device.</param>
/// <param name="stream">The stream.</param>
/// <param name="preprocessorDefines">The preprocessor defines.</param>
/// <param name="includeFile">The include file.</param>
/// <param name="skipConstants">The skip constants.</param>
/// <param name="flags">The flags.</param>
/// <param name="pool">The pool.</param>
/// <returns>An <see cref="Effect"/></returns>
/// <unmanaged>HRESULT D3DXCreateEffectEx([In] IDirect3DDevice9* pDevice,[In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] const char* pSkipConstants,[In] unsigned int Flags,[In] ID3DXEffectPool* pPool,[In] ID3DXEffect** ppEffect,[In] ID3DXBuffer** ppCompilationErrors)</unmanaged>
public static Effect FromStream(Device device, Stream stream, Macro[] preprocessorDefines, Include includeFile, string skipConstants, ShaderFlags flags, EffectPool pool)
{
unsafe
{
Effect effect = null;
Blob blobForErrors = null;
try
{
if (stream is DataStream)
{
D3DX9.CreateEffectEx(
device,
((DataStream)stream).PositionPointer,
(int)(stream.Length - stream.Position),
PrepareMacros(preprocessorDefines),
IncludeShadow.ToIntPtr(includeFile),
skipConstants,
(int)flags,
pool,
out effect,
out blobForErrors);
}
else
{
var data = Utilities.ReadStream(stream);
fixed (void* pData = data)
D3DX9.CreateEffectEx(
device,
(IntPtr)pData,
data.Length,
PrepareMacros(preprocessorDefines),
IncludeShadow.ToIntPtr(includeFile),
skipConstants,
(int)flags,
pool,
out effect,
out blobForErrors);
}
stream.Position = stream.Length;
}
catch (SharpDXException ex)
{
if (blobForErrors != null)
throw new CompilationException(ex.ResultCode, Utilities.BlobToString(blobForErrors));
throw;
}
return effect;
}
}
开发者ID:alexey-bez,项目名称:SharpDX,代码行数:63,代码来源:Effect.cs
示例8: CreateEffectCompiler
private static void CreateEffectCompiler(IntPtr data, int length, Macro[] defines, Include includeFile, ShaderFlags flags, EffectCompiler instance)
{
Blob blobForErrors = null;
try
{
D3DX9.CreateEffectCompiler(data, length, defines, IncludeShadow.ToIntPtr(includeFile), (int)flags, instance, out blobForErrors);
}
catch (SharpDXException ex)
{
if (blobForErrors != null)
throw new CompilationException(ex.ResultCode, Utilities.BlobToString(blobForErrors));
throw;
}
}
开发者ID:alexey-bez,项目名称:SharpDX,代码行数:14,代码来源:EffectCompiler.cs
示例9: Compile
/// <summary>
/// Compiles the provided shader or effect source.
/// </summary>
/// <param name="shaderSource">A string containing the source of the shader or effect to compile.</param>
/// <param name="entryPoint">The name of the shader entry-point function, or <c>null</c> for an effect file.</param>
/// <param name="profile">The shader target or set of shader features to compile against.</param>
/// <param name="shaderFlags">Shader compilation options.</param>
/// <param name="effectFlags">Effect compilation options.</param>
/// <param name="defines">A set of macros to define during compilation.</param>
/// <param name="include">An interface for handling include files.</param>
/// <param name="sourceFileName">Name of the source file.</param>
/// <param name="secondaryDataFlags">The secondary data flags.</param>
/// <param name="secondaryData">The secondary data.</param>
/// <returns>
/// The compiled shader bytecode, or <c>null</c> if the method fails.
/// </returns>
public static CompilationResult Compile(string shaderSource, string entryPoint, string profile,
ShaderFlags shaderFlags, EffectFlags effectFlags, ShaderMacro[] defines,
Include include, string sourceFileName = "unknown", SecondaryDataFlags secondaryDataFlags = SecondaryDataFlags.None, DataStream secondaryData = null)
{
if (string.IsNullOrEmpty(shaderSource))
{
throw new ArgumentNullException("shaderSource");
}
var shaderSourcePtr = Marshal.StringToHGlobalAnsi(shaderSource);
try
{
return Compile(shaderSourcePtr, shaderSource.Length, entryPoint, profile, shaderFlags, effectFlags, defines,
include, sourceFileName, secondaryDataFlags, secondaryData);
}
finally
{
if (shaderSourcePtr != IntPtr.Zero) Marshal.FreeHGlobal(shaderSourcePtr);
}
}
开发者ID:pH200,项目名称:SharpDX,代码行数:35,代码来源:ShaderBytecode.cs
示例10: Compile
/// <summary>
///
/// </summary>
/// <param name="buildContext"></param>
/// <param name="sourceFile"></param>
/// <param name="profile"></param>
/// <param name="entryPoint"></param>
/// <param name="defines"></param>
/// <param name="output"></param>
/// <param name="listing"></param>
/// <returns></returns>
byte[] Compile ( BuildContext buildContext, Include include, string shaderSource, string sourceFile, string profile, string entryPoint, string defines, string output, string listing )
{
Log.Debug("{0} {1} {2} {3}", sourceFile, profile, entryPoint, defines );
var flags = FX.ShaderFlags.None;
if ( DisableOptimization) flags |= FX.ShaderFlags.OptimizationLevel0;
// (!DisableOptimization) flags |= FX.ShaderFlags.OptimizationLevel3;
if ( PreferFlowControl) flags |= FX.ShaderFlags.PreferFlowControl;
if ( AvoidFlowControl) flags |= FX.ShaderFlags.AvoidFlowControl;
if ( MatrixPacking==ShaderMatrixPacking.ColumnMajor ) flags |= FX.ShaderFlags.PackMatrixColumnMajor;
if ( MatrixPacking==ShaderMatrixPacking.RowMajor ) flags |= FX.ShaderFlags.PackMatrixRowMajor;
var defs = defines.Split(new[]{' ','\t'}, StringSplitOptions.RemoveEmptyEntries)
.Select( entry => new SharpDX.Direct3D.ShaderMacro( entry, "1" ) )
.ToArray();
try {
var sourceBytes = Encoding.UTF8.GetBytes(shaderSource);
var result = FX.ShaderBytecode.Compile( sourceBytes, entryPoint, profile, flags, FX.EffectFlags.None, defs, include, sourceFile );
if ( result.Message!=null ) {
Log.Warning( result.Message );
}
File.WriteAllText( listing, result.Bytecode.Disassemble( FX.DisassemblyFlags.EnableColorCode, "" ) );
return result.Bytecode.Data;
} catch ( Exception ex ) {
if (ex.Message.Contains("error X3501")) {
Log.Debug("No entry point '{0}'. It's ok", entryPoint );
return new byte[0];
}
throw;
}
}
开发者ID:demiurghg,项目名称:FusionEngine,代码行数:52,代码来源:UbershaderProcessor.cs
示例11: FromMemory
/// <summary>
/// Creates an effect compiler from a memory buffer containing an ASCII effect description .
/// </summary>
/// <param name="data">The data.</param>
/// <param name="defines">The defines.</param>
/// <param name="includeFile">The include file.</param>
/// <param name="flags">The flags.</param>
/// <returns>
/// An instance of <see cref="EffectCompiler"/>
/// </returns>
/// <unmanaged>HRESULT D3DXCreateEffectCompiler([In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] unsigned int Flags,[Out, Fast] ID3DXEffectCompiler** ppCompiler,[In] ID3DXBuffer** ppParseErrors)</unmanaged>
public static EffectCompiler FromMemory(byte[] data, Macro[] defines, Include includeFile, ShaderFlags flags)
{
unsafe
{
var compiler = new EffectCompiler(IntPtr.Zero);
fixed (void* pData = data)
CreateEffectCompiler((IntPtr)pData, data.Length, defines, includeFile, flags, compiler);
return compiler;
}
}
开发者ID:alexey-bez,项目名称:SharpDX,代码行数:21,代码来源:EffectCompiler.cs
示例12: CompileFromFile
/// <summary>
/// Compiles a shader or effect from a file on disk.
/// </summary>
/// <param name="fileName">The name of the source file to compile.</param>
/// <param name="entryPoint">The name of the shader entry-point function, or <c>null</c> for an effect file.</param>
/// <param name="profile">The shader target or set of shader features to compile against.</param>
/// <param name="shaderFlags">Shader compilation options.</param>
/// <param name="effectFlags">Effect compilation options.</param>
/// <param name="defines">A set of macros to define during compilation.</param>
/// <param name="include">An interface for handling include files.</param>
/// <returns>
/// The compiled shader bytecode, or <c>null</c> if the method fails.
/// </returns>
public static CompilationResult CompileFromFile(string fileName, string entryPoint, string profile, ShaderFlags shaderFlags = ShaderFlags.None, EffectFlags effectFlags = EffectFlags.None, ShaderMacro[] defines = null, Include include = null)
{
if (fileName == null)
{
throw new ArgumentNullException("fileName");
}
if (profile == null)
{
throw new ArgumentNullException("profile");
}
if (!File.Exists(fileName))
{
throw new FileNotFoundException("Could not open the shader or effect file.", fileName);
}
unsafe
{
var resultCode = Result.Ok;
Blob blobForCode = null;
Blob blobForErrors = null;
#if DIRECTX11_1
resultCode = D3D.CompileFromFile(
fileName,
PrepareMacros(defines),
IncludeShadow.ToIntPtr(include),
entryPoint,
profile,
shaderFlags,
effectFlags,
out blobForCode,
out blobForErrors);
if (resultCode.Failure)
{
if (blobForErrors != null)
{
if (Configuration.ThrowOnShaderCompileError) throw new CompilationException(resultCode, Utilities.BlobToString(blobForErrors));
}
else
{
throw new SharpDXException(resultCode);
}
}
return new CompilationResult(blobForCode != null ? new ShaderBytecode(blobForCode) : null, resultCode, Utilities.BlobToString(blobForErrors));
#else
return Compile(File.ReadAllText(fileName), entryPoint, profile, shaderFlags, effectFlags,
PrepareMacros(defines), include, fileName);
#endif
}
}
开发者ID:pH200,项目名称:SharpDX,代码行数:68,代码来源:ShaderBytecode.cs
示例13: FromFile
/// <summary>
/// Compiles an effect from a file.
/// </summary>
/// <param name="device">The device.</param>
/// <param name="fileName">Name of the file.</param>
/// <param name="preprocessorDefines">The preprocessor defines.</param>
/// <param name="includeFile">The include file.</param>
/// <param name="skipConstants">The skip constants.</param>
/// <param name="flags">The flags.</param>
/// <returns>
/// An <see cref="Effect"/>
/// </returns>
/// <unmanaged>HRESULT D3DXCreateEffectEx([In] IDirect3DDevice9* pDevice,[In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] const char* pSkipConstants,[In] unsigned int Flags,[In] ID3DXEffectPool* pPool,[In] ID3DXEffect** ppEffect,[In] ID3DXBuffer** ppCompilationErrors)</unmanaged>
public static Effect FromFile(Device device, string fileName, Macro[] preprocessorDefines, Include includeFile, string skipConstants, ShaderFlags flags)
{
return FromFile(device, fileName, preprocessorDefines, includeFile, skipConstants, flags, null);
}
开发者ID:alexey-bez,项目名称:SharpDX,代码行数:17,代码来源:Effect.cs
示例14: FromString
/// <summary>
/// Compiles an effect from a string.
/// </summary>
/// <param name="device">The device.</param>
/// <param name="sourceData">The source data.</param>
/// <param name="preprocessorDefines">The preprocessor defines.</param>
/// <param name="includeFile">The include file.</param>
/// <param name="skipConstants">The skip constants.</param>
/// <param name="flags">The flags.</param>
/// <returns>
/// An <see cref="Effect"/>
/// </returns>
/// <unmanaged>HRESULT D3DXCreateEffectEx([In] IDirect3DDevice9* pDevice,[In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] const char* pSkipConstants,[In] unsigned int Flags,[In] ID3DXEffectPool* pPool,[In] ID3DXEffect** ppEffect,[In] ID3DXBuffer** ppCompilationErrors)</unmanaged>
public static Effect FromString(Device device, string sourceData, Macro[] preprocessorDefines, Include includeFile, string skipConstants, ShaderFlags flags)
{
return FromString(device, sourceData, preprocessorDefines, includeFile, skipConstants, flags, null);
}
开发者ID:alexey-bez,项目名称:SharpDX,代码行数:17,代码来源:Effect.cs
示例15: Preprocess
/// <summary>
/// Preprocesses the provided shader or effect source.
/// </summary>
/// <param name = "shaderSource">A string containing the source of the shader or effect to preprocess.</param>
/// <param name = "defines">A set of macros to define during preprocessing.</param>
/// <param name = "include">An interface for handling include files.</param>
/// <returns>The preprocessed shader source.</returns>
public static string Preprocess(string shaderSource, ShaderMacro[] defines = null, Include include = null, string sourceFileName = "")
{
string errors = null;
if (string.IsNullOrEmpty(shaderSource))
{
throw new ArgumentNullException("shaderSource");
}
var shaderSourcePtr = Marshal.StringToHGlobalAnsi(shaderSource);
try
{
return Preprocess(shaderSourcePtr, shaderSource.Length, defines, include, out errors, sourceFileName);
}
finally
{
if (shaderSourcePtr != IntPtr.Zero)
Marshal.FreeHGlobal(shaderSourcePtr);
}
}
开发者ID:pH200,项目名称:SharpDX,代码行数:25,代码来源:ShaderBytecode.cs
示例16: ExtractPipelineStates
/// <summary>
/// Extracts pipeline states
/// </summary>
/// <param name="buildContext"></param>
/// <param name="include"></param>
/// <param name="shaderSource"></param>
/// <param name="defines"></param>
/// <returns></returns>
KeyValuePair<string,string>[] ExtractPipelineStates ( BuildContext buildContext, Include include, string shaderSource, string sourceFile, string defines, string listing )
{
defines = defines + " _UBERSHADER";
var defs = defines.Split(new[]{' ','\t'}, StringSplitOptions.RemoveEmptyEntries)
.Select( entry => new SharpDX.Direct3D.ShaderMacro( entry, "1" ) )
.ToArray();
string errors = null;
var preprocessed = FX.ShaderBytecode.Preprocess( shaderSource, defs, include, out errors, sourceFile );
var stateList = new List<KeyValuePair<string,string>>();
using ( var sr = new StringReader(preprocessed) ) {
while (true) {
var line = sr.ReadLine();
if (line==null) {
break;
}
line = line.Trim();
if (line.StartsWith("$")) {
var words = line.Split(new[]{' ','\t'}, StringSplitOptions.RemoveEmptyEntries );
if (words.Contains("ubershader")) {
continue;
}
if (words.Length==2) {
stateList.Add( new KeyValuePair<string,string>( words[1], "" ) );
} else
if (words.Length==3) {
stateList.Add( new KeyValuePair<string,string>( words[1], words[2] ) );
} else {
Log.Warning("Bad ubershader $-statement: {0}", line);
}
}
}
}
stateList = stateList
.DistinctBy( s0 => s0.Key )
.ToList();
var html = "<pre>"
+ "<b>Pipeline States:</b>\r\n\r\n"
+ string.Join("\r\n", stateList.Select( s => string.Format("{0,-20} = <i>{1}</i>", s.Key, s.Value ) ) )
+ "</pre>";
File.WriteAllText( listing, html );
return stateList.ToArray();
}
开发者ID:demiurghg,项目名称:FusionEngine,代码行数:65,代码来源:UbershaderProcessor.cs
示例17: PreprocessFromFile
/// <summary>
/// Preprocesses a shader or effect from a file on disk.
/// </summary>
/// <param name = "fileName">The name of the source file to compile.</param>
/// <param name = "defines">A set of macros to define during preprocessing.</param>
/// <param name = "include">An interface for handling include files.</param>
/// <param name = "compilationErrors">When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded.</param>
/// <returns>The preprocessed shader source.</returns>
public static string PreprocessFromFile(string fileName, ShaderMacro[] defines, Include include,
out string compilationErrors)
{
if (fileName == null)
{
throw new ArgumentNullException("fileName");
}
if (!File.Exists(fileName))
{
throw new FileNotFoundException("Could not open the shader or effect file.", fileName);
}
return Preprocess(File.ReadAllText(fileName), defines, include, out compilationErrors);
}
开发者ID:pH200,项目名称:SharpDX,代码行数:21,代码来源:ShaderBytecode.cs
示例18: FromFile
/// <summary>
/// Creates an effect compiler from a file on disk containing an ASCII effect description .
/// </summary>
/// <param name="fileName">Name of the file.</param>
/// <param name="defines">The defines.</param>
/// <param name="includeFile">The include file.</param>
/// <param name="flags">The flags.</param>
/// <returns>
/// An instance of <see cref="EffectCompiler"/>
/// </returns>
/// <unmanaged>HRESULT D3DXCreateEffectCompiler([In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] unsigned int Flags,[Out, Fast] ID3DXEffectCompiler** ppCompiler,[In] ID3DXBuffer** ppParseErrors)</unmanaged>
public static EffectCompiler FromFile(string fileName, Macro[] defines, Include includeFile, ShaderFlags flags)
{
return new EffectCompiler(File.ReadAllText(fileName), defines, includeFile, flags);
}
开发者ID:alexey-bez,项目名称:SharpDX,代码行数:15,代码来源:EffectCompiler.cs
示例19: FromStream
/// <summary>
/// Creates an effect compiler from a stream containing an ASCII effect description .
/// </summary>
/// <param name="stream">The stream.</param>
/// <param name="defines">The defines.</param>
/// <param name="includeFile">The include file.</param>
/// <param name="flags">The flags.</param>
/// <returns>An instance of <see cref="EffectCompiler"/></returns>
/// <unmanaged>HRESULT D3DXCreateEffectCompiler([In] const void* pSrcData,[In] unsigned int SrcDataLen,[In, Buffer] const D3DXMACRO* pDefines,[In] ID3DXInclude* pInclude,[In] unsigned int Flags,[Out, Fast] ID3DXEffectCompiler** ppCompiler,[In] ID3DXBuffer** ppParseErrors)</unmanaged>
public static EffectCompiler FromStream(Stream stream, Macro[] defines, Include includeFile, ShaderFlags flags)
{
if (stream is DataStream)
{
var compiler = new EffectCompiler(IntPtr.Zero);
CreateEffectCompiler(((DataStream)stream).PositionPointer, (int)(stream.Length - stream.Position), defines, includeFile, flags, compiler);
return compiler;
}
return FromMemory(Utilities.ReadStream(stream), defines, includeFile, flags);
}
开发者ID:alexey-bez,项目名称:SharpDX,代码行数:19,代码来源:EffectCompiler.cs
注:本文中的Include类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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