added updated WP8 shader compiler project files

This commit is contained in:
Dale Stammen 2014-10-14 16:38:04 -07:00
parent d6912c3d84
commit f0117239a6
16 changed files with 2527 additions and 0 deletions

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<Application
x:Class="Cocos2dShaderCompiler.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:Cocos2dShaderCompiler">
</Application>

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//
// App.xaml.cpp
// Implementation of the App class.
//
#include "pch.h"
#include "DirectXPage.xaml.h"
using namespace Cocos2dShaderCompiler;
using namespace Platform;
using namespace Windows::ApplicationModel;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::Foundation;
using namespace Windows::Foundation::Collections;
using namespace Windows::Storage;
using namespace Windows::UI::Xaml;
using namespace Windows::UI::Xaml::Controls;
using namespace Windows::UI::Xaml::Controls::Primitives;
using namespace Windows::UI::Xaml::Data;
using namespace Windows::UI::Xaml::Input;
using namespace Windows::UI::Xaml::Interop;
using namespace Windows::UI::Xaml::Media;
using namespace Windows::UI::Xaml::Navigation;
/// <summary>
/// Initializes the singleton application object. This is the first line of authored code
/// executed, and as such is the logical equivalent of main() or WinMain().
/// </summary>
App::App()
{
InitializeComponent();
Suspending += ref new SuspendingEventHandler(this, &App::OnSuspending);
Resuming += ref new EventHandler<Object^>(this, &App::OnResuming);
}
/// <summary>
/// Invoked when the application is launched normally by the end user. Other entry points
/// will be used when the application is launched to open a specific file, to display
/// search results, and so forth.
/// </summary>
/// <param name="e">Details about the launch request and process.</param>
void App::OnLaunched(Windows::ApplicationModel::Activation::LaunchActivatedEventArgs^ e)
{
#if _DEBUG
if (IsDebuggerPresent())
{
DebugSettings->EnableFrameRateCounter = true;
}
#endif
m_directXPage = ref new DirectXPage();
if (e->PreviousExecutionState == ApplicationExecutionState::Terminated)
{
m_directXPage->LoadInternalState(ApplicationData::Current->LocalSettings->Values);
}
// Place the page in the current window and ensure that it is active.
Window::Current->Content = m_directXPage;
Window::Current->Activate();
}
/// <summary>
/// Invoked when application execution is being suspended. Application state is saved
/// without knowing whether the application will be terminated or resumed with the contents
/// of memory still intact.
/// </summary>
/// <param name="sender">The source of the suspend request.</param>
/// <param name="e">Details about the suspend request.</param>
void App::OnSuspending(Object^ sender, SuspendingEventArgs^ e)
{
(void) sender; // Unused parameter
(void) e; // Unused parameter
m_directXPage->SaveInternalState(ApplicationData::Current->LocalSettings->Values);
}
/// <summary>
/// Invoked when application execution is being resumed.
/// </summary>
/// <param name="sender">The source of the resume request.</param>
/// <param name="args">Details about the resume request.</param>
void App::OnResuming(Object ^sender, Object ^args)
{
(void) sender; // Unused parameter
(void) args; // Unused parameter
m_directXPage->LoadInternalState(ApplicationData::Current->LocalSettings->Values);
}

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//
// App.xaml.h
// Declaration of the App class.
//
#pragma once
#include "App.g.h"
#include "DirectXPage.xaml.h"
namespace Cocos2dShaderCompiler
{
/// <summary>
/// Provides application-specific behavior to supplement the default Application class.
/// </summary>
ref class App sealed
{
public:
App();
virtual void OnLaunched(Windows::ApplicationModel::Activation::LaunchActivatedEventArgs^ e) override;
private:
void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ e);
void OnResuming(Platform::Object ^sender, Platform::Object ^args);
DirectXPage^ m_directXPage;
};
}

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<ClCompile Include="..\..\..\cocos\base\CCLight.cpp" />
<ClCompile Include="..\..\..\cocos\base\CCNS.cpp" />
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<ClCompile Include="App.xaml.cpp">
<DependentUpon>App.xaml</DependentUpon>
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<DependentUpon>DirectXPage.xaml</DependentUpon>
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</ItemGroup>
<ItemGroup>
<AppxManifest Include="Package.appxmanifest">
<SubType>Designer</SubType>
</AppxManifest>
<None Include="..\..\..\cocos\math\MathUtil.inl" />
<None Include="Cocos2dShaderCompiler_TemporaryKey.pfx" />
</ItemGroup>
<ItemGroup>
<ApplicationDefinition Include="App.xaml">
<SubType>Designer</SubType>
</ApplicationDefinition>
<Page Include="DirectXPage.xaml">
<SubType>Designer</SubType>
</Page>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
<Import Project="$(VSINSTALLDIR)\Common7\IDE\Extensions\Microsoft\VsGraphics\ImageContentTask.targets" />
<Import Project="$(VSINSTALLDIR)\Common7\IDE\Extensions\Microsoft\VsGraphics\MeshContentTask.targets" />
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<Page
x:Class="Cocos2dShaderCompiler.DirectXPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:Cocos2dShaderCompiler"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d">
<!--LayoutRoot is the root grid where all page content is placed-->
<Grid x:Name="LayoutRoot" Background="Transparent">
<StackPanel Orientation="Vertical">
<StackPanel Orientation="Horizontal" Margin="40,100,0,0" Height="50" VerticalAlignment="Top">
<TextBlock Text="Save file to cocos\platform\wp8\shaders\precompiledshaders.h" FontSize="36"/>
</StackPanel>
<StackPanel Orientation="Horizontal" Margin="40,100,0,0" Height="50" VerticalAlignment="Top">
<TextBlock Text="Result: " FontSize="36"/>
<TextBlock Text="" FontSize="36" x:Name="ResultText" />
</StackPanel>
<Button Margin="40,100,0,0" x:Name="compileButton" Content="Compile" Width="150" Click="OnCompile" />
</StackPanel>
</Grid>
</Page>

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//
// DirectXPage.xaml.cpp
// Implementation of the DirectXPage class.
//
#include "pch.h"
#include "DirectXPage.xaml.h"
using namespace Cocos2dShaderCompiler;
using namespace Platform;
using namespace Windows::Foundation;
using namespace Windows::Foundation::Collections;
using namespace Windows::Graphics::Display;
using namespace Windows::System::Threading;
using namespace Windows::UI::Core;
using namespace Windows::UI::Input;
using namespace Windows::UI::Xaml;
using namespace Windows::UI::Xaml::Controls;
using namespace Windows::UI::Xaml::Controls::Primitives;
using namespace Windows::UI::Xaml::Data;
using namespace Windows::UI::Xaml::Input;
using namespace Windows::UI::Xaml::Media;
using namespace Windows::UI::Xaml::Navigation;
using namespace concurrency;
DirectXPage::DirectXPage():
m_windowVisible(true),
m_coreInput(nullptr)
{
InitializeComponent();
// Register event handlers for page lifecycle.
CoreWindow^ window = Window::Current->CoreWindow;
window->VisibilityChanged +=
ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &DirectXPage::OnVisibilityChanged);
DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
currentDisplayInformation->DpiChanged +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &DirectXPage::OnDpiChanged);
currentDisplayInformation->OrientationChanged +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &DirectXPage::OnOrientationChanged);
DisplayInformation::DisplayContentsInvalidated +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &DirectXPage::OnDisplayContentsInvalidated);
// Disable all pointer visual feedback for better performance when touching.
auto pointerVisualizationSettings = PointerVisualizationSettings::GetForCurrentView();
pointerVisualizationSettings->IsContactFeedbackEnabled = false;
pointerVisualizationSettings->IsBarrelButtonFeedbackEnabled = false;
}
DirectXPage::~DirectXPage()
{
}
void DirectXPage::OnCompile(Object^ sender, RoutedEventArgs^ args)
{
compiler.Compile(ResultText);
}
// Saves the current state of the app for suspend and terminate events.
void DirectXPage::SaveInternalState(IPropertySet^ state)
{
//m_deviceResources->Trim();
}
// Loads the current state of the app for resume events.
void DirectXPage::LoadInternalState(IPropertySet^ state)
{
// Put code to load app state here.
}
// Window event handlers.
void DirectXPage::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
{
m_windowVisible = args->Visible;
}
// DisplayInformation event handlers.
void DirectXPage::OnDpiChanged(DisplayInformation^ sender, Object^ args)
{
}
void DirectXPage::OnOrientationChanged(DisplayInformation^ sender, Object^ args)
{
}
void DirectXPage::OnDisplayContentsInvalidated(DisplayInformation^ sender, Object^ args)
{
}
void DirectXPage::OnPointerPressed(Object^ sender, PointerEventArgs^ e)
{
}
void DirectXPage::OnPointerMoved(Object^ sender, PointerEventArgs^ e)
{
}
void DirectXPage::OnPointerReleased(Object^ sender, PointerEventArgs^ e)
{
}
void DirectXPage::OnCompositionScaleChanged(SwapChainPanel^ sender, Object^ args)
{
}

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//
// DirectXPage.xaml.h
// Declaration of the DirectXPage class.
//
#pragma once
#include "DirectXPage.g.h"
#include "ShaderCompiler.h"
namespace Cocos2dShaderCompiler
{
/// <summary>
/// A page that hosts a DirectX SwapChainPanel.
/// </summary>
public ref class DirectXPage sealed
{
public:
DirectXPage();
virtual ~DirectXPage();
void SaveInternalState(Windows::Foundation::Collections::IPropertySet^ state);
void LoadInternalState(Windows::Foundation::Collections::IPropertySet^ state);
private:
// XAML low-level rendering event handler.
void OnRendering(Platform::Object^ sender, Platform::Object^ args);
// Window event handlers.
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
// DisplayInformation event handlers.
void OnDpiChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
void OnDisplayContentsInvalidated(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
// Other event handlers.
void OnCompositionScaleChanged(Windows::UI::Xaml::Controls::SwapChainPanel^ sender, Object^ args);
void OnCompile(Object^ sender, Windows::UI::Xaml::RoutedEventArgs^ e);
// Track our independent input on a background worker thread.
Windows::Foundation::IAsyncAction^ m_inputLoopWorker;
Windows::UI::Core::CoreIndependentInputSource^ m_coreInput;
// Independent input handling functions.
void OnPointerPressed(Platform::Object^ sender, Windows::UI::Core::PointerEventArgs^ e);
void OnPointerMoved(Platform::Object^ sender, Windows::UI::Core::PointerEventArgs^ e);
void OnPointerReleased(Platform::Object^ sender, Windows::UI::Core::PointerEventArgs^ e);
ShaderCompiler compiler;
bool m_windowVisible;
};
}

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<?xml version="1.0" encoding="utf-8"?>
<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest">
<Identity Name="648a721b-11b5-48d7-816b-4d7fa8b140c0"
Publisher="CN=dalestam"
Version="1.0.0.0" />
<Properties>
<DisplayName>Cocos2dShaderCompiler</DisplayName>
<PublisherDisplayName>dalestam</PublisherDisplayName>
<Logo>Assets\StoreLogo.png</Logo>
</Properties>
<Prerequisites>
<OSMinVersion>6.3.0</OSMinVersion>
<OSMaxVersionTested>6.3.0</OSMaxVersionTested>
</Prerequisites>
<Resources>
<Resource Language="x-generate"/>
</Resources>
<Applications>
<Application Id="App"
Executable="$targetnametoken$.exe"
EntryPoint="Cocos2dShaderCompiler.App">
<VisualElements
DisplayName="Cocos2dShaderCompiler"
Logo="Assets\Logo.png"
SmallLogo="Assets\SmallLogo.png"
Description="Cocos2dShaderCompiler"
ForegroundText="light"
BackgroundColor="#464646">
<DefaultTile ShowName="allLogos" />
<SplashScreen Image="Assets\SplashScreen.png" />
</VisualElements>
</Application>
</Applications>
<Capabilities>
<Capability Name="internetClient" />
</Capabilities>
</Package>

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/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
Copyright (c) Microsoft Open Technologies, Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "ShaderCompiler.h"
#include "cocos2d.h"
#include "CCPrecompiledShaders.h"
using namespace Concurrency;
using namespace DirectX;
using namespace Microsoft::WRL;
using namespace Windows::Foundation;
using namespace Windows::UI::Core;
USING_NS_CC;
ShaderCompiler::ShaderCompiler()
: m_display(nullptr),
m_context(nullptr),
m_initialized(false),
m_resultText(nullptr)
{
}
ShaderCompiler::~ShaderCompiler()
{
CloseAngle();
}
bool ShaderCompiler::Compile(Windows::UI::Xaml::Controls::TextBlock^ resultText)
{
m_resultText = resultText;
resultText->Text = "Compiling shaders...";
if (!InitializeAngle(ANGLE_D3D_FEATURE_LEVEL::ANGLE_D3D_FEATURE_LEVEL_9_3))
{
resultText->Text = "Unable to initialize Angle";
return false;
}
auto director = cocos2d::Director::getInstance();
//Director::getInstance()->setAnimationInterval(1.0 / 60.0);
CCShaderCache::getInstance()->loadDefaultShaders();
CCPrecompiledShaders::getInstance()->savePrecompiledShaders();
resultText->Text = "Complete";
return true;
}
// Creates and restores Cocos2d-x after DirectX and Angle contexts are created or updated
void ShaderCompiler::InitializeCocos2d()
{
}
void ShaderCompiler::CloseAngle()
{
eglMakeCurrent(NULL, NULL, NULL, NULL);
if (m_display && m_context)
{
eglDestroyContext(m_context, m_context);
}
if (m_display)
{
eglTerminate(m_display);
}
m_eglWindow = nullptr;
}
bool ShaderCompiler::InitializeAngle(ANGLE_D3D_FEATURE_LEVEL featureLevel)
{
// setup EGL
EGLint configAttribList[] = {
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_DEPTH_SIZE, 8,
EGL_STENCIL_SIZE, 8,
EGL_SAMPLE_BUFFERS, 0,
EGL_NONE
};
EGLint surfaceAttribList[] = {
EGL_NONE, EGL_NONE
};
EGLint numConfigs;
EGLint majorVersion;
EGLint minorVersion;
EGLConfig config;
EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE, EGL_NONE };
IUnknown* dummy = nullptr;
HRESULT result = CreateWinrtEglWindow(WINRT_EGL_IUNKNOWN(dummy), featureLevel, m_eglWindow.GetAddressOf());
if (!SUCCEEDED(result))
{
return false;
}
m_display = eglGetDisplay(m_eglWindow);
if (m_display == EGL_NO_DISPLAY){
return false;
}
if (!eglInitialize(m_display, &majorVersion, &minorVersion)){
return false;
}
// Get configs
if (!eglGetConfigs(m_display, NULL, 0, &numConfigs)){
return false;
}
// Choose config
if (!eglChooseConfig(m_display, configAttribList, &config, 1, &numConfigs)){
return false;
}
// Create a GL context
m_context = eglCreateContext(m_display, config, EGL_NO_CONTEXT, contextAttribs);
if (m_context == EGL_NO_CONTEXT){
return false;
}
// Make the context current
// Note: we are not using a surface
if (!eglMakeCurrent(m_display, NULL, NULL, m_context)){
return false;
}
return true;
}

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/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
Copyright (c) Microsoft Open Technologies, Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#pragma once
#include "CCGL.h"
class ShaderCompiler
{
public:
ShaderCompiler();
~ShaderCompiler();
bool Compile(Windows::UI::Xaml::Controls::TextBlock^ resultText);
private:
Windows::UI::Xaml::Controls::TextBlock^ m_resultText;
void InitializeCocos2d();
bool InitializeAngle(ANGLE_D3D_FEATURE_LEVEL featureLevel);
void CloseAngle();
Microsoft::WRL::ComPtr<IWinrtEglWindow> m_eglWindow;
EGLDisplay m_display;
EGLContext m_context;
bool m_initialized;
};

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#include "pch.h"

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#pragma once
#include <wrl.h>
#include <wrl/client.h>
#include <d3d11_2.h>
#include <d2d1_2.h>
#include <d2d1effects_1.h>
#include <dwrite_2.h>
#include <wincodec.h>
#include <DirectXColors.h>
#include <DirectXMath.h>
#include <memory>
#include <agile.h>
#include <concrt.h>
#include <collection.h>
#include "App.xaml.h"

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How to compile precompiled shaders for Windows Phone 8.0 (WP8)
1. Open the VS project Cocos2dShaderCompiler\Cocos2dShaderCompiler.sln
2. Build and run the project
3. Click the Compile button
4. Select the file cocos\platform\wp8\shaders\precompiledshaders.h in the file dialog box
5. Program will precompile all of the cached cocos2d-x shaders.