2012-09-15 13:43:31 +00:00
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#region Using Statements
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2011-11-16 14:27:53 +00:00
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using System;
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using System.Collections.Generic;
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using System.IO;
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using ANX.Framework.Graphics;
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2012-09-05 19:50:10 +00:00
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using ANX.Framework.NonXNA;
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2012-09-15 13:43:31 +00:00
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using ANX.RenderSystem.Windows.DX10;
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#endregion
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2011-11-16 14:27:53 +00:00
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2012-08-09 09:45:04 +00:00
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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2012-09-15 13:43:31 +00:00
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using Dx10 = SharpDX.Direct3D10;
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2012-08-09 09:45:04 +00:00
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namespace ANX.RenderSystem.Windows.DX10
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2011-11-16 14:27:53 +00:00
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{
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2012-09-15 13:43:31 +00:00
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public partial class EffectDX : INativeEffect
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{
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2012-09-05 19:50:10 +00:00
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#region Private
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private Dx10.VertexShader vertexShader;
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private Dx10.PixelShader pixelShader;
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#endregion
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#region Public
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internal Dx10.Effect NativeEffect { get; private set; }
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2015-10-14 23:59:27 +02:00
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public IEnumerable<EffectTechnique> Techniques
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{
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get;
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private set;
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}
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public IEnumerable<EffectParameter> Parameters
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{
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get;
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private set;
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}
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2012-09-05 19:50:10 +00:00
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#endregion
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#region Constructor
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public EffectDX(GraphicsDevice graphicsDevice, Effect managedEffect, Stream vertexShaderStream, Stream pixelShaderStream)
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: this(managedEffect)
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{
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var device = ((GraphicsDeviceDX)graphicsDevice.NativeDevice).NativeDevice;
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vertexShader = new Dx10.VertexShader(device, GetByteCode(vertexShaderStream));
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pixelShader = new Dx10.PixelShader(device, GetByteCode(pixelShaderStream));
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this.BufferNativeData();
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2011-11-16 14:27:53 +00:00
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}
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public EffectDX(GraphicsDevice graphicsDevice, Effect managedEffect, Stream effectStream)
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: this(managedEffect)
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{
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var device = ((GraphicsDeviceDX)graphicsDevice.NativeDevice).NativeDevice;
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try
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{
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NativeEffect = new Dx10.Effect(device, GetByteCode(effectStream));
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}
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catch (SharpDX.SharpDXException ex)
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{
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System.Diagnostics.Debugger.Break();
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}
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this.BufferNativeData();
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}
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#endregion
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private void BufferNativeData()
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{
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var description = NativeEffect.Description;
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var techniques = new EffectTechnique[description.TechniqueCount];
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for (int i = 0; i < techniques.Length; i++)
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{
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techniques[i] = new EffectTechnique(this.managedEffect, new EffectTechnique_DX10(managedEffect, NativeEffect.GetTechniqueByIndex(i)));
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}
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this.Techniques = techniques;
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var parameters = new EffectParameter[description.GlobalVariableCount];
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for (int i = 0; i < parameters.Length; i++)
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{
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parameters[i] = new EffectParameter(new EffectParameter_DX10(NativeEffect.GetVariableByIndex(i)));
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}
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this.Parameters = parameters;
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}
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2012-09-06 09:58:13 +00:00
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#region GetCurrentTechnique
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public EffectTechnique_DX10 GetCurrentTechnique()
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{
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return managedEffect.CurrentTechnique.NativeTechnique as EffectTechnique_DX10;
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}
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#endregion
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2012-09-06 09:58:13 +00:00
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#region CompileFXShader
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public static byte[] CompileFXShader(string effectCode, string directory = "")
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{
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return CompileShader("fx_4_0", effectCode, directory);
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}
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#endregion
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2011-11-16 14:27:53 +00:00
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2012-09-05 19:50:10 +00:00
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#region Dispose
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public void Dispose()
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{
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this.Dispose(true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposeManaged)
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{
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if (disposeManaged)
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{
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SafeDispose(pixelShader);
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pixelShader = null;
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SafeDispose(vertexShader);
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vertexShader = null;
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SafeDispose(NativeEffect);
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NativeEffect = null;
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foreach (var technique in this.Techniques)
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technique.NativeTechnique.Dispose();
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foreach (var parameter in this.Parameters)
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parameter.NativeParameter.Dispose();
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}
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}
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private void SafeDispose(IDisposable disposable)
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{
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if (disposable != null)
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disposable.Dispose();
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}
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#endregion
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}
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2011-11-16 14:27:53 +00:00
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}
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