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#region Using Statements
using System;
using System.Collections.Generic;
using ANX.Framework;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using SharpDX.D3DCompiler;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
#endregion
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
using Device = SharpDX.Direct3D11.Device;
namespace ANX.RenderSystem.Windows.DX11
{
public partial class GraphicsDeviceDX : INativeGraphicsDevice
{
#region Private
private DeviceContext nativeDevice;
private RenderTargetView renderView;
private RenderTargetView[] renderTargetView = new RenderTargetView[1];
private DepthStencilView depthStencilView;
private SharpDX.Direct3D11.Texture2D depthStencilBuffer;
private SharpDX.Direct3D11.Texture2D backBuffer;
internal EffectDX currentEffect;
private SharpDX.Direct3D11.Viewport currentViewport;
#endregion
#region CreateDevice
protected void CreateDevice(PresentationParameters presentationParameters)
{
var desc = new SwapChainDescription()
{
BufferCount = 1,
ModeDescription = new ModeDescription(presentationParameters.BackBufferWidth,
presentationParameters.BackBufferHeight, new Rational(60, 1),
DxFormatConverter.Translate(presentationParameters.BackBufferFormat)),
IsWindowed = true,
OutputHandle = presentationParameters.DeviceWindowHandle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput
};
// Create Device and SwapChain
Device dxDevice;
// http://msdn.microsoft.com/en-us/library/windows/desktop/bb205068(v=vs.85).aspx
var flags = IsDebugMode ? DeviceCreationFlags.Debug : DeviceCreationFlags.None;
Device.CreateWithSwapChain(DriverType.Hardware, flags, desc, out dxDevice, out swapChain);
nativeDevice = dxDevice.ImmediateContext;
}
#endregion
#region CreateRenderView
protected void CreateRenderView()
{
backBuffer = SharpDX.Direct3D11.Texture2D.FromSwapChain<SharpDX.Direct3D11.Texture2D>(swapChain, 0);
renderView = new RenderTargetView(nativeDevice.Device, backBuffer);
nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
}
#endregion
#region CreateDepthStencilBuffer
protected void CreateDepthStencilBuffer(Format depthFormat)
{
if (this.depthStencilBuffer != null &&
this.depthStencilBuffer.Description.Format == depthFormat &&
this.depthStencilBuffer.Description.Width == this.backBuffer.Description.Width &&
this.depthStencilBuffer.Description.Height == this.backBuffer.Description.Height)
{
// a DepthStencilBuffer with the right format and the right size already exists -> nothing to do
return;
}
if (this.depthStencilView != null)
{
this.depthStencilView.Dispose();
this.depthStencilView = null;
}
if (this.depthStencilBuffer != null)
{
this.depthStencilBuffer.Dispose();
this.depthStencilBuffer = null;
}
if (depthFormat == Format.Unknown)
{
// no DepthStencilBuffer to create... Old one was disposed already...
return;
}
DepthStencilViewDescription depthStencilViewDesc = new DepthStencilViewDescription()
{
Format = depthFormat,
};
Texture2DDescription depthStencilTextureDesc = new Texture2DDescription()
{
Width = this.backBuffer.Description.Width,
Height = this.backBuffer.Description.Height,
MipLevels = 1,
ArraySize = 1,
Format = depthFormat,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
};
this.depthStencilBuffer = new SharpDX.Direct3D11.Texture2D(nativeDevice.Device, depthStencilTextureDesc);
this.depthStencilView = new DepthStencilView(nativeDevice.Device, this.depthStencilBuffer);
nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
Clear(ClearOptions.DepthBuffer | ClearOptions.Stencil, ANX.Framework.Vector4.Zero, 1.0f, 0); //TODO: this workaround is working but maybe not the best solution to issue #472
}
#endregion
#region Clear
public void Clear(ref Color color)
{
UpdateClearColorIfNeeded(ref color);
if (this.renderTargetView[0] == null)
nativeDevice.ClearRenderTargetView(this.renderView, this.clearColor);
else
{
for (int i = 0; i < this.renderTargetView.Length; i++)
{
if (this.renderTargetView[i] == null)
{
break;
}
nativeDevice.ClearRenderTargetView(this.renderTargetView[i], this.clearColor);
}
}
}
public void Clear(ClearOptions options, ANX.Framework.Vector4 color, float depth, int stencil)
{
if ((options & ClearOptions.Target) == ClearOptions.Target)
{
// Clear a RenderTarget (or BackBuffer)
this.clearColor.Red = color.X;
this.clearColor.Green = color.Y;
this.clearColor.Blue = color.Z;
this.clearColor.Alpha = color.W;
this.lastClearColor = 0;
if (this.renderTargetView[0] == null)
nativeDevice.ClearRenderTargetView(this.renderView, this.clearColor);
else
{
for (int i = 0; i < this.renderTargetView.Length; i++)
{
if (this.renderTargetView[i] == null)
break;
nativeDevice.ClearRenderTargetView(this.renderTargetView[i], this.clearColor);
}
}
}
if (this.depthStencilView != null)
{
if ((options | ClearOptions.Stencil | ClearOptions.DepthBuffer) == options)
{
// Clear the stencil buffer
nativeDevice.ClearDepthStencilView(this.depthStencilView, DepthStencilClearFlags.Depth |
DepthStencilClearFlags.Stencil, depth, (byte)stencil);
}
else if ((options | ClearOptions.Stencil) == options)
{
nativeDevice.ClearDepthStencilView(this.depthStencilView, DepthStencilClearFlags.Stencil, depth,
(byte)stencil);
}
else
{
nativeDevice.ClearDepthStencilView(this.depthStencilView, DepthStencilClearFlags.Depth, depth, (byte)stencil);
}
}
}
#endregion
#region Present
public void Present()
{
swapChain.Present(VSync ? 1 : 0, PresentFlags.None);
}
#endregion
#region DrawIndexedPrimitives
public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount, IndexBuffer indexBuffer)
{
if (primitiveCount <= 0) throw new ArgumentOutOfRangeException("primitiveCount is less than or equal to zero. When drawing, at least one primitive must be drawn.");
if (this.currentVertexBuffer == null || this.currentVertexBufferCount <= 0) throw new InvalidOperationException("you have to set a valid vertex buffer before drawing.");
SharpDX.Direct3D11.EffectTechnique technique = SetupEffectForDraw();
int vertexCount = DxFormatConverter.CalculateVertexCount(primitiveType, primitiveCount);
nativeDevice.InputAssembler.PrimitiveTopology = DxFormatConverter.Translate(primitiveType);
nativeDevice.Rasterizer.SetViewports(currentViewport);
//nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
if (indexBuffer != null)
{
SetIndexBuffer(indexBuffer);
}
for (int i = 0; i < technique.Description.PassCount; ++i)
{
technique.GetPassByIndex(i).Apply(nativeDevice);
nativeDevice.DrawIndexed(vertexCount, startIndex, baseVertex);
}
nativeDevice.InputAssembler.InputLayout.Dispose();
nativeDevice.InputAssembler.InputLayout = null;
}
#endregion
#region DrawPrimitives
public void DrawPrimitives(PrimitiveType primitiveType, int vertexOffset, int primitiveCount)
{
SharpDX.Direct3D11.EffectPass pass; SharpDX.Direct3D11.EffectTechnique technique; ShaderBytecode passSignature;
SetupEffectForDraw(out pass, out technique, out passSignature);
var layout = SetupInputLayout(passSignature);
// Prepare All the stages
nativeDevice.InputAssembler.PrimitiveTopology = DxFormatConverter.Translate(primitiveType);
nativeDevice.Rasterizer.SetViewports(currentViewport);
//nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
for (int i = 0; i < technique.Description.PassCount; ++i)
{
pass.Apply(nativeDevice);
nativeDevice.Draw(primitiveCount, vertexOffset);
}
layout.Dispose();
layout = null;
}
#endregion
#region DrawInstancedPrimitives
public void DrawInstancedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount, int instanceCount, IndexBuffer indexBuffer)
{
SharpDX.Direct3D11.EffectTechnique technique = SetupEffectForDraw();
int vertexCount = DxFormatConverter.CalculateVertexCount(primitiveType, primitiveCount);
nativeDevice.InputAssembler.PrimitiveTopology = DxFormatConverter.Translate(primitiveType);
nativeDevice.Rasterizer.SetViewports(currentViewport);
//nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
if (indexBuffer != null)
{
SetIndexBuffer(indexBuffer);
}
for (int i = 0; i < technique.Description.PassCount; ++i)
{
technique.GetPassByIndex(i).Apply(nativeDevice);
nativeDevice.DrawIndexedInstanced(vertexCount, instanceCount, startIndex, baseVertex, 0);
}
nativeDevice.InputAssembler.InputLayout.Dispose();
nativeDevice.InputAssembler.InputLayout = null;
}
#endregion // DrawInstancedPrimitives
#region DrawUserIndexedPrimitives<T>
public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int numVertices,
Array indexData, int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration,
IndexElementSize indexFormat) where T : struct, IVertexType
{
int vertexCount = vertexData.Length;
int indexCount = indexData.Length;
VertexBuffer vertexBuffer = new VertexBuffer(vertexDeclaration.GraphicsDevice, vertexDeclaration, vertexCount, BufferUsage.WriteOnly);
vertexBuffer.SetData(vertexData);
this.SetVertexBuffers(new[] { new Framework.Graphics.VertexBufferBinding(vertexBuffer, vertexOffset) });
IndexBuffer indexBuffer = new IndexBuffer(vertexDeclaration.GraphicsDevice, indexFormat, indexCount, BufferUsage.WriteOnly);
if (indexData.GetType() == typeof(Int16[]))
{
indexBuffer.SetData<short>((short[])indexData);
}
else
{
indexBuffer.SetData<int>((int[])indexData);
}
DrawIndexedPrimitives(primitiveType, 0, vertexOffset, numVertices, indexOffset, primitiveCount, indexBuffer);
}
#endregion // DrawUserIndexedPrimitives<T>
#region DrawUserPrimitives<T>
public void DrawUserPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
{
int vertexCount = vertexData.Length;
DxVertexBuffer vb11 = new DxVertexBuffer(nativeDevice.Device, vertexDeclaration, vertexCount, BufferUsage.None);
vb11.SetData<T>(null, vertexData);
SharpDX.Direct3D11.VertexBufferBinding nativeVertexBufferBindings = new SharpDX.Direct3D11.VertexBufferBinding(vb11.NativeBuffer, vertexDeclaration.VertexStride, 0);
nativeDevice.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings);
SharpDX.Direct3D11.EffectPass pass; SharpDX.Direct3D11.EffectTechnique technique; ShaderBytecode passSignature;
SetupEffectForDraw(out pass, out technique, out passSignature);
var layout = CreateInputLayout(nativeDevice.Device, passSignature, vertexDeclaration);
nativeDevice.InputAssembler.InputLayout = layout;
// Prepare All the stages
nativeDevice.InputAssembler.PrimitiveTopology = DxFormatConverter.Translate(primitiveType);
nativeDevice.Rasterizer.SetViewports(currentViewport);
//device.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
for (int i = 0; i < technique.Description.PassCount; ++i)
{
pass.Apply(nativeDevice);
nativeDevice.Draw(primitiveCount, vertexOffset);
}
layout.Dispose();
layout = null;
}
#endregion // DrawUserPrimitives<T>
#region SetupEffectForDraw
private void SetupEffectForDraw(out SharpDX.Direct3D11.EffectPass pass, out SharpDX.Direct3D11.EffectTechnique technique,
out ShaderBytecode passSignature)
{
// get the current effect
//TODO: check for null and throw exception
EffectDX effect = this.currentEffect;
// get the input semantic of the current effect / technique that is used
//TODO: check for null's and throw exceptions
// TODO: get the correct pass index!
technique = effect.GetCurrentTechnique().NativeTechnique;
pass = technique.GetPassByIndex(0);
passSignature = pass.Description.Signature;
}
private SharpDX.Direct3D11.EffectTechnique SetupEffectForDraw()
{
//TODO: check for currentEffect null and throw exception
// TODO: check for null's and throw exceptions
// TODO: get the correct pass index!
var technique = currentEffect.GetCurrentTechnique().NativeTechnique;
var pass = technique.GetPassByIndex(0);
SetupInputLayout(pass.Description.Signature);
return technique;
}
#endregion
#region SetupInputLayout
private InputLayout SetupInputLayout(ShaderBytecode passSignature)
{
// get the VertexDeclaration from current VertexBuffer to create input layout for the input assembler
var layout = CreateInputLayout(nativeDevice.Device, passSignature, currentVertexBuffer);
nativeDevice.InputAssembler.InputLayout = layout;
return layout;
}
#endregion
#region SetIndexBuffer
public void SetIndexBuffer(IndexBuffer indexBuffer)
{
if (indexBuffer == null)
throw new ArgumentNullException("indexBuffer");
this.currentIndexBuffer = indexBuffer;
DxIndexBuffer nativeIndexBuffer = indexBuffer.NativeIndexBuffer as DxIndexBuffer;
if (nativeIndexBuffer != null)
{
nativeDevice.InputAssembler.SetIndexBuffer(nativeIndexBuffer.NativeBuffer,
DxFormatConverter.Translate(indexBuffer.IndexElementSize), 0);
}
else
throw new Exception("couldn't fetch native DirectX10 IndexBuffer");
}
#endregion
#region SetVertexBuffers
public void SetVertexBuffers(ANX.Framework.Graphics.VertexBufferBinding[] vertexBuffers)
{
if (vertexBuffers == null)
throw new ArgumentNullException("vertexBuffers");
this.currentVertexBufferCount = vertexBuffers.Length;
if (this.currentVertexBuffer == null || this.currentVertexBuffer.Length < currentVertexBufferCount)
{
this.currentVertexBuffer = new ANX.Framework.Graphics.VertexBufferBinding[currentVertexBufferCount];
}
for (int i = 0; i < this.currentVertexBufferCount; i++)
{
this.currentVertexBuffer[i] = vertexBuffers[i].VertexBuffer;
}
var nativeVertexBufferBindings = new SharpDX.Direct3D11.VertexBufferBinding[vertexBuffers.Length];
for (int i = 0; i < vertexBuffers.Length; i++)
{
ANX.Framework.Graphics.VertexBufferBinding anxVertexBufferBinding = vertexBuffers[i];
var nativeVertexBuffer = anxVertexBufferBinding.VertexBuffer.NativeVertexBuffer as DxVertexBuffer;
if (nativeVertexBuffer != null)
{
int vertexStride = anxVertexBufferBinding.VertexBuffer.VertexDeclaration.VertexStride;
nativeVertexBufferBindings[i] = new SharpDX.Direct3D11.VertexBufferBinding(nativeVertexBuffer.NativeBuffer, vertexStride, anxVertexBufferBinding.VertexOffset * vertexStride);
}
else
{
throw new Exception("couldn't fetch native DirectX10 VertexBuffer");
}
}
nativeDevice.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings);
}
#endregion
#region SetViewport
protected void SetViewport(int x, int y, int width, int height, float minDepth, float maxDepth)
{
currentViewport = new SharpDX.Direct3D11.Viewport(x, y, width, height, minDepth, maxDepth);
}
#endregion
#region CreateInputLayout
private InputLayout CreateInputLayout(Device device, ShaderBytecode passSignature, params VertexDeclaration[] vertexDeclaration)
{
if (device == null) throw new ArgumentNullException("device");
if (passSignature == null) throw new ArgumentNullException("passSignature");
if (vertexDeclaration == null) throw new ArgumentNullException("vertexDeclaration");
//TODO: try to get rid of the list
List<InputElement> inputElements = new List<InputElement>();
foreach (VertexDeclaration decl in vertexDeclaration)
{
foreach (VertexElement vertexElement in decl.GetVertexElements())
{
inputElements.Add(CreateInputElementFromVertexElement(vertexElement, 0));
}
}
return new InputLayout(device, passSignature, inputElements.ToArray());
}
private InputLayout CreateInputLayout(Device device, ShaderBytecode passSignature, params ANX.Framework.Graphics.VertexBufferBinding[] vertexBufferBindings)
{
if (device == null) throw new ArgumentNullException("device");
if (passSignature == null) throw new ArgumentNullException("passSignature");
if (vertexBufferBindings == null) throw new ArgumentNullException("vertexBufferBindings");
//TODO: try to get rid of the list
List<InputElement> inputElements = new List<InputElement>();
int slot = 0;
foreach (ANX.Framework.Graphics.VertexBufferBinding binding in vertexBufferBindings)
{
foreach (VertexElement vertexElement in binding.VertexBuffer.VertexDeclaration.GetVertexElements())
{
inputElements.Add(CreateInputElementFromVertexElement(vertexElement, binding.InstanceFrequency, slot));
}
slot++;
}
// Layout from VertexShader input signature
return new InputLayout(device, passSignature, inputElements.ToArray());
}
#endregion
#region CreateInputElementFromVertexElement
private InputElement CreateInputElementFromVertexElement(VertexElement vertexElement, int slot)
{
return CreateInputElementFromVertexElement(vertexElement, 0, slot);
}
private InputElement CreateInputElementFromVertexElement(VertexElement vertexElement, int instanceFrequency, int slot)
{
string elementName = DxFormatConverter.Translate(ref vertexElement);
Format elementFormat = DxFormatConverter.ConvertVertexElementFormat(vertexElement.VertexElementFormat);
return new InputElement(elementName, vertexElement.UsageIndex, elementFormat, vertexElement.Offset, slot, instanceFrequency == 0 ? InputClassification.PerVertexData : InputClassification.PerInstanceData, instanceFrequency);
}
#endregion
#region SetRenderTargets
public void SetRenderTargets(params RenderTargetBinding[] renderTargets)
{
if (renderTargets == null)
{
// reset the RenderTarget to backbuffer
for (int i = 0; i < renderTargetView.Length; i++)
{
if (renderTargetView[i] != null)
{
renderTargetView[i].Dispose();
renderTargetView[i] = null;
}
}
//deviceContext.OutputMerger.SetRenderTargets(1, new RenderTargetView[] { this.renderView }, this.depthStencilView);
nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
}
else
{
int renderTargetCount = renderTargets.Length;
if (this.renderTargetView.Length != renderTargetCount)
{
for (int i = 0; i < renderTargetView.Length; i++)
{
if (renderTargetView[i] != null)
{
renderTargetView[i].Dispose();
renderTargetView[i] = null;
}
}
this.renderTargetView = new RenderTargetView[renderTargetCount];
}
for (int i = 0; i < renderTargetCount; i++)
{
RenderTarget2D renderTarget = renderTargets[i].RenderTarget as RenderTarget2D;
if (renderTarget != null)
{
RenderTarget2D_DX11 nativeRenderTarget = renderTarget.NativeRenderTarget as RenderTarget2D_DX11;
if (renderTargetView[i] != null)
{
renderTargetView[i].Dispose();
}
renderTargetView[i] = new RenderTargetView(nativeDevice.Device,
((DxTexture2D)nativeRenderTarget).NativeShaderResourceView.Resource);
}
}
//deviceContext.OutputMerger.SetRenderTargets(renderTargetCount, renderTargetView, this.depthStencilView);
nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderTargetView);
}
}
#endregion
#region DisposeRenderView
protected void DisposeRenderView()
{
renderView.Dispose();
renderView = null;
backBuffer.Dispose();
backBuffer = null;
}
#endregion
#region Dispose
public void Dispose()
{
for (int i = 0; i < renderTargetView.Length; i++)
{
if (renderTargetView[i] != null)
{
renderTargetView[i].Dispose();
renderTargetView[i] = null;
}
}
if (swapChain != null)
{
DisposeRenderView();
swapChain.Dispose();
swapChain = null;
}
if (this.depthStencilView != null)
{
this.depthStencilBuffer.Dispose();
this.depthStencilBuffer = null;
this.depthStencilView.Dispose();
this.depthStencilView = null;
}
//TODO: dispose everything else
}
#endregion
internal DeviceContext NativeDevice
{
get
{
return this.nativeDevice;
}
}
}
}