2011-12-14 11:49:04 +00:00
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#region Using Statements
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using System;
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2011-11-16 14:27:53 +00:00
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using SharpDX.Direct3D10;
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2011-12-14 11:49:04 +00:00
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using ANX.Framework;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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2011-11-16 14:27:53 +00:00
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namespace ANX.Framework.Windows.DX10
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{
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public class DepthStencilState_DX10 : INativeDepthStencilState
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{
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#region Private Members
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private DepthStencilStateDescription description;
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private SharpDX.Direct3D10.DepthStencilState nativeDepthStencilState;
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private bool nativeDepthStencilStateDirty;
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private bool bound;
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private int referenceStencil;
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#endregion // Private Members
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public DepthStencilState_DX10()
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{
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this.description = new DepthStencilStateDescription();
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this.nativeDepthStencilStateDirty = true;
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}
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public void Apply(Graphics.GraphicsDevice graphicsDevice)
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{
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GraphicsDeviceWindowsDX10 gdx10 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10;
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Device device = gdx10.NativeDevice;
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UpdateNativeDepthStencilState(device);
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this.bound = true;
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device.OutputMerger.SetDepthStencilState(nativeDepthStencilState, this.referenceStencil);
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}
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public void Release()
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{
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this.bound = false;
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}
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public void Dispose()
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{
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if (this.nativeDepthStencilState != null)
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{
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this.nativeDepthStencilState.Dispose();
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this.nativeDepthStencilState = null;
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}
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}
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public bool IsBound
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{
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get
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{
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return this.bound;
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}
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}
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public Graphics.StencilOperation CounterClockwiseStencilDepthBufferFail
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{
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set
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{
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SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value);
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if (description.BackFace.DepthFailOperation != operation)
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{
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description.BackFace.DepthFailOperation = operation;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public Graphics.StencilOperation CounterClockwiseStencilFail
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{
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set
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{
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SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value);
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if (description.BackFace.FailOperation != operation)
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{
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description.BackFace.FailOperation = operation;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public Graphics.CompareFunction CounterClockwiseStencilFunction
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{
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set
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{
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SharpDX.Direct3D10.Comparison comparison = FormatConverter.Translate(value);
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if (description.BackFace.Comparison != comparison)
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{
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description.BackFace.Comparison = comparison;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public Graphics.StencilOperation CounterClockwiseStencilPass
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{
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set
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{
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SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value);
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if (description.BackFace.PassOperation != operation)
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{
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description.BackFace.PassOperation = operation;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public bool DepthBufferEnable
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{
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set
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{
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if (description.IsDepthEnabled != value)
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{
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description.IsDepthEnabled = value;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public Graphics.CompareFunction DepthBufferFunction
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{
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set
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{
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SharpDX.Direct3D10.Comparison comparison = FormatConverter.Translate(value);
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if (description.DepthComparison != comparison)
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{
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description.DepthComparison = comparison;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public bool DepthBufferWriteEnable
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{
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set
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{
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DepthWriteMask writeMask = value ? DepthWriteMask.All : DepthWriteMask.Zero;
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if (description.DepthWriteMask != writeMask)
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{
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description.DepthWriteMask = writeMask;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public int ReferenceStencil
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{
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set
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{
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if (this.referenceStencil != value)
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{
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this.referenceStencil = value;
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this.nativeDepthStencilStateDirty = true;
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}
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}
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}
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public Graphics.StencilOperation StencilDepthBufferFail
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{
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set
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{
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SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value);
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if (description.FrontFace.DepthFailOperation != operation)
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{
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description.FrontFace.DepthFailOperation = operation;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public bool StencilEnable
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{
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set
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{
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if (description.IsStencilEnabled != value)
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{
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description.IsStencilEnabled = value;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public Graphics.StencilOperation StencilFail
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{
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set
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{
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SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value);
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if (description.FrontFace.FailOperation != operation)
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{
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description.FrontFace.FailOperation = operation;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public Graphics.CompareFunction StencilFunction
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{
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set
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{
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SharpDX.Direct3D10.Comparison comparison = FormatConverter.Translate(value);
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if (description.FrontFace.Comparison != comparison)
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{
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description.FrontFace.Comparison = comparison;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public int StencilMask
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{
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set
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{
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byte stencilMask = (byte)value; //TODO: check range
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if (description.StencilReadMask != stencilMask)
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{
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description.StencilReadMask = stencilMask;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public Graphics.StencilOperation StencilPass
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{
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set
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{
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SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value);
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if (description.FrontFace.PassOperation != operation)
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{
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description.FrontFace.PassOperation = operation;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public int StencilWriteMask
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{
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set
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{
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byte stencilWriteMask = (byte)value; //TODO: check range
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if (description.StencilWriteMask != stencilWriteMask)
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{
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description.StencilWriteMask = stencilWriteMask;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public bool TwoSidedStencilMode
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{
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set
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{
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//TODO: check if we really need this. in xna this enables only counter clockwise stencil operations
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}
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}
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private void UpdateNativeDepthStencilState(Device device)
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{
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if (this.nativeDepthStencilStateDirty == true || this.nativeDepthStencilState == null)
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{
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if (this.nativeDepthStencilState != null)
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{
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this.nativeDepthStencilState.Dispose();
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this.nativeDepthStencilState = null;
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}
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this.nativeDepthStencilState = new SharpDX.Direct3D10.DepthStencilState(device, ref this.description);
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this.nativeDepthStencilStateDirty = false;
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}
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}
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}
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}
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