Added IOcclusionQuery interface and implemented the base OcclusionQuery class and the GL3 implementation.
This commit is contained in:
parent
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commit
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@ -193,7 +193,7 @@
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<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
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<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
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<Name>ANX.Framework</Name>
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<Name>ANX.Framework</Name>
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</ProjectReference>
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</ProjectReference>
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<ProjectReference Include="..\SoundSystems\WaveUtils\WaveUtils.csproj">
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<ProjectReference Include="..\SoundSystems\WaveUtils\WaveUtils_WindowsMetro.csproj">
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<Project>{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}</Project>
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<Project>{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}</Project>
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<Name>WaveUtils</Name>
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<Name>WaveUtils</Name>
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</ProjectReference>
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</ProjectReference>
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@ -441,6 +441,7 @@
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<Compile Include="NonXNA\PlatformSystem\INativeMediaLibrary.cs" />
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<Compile Include="NonXNA\PlatformSystem\INativeMediaLibrary.cs" />
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<Compile Include="NonXNA\Reflection\AssemblyLoader.cs" />
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<Compile Include="NonXNA\Reflection\AssemblyLoader.cs" />
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<Compile Include="NonXNA\RenderSystem\INativeConstantBuffer.cs" />
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<Compile Include="NonXNA\RenderSystem\INativeConstantBuffer.cs" />
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<Compile Include="NonXNA\RenderSystem\IOcclusionQuery.cs" />
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<Compile Include="NonXNA\SoundSystem\IMicrophone.cs" />
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<Compile Include="NonXNA\SoundSystem\IMicrophone.cs" />
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<Compile Include="NonXNA\ThreadHelper.cs" />
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<Compile Include="NonXNA\ThreadHelper.cs" />
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<Compile Include="NonXNA\Windows8\AssetsHelper.cs" />
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<Compile Include="NonXNA\Windows8\AssetsHelper.cs" />
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@ -441,6 +441,7 @@
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<Compile Include="NonXNA\PlatformSystem\INativeMediaLibrary.cs" />
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<Compile Include="NonXNA\PlatformSystem\INativeMediaLibrary.cs" />
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<Compile Include="NonXNA\Reflection\AssemblyLoader.cs" />
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<Compile Include="NonXNA\Reflection\AssemblyLoader.cs" />
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<Compile Include="NonXNA\RenderSystem\INativeConstantBuffer.cs" />
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<Compile Include="NonXNA\RenderSystem\INativeConstantBuffer.cs" />
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<Compile Include="NonXNA\RenderSystem\IOcclusionQuery.cs" />
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<Compile Include="NonXNA\SoundSystem\IMicrophone.cs" />
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<Compile Include="NonXNA\SoundSystem\IMicrophone.cs" />
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<Compile Include="NonXNA\ThreadHelper.cs" />
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<Compile Include="NonXNA\ThreadHelper.cs" />
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<Compile Include="NonXNA\Windows8\AssetsHelper.cs" />
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<Compile Include="NonXNA\Windows8\AssetsHelper.cs" />
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@ -443,6 +443,7 @@
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<Compile Include="NonXNA\PlatformSystem\INativeMediaLibrary.cs" />
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<Compile Include="NonXNA\PlatformSystem\INativeMediaLibrary.cs" />
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<Compile Include="NonXNA\Reflection\AssemblyLoader.cs" />
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<Compile Include="NonXNA\Reflection\AssemblyLoader.cs" />
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<Compile Include="NonXNA\RenderSystem\INativeConstantBuffer.cs" />
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<Compile Include="NonXNA\RenderSystem\INativeConstantBuffer.cs" />
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<Compile Include="NonXNA\RenderSystem\IOcclusionQuery.cs" />
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<Compile Include="NonXNA\SoundSystem\IMicrophone.cs" />
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<Compile Include="NonXNA\SoundSystem\IMicrophone.cs" />
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<Compile Include="NonXNA\ThreadHelper.cs" />
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<Compile Include="NonXNA\ThreadHelper.cs" />
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<Compile Include="NonXNA\Windows8\AssetsHelper.cs" />
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<Compile Include="NonXNA\Windows8\AssetsHelper.cs" />
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@ -444,6 +444,7 @@
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<Compile Include="NonXNA\PlatformSystem\INativeMediaLibrary.cs" />
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<Compile Include="NonXNA\PlatformSystem\INativeMediaLibrary.cs" />
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<Compile Include="NonXNA\Reflection\AssemblyLoader.cs" />
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<Compile Include="NonXNA\Reflection\AssemblyLoader.cs" />
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<Compile Include="NonXNA\RenderSystem\INativeConstantBuffer.cs" />
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<Compile Include="NonXNA\RenderSystem\INativeConstantBuffer.cs" />
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<Compile Include="NonXNA\RenderSystem\IOcclusionQuery.cs" />
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<Compile Include="NonXNA\SoundSystem\IMicrophone.cs" />
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<Compile Include="NonXNA\SoundSystem\IMicrophone.cs" />
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<Compile Include="NonXNA\ThreadHelper.cs" />
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<Compile Include="NonXNA\ThreadHelper.cs" />
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<Compile Include="NonXNA\Windows8\AssetsHelper.cs" />
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<Compile Include="NonXNA\Windows8\AssetsHelper.cs" />
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@ -1,8 +1,7 @@
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#region Using Statements
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using System;
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using System;
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using System.Runtime.InteropServices;
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using System.Runtime.InteropServices;
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using ANX.Framework.NonXNA;
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#endregion // Using Statements
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using ANX.Framework.NonXNA.RenderSystem;
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// This file is part of the ANX.Framework created by the
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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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// "ANX.Framework developer group" and released under the Ms-PL license.
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@ -10,76 +9,92 @@ using System.Runtime.InteropServices;
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namespace ANX.Framework.Graphics
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namespace ANX.Framework.Graphics
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{
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{
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public class OcclusionQuery : GraphicsResource, IGraphicsResource
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public class OcclusionQuery : GraphicsResource, IGraphicsResource
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{
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{
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private bool hasBegun;
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#region Private
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private bool completeCallPending;
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private bool hasBegun;
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private bool completeCallPending;
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public OcclusionQuery(GraphicsDevice graphicsDevice)
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private IOcclusionQuery nativeQuery;
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: base(graphicsDevice)
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#endregion
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{
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throw new NotImplementedException();
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}
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public void Begin()
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#region Public
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{
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public bool IsComplete
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if (this.hasBegun)
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{
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{
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get
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throw new InvalidOperationException("Begin cannot be called again until End is called.");
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{
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}
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return nativeQuery.IsComplete;
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}
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}
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if (this.completeCallPending)
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public int PixelCount
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{
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{
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throw new InvalidOperationException("Begin may not be called on this query object again before IsComplete is checked.");
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get
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}
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{
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if (this.completeCallPending)
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throw new InvalidOperationException("The status of the query data is unknown. Use the IsComplete " +
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"property to determine if the data is available before attempting to retrieve it.");
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this.hasBegun = true;
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return nativeQuery.PixelCount;
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this.completeCallPending = true;
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}
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}
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#endregion
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throw new NotImplementedException();
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#region Constructor
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}
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public OcclusionQuery(GraphicsDevice graphicsDevice)
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: base(graphicsDevice)
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{
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var creator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
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nativeQuery = creator.CreateOcclusionQuery();
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}
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public void End()
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~OcclusionQuery()
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{
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{
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if (!this.hasBegun)
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Dispose(true);
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{
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}
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throw new InvalidOperationException("Begin must be called before End can be called.");
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#endregion
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}
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throw new NotImplementedException();
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#region Begin
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}
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public void Begin()
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{
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if (hasBegun)
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throw new InvalidOperationException("Begin cannot be called again until End is called.");
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public override void Dispose()
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if (completeCallPending)
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{
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throw new InvalidOperationException("Begin may not be called on this query object again before IsComplete " +
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throw new NotImplementedException();
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"is checked.");
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}
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protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
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hasBegun = true;
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{
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completeCallPending = true;
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throw new NotImplementedException();
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}
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public bool IsComplete
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nativeQuery.Begin();
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{
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}
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get
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#endregion
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{
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this.completeCallPending = false;
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throw new NotImplementedException();
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#region End
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}
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public void End()
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}
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{
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if (this.hasBegun == false)
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throw new InvalidOperationException("Begin must be called before End can be called.");
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public int PixelCount
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nativeQuery.End();
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{
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}
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get
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#endregion
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{
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if (this.completeCallPending)
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{
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throw new InvalidOperationException("The status of the query data is unknown. Use the IsComplete property to determine if the data is available before attempting to retrieve it.");
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}
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throw new NotImplementedException();
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#region Dispose
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}
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public override void Dispose()
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}
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{
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}
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Dispose(true);
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}
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protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
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{
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if (nativeQuery != null)
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{
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nativeQuery.Dispose();
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nativeQuery = null;
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}
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}
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#endregion
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}
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}
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}
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17
ANX.Framework/NonXNA/RenderSystem/IOcclusionQuery.cs
Normal file
17
ANX.Framework/NonXNA/RenderSystem/IOcclusionQuery.cs
Normal file
@ -0,0 +1,17 @@
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using System;
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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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namespace ANX.Framework.NonXNA.RenderSystem
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{
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public interface IOcclusionQuery : IDisposable
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{
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bool IsComplete { get; }
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int PixelCount { get; }
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void Begin();
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void End();
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}
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}
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@ -11,33 +11,29 @@ namespace ANX.Framework.NonXNA
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{
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{
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public interface IRenderSystemCreator : ICreator
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public interface IRenderSystemCreator : ICreator
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{
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{
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INativeGraphicsDevice CreateGraphicsDevice(
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INativeGraphicsDevice CreateGraphicsDevice(PresentationParameters presentationParameters);
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PresentationParameters presentationParameters);
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INativeTexture2D CreateTexture(GraphicsDevice graphics,
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INativeTexture2D CreateTexture(GraphicsDevice graphics, SurfaceFormat surfaceFormat, int width, int height, int mipCount);
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SurfaceFormat surfaceFormat, int width, int height, int mipCount);
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INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics,
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INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics, int width, int height, bool mipMap,
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int width, int height, bool mipMap, SurfaceFormat preferredFormat,
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SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount,
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DepthFormat preferredDepthFormat, int preferredMultiSampleCount,
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RenderTargetUsage usage);
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RenderTargetUsage usage);
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INativeIndexBuffer CreateIndexBuffer(GraphicsDevice graphics,
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INativeIndexBuffer CreateIndexBuffer(GraphicsDevice graphics, IndexBuffer managedBuffer, IndexElementSize size,
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IndexBuffer managedBuffer, IndexElementSize size, int indexCount,
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int indexCount, BufferUsage usage);
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BufferUsage usage);
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INativeVertexBuffer CreateVertexBuffer(GraphicsDevice graphics,
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INativeVertexBuffer CreateVertexBuffer(GraphicsDevice graphics, VertexBuffer managedBuffer,
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VertexBuffer managedBuffer, VertexDeclaration vertexDeclaration,
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VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage);
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int vertexCount, BufferUsage usage);
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#if XNAEXT
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#if XNAEXT
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INativeConstantBuffer CreateConstantBuffer(GraphicsDevice graphics, ConstantBuffer managedBuffer, BufferUsage usage);
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INativeConstantBuffer CreateConstantBuffer(GraphicsDevice graphics, ConstantBuffer managedBuffer, BufferUsage usage);
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#endif
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#endif
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INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect,
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INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect, Stream byteCode);
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Stream byteCode);
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INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect, Stream vertexShaderByteCode,
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INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect,
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Stream pixelShaderByteCode);
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Stream vertexShaderByteCode, Stream pixelShaderByteCode);
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IOcclusionQuery CreateOcclusionQuery();
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bool IsLanguageSupported(EffectSourceLanguage sourceLanguage);
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bool IsLanguageSupported(EffectSourceLanguage sourceLanguage);
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{
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{
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return sourceLanguage == EffectSourceLanguage.HLSL_FX || sourceLanguage == EffectSourceLanguage.HLSL;
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return sourceLanguage == EffectSourceLanguage.HLSL_FX || sourceLanguage == EffectSourceLanguage.HLSL;
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}
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}
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#region CreateOcclusionQuery (TODO)
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public IOcclusionQuery CreateOcclusionQuery()
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{
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throw new NotImplementedException();
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}
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#endregion
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}
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}
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}
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}
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<Compile Include="Helpers\LinuxInterop.cs" />
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<Compile Include="Helpers\LinuxInterop.cs" />
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<Compile Include="Helpers\WindowsInterop.cs" />
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<Compile Include="Helpers\WindowsInterop.cs" />
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<Compile Include="IndexBufferGL3.cs" />
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<Compile Include="IndexBufferGL3.cs" />
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<Compile Include="OcclusionQueryGL3.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="RasterizerStateGL3.cs" />
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<Compile Include="RasterizerStateGL3.cs" />
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<Compile Include="RenderTarget2DGL3.cs" />
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<Compile Include="RenderTarget2DGL3.cs" />
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<Compile Include="Helpers\LinuxInterop.cs" />
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<Compile Include="Helpers\LinuxInterop.cs" />
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<Compile Include="Helpers\WindowsInterop.cs" />
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<Compile Include="Helpers\WindowsInterop.cs" />
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<Compile Include="IndexBufferGL3.cs" />
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<Compile Include="IndexBufferGL3.cs" />
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<Compile Include="OcclusionQueryGL3.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="RasterizerStateGL3.cs" />
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<Compile Include="RasterizerStateGL3.cs" />
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<Compile Include="RenderTarget2DGL3.cs" />
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<Compile Include="RenderTarget2DGL3.cs" />
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<Compile Include="Helpers\LinuxInterop.cs" />
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<Compile Include="Helpers\LinuxInterop.cs" />
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<Compile Include="Helpers\WindowsInterop.cs" />
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<Compile Include="Helpers\WindowsInterop.cs" />
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<Compile Include="IndexBufferGL3.cs" />
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<Compile Include="IndexBufferGL3.cs" />
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<Compile Include="OcclusionQueryGL3.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="RasterizerStateGL3.cs" />
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<Compile Include="RasterizerStateGL3.cs" />
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<Compile Include="RenderTarget2DGL3.cs" />
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<Compile Include="RenderTarget2DGL3.cs" />
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<Compile Include="Helpers\LinuxInterop.cs" />
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<Compile Include="Helpers\LinuxInterop.cs" />
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<Compile Include="Helpers\WindowsInterop.cs" />
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<Compile Include="Helpers\WindowsInterop.cs" />
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<Compile Include="IndexBufferGL3.cs" />
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<Compile Include="IndexBufferGL3.cs" />
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<Compile Include="OcclusionQueryGL3.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="RasterizerStateGL3.cs" />
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<Compile Include="RasterizerStateGL3.cs" />
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<Compile Include="RenderTarget2DGL3.cs" />
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<Compile Include="RenderTarget2DGL3.cs" />
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return sourceLanguage == EffectSourceLanguage.GLSL_FX || sourceLanguage == EffectSourceLanguage.GLSL;
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return sourceLanguage == EffectSourceLanguage.GLSL_FX || sourceLanguage == EffectSourceLanguage.GLSL;
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}
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}
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#endregion
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#endregion
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#region CreateOcclusionQuery
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public IOcclusionQuery CreateOcclusionQuery()
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{
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return new OcclusionQueryGL3();
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}
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#endregion
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}
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}
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}
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}
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73
RenderSystems/ANX.Framework.Windows.GL3/OcclusionQueryGL3.cs
Normal file
73
RenderSystems/ANX.Framework.Windows.GL3/OcclusionQueryGL3.cs
Normal file
@ -0,0 +1,73 @@
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using ANX.Framework.NonXNA.Development;
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using ANX.Framework.NonXNA.RenderSystem;
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using OpenTK.Graphics.OpenGL;
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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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namespace ANX.RenderSystem.Windows.GL3
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{
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[PercentageComplete(100)]
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[TestState(TestStateAttribute.TestState.Untested)]
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[Developer("AstrorEnales")]
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public class OcclusionQueryGL3 : IOcclusionQuery
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{
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private uint[] handle;
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#region Public
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public bool IsComplete
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{
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get
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{
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int state;
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GL.GetQueryObject(handle[0], GetQueryObjectParam.QueryResultAvailable, out state);
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return state != 0;
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}
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}
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public int PixelCount
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{
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get
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{
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int result;
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GL.GetQueryObject(handle[0], GetQueryObjectParam.QueryResult, out result);
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return result;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Constructor
|
||||||
|
public OcclusionQueryGL3()
|
||||||
|
{
|
||||||
|
handle = new uint[1];
|
||||||
|
GL.GenQueries(1, handle);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Begin
|
||||||
|
public void Begin()
|
||||||
|
{
|
||||||
|
//GLCore.ColorMask(false, false, false, false);
|
||||||
|
//GLCore.DepthMask(false);
|
||||||
|
GL.BeginQuery(QueryTarget.SamplesPassed, handle[0]);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region End
|
||||||
|
public void End()
|
||||||
|
{
|
||||||
|
GL.EndQuery(QueryTarget.SamplesPassed);
|
||||||
|
//GLCore.DepthMask(true);
|
||||||
|
//GLCore.ColorMask(true, true, true, true);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Dispose
|
||||||
|
public void Dispose()
|
||||||
|
{
|
||||||
|
GL.DeleteQueries(1, handle);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
}
|
@ -160,5 +160,11 @@ namespace ANX.RenderSystem.PsVita
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#region CreateOcclusionQuery (TODO)
|
||||||
|
public IOcclusionQuery CreateOcclusionQuery()
|
||||||
|
{
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -243,5 +243,11 @@ namespace ANX.RenderSystem.Windows.DX11
|
|||||||
return sourceLanguage == EffectSourceLanguage.HLSL_FX || sourceLanguage == EffectSourceLanguage.HLSL;
|
return sourceLanguage == EffectSourceLanguage.HLSL_FX || sourceLanguage == EffectSourceLanguage.HLSL;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#region CreateOcclusionQuery (TODO)
|
||||||
|
public IOcclusionQuery CreateOcclusionQuery()
|
||||||
|
{
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -262,5 +262,22 @@ namespace ANX.RenderSystem.Windows.Metro
|
|||||||
preferredFormat, preferredDepthFormat, preferredMultiSampleCount, usage);
|
preferredFormat, preferredDepthFormat, preferredMultiSampleCount, usage);
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
|
#region CreateOcclusionQuery (TODO)
|
||||||
|
public IOcclusionQuery CreateOcclusionQuery()
|
||||||
|
{
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region IRenderSystemCreator Member
|
||||||
|
|
||||||
|
|
||||||
|
public bool IsLanguageSupported(EffectSourceLanguage sourceLanguage)
|
||||||
|
{
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -74,7 +74,7 @@
|
|||||||
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
||||||
<Name>ANX.Framework</Name>
|
<Name>ANX.Framework</Name>
|
||||||
</ProjectReference>
|
</ProjectReference>
|
||||||
<ProjectReference Include="..\WaveUtils\WaveUtils.csproj">
|
<ProjectReference Include="..\WaveUtils\WaveUtils_WindowsMetro.csproj">
|
||||||
<Project>{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}</Project>
|
<Project>{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}</Project>
|
||||||
<Name>WaveUtils</Name>
|
<Name>WaveUtils</Name>
|
||||||
</ProjectReference>
|
</ProjectReference>
|
||||||
|
Loading…
x
Reference in New Issue
Block a user