- OpenGL render system now keeps track of all it's resources and Disposes and Recreates them if needed

- OpenGL Device is now Reset correctly when for example the window size changes (Recreating all resources)
- OpenGL render system doesn't crash anymore when closing the application
- Introduced TestStateAttribute for development to mark a file as tested/untested
This commit is contained in:
SND\AstrorEnales_cp 2012-02-18 22:43:08 +00:00
parent 9b31c1b45d
commit 772d4be8d3
18 changed files with 795 additions and 70 deletions

View File

@ -416,6 +416,7 @@
<Compile Include="NonXNA\AddInLoadingException.cs" />
<Compile Include="NonXNA\AddInSystemInfo.cs" />
<Compile Include="NonXNA\AddInType.cs" />
<Compile Include="NonXNA\Development\TestStateAttribute.cs" />
<Compile Include="NonXNA\Development\PercentageCompleteAttribute.cs" />
<Compile Include="NonXNA\InputDeviceFactory.cs" />
<Compile Include="NonXNA\InputSystem\IGamePadCreator.cs" />

View File

@ -349,7 +349,7 @@ namespace ANX.Framework.Graphics
}
// reset presentation parameters
nativeDevice.ResizeBuffers(presentationParameters); //TODO: check if necessary
nativeDevice.ResizeBuffers(presentationParameters);
raise_DeviceReset(this, EventArgs.Empty);
}

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@ -0,0 +1,82 @@
using System;
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.Framework.NonXNA.Development
{
public class TestStateAttribute : Attribute
{
#region TestState (enum)
public enum TestState
{
Untested,
InProgress,
Tested,
}
#endregion
#region Public
public TestState State
{
get;
private set;
}
#endregion
#region Constructor
/// <summary>
/// Create a new test state attribute.
/// </summary>
/// <param name="setState">The state of testing.</param>
public TestStateAttribute(TestState setState)
{
State = setState;
}
#endregion
}
}

View File

@ -50,7 +50,7 @@
<ItemGroup>
<Compile Include="BlendStateGL3.cs" />
<Compile Include="Creator.cs" />
<Compile Include="DatatypesMapping.cs" />
<Compile Include="Helpers\DatatypesMapping.cs" />
<Compile Include="DepthStencilStateGL3.cs" />
<Compile Include="EffectGL3.cs" />
<Compile Include="EffectParameterGL3.cs" />
@ -58,6 +58,7 @@
<Compile Include="EffectTechniqueGL3.cs" />
<Compile Include="ErrorHelper.cs" />
<Compile Include="GraphicsDeviceWindowsGL3.cs" />
<Compile Include="Helpers\GraphicsResourceManager.cs" />
<Compile Include="Helpers\LinuxInterop.cs" />
<Compile Include="Helpers\WindowsInterop.cs" />
<Compile Include="IndexBufferGL3.cs" />

View File

@ -1,6 +1,8 @@
using System;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.Development;
using ANX.Framework.Windows.GL3.Helpers;
using OpenTK.Graphics.OpenGL;
#region License
@ -60,8 +62,18 @@ namespace ANX.Framework.Windows.GL3
/// <para />
/// For Information on OpenGL blending: http://www.opengl.org/wiki/Blending
/// </summary>
[PercentageComplete(90)]
[TestStateAttribute(TestStateAttribute.TestState.Untested)]
public class BlendStateGL3 : INativeBlendState
{
#region Private
internal static BlendStateGL3 Current
{
get;
private set;
}
#endregion
#region Public
#region IsBound
/// <summary>
@ -181,7 +193,7 @@ namespace ANX.Framework.Windows.GL3
}
#endregion
#region Apply
#region Apply (TODO)
/// <summary>
/// Apply the blend state on the graphics device.
/// </summary>
@ -189,6 +201,7 @@ namespace ANX.Framework.Windows.GL3
public void Apply(GraphicsDevice graphicsDevice)
{
IsBound = true;
Current = this;
GL.Enable(EnableCap.Blend);
@ -226,6 +239,7 @@ namespace ANX.Framework.Windows.GL3
public void Release()
{
IsBound = false;
Current = null;
}
#endregion
@ -236,7 +250,6 @@ namespace ANX.Framework.Windows.GL3
public void Dispose()
{
}
#endregion
#region SetColorWriteChannel
@ -247,10 +260,10 @@ namespace ANX.Framework.Windows.GL3
/// <param name="channels">Mask channels to enable.</param>
private void SetColorWriteChannel(int index, ColorWriteChannels channels)
{
bool r = (channels & Graphics.ColorWriteChannels.Red) == Graphics.ColorWriteChannels.Red;
bool g = (channels & Graphics.ColorWriteChannels.Green) == Graphics.ColorWriteChannels.Green;
bool b = (channels & Graphics.ColorWriteChannels.Blue) == Graphics.ColorWriteChannels.Blue;
bool a = (channels & Graphics.ColorWriteChannels.Alpha) == Graphics.ColorWriteChannels.Alpha;
bool r = (channels | Graphics.ColorWriteChannels.Red) == channels;
bool g = (channels | Graphics.ColorWriteChannels.Green) == channels;
bool b = (channels | Graphics.ColorWriteChannels.Blue) == channels;
bool a = (channels | Graphics.ColorWriteChannels.Alpha) == channels;
GL.ColorMask(index, r, g, b, a);
ErrorHelper.Check("ColorMask");
@ -267,10 +280,6 @@ namespace ANX.Framework.Windows.GL3
{
switch (blending)
{
default:
throw new NotSupportedException("The blend mode '" + blending +
"' is not supported for OpenGL BlendingFactorSrc!");
case Blend.SourceAlpha:
return BlendingFactorSrc.SrcAlpha;
@ -297,6 +306,10 @@ namespace ANX.Framework.Windows.GL3
case Blend.Zero:
return BlendingFactorSrc.Zero;
default:
throw new ArgumentException("Unable to translate SourceBlend '" +
blending + "' to OpenGL BlendingFactorSrc.");
}
}
#endregion
@ -314,10 +327,6 @@ namespace ANX.Framework.Windows.GL3
case Blend.SourceAlpha:
return BlendingFactorDest.SrcAlpha;
default:
throw new NotSupportedException("The blend mode '" + blending +
"' is not supported for OpenGL BlendingFactorDest!");
case Blend.DestinationAlpha:
return BlendingFactorDest.DstAlpha;
@ -344,6 +353,10 @@ namespace ANX.Framework.Windows.GL3
case Blend.Zero:
return BlendingFactorDest.Zero;
default:
throw new ArgumentException("Unable to translate DestinationBlend '" +
blending + "' to OpenGL BlendingFactorDest.");
}
}
#endregion
@ -374,7 +387,8 @@ namespace ANX.Framework.Windows.GL3
return BlendEquationMode.Max;
}
throw new ArgumentException("don't know how to translate BlendFunction '" + func.ToString() + "' to BlendEquationMode");
throw new ArgumentException("Unable to translate BlendFunction '" +
func + "' to OpenGL BlendEquationMode.");
}
#endregion
}

View File

@ -4,6 +4,7 @@ using System.Collections.ObjectModel;
using System.IO;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.Development;
using ANX.Framework.NonXNA.RenderSystem;
using NLog;
using OpenTK;
@ -60,6 +61,8 @@ namespace ANX.Framework.Windows.GL3
/// <summary>
/// OpenGL graphics creator.
/// </summary>
[PercentageComplete(90)]
[TestState(TestStateAttribute.TestState.Untested)]
public class Creator : IRenderSystemCreator
{
private static Logger logger = LogManager.GetCurrentClassLogger();
@ -283,7 +286,7 @@ namespace ANX.Framework.Windows.GL3
}
#endregion
#region GetAdapterList
#region GetAdapterList (TODO)
/// <summary>
/// Get a list of available graphics adapter information.
/// </summary>

View File

@ -1,6 +1,6 @@
using System;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA.Development;
using OpenTK.Graphics.OpenGL;
#region License
@ -58,8 +58,18 @@ namespace ANX.Framework.Windows.GL3
/// Basically this is a wrapper class for setting the different values all
/// at once, because OpenGL has no State objects like DirectX.
/// </summary>
[PercentageComplete(100)]
[TestStateAttribute(TestStateAttribute.TestState.Untested)]
public class DepthStencilStateGL3 : INativeDepthStencilState
{
#region Private
internal static DepthStencilStateGL3 Current
{
get;
private set;
}
#endregion
#region Public
#region IsBound
/// <summary>
@ -219,6 +229,7 @@ namespace ANX.Framework.Windows.GL3
public void Apply(GraphicsDevice graphicsDevice)
{
IsBound = true;
Current = this;
#region Depth
if (DepthBufferEnable)
@ -416,6 +427,7 @@ namespace ANX.Framework.Windows.GL3
public void Release()
{
IsBound = false;
Current = null;
}
#endregion

View File

@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.IO;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.Framework.Windows.GL3.Helpers;
using OpenTK.Graphics.OpenGL;
#region License
@ -84,6 +85,11 @@ namespace ANX.Framework.Windows.GL3
{
get
{
if (managedEffect.CurrentTechnique == null)
{
return null;
}
return managedEffect.CurrentTechnique.NativeTechnique as EffectTechniqueGL3;
}
}
@ -92,6 +98,8 @@ namespace ANX.Framework.Windows.GL3
/// The active uniforms of this technique.
/// </summary>
internal List<EffectParameter> parameters;
internal bool IsDisposed;
#endregion
#region Public
@ -102,7 +110,7 @@ namespace ANX.Framework.Windows.GL3
{
if (techniques.Count == 0)
{
CompileTechniques();
Compile();
}
return techniques;
@ -115,6 +123,11 @@ namespace ANX.Framework.Windows.GL3
{
get
{
if (techniques.Count == 0)
{
Compile();
}
return parameters;
}
}
@ -128,11 +141,18 @@ namespace ANX.Framework.Windows.GL3
/// <param name="setManagedEffect"></param>
private EffectGL3(Effect setManagedEffect)
{
GraphicsResourceManager.UpdateResource(this, true);
parameters = new List<EffectParameter>();
techniques = new List<EffectTechnique>();
managedEffect = setManagedEffect;
}
~EffectGL3()
{
GraphicsResourceManager.UpdateResource(this, false);
}
/// <summary>
/// Create a new effect instance of separate streams.
/// </summary>
@ -160,8 +180,15 @@ namespace ANX.Framework.Windows.GL3
}
#endregion
#region CompileTechniques
private void CompileTechniques()
#region RecreateData
internal void RecreateData()
{
Compile();
}
#endregion
#region Compile
private void Compile()
{
parameters.Clear();
techniques.Clear();
@ -302,9 +329,24 @@ namespace ANX.Framework.Windows.GL3
/// </summary>
public void Dispose()
{
if (IsDisposed == false)
{
IsDisposed = true;
DisposeResource();
}
}
internal void DisposeResource()
{
if (GraphicsDeviceWindowsGL3.IsContextCurrent == false)
{
return;
}
foreach (EffectTechnique technique in techniques)
{
int programHandle = (technique.NativeTechnique as EffectTechniqueGL3).programHandle;
int programHandle =
(technique.NativeTechnique as EffectTechniqueGL3).programHandle;
GL.DeleteProgram(programHandle);
ErrorHelper.Check("DeleteProgram");
@ -315,12 +357,12 @@ namespace ANX.Framework.Windows.GL3
{
string deleteError;
GL.GetProgramInfoLog(programHandle, out deleteError);
throw new Exception("Failed to delete the shader program '" + technique.Name +
"' because of: " + deleteError);
throw new Exception("Failed to delete the shader program '" +
technique.Name + "' because of: " + deleteError);
}
}
techniques.Clear();
parameters.Clear();
}
#endregion
}

View File

@ -1,6 +1,6 @@
using System;
using ANX.Framework.NonXNA;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using OpenTK.Graphics.OpenGL;
#region License
@ -161,8 +161,9 @@ namespace ANX.Framework.Windows.GL3
GL.UseProgram(parentTechnique.programHandle);
ErrorHelper.Check("UseProgram");
if (textureCache == null ||
textureCache != value)
textureCache != value)
{
textureCache = value;
// TODO: multiple texture units
TextureUnit textureUnit = TextureUnit.Texture0;
GL.ActiveTexture(textureUnit);

View File

@ -76,12 +76,24 @@ namespace ANX.Framework.Windows.GL3
/// </summary>
private IWindowInfo nativeWindowInfo;
internal static VertexBufferGL3[] boundVertexBuffers =
new VertexBufferGL3[0];
private static RenderTarget2DGL3[] boundRenderTargets =
new RenderTarget2DGL3[0];
internal static VertexBufferGL3[] boundVertexBuffers;
private static RenderTarget2DGL3[] boundRenderTargets;
internal static IndexBufferGL3 boundIndexBuffer;
internal static EffectGL3 activeEffect;
internal static GraphicsDeviceWindowsGL3 Current
{
get;
private set;
}
internal static bool IsContextCurrent
{
get
{
return Current.nativeContext.IsCurrent;
}
}
#endregion
#region Public
@ -109,6 +121,7 @@ namespace ANX.Framework.Windows.GL3
internal GraphicsDeviceWindowsGL3(
PresentationParameters presentationParameters)
{
Current = this;
ResetDevice(presentationParameters);
}
#endregion
@ -125,17 +138,16 @@ namespace ANX.Framework.Windows.GL3
#region Validation
if (nativeContext != null)
{
nativeContext.Dispose();
nativeContext = null;
}
if (nativeWindowInfo != null)
{
nativeWindowInfo.Dispose();
nativeWindowInfo = null;
Dispose();
}
#endregion
// Reset the previous set buffers, effects and targets.
boundVertexBuffers = new VertexBufferGL3[0];
boundRenderTargets = new RenderTarget2DGL3[0];
boundIndexBuffer = null;
activeEffect = null;
// OpenGL Depth Buffer Size: 0/16/24/32
int depth = 0;
int stencil = 0;
@ -183,6 +195,8 @@ namespace ANX.Framework.Windows.GL3
// int.Parse(parts[0]), int.Parse(parts[1]), GraphicsContextFlags.Default);
//nativeContext.MakeCurrent(nativeWindowInfo);
//nativeContext.LoadAll();
GraphicsResourceManager.RecreateAllResources();
}
#endregion
@ -223,7 +237,7 @@ namespace ANX.Framework.Windows.GL3
#endregion
#region Clear
private uint lastClearColor;
private uint? lastClearColor;
/// <summary>
/// Clear the current screen by the specified clear color.
/// </summary>
@ -231,7 +245,8 @@ namespace ANX.Framework.Windows.GL3
public void Clear(ref Color color)
{
uint newClearColor = color.PackedValue;
if (lastClearColor != newClearColor)
if (lastClearColor.HasValue == false ||
lastClearColor != newClearColor)
{
lastClearColor = newClearColor;
GL.ClearColor(color.R * ColorMultiplier, color.G * ColorMultiplier,
@ -422,7 +437,9 @@ namespace ANX.Framework.Windows.GL3
}
else
{
throw new NotImplementedException();
LinuxInterop.ResizeWindow(presentationParameters.DeviceWindowHandle,
presentationParameters.BackBufferWidth,
presentationParameters.BackBufferHeight);
}
}
#endregion
@ -467,6 +484,7 @@ namespace ANX.Framework.Windows.GL3
public void GetBackBufferData<T>(T[] data) where T : struct
{
//glReadPixels(0, 0, nWidth, nHeight, GL_RGB, GL_UNSIGNED_BYTE, m_pPixelData)
throw new NotImplementedException();
}
@ -477,18 +495,24 @@ namespace ANX.Framework.Windows.GL3
}
#endregion
#region ResizeBuffers (TODO)
#region ResizeBuffers
public void ResizeBuffers(PresentationParameters presentationParameters)
{
ResizeRenderWindow(presentationParameters);
throw new NotImplementedException();
GL.Viewport(0, 0, presentationParameters.BackBufferWidth,
presentationParameters.BackBufferHeight);
ResetDevice(presentationParameters);
}
#endregion
#region Dispose
public void Dispose()
{
GraphicsResourceManager.DisposeAllResources();
lastClearColor = new uint?();
boundVertexBuffers = null;
boundIndexBuffer = null;
activeEffect = null;

View File

@ -50,7 +50,7 @@ using OpenTK.Graphics.OpenGL;
#endregion // License
namespace ANX.Framework.Windows.GL3
namespace ANX.Framework.Windows.GL3.Helpers
{
internal static class DatatypesMapping
{
@ -198,6 +198,7 @@ namespace ANX.Framework.Windows.GL3
case SurfaceFormat.HalfVector2:
return PixelInternalFormat.Rg16;
case SurfaceFormat.Rgba64:
case SurfaceFormat.HalfVector4:
return PixelInternalFormat.Rgba16f;
@ -210,24 +211,19 @@ namespace ANX.Framework.Windows.GL3
case SurfaceFormat.Alpha8:
return PixelInternalFormat.Alpha8;
case SurfaceFormat.Vector2:
case SurfaceFormat.Rg32:
return PixelInternalFormat.Rg32f;
case SurfaceFormat.Rgba1010102:
return PixelInternalFormat.Rgb10A2;
case SurfaceFormat.Rgba64:
return PixelInternalFormat.Rgba16f;
case SurfaceFormat.HalfSingle:
return PixelInternalFormat.R16f;
case SurfaceFormat.Single:
return PixelInternalFormat.R32f;
case SurfaceFormat.Vector2:
return PixelInternalFormat.Rg32f;
case SurfaceFormat.Vector4:
return PixelInternalFormat.Rgba32f;
}
@ -268,6 +264,26 @@ namespace ANX.Framework.Windows.GL3
#region Tests
private class Tests
{
#region TestConvertColorToOtkColor
public static void TestConvertColorToOtkColor()
{
Color anxColor = new Color(1f, 0.5f, 0.75f, 0f);
Color4 color;
DatatypesMapping.Convert(ref anxColor, out color);
Console.WriteLine(color.ToString());
}
#endregion
#region TestConvertOtkColorToColor
public static void TestConvertOtkColorToColor()
{
Color4 color = new Color4(1f, 0.5f, 0.75f, 0f);
Color anxColor;
DatatypesMapping.Convert(ref color, out anxColor);
Console.WriteLine(anxColor.ToString());
}
#endregion
#region TestConvertVector4ToColor
public static void TestConvertVector4ToColor()
{
@ -277,6 +293,49 @@ namespace ANX.Framework.Windows.GL3
Console.WriteLine(color.ToString());
}
#endregion
#region TestPrimitiveTypeToBeginMode
public static void TestPrimitiveTypeToBeginMode()
{
PrimitiveType type = PrimitiveType.LineList;
int primitiveCount = 10;
int count = 0;
BeginMode result = DatatypesMapping.PrimitiveTypeToBeginMode(type,
primitiveCount, out count);
AssetValues(result, BeginMode.Lines);
AssetValues(count, primitiveCount * 2);
type = PrimitiveType.LineStrip;
result = DatatypesMapping.PrimitiveTypeToBeginMode(type, primitiveCount,
out count);
AssetValues(result, BeginMode.LineStrip);
AssetValues(count, primitiveCount + 1);
type = PrimitiveType.TriangleList;
result = DatatypesMapping.PrimitiveTypeToBeginMode(type, primitiveCount,
out count);
AssetValues(result, BeginMode.Triangles);
AssetValues(count, primitiveCount * 3);
type = PrimitiveType.TriangleStrip;
result = DatatypesMapping.PrimitiveTypeToBeginMode(type, primitiveCount,
out count);
AssetValues(result, BeginMode.TriangleStrip);
AssetValues(count, primitiveCount + 2);
}
#endregion
#region AssetValues
private static void AssetValues<T>(T first, T second)
{
if (first.Equals(second) == false)
{
throw new Exception("The two values are not equal:\n\t1: " + first +
"\n\t2: " + second);
}
}
#endregion
}
#endregion
}

View File

@ -0,0 +1,238 @@
using System;
using System.Collections.Generic;
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.Framework.Windows.GL3.Helpers
{
internal static class GraphicsResourceManager
{
#region Private
private static List<Texture2DGL3> allTextures;
private static List<EffectGL3> allEffects;
private static List<VertexBufferGL3> allVertexBuffers;
private static List<IndexBufferGL3> allIndexBuffers;
#endregion
#region Constructor
static GraphicsResourceManager()
{
allTextures = new List<Texture2DGL3>();
allEffects = new List<EffectGL3>();
allVertexBuffers = new List<VertexBufferGL3>();
allIndexBuffers = new List<IndexBufferGL3>();
}
#endregion
#region UpdateResource
public static void UpdateResource<T>(T resource, bool register)
{
IList<T> list = null;
if (typeof(T) == typeof(Texture2DGL3))
{
list = (IList<T>)allTextures;
}
else if (typeof(T) == typeof(EffectGL3))
{
list = (IList<T>)allEffects;
}
else if (typeof(T) == typeof(VertexBufferGL3))
{
list = (IList<T>)allVertexBuffers;
}
else if (typeof(T) == typeof(IndexBufferGL3))
{
list = (IList<T>)allIndexBuffers;
}
lock (list)
{
if (register)
{
list.Add(resource);
}
else
{
list.Remove(resource);
}
}
}
#endregion
#region DisposeAllResources
public static void DisposeAllResources()
{
#region Textures
lock (allTextures)
{
foreach (Texture2DGL3 texture in allTextures)
{
if (texture.IsDisposed == false)
{
texture.DisposeResource();
}
}
}
#endregion
#region Effects
lock (allEffects)
{
foreach (EffectGL3 effect in allEffects)
{
if (effect.IsDisposed == false)
{
effect.DisposeResource();
}
}
}
#endregion
#region VertexBuffers
lock (allVertexBuffers)
{
foreach (VertexBufferGL3 buffer in allVertexBuffers)
{
if (buffer.IsDisposed == false)
{
buffer.DisposeResource();
}
}
}
#endregion
#region IndexBuffers
lock (allIndexBuffers)
{
foreach (IndexBufferGL3 buffer in allIndexBuffers)
{
if (buffer.IsDisposed == false)
{
buffer.DisposeResource();
}
}
}
#endregion
}
#endregion
#region RecreateAllResources
public static void RecreateAllResources()
{
#region Textures
lock (allTextures)
{
foreach (Texture2DGL3 texture in allTextures)
{
if (texture.IsDisposed == false)
{
texture.RecreateData();
}
}
}
#endregion
#region Effects
lock (allEffects)
{
foreach (EffectGL3 effect in allEffects)
{
if (effect.IsDisposed == false)
{
effect.RecreateData();
}
}
}
#endregion
#region VertexBuffers
lock (allVertexBuffers)
{
foreach (VertexBufferGL3 buffer in allVertexBuffers)
{
if (buffer.IsDisposed == false)
{
buffer.RecreateData();
}
}
}
#endregion
#region IndexBuffers
lock (allIndexBuffers)
{
foreach (IndexBufferGL3 buffer in allIndexBuffers)
{
if (buffer.IsDisposed == false)
{
buffer.RecreateData();
}
}
}
#endregion
if (BlendStateGL3.Current != null)
{
BlendStateGL3.Current.Apply(null);
}
if (RasterizerStateGL3.Current != null)
{
RasterizerStateGL3.Current.Apply(null);
}
if (DepthStencilStateGL3.Current != null)
{
DepthStencilStateGL3.Current.Apply(null);
}
}
#endregion
}
}

View File

@ -88,6 +88,10 @@ namespace ANX.Framework.Windows.GL3.Helpers
[DllImport("libX11")]
private static extern int XPending(IntPtr diplay);
[DllImport("libX11")]
private static extern void XResizeWindow(IntPtr display, IntPtr window,
int width, int height);
#endregion
#region GetStaticFieldValue
@ -145,5 +149,13 @@ namespace ANX.Framework.Windows.GL3.Helpers
rootWindow, infoPtr);
}
#endregion
#region ResizeWindow
public static void ResizeWindow(IntPtr windowHandle, int backBufferWidth,
int backBufferHeight)
{
XResizeWindow(IntPtr.Zero, windowHandle, backBufferWidth, backBufferHeight);
}
#endregion
}
}

View File

@ -1,6 +1,7 @@
using System;
using ANX.Framework.NonXNA;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.Framework.Windows.GL3.Helpers;
using OpenTK.Graphics.OpenGL;
#region License
@ -77,6 +78,8 @@ namespace ANX.Framework.Windows.GL3
private BufferUsage usage;
private BufferUsageHint usageHint;
internal bool IsDisposed;
#endregion
#region Constructor
@ -86,6 +89,8 @@ namespace ANX.Framework.Windows.GL3
internal IndexBufferGL3(IndexElementSize setElementSize,
int setIndexCount, BufferUsage setUsage)
{
GraphicsResourceManager.UpdateResource(this, true);
indexCount = setIndexCount;
elementSize = setElementSize;
usage = setUsage;
@ -97,8 +102,43 @@ namespace ANX.Framework.Windows.GL3
BufferUsageHint.DynamicDraw :
BufferUsageHint.StaticDraw;
CreateBuffer();
}
~IndexBufferGL3()
{
GraphicsResourceManager.UpdateResource(this, false);
}
#endregion
#region CreateBuffer
private void CreateBuffer()
{
GL.GenBuffers(1, out bufferHandle);
ErrorHelper.Check("GenBuffers");
GL.BindBuffer(BufferTarget.ElementArrayBuffer, bufferHandle);
ErrorHelper.Check("BindBuffer");
int size = indexCount *
(elementSize == IndexElementSize.SixteenBits ? 16 : 32);
GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)size, IntPtr.Zero,
usageHint);
ErrorHelper.Check("BufferData");
int setSize;
GL.GetBufferParameter(BufferTarget.ElementArrayBuffer,
BufferParameterName.BufferSize, out setSize);
if (setSize != size)
{
throw new Exception("Failed to set the vertexBuffer data. DataSize=" +
size + " SetSize=" + setSize);
}
}
#endregion
#region RecreateData
internal void RecreateData()
{
CreateBuffer();
}
#endregion
@ -185,8 +225,22 @@ namespace ANX.Framework.Windows.GL3
/// </summary>
public void Dispose()
{
GL.DeleteBuffers(1, ref bufferHandle);
ErrorHelper.Check("DeleteBuffers");
if (IsDisposed == false)
{
IsDisposed = true;
DisposeResource();
}
}
internal void DisposeResource()
{
if (bufferHandle != -1 &&
GraphicsDeviceWindowsGL3.IsContextCurrent)
{
GL.DeleteBuffers(1, ref bufferHandle);
ErrorHelper.Check("DeleteBuffers");
bufferHandle = -1;
}
}
#endregion
}

View File

@ -1,6 +1,6 @@
using System;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA.Development;
using OpenTK.Graphics.OpenGL;
#region License
@ -58,8 +58,18 @@ namespace ANX.Framework.Windows.GL3
/// Basically this is a wrapper class for setting the different values all
/// at once, because OpenGL has no State objects like DirectX.
/// </summary>
[PercentageComplete(100)]
[TestStateAttribute(TestStateAttribute.TestState.Untested)]
public class RasterizerStateGL3 : INativeRasterizerState
{
#region Private
internal static RasterizerStateGL3 Current
{
get;
private set;
}
#endregion
#region Public
#region IsBound
/// <summary>
@ -157,6 +167,7 @@ namespace ANX.Framework.Windows.GL3
public void Apply(GraphicsDevice graphicsDevice)
{
IsBound = true;
Current = this;
#region Cull Mode
GL.FrontFace(FrontFaceDirection.Cw);
@ -234,6 +245,7 @@ namespace ANX.Framework.Windows.GL3
public void Release()
{
IsBound = false;
Current = null;
}
#endregion

View File

@ -1,6 +1,7 @@
using System;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA.RenderSystem;
using ANX.Framework.Windows.GL3.Helpers;
using OpenTK.Graphics.OpenGL;
namespace ANX.Framework.Windows.GL3
@ -19,6 +20,7 @@ namespace ANX.Framework.Windows.GL3
public RenderTarget2DGL3(int width, int height, bool mipMap,
SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat,
int preferredMultiSampleCount, RenderTargetUsage usage)
: base()
{
generateMipmaps = mipMap;
PixelInternalFormat nativeFormat =

View File

@ -2,6 +2,7 @@
using System.Runtime.InteropServices;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA.RenderSystem;
using ANX.Framework.Windows.GL3.Helpers;
using OpenTK.Graphics.OpenGL;
#region License
@ -83,6 +84,17 @@ namespace ANX.Framework.Windows.GL3
/// Flag if the texture is a compressed format or not.
/// </summary>
private bool isCompressed;
internal bool IsDisposed;
private int uncompressedDataSize;
private byte[] texData;
/// <summary>
/// TODO: find better solution
/// </summary>
private int maxSetDataSize;
#endregion
#region Public
@ -99,6 +111,7 @@ namespace ANX.Framework.Windows.GL3
#region Constructor
internal Texture2DGL3()
{
GraphicsResourceManager.UpdateResource(this, true);
}
/// <summary>
@ -111,13 +124,28 @@ namespace ANX.Framework.Windows.GL3
internal Texture2DGL3(SurfaceFormat surfaceFormat, int setWidth,
int setHeight, int mipCount)
{
GraphicsResourceManager.UpdateResource(this, true);
width = setWidth;
height = setHeight;
numberOfMipMaps = mipCount;
nativeFormat =
DatatypesMapping.SurfaceToPixelInternalFormat(surfaceFormat);
nativeFormat = DatatypesMapping.SurfaceToPixelInternalFormat(surfaceFormat);
isCompressed = nativeFormat.ToString().StartsWith("Compressed");
uncompressedDataSize = GetUncompressedDataSize();
CreateTexture();
}
~Texture2DGL3()
{
GraphicsResourceManager.UpdateResource(this, false);
}
#endregion
#region CreateTexture
private void CreateTexture()
{
NativeHandle = GL.GenTexture();
#if DEBUG
ErrorHelper.Check("GenTexture");
@ -128,7 +156,9 @@ namespace ANX.Framework.Windows.GL3
#endif
int wrapMode = (int)All.ClampToEdge;
int filter = (int)(mipCount > 1 ? All.LinearMipmapLinear : All.Linear);
int filter = (int)(numberOfMipMaps > 1 ?
All.LinearMipmapLinear :
All.Linear);
GL.TexParameter(TextureTarget.Texture2D,
TextureParameterName.TextureWrapS, wrapMode);
@ -174,6 +204,11 @@ namespace ANX.Framework.Windows.GL3
ErrorHelper.Check("BindTexture");
#endif
if (data.Length > maxSetDataSize)
{
maxSetDataSize = data.Length;
}
GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned);
// TODO: get size of first mipmap!
@ -195,9 +230,9 @@ namespace ANX.Framework.Windows.GL3
}
else
{
GL.TexImage2D(TextureTarget.Texture2D, 0, nativeFormat,
width, height, 0, (PixelFormat)nativeFormat,
PixelType.UnsignedByte, dataPointer);
GL.TexImage2D(TextureTarget.Texture2D, 0, nativeFormat,
width, height, 0, (PixelFormat)nativeFormat,
PixelType.UnsignedByte, dataPointer);
#if DEBUG
ErrorHelper.Check("TexImage2D Format=" + nativeFormat);
#endif
@ -240,16 +275,111 @@ namespace ANX.Framework.Windows.GL3
}
#endregion
#region GetTextureData
private void GetTextureData()
{
GL.BindTexture(TextureTarget.Texture2D, NativeHandle);
if (isCompressed)
{
texData = new byte[maxSetDataSize];
GCHandle handle = GCHandle.Alloc(texData, GCHandleType.Pinned);
GL.GetCompressedTexImage(TextureTarget.Texture2D, 0,
handle.AddrOfPinnedObject());
handle.Free();
}
else
{
texData = new byte[uncompressedDataSize];
GCHandle handle = GCHandle.Alloc(texData, GCHandleType.Pinned);
GL.GetTexImage(TextureTarget.Texture2D, 0, (PixelFormat)nativeFormat,
PixelType.UnsignedByte, handle.AddrOfPinnedObject());
handle.Free();
}
}
#endregion
#region RecreateData
internal void RecreateData()
{
CreateTexture();
SetData(null, texData);
texData = null;
}
#endregion
#region GetUncompressedDataSize
private int GetUncompressedDataSize()
{
int size = width * height;
switch (nativeFormat)
{
default:
case PixelInternalFormat.R32f:
case PixelInternalFormat.Rgb10A2:
case PixelInternalFormat.Rg16:
case PixelInternalFormat.Rgba:
size *= 4;
break;
case PixelInternalFormat.Rg32f:
case PixelInternalFormat.Rgba16f:
size *= 8;
break;
case PixelInternalFormat.R16f:
case PixelInternalFormat.Rgb5A1:
case PixelInternalFormat.Rgba4:
size *= 2;
break;
case PixelInternalFormat.Alpha8:
//size *= 1;
break;
case PixelInternalFormat.Rgba32f:
size *= 16;
break;
}
return size;
}
#endregion
#region Dispose
/// <summary>
/// Dispose the native OpenGL texture handle.
/// </summary>
public virtual void Dispose()
{
GL.DeleteTexture(NativeHandle);
if (IsDisposed == false)
{
IsDisposed = true;
DisposeResource();
}
}
internal void DisposeResource()
{
if (IsDisposed == false)
{
GetTextureData();
}
if (NativeHandle != -1 &&
GraphicsDeviceWindowsGL3.IsContextCurrent)
{
GL.DeleteTexture(NativeHandle);
NativeHandle = -1;
#if DEBUG
ErrorHelper.Check("DeleteTexture");
ErrorHelper.Check("DeleteTexture");
#endif
}
}
#endregion
}

View File

@ -1,6 +1,7 @@
using System;
using ANX.Framework.NonXNA;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.Framework.Windows.GL3.Helpers;
using OpenTK.Graphics.OpenGL;
#region License
@ -80,6 +81,8 @@ namespace ANX.Framework.Windows.GL3
private int vertexCount;
private BufferUsageHint usageHint;
internal bool IsDisposed;
#endregion
#region Constructor
@ -89,6 +92,8 @@ namespace ANX.Framework.Windows.GL3
internal VertexBufferGL3(VertexDeclaration setVertexDeclaration,
int setVertexCount, BufferUsage setUsage)
{
GraphicsResourceManager.UpdateResource(this, true);
vertexDeclaration = setVertexDeclaration;
usage = setUsage;
vertexCount = setVertexCount;
@ -100,11 +105,23 @@ namespace ANX.Framework.Windows.GL3
BufferUsageHint.DynamicDraw :
BufferUsageHint.StaticDraw;
CreateBuffer();
}
~VertexBufferGL3()
{
GraphicsResourceManager.UpdateResource(this, false);
}
#endregion
#region CreateBuffer
private void CreateBuffer()
{
GL.GenBuffers(1, out bufferHandle);
ErrorHelper.Check("GenBuffers");
GL.BindBuffer(BufferTarget.ArrayBuffer, bufferHandle);
ErrorHelper.Check("BindBuffer");
int size = vertexDeclaration.VertexStride * setVertexCount;
int size = vertexDeclaration.VertexStride * vertexCount;
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)size, IntPtr.Zero,
usageHint);
ErrorHelper.Check("BufferData");
@ -120,6 +137,13 @@ namespace ANX.Framework.Windows.GL3
}
#endregion
#region RecreateData
internal void RecreateData()
{
CreateBuffer();
}
#endregion
#region SetData
public void SetData<T>(GraphicsDevice graphicsDevice, T[] data)
where T : struct
@ -243,8 +267,22 @@ namespace ANX.Framework.Windows.GL3
/// </summary>
public void Dispose()
{
GL.DeleteBuffers(1, ref bufferHandle);
ErrorHelper.Check("DeleteBuffers");
if (IsDisposed == false)
{
IsDisposed = true;
DisposeResource();
}
}
internal void DisposeResource()
{
if (bufferHandle != -1 &&
GraphicsDeviceWindowsGL3.IsContextCurrent)
{
GL.DeleteBuffers(1, ref bufferHandle);
ErrorHelper.Check("DeleteBuffers");
bufferHandle = -1;
}
}
#endregion
}