diff --git a/ANX.Framework/ANX.Framework.csproj b/ANX.Framework/ANX.Framework.csproj
index 86f2f122..36d05077 100644
--- a/ANX.Framework/ANX.Framework.csproj
+++ b/ANX.Framework/ANX.Framework.csproj
@@ -416,6 +416,7 @@
+
diff --git a/ANX.Framework/Graphics/GraphicsDevice.cs b/ANX.Framework/Graphics/GraphicsDevice.cs
index be1ebab2..6b3e719d 100644
--- a/ANX.Framework/Graphics/GraphicsDevice.cs
+++ b/ANX.Framework/Graphics/GraphicsDevice.cs
@@ -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);
}
diff --git a/ANX.Framework/NonXNA/Development/TestStateAttribute.cs b/ANX.Framework/NonXNA/Development/TestStateAttribute.cs
new file mode 100644
index 00000000..d5b9013a
--- /dev/null
+++ b/ANX.Framework/NonXNA/Development/TestStateAttribute.cs
@@ -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
+ ///
+ /// Create a new test state attribute.
+ ///
+ /// The state of testing.
+ public TestStateAttribute(TestState setState)
+ {
+ State = setState;
+ }
+ #endregion
+ }
+}
diff --git a/RenderSystems/ANX.Framework.Windows.GL3/ANX.Framework.Windows.GL3.csproj b/RenderSystems/ANX.Framework.Windows.GL3/ANX.Framework.Windows.GL3.csproj
index 40e13506..309942cb 100644
--- a/RenderSystems/ANX.Framework.Windows.GL3/ANX.Framework.Windows.GL3.csproj
+++ b/RenderSystems/ANX.Framework.Windows.GL3/ANX.Framework.Windows.GL3.csproj
@@ -50,7 +50,7 @@
-
+
@@ -58,6 +58,7 @@
+
diff --git a/RenderSystems/ANX.Framework.Windows.GL3/BlendStateGL3.cs b/RenderSystems/ANX.Framework.Windows.GL3/BlendStateGL3.cs
index 504d7881..77353271 100644
--- a/RenderSystems/ANX.Framework.Windows.GL3/BlendStateGL3.cs
+++ b/RenderSystems/ANX.Framework.Windows.GL3/BlendStateGL3.cs
@@ -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
///
/// For Information on OpenGL blending: http://www.opengl.org/wiki/Blending
///
+ [PercentageComplete(90)]
+ [TestStateAttribute(TestStateAttribute.TestState.Untested)]
public class BlendStateGL3 : INativeBlendState
{
+ #region Private
+ internal static BlendStateGL3 Current
+ {
+ get;
+ private set;
+ }
+ #endregion
+
#region Public
#region IsBound
///
@@ -181,7 +193,7 @@ namespace ANX.Framework.Windows.GL3
}
#endregion
- #region Apply
+ #region Apply (TODO)
///
/// Apply the blend state on the graphics device.
///
@@ -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
/// Mask channels to enable.
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
}
diff --git a/RenderSystems/ANX.Framework.Windows.GL3/Creator.cs b/RenderSystems/ANX.Framework.Windows.GL3/Creator.cs
index d4c07637..5aac67e4 100644
--- a/RenderSystems/ANX.Framework.Windows.GL3/Creator.cs
+++ b/RenderSystems/ANX.Framework.Windows.GL3/Creator.cs
@@ -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
///
/// OpenGL graphics creator.
///
+ [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)
///
/// Get a list of available graphics adapter information.
///
diff --git a/RenderSystems/ANX.Framework.Windows.GL3/DepthStencilStateGL3.cs b/RenderSystems/ANX.Framework.Windows.GL3/DepthStencilStateGL3.cs
index eb747069..b32568b8 100644
--- a/RenderSystems/ANX.Framework.Windows.GL3/DepthStencilStateGL3.cs
+++ b/RenderSystems/ANX.Framework.Windows.GL3/DepthStencilStateGL3.cs
@@ -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.
///
+ [PercentageComplete(100)]
+ [TestStateAttribute(TestStateAttribute.TestState.Untested)]
public class DepthStencilStateGL3 : INativeDepthStencilState
{
+ #region Private
+ internal static DepthStencilStateGL3 Current
+ {
+ get;
+ private set;
+ }
+ #endregion
+
#region Public
#region IsBound
///
@@ -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
diff --git a/RenderSystems/ANX.Framework.Windows.GL3/EffectGL3.cs b/RenderSystems/ANX.Framework.Windows.GL3/EffectGL3.cs
index fc817a26..7ea300b2 100644
--- a/RenderSystems/ANX.Framework.Windows.GL3/EffectGL3.cs
+++ b/RenderSystems/ANX.Framework.Windows.GL3/EffectGL3.cs
@@ -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.
///
internal List 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
///
private EffectGL3(Effect setManagedEffect)
{
+ GraphicsResourceManager.UpdateResource(this, true);
+
parameters = new List();
techniques = new List();
managedEffect = setManagedEffect;
}
+ ~EffectGL3()
+ {
+ GraphicsResourceManager.UpdateResource(this, false);
+ }
+
///
/// Create a new effect instance of separate streams.
///
@@ -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
///
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
}
diff --git a/RenderSystems/ANX.Framework.Windows.GL3/EffectParameterGL3.cs b/RenderSystems/ANX.Framework.Windows.GL3/EffectParameterGL3.cs
index fa3a166a..3ab54e16 100644
--- a/RenderSystems/ANX.Framework.Windows.GL3/EffectParameterGL3.cs
+++ b/RenderSystems/ANX.Framework.Windows.GL3/EffectParameterGL3.cs
@@ -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);
diff --git a/RenderSystems/ANX.Framework.Windows.GL3/GraphicsDeviceWindowsGL3.cs b/RenderSystems/ANX.Framework.Windows.GL3/GraphicsDeviceWindowsGL3.cs
index 36da1d49..d1fede58 100644
--- a/RenderSystems/ANX.Framework.Windows.GL3/GraphicsDeviceWindowsGL3.cs
+++ b/RenderSystems/ANX.Framework.Windows.GL3/GraphicsDeviceWindowsGL3.cs
@@ -76,12 +76,24 @@ namespace ANX.Framework.Windows.GL3
///
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;
///
/// Clear the current screen by the specified clear color.
///
@@ -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[] 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;
diff --git a/RenderSystems/ANX.Framework.Windows.GL3/DatatypesMapping.cs b/RenderSystems/ANX.Framework.Windows.GL3/Helpers/DatatypesMapping.cs
similarity index 80%
rename from RenderSystems/ANX.Framework.Windows.GL3/DatatypesMapping.cs
rename to RenderSystems/ANX.Framework.Windows.GL3/Helpers/DatatypesMapping.cs
index fcfe2ee8..ece0b4ef 100644
--- a/RenderSystems/ANX.Framework.Windows.GL3/DatatypesMapping.cs
+++ b/RenderSystems/ANX.Framework.Windows.GL3/Helpers/DatatypesMapping.cs
@@ -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 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
}
diff --git a/RenderSystems/ANX.Framework.Windows.GL3/Helpers/GraphicsResourceManager.cs b/RenderSystems/ANX.Framework.Windows.GL3/Helpers/GraphicsResourceManager.cs
new file mode 100644
index 00000000..e79c62dd
--- /dev/null
+++ b/RenderSystems/ANX.Framework.Windows.GL3/Helpers/GraphicsResourceManager.cs
@@ -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 allTextures;
+
+ private static List allEffects;
+
+ private static List allVertexBuffers;
+
+ private static List allIndexBuffers;
+ #endregion
+
+ #region Constructor
+ static GraphicsResourceManager()
+ {
+ allTextures = new List();
+ allEffects = new List();
+ allVertexBuffers = new List();
+ allIndexBuffers = new List();
+ }
+ #endregion
+
+ #region UpdateResource
+ public static void UpdateResource(T resource, bool register)
+ {
+ IList list = null;
+
+ if (typeof(T) == typeof(Texture2DGL3))
+ {
+ list = (IList)allTextures;
+ }
+ else if (typeof(T) == typeof(EffectGL3))
+ {
+ list = (IList)allEffects;
+ }
+ else if (typeof(T) == typeof(VertexBufferGL3))
+ {
+ list = (IList)allVertexBuffers;
+ }
+ else if (typeof(T) == typeof(IndexBufferGL3))
+ {
+ list = (IList)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
+ }
+}
diff --git a/RenderSystems/ANX.Framework.Windows.GL3/Helpers/LinuxInterop.cs b/RenderSystems/ANX.Framework.Windows.GL3/Helpers/LinuxInterop.cs
index 19eb2033..263206f3 100644
--- a/RenderSystems/ANX.Framework.Windows.GL3/Helpers/LinuxInterop.cs
+++ b/RenderSystems/ANX.Framework.Windows.GL3/Helpers/LinuxInterop.cs
@@ -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
}
}
diff --git a/RenderSystems/ANX.Framework.Windows.GL3/IndexBufferGL3.cs b/RenderSystems/ANX.Framework.Windows.GL3/IndexBufferGL3.cs
index 5c7fceb3..4a7d208c 100644
--- a/RenderSystems/ANX.Framework.Windows.GL3/IndexBufferGL3.cs
+++ b/RenderSystems/ANX.Framework.Windows.GL3/IndexBufferGL3.cs
@@ -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
///
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
}
diff --git a/RenderSystems/ANX.Framework.Windows.GL3/RasterizerStateGL3.cs b/RenderSystems/ANX.Framework.Windows.GL3/RasterizerStateGL3.cs
index 9d45cd1c..1fb5ec81 100644
--- a/RenderSystems/ANX.Framework.Windows.GL3/RasterizerStateGL3.cs
+++ b/RenderSystems/ANX.Framework.Windows.GL3/RasterizerStateGL3.cs
@@ -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.
///
+ [PercentageComplete(100)]
+ [TestStateAttribute(TestStateAttribute.TestState.Untested)]
public class RasterizerStateGL3 : INativeRasterizerState
{
+ #region Private
+ internal static RasterizerStateGL3 Current
+ {
+ get;
+ private set;
+ }
+ #endregion
+
#region Public
#region IsBound
///
@@ -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
diff --git a/RenderSystems/ANX.Framework.Windows.GL3/RenderTarget2DGL3.cs b/RenderSystems/ANX.Framework.Windows.GL3/RenderTarget2DGL3.cs
index 25975dc9..74cf6775 100644
--- a/RenderSystems/ANX.Framework.Windows.GL3/RenderTarget2DGL3.cs
+++ b/RenderSystems/ANX.Framework.Windows.GL3/RenderTarget2DGL3.cs
@@ -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 =
diff --git a/RenderSystems/ANX.Framework.Windows.GL3/Texture2DGL3.cs b/RenderSystems/ANX.Framework.Windows.GL3/Texture2DGL3.cs
index 322a3844..c1bf83c9 100644
--- a/RenderSystems/ANX.Framework.Windows.GL3/Texture2DGL3.cs
+++ b/RenderSystems/ANX.Framework.Windows.GL3/Texture2DGL3.cs
@@ -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.
///
private bool isCompressed;
+
+ internal bool IsDisposed;
+
+ private int uncompressedDataSize;
+
+ private byte[] texData;
+
+ ///
+ /// TODO: find better solution
+ ///
+ private int maxSetDataSize;
#endregion
#region Public
@@ -99,6 +111,7 @@ namespace ANX.Framework.Windows.GL3
#region Constructor
internal Texture2DGL3()
{
+ GraphicsResourceManager.UpdateResource(this, true);
}
///
@@ -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
///
/// Dispose the native OpenGL texture handle.
///
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
}
diff --git a/RenderSystems/ANX.Framework.Windows.GL3/VertexBufferGL3.cs b/RenderSystems/ANX.Framework.Windows.GL3/VertexBufferGL3.cs
index 4cbebdfb..e8f5c557 100644
--- a/RenderSystems/ANX.Framework.Windows.GL3/VertexBufferGL3.cs
+++ b/RenderSystems/ANX.Framework.Windows.GL3/VertexBufferGL3.cs
@@ -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(GraphicsDevice graphicsDevice, T[] data)
where T : struct
@@ -243,8 +267,22 @@ namespace ANX.Framework.Windows.GL3
///
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
}