made the WindowsGame example work again with all available rendersystems.

Also made the recording inputsystem not selectable for that sample as that needs some code modification in the sample to make it work.
It was not possible to run it with openGL because the creation of the windowInfo object was faulty, it might have worked on linux, but it didn't work on windows.
Also updated a few deprecated calls for OpenGL.
Closing an OpenGL application did wrongly throw an exception when an effect gets disposed, this is fixed now and the memory usage was slightly reduced.
For DirectX 11, which didn't work for the samples out of the box, it was changed that the sharpdx effect dll's are now part of the directx 11 rendersystem so that they don't have to be copied over manually anymore.
Did some very small change to the RecordingGamePad class which makes it work if no data is recorded or played back.
This commit is contained in:
Konstantin Koch 2015-02-20 14:49:45 +00:00 committed by Konstantin Koch
parent a7fb23b599
commit 930b2526f7
8 changed files with 666 additions and 270 deletions

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@ -64,7 +64,19 @@ namespace ANX.InputSystem.Recording
public GamePadState GetState(PlayerIndex playerIndex)
{
throw new NotImplementedException();
switch (RecordingState)
{
case Recording.RecordingState.None:
return realGamePad.GetState(playerIndex);
case Recording.RecordingState.Playback:
return ReadGamePadState(playerIndex);
case Recording.RecordingState.Recording:
var state = realGamePad.GetState(playerIndex);
WriteGamePadState(state, playerIndex);
return state;
default:
throw new InvalidOperationException("The recordingState is invalid!");
}
}
public GamePadState GetState(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode)
@ -122,5 +134,15 @@ namespace ANX.InputSystem.Recording
{
throw new NotImplementedException();
}
private GamePadState ReadGamePadState(PlayerIndex playerIndex)
{
throw new NotImplementedException();
}
private void WriteGamePadState(GamePadState state, PlayerIndex playerIndex)
{
throw new NotImplementedException();
}
}
}

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@ -166,16 +166,19 @@ namespace ANX.RenderSystem.GL3
string vertexName = shaderData.Techniques[programName].Key;
string fragmentName = shaderData.Techniques[programName].Value;
int vertexShaderHandle = vertexShaders[vertexName];
int fragmentShaderHandle = fragmentShaders[fragmentName];
int programHandle = GL.CreateProgram();
ErrorHelper.Check("CreateProgram");
GL.AttachShader(programHandle, vertexShaders[vertexName]);
GL.AttachShader(programHandle, vertexShaderHandle);
ErrorHelper.Check("AttachShader vertexShader");
GL.AttachShader(programHandle, fragmentShaders[fragmentName]);
GL.AttachShader(programHandle, fragmentShaderHandle);
ErrorHelper.Check("AttachShader fragmentShader");
GL.LinkProgram(programHandle);
int result;
GL.GetProgram(programHandle, ProgramParameter.LinkStatus, out result);
GL.GetProgram(programHandle, GetProgramParameterName.LinkStatus, out result);
if (result == 0)
{
string programError;
@ -184,6 +187,14 @@ namespace ANX.RenderSystem.GL3
programName + "' because of: " + programError);
}
//After the program has been linked, the shaders don't have to be attached anymore as they won't do anything.
//We also save some memory because the shader source code gets freed by this.
GL.DetachShader(programHandle, vertexShaderHandle);
GL.DetachShader(programHandle, fragmentShaderHandle);
GL.DeleteShader(vertexShaderHandle);
GL.DeleteShader(fragmentShaderHandle);
EffectTechniqueGL3 technique = new EffectTechniqueGL3(managedEffect, programName, programHandle);
techniques.Add(new EffectTechnique(managedEffect, technique));
AddParametersFrom(programHandle, parameterNames, technique);
@ -218,7 +229,7 @@ namespace ANX.RenderSystem.GL3
private void AddParametersFrom(int programHandle, List<string> parameterNames, EffectTechniqueGL3 technique)
{
int uniformCount;
GL.GetProgram(programHandle, ProgramParameter.ActiveUniforms, out uniformCount);
GL.GetProgram(programHandle, GetProgramParameterName.ActiveUniforms, out uniformCount);
ErrorHelper.Check("GetProgram ActiveUniforms");
for (int index = 0; index < uniformCount; index++)
@ -275,8 +286,9 @@ namespace ANX.RenderSystem.GL3
ErrorHelper.Check("DeleteProgram");
int result;
GL.GetProgram(programHandle, ProgramParameter.DeleteStatus, out result);
if (result == 0)
GL.GetProgram(programHandle, GetProgramParameterName.DeleteStatus, out result);
//If it isn't deleted, it means it's somehow still in use.
if (result == 1)
{
string deleteError;
GL.GetProgramInfoLog(programHandle, out deleteError);

View File

@ -74,7 +74,7 @@ namespace ANX.RenderSystem.GL3
private void GetAttributes()
{
int attributeCount;
GL.GetProgram(programHandle, ProgramParameter.ActiveAttributes,
GL.GetProgram(programHandle, GetProgramParameterName.ActiveAttributes,
out attributeCount);
activeAttributes = new ShaderAttributeGL3[attributeCount];
for (int index = 0; index < attributeCount; index++)

View File

@ -113,7 +113,7 @@ namespace ANX.RenderSystem.GL3
var colorFormat = DatatypesMapping.SurfaceToColorFormat(presentationParameters.BackBufferFormat);
graphicsMode = new GraphicsMode(colorFormat, depth, stencil, presentationParameters.MultiSampleCount);
CreateWindowInfo(presentationParameters.DeviceWindowHandle, graphicsMode.Index.Value);
CreateWindowInfo(presentationParameters.DeviceWindowHandle, graphicsMode.Index);
nativeContext = new GraphicsContext(graphicsMode, nativeWindowInfo);
nativeContext.MakeCurrent(nativeWindowInfo);
@ -143,12 +143,12 @@ namespace ANX.RenderSystem.GL3
#endregion
#region CreateWindowInfo
private void CreateWindowInfo(IntPtr windowHandle, IntPtr graphicsModeHandle)
private void CreateWindowInfo(IntPtr windowHandle, IntPtr? graphicsModeHandle)
{
if (OpenTK.Configuration.RunningOnWindows)
nativeWindowInfo = Utilities.CreateWindowsWindowInfo(windowHandle);
else if (OpenTK.Configuration.RunningOnX11)
nativeWindowInfo = LinuxInterop.CreateX11WindowInfo(windowHandle, graphicsModeHandle);
nativeWindowInfo = LinuxInterop.CreateX11WindowInfo(windowHandle, graphicsModeHandle.Value);
else if (OpenTK.Configuration.RunningOnMacOS)
nativeWindowInfo = Utilities.CreateMacOSCarbonWindowInfo(windowHandle, false, true);
else

View File

@ -45,25 +45,25 @@
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Reference Include="SharpDX, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<Reference Include="SharpDX, Version=2.6.3.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\packages\SharpDX.2.4.2\lib\net40\SharpDX.dll</HintPath>
<HintPath>$(SharpDXPackageBinDir)\SharpDX.dll</HintPath>
</Reference>
<Reference Include="SharpDX.D3DCompiler, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<Reference Include="SharpDX.D3DCompiler, Version=2.6.3.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\packages\SharpDX.D3DCompiler.2.4.2\lib\net40\SharpDX.D3DCompiler.dll</HintPath>
<HintPath>$(SharpDXPackageBinDir)\SharpDX.D3DCompiler.dll</HintPath>
</Reference>
<Reference Include="SharpDX.Direct3D11, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<Reference Include="SharpDX.Direct3D11, Version=2.6.3.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\packages\SharpDX.Direct3D11.2.4.2\lib\net40\SharpDX.Direct3D11.dll</HintPath>
<HintPath>$(SharpDXPackageBinDir)\SharpDX.Direct3D11.dll</HintPath>
</Reference>
<Reference Include="SharpDX.Direct3D11.Effects, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<Reference Include="SharpDX.Direct3D11.Effects, Version=2.6.3.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\packages\SharpDX.Direct3D11.Effects.2.4.2\lib\net40\SharpDX.Direct3D11.Effects.dll</HintPath>
<HintPath>$(SharpDXPackageBinDir)\SharpDX.Direct3D11.Effects.dll</HintPath>
</Reference>
<Reference Include="SharpDX.DXGI, Version=2.4.2.0, Culture=neutral, PublicKeyToken=627a3d6d1956f55a, processorArchitecture=MSIL">
<Reference Include="SharpDX.DXGI, Version=2.6.3.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\packages\SharpDX.DXGI.2.4.2\lib\net40\SharpDX.DXGI.dll</HintPath>
<HintPath>$(SharpDXPackageBinDir)\SharpDX.DXGI.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Drawing" />
@ -97,7 +97,6 @@
<Compile Include="..\ANX.RenderSystem.DX.SharedSources\SharedIndexBuffer.cs" />
<Compile Include="..\ANX.RenderSystem.DX.SharedSources\SharedVertexBuffer.cs" />
<Compile Include="..\ANX.RenderSystem.DX.SharedSources\SharedStateObject.cs" />
<Compile Include="SupportedPlatformsImpl.cs" />
<Compile Include="DxTexture2D.cs" />
<Compile Include="DxVertexBuffer.cs" />
</ItemGroup>
@ -105,10 +104,23 @@
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<Content Include="sharpdx_direct3d11_effects_x64.dll" />
<Content Include="sharpdx_direct3d11_effects_x86.dll" />
<Content Include="..\..\packages\SharpDX.Direct3D11.Effects.2.6.3\Content\sharpdx_direct3d11_effects_x64.dll">
<Link>sharpdx_direct3d11_effects_x64.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="..\..\packages\SharpDX.Direct3D11.Effects.2.6.3\Content\sharpdx_direct3d11_effects_x86.dll">
<Link>sharpdx_direct3d11_effects_x86.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="..\..\packages\SharpDX.2.6.3\build\SharpDX.targets" Condition="Exists('..\..\packages\SharpDX.2.6.3\build\SharpDX.targets')" />
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
<PropertyGroup>
<ErrorText>Dieses Projekt verweist auf mindestens ein NuGet-Paket, das auf diesem Computer fehlt. Aktivieren Sie die Wiederherstellung von NuGet-Paketen, um die fehlende Datei herunterzuladen. Weitere Informationen finden Sie unter "http://go.microsoft.com/fwlink/?LinkID=322105". Die fehlende Datei ist "{0}".</ErrorText>
</PropertyGroup>
<Error Condition="!Exists('..\..\packages\SharpDX.2.6.3\build\SharpDX.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\..\packages\SharpDX.2.6.3\build\SharpDX.targets'))" />
</Target>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">

View File

@ -1,6 +1,6 @@

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "VertexIndexBuffer", "VertexIndexBuffer\VertexIndexBuffer.csproj", "{F945515B-394D-4ED4-80E0-98EB59B69D24}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SampleContent", "SampleContent\SampleContent.contentproj", "{FA6E229D-4504-47B1-8A23-2D3FCC13F778}"
@ -9,8 +9,6 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SimpleSprite", "SimpleSprit
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TextRendering", "TextRendering\TextRendering.csproj", "{BC79B021-10E4-4D01-945A-7048FFF53A22}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Xinput", "Xinput\Xinput.csproj", "{45D6F4DE-5BB6-4E86-8C44-F9CA307AE43F}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WindowsGame", "WindowsGame\WindowsGame.csproj", "{A08575E0-7B21-4822-9D4C-6B9EEB7EFFF7}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Kinect", "Kinect\Kinect.csproj", "{A42413A9-5189-40CB-AACA-D50F24865431}"
@ -32,90 +30,438 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution
SampleCatalog.xml = SampleCatalog.xml
EndProjectSection
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AlphaTestEffectSample", "AlphaTestEffectSample\AlphaTestEffectSample.csproj", "{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}"
EndProject
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EndProject
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EndProject
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EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RecordingSample", "RecordingSample\RecordingSample.csproj", "{160150D5-38E6-482D-97F5-2624F322A854}"
EndProject
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EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WindowsFormsEditor", "WindowsFormsEditor\WindowsFormsEditor.csproj", "{441D953C-94C2-42FD-9917-3EB2F6E28173}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WpfEditor", "WpfEditor\WpfEditor.csproj", "{EFC485F7-3E0A-40AB-B79D-E07FE86FC386}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Debug|Mixed Platforms = Debug|Mixed Platforms
Debug|x86 = Debug|x86
DebugWin8|Any CPU = DebugWin8|Any CPU
DebugWin8|Mixed Platforms = DebugWin8|Mixed Platforms
DebugWin8|x86 = DebugWin8|x86
Release|Any CPU = Release|Any CPU
Release|Mixed Platforms = Release|Mixed Platforms
Release|x86 = Release|x86
ReleaseWin8|Any CPU = ReleaseWin8|Any CPU
ReleaseWin8|Mixed Platforms = ReleaseWin8|Mixed Platforms
ReleaseWin8|x86 = ReleaseWin8|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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