using System; using ANX.BaseDirectX; using ANX.Framework; using ANX.Framework.Graphics; using ANX.Framework.NonXNA; using SharpDX.D3DCompiler; using SharpDX.DXGI; using Dx10 = SharpDX.Direct3D10; // This file is part of the ANX.Framework created by the // "ANX.Framework developer group" and released under the Ms-PL license. // For details see: http://anxframework.codeplex.com/license namespace ANX.RenderSystem.Windows.DX10 { public class GraphicsDeviceWindowsDX10 : BaseGraphicsDevice, INativeGraphicsDevice { #region Private private Dx10.RenderTargetView renderView; private Dx10.RenderTargetView[] renderTargetView = new Dx10.RenderTargetView[1]; private Dx10.DepthStencilView depthStencilView; private Dx10.Texture2D depthStencilBuffer; private Dx10.Texture2D backBuffer; internal Effect_DX10 currentEffect; private Dx10.Viewport currentViewport; #endregion #region Constructor public GraphicsDeviceWindowsDX10(PresentationParameters presentationParameters) : base(presentationParameters) { } #endregion #region CreateDevice protected override void CreateDevice(PresentationParameters presentationParameters) { var desc = new SwapChainDescription() { BufferCount = 1, ModeDescription = new ModeDescription(presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight, new Rational(60, 1), BaseFormatConverter.Translate(presentationParameters.BackBufferFormat)), IsWindowed = true, OutputHandle = presentationParameters.DeviceWindowHandle, SampleDescription = new SampleDescription(1, 0), SwapEffect = SwapEffect.Discard, Usage = Usage.RenderTargetOutput }; // http://msdn.microsoft.com/en-us/library/windows/desktop/bb205068(v=vs.85).aspx var flags = IsDebugMode ? Dx10.DeviceCreationFlags.Debug : Dx10.DeviceCreationFlags.None; Dx10.Device.CreateWithSwapChain(Dx10.DriverType.Hardware, flags, desc, out nativeDevice, out swapChain); } #endregion #region CreateRenderView protected override void CreateRenderView() { backBuffer = Dx10.Texture2D.FromSwapChain(swapChain, 0); renderView = new Dx10.RenderTargetView(nativeDevice, backBuffer); } #endregion #region CreateDepthStencilBuffer protected override void CreateDepthStencilBuffer(Format depthFormat) { if (this.depthStencilBuffer != null && this.depthStencilBuffer.Description.Format == depthFormat && this.depthStencilBuffer.Description.Width == this.backBuffer.Description.Width && this.depthStencilBuffer.Description.Height == this.backBuffer.Description.Height) { // a DepthStencilBuffer with the right format and the right size already exists -> nothing to do return; } if (this.depthStencilView != null) { this.depthStencilView.Dispose(); this.depthStencilView = null; } if (this.depthStencilBuffer != null) { this.depthStencilBuffer.Dispose(); this.depthStencilBuffer = null; } if (depthFormat == Format.Unknown) { // no DepthStencilBuffer to create... Old one was disposed already... return; } var depthStencilViewDesc = new Dx10.DepthStencilViewDescription() { Format = depthFormat, }; var depthStencilTextureDesc = new Dx10.Texture2DDescription() { Width = this.backBuffer.Description.Width, Height = this.backBuffer.Description.Height, MipLevels = 1, ArraySize = 1, Format = depthFormat, SampleDescription = new SampleDescription(1, 0), Usage = Dx10.ResourceUsage.Default, BindFlags = Dx10.BindFlags.DepthStencil, CpuAccessFlags = Dx10.CpuAccessFlags.None, OptionFlags = Dx10.ResourceOptionFlags.None }; this.depthStencilBuffer = new Dx10.Texture2D(nativeDevice, depthStencilTextureDesc); this.depthStencilView = new Dx10.DepthStencilView(nativeDevice, this.depthStencilBuffer); // this workaround is working but maybe not the best solution to issue #472 Clear(ClearOptions.DepthBuffer | ClearOptions.Stencil, Vector4.Zero, 1.0f, 0); } #endregion #region Clear public void Clear(ref Color color) { UpdateClearColorIfNeeded(ref color); if (this.renderTargetView[0] == null) nativeDevice.ClearRenderTargetView(this.renderView, this.clearColor); else { for (int i = 0; i < this.renderTargetView.Length; i++) { if (this.renderTargetView[i] == null) { break; } nativeDevice.ClearRenderTargetView(this.renderTargetView[i], this.clearColor); } } } public void Clear(ClearOptions options, Vector4 color, float depth, int stencil) { if ((options & ClearOptions.Target) == ClearOptions.Target) { // Clear a RenderTarget (or BackBuffer) this.clearColor.Red = color.X; this.clearColor.Green = color.Y; this.clearColor.Blue = color.Z; this.clearColor.Alpha = color.W; this.lastClearColor = 0; if (this.renderTargetView[0] == null) { nativeDevice.ClearRenderTargetView(this.renderView, this.clearColor); } else { for (int i = 0; i < this.renderTargetView.Length; i++) { if (this.renderTargetView[i] == null) break; nativeDevice.ClearRenderTargetView(this.renderTargetView[i], this.clearColor); } } } if (this.depthStencilView != null) { if ((options | ClearOptions.Stencil | ClearOptions.DepthBuffer) == options) { // Clear the stencil buffer nativeDevice.ClearDepthStencilView(this.depthStencilView, Dx10.DepthStencilClearFlags.Depth | Dx10.DepthStencilClearFlags.Stencil, depth, (byte)stencil); } else if ((options | ClearOptions.Stencil) == options) { nativeDevice.ClearDepthStencilView(this.depthStencilView, Dx10.DepthStencilClearFlags.Stencil, depth, (byte)stencil); } else { nativeDevice.ClearDepthStencilView(this.depthStencilView, Dx10.DepthStencilClearFlags.Depth, depth, (byte)stencil); } } } #endregion #region Present public void Present() { swapChain.Present(VSync ? 1 : 0, PresentFlags.None); } #endregion #region DrawIndexedPrimitives public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount) { Dx10.EffectTechnique technique = SetupEffectForDraw(); int vertexCount = BaseFormatConverter.CalculateVertexCount(primitiveType, primitiveCount); nativeDevice.InputAssembler.PrimitiveTopology = BaseFormatConverter.Translate(primitiveType); nativeDevice.Rasterizer.SetViewports(currentViewport); nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderView); for (int i = 0; i < technique.Description.PassCount; ++i) { technique.GetPassByIndex(i).Apply(); nativeDevice.DrawIndexed(vertexCount, startIndex, baseVertex); } nativeDevice.InputAssembler.InputLayout.Dispose(); nativeDevice.InputAssembler.InputLayout = null; } #endregion #region DrawPrimitives public void DrawPrimitives(PrimitiveType primitiveType, int vertexOffset, int primitiveCount) { Dx10.EffectTechnique technique = SetupEffectForDraw(); nativeDevice.InputAssembler.PrimitiveTopology = BaseFormatConverter.Translate(primitiveType); nativeDevice.Rasterizer.SetViewports(currentViewport); nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderView); for (int i = 0; i < technique.Description.PassCount; ++i) { technique.GetPassByIndex(i).Apply(); nativeDevice.Draw(primitiveCount, vertexOffset); } nativeDevice.InputAssembler.InputLayout.Dispose(); nativeDevice.InputAssembler.InputLayout = null; } #endregion #region DrawInstancedPrimitives public void DrawInstancedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount, int instanceCount) { nativeDevice.DrawIndexedInstanced(numVertices, instanceCount, startIndex, baseVertex, 0); } #endregion #region DrawUserIndexedPrimitives public void DrawUserIndexedPrimitives(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int numVertices, Array indexData, int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration, IndexElementSize indexFormat) where T : struct, IVertexType { int vertexCount = vertexData.Length; int indexCount = indexData.Length; VertexBuffer_DX10 vb10 = new VertexBuffer_DX10(nativeDevice, vertexDeclaration, vertexCount, BufferUsage.None); vb10.SetData(null, vertexData); Dx10.VertexBufferBinding nativeVertexBufferBindings = new Dx10.VertexBufferBinding(vb10.NativeBuffer, vertexDeclaration.VertexStride, 0); nativeDevice.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings); IndexBuffer_DX10 idx10 = new IndexBuffer_DX10(nativeDevice, indexFormat, indexCount, BufferUsage.None); if (indexData.GetType() == typeof(Int16[])) idx10.SetData(null, (short[])indexData); else idx10.SetData(null, (int[])indexData); DrawIndexedPrimitives(primitiveType, 0, vertexOffset, numVertices, indexOffset, primitiveCount); } #endregion #region DrawUserPrimitives public void DrawUserPrimitives(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType { int vertexCount = vertexData.Length; VertexBuffer_DX10 vb10 = new VertexBuffer_DX10(nativeDevice, vertexDeclaration, vertexCount, BufferUsage.None); vb10.SetData(null, vertexData); Dx10.VertexBufferBinding nativeVertexBufferBindings = new Dx10.VertexBufferBinding(vb10.NativeBuffer, vertexDeclaration.VertexStride, 0); nativeDevice.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings); //TODO: check for currentEffect null and throw exception // TODO: check for null's and throw exceptions // TODO: get the correct pass index! var technique = currentEffect.GetCurrentTechnique().NativeTechnique; var pass = technique.GetPassByIndex(0); var layout = CreateInputLayout(nativeDevice, pass.Description.Signature, vertexDeclaration); nativeDevice.InputAssembler.InputLayout = layout; // Prepare All the stages nativeDevice.InputAssembler.PrimitiveTopology = BaseFormatConverter.Translate(primitiveType); nativeDevice.Rasterizer.SetViewports(currentViewport); //device.OutputMerger.SetTargets(this.depthStencilView, this.renderView); for (int i = 0; i < technique.Description.PassCount; ++i) { pass.Apply(); nativeDevice.Draw(primitiveCount, vertexOffset); } nativeDevice.InputAssembler.InputLayout.Dispose(); nativeDevice.InputAssembler.InputLayout = null; } #endregion #region SetupEffectForDraw private Dx10.EffectTechnique SetupEffectForDraw() { //TODO: check for currentEffect null and throw exception // TODO: check for null's and throw exceptions // TODO: get the correct pass index! var technique = currentEffect.GetCurrentTechnique().NativeTechnique; var pass = technique.GetPassByIndex(0); SetupInputLayout(pass.Description.Signature); return technique; } #endregion #region SetupInputLayout private void SetupInputLayout(ShaderBytecode passSignature) { if (currentVertexBuffer == null) throw new ArgumentNullException("passSignature"); VertexDeclaration vertexDeclaration = currentVertexBuffer.VertexDeclaration; var layout = CreateInputLayout(nativeDevice, passSignature, vertexDeclaration); nativeDevice.InputAssembler.InputLayout = layout; } #endregion #region SetIndexBuffer public void SetIndexBuffer(IndexBuffer indexBuffer) { if (indexBuffer == null) throw new ArgumentNullException("indexBuffer"); this.currentIndexBuffer = indexBuffer; IndexBuffer_DX10 nativeIndexBuffer = indexBuffer.NativeIndexBuffer as IndexBuffer_DX10; if (nativeIndexBuffer != null) { nativeDevice.InputAssembler.SetIndexBuffer(nativeIndexBuffer.NativeBuffer, BaseFormatConverter.Translate(indexBuffer.IndexElementSize), 0); } else { throw new Exception("couldn't fetch native DirectX10 IndexBuffer"); } } #endregion #region SetVertexBuffers public void SetVertexBuffers(VertexBufferBinding[] vertexBuffers) { if (vertexBuffers == null) throw new ArgumentNullException("vertexBuffers"); this.currentVertexBuffer = vertexBuffers[0].VertexBuffer; //TODO: hmmmmm, not nice :-) Dx10.VertexBufferBinding[] nativeVertexBufferBindings = new Dx10.VertexBufferBinding[vertexBuffers.Length]; for (int i = 0; i < vertexBuffers.Length; i++) { ANX.Framework.Graphics.VertexBufferBinding anxVertexBufferBinding = vertexBuffers[i]; var nativeVertexBuffer = anxVertexBufferBinding.VertexBuffer.NativeVertexBuffer as VertexBuffer_DX10; if (nativeVertexBuffer != null) { nativeVertexBufferBindings[i] = new Dx10.VertexBufferBinding(nativeVertexBuffer.NativeBuffer, anxVertexBufferBinding.VertexBuffer.VertexDeclaration.VertexStride, anxVertexBufferBinding.VertexOffset); } else { throw new Exception("couldn't fetch native DirectX10 VertexBuffer"); } } nativeDevice.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings); } #endregion #region SetViewport protected override void SetViewport(int x, int y, int width, int height, float minDepth, float maxDepth) { currentViewport = new Dx10.Viewport(x, y, width, height, minDepth, maxDepth); } #endregion #region CreateInputLayout /// /// This method creates a InputLayout which is needed by DirectX 10 for rendering primitives. /// The VertexDeclaration of ANX/XNA needs to be mapped to the DirectX 10 types. /// private Dx10.InputLayout CreateInputLayout(Dx10.Device device, ShaderBytecode passSignature, VertexDeclaration vertexDeclaration) { VertexElement[] vertexElements = vertexDeclaration.GetVertexElements(); int elementCount = vertexElements.Length; var inputElements = new Dx10.InputElement[elementCount]; for (int i = 0; i < elementCount; i++) inputElements[i] = CreateInputElementFromVertexElement(vertexElements[i]); return new Dx10.InputLayout(device, passSignature, inputElements); } #endregion #region CreateInputElementFromVertexElement private Dx10.InputElement CreateInputElementFromVertexElement(VertexElement vertexElement) { string elementName = BaseFormatConverter.Translate(ref vertexElement); Format elementFormat = BaseFormatConverter.ConvertVertexElementFormat(vertexElement.VertexElementFormat); return new Dx10.InputElement(elementName, vertexElement.UsageIndex, elementFormat, vertexElement.Offset, 0); } #endregion #region SetRenderTargets public void SetRenderTargets(params RenderTargetBinding[] renderTargets) { if (renderTargets == null) { // reset the RenderTarget to backbuffer for (int i = 0; i < renderTargetView.Length; i++) { if (renderTargetView[i] != null) { renderTargetView[i].Dispose(); renderTargetView[i] = null; } } nativeDevice.OutputMerger.SetRenderTargets(1, new Dx10.RenderTargetView[] { this.renderView }, this.depthStencilView); nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderView); } else { int renderTargetCount = renderTargets.Length; if (this.renderTargetView.Length != renderTargetCount) { for (int i = 0; i < renderTargetView.Length; i++) { if (renderTargetView[i] != null) { renderTargetView[i].Dispose(); renderTargetView[i] = null; } } this.renderTargetView = new Dx10.RenderTargetView[renderTargetCount]; } for (int i = 0; i < renderTargetCount; i++) { RenderTarget2D renderTarget = renderTargets[i].RenderTarget as RenderTarget2D; if (renderTarget != null) { RenderTarget2D_DX10 nativeRenderTarget = renderTarget.NativeRenderTarget as RenderTarget2D_DX10; if (renderTargetView[i] != null) renderTargetView[i].Dispose(); renderTargetView[i] = new Dx10.RenderTargetView(nativeDevice, ((Texture2D_DX10)nativeRenderTarget).NativeShaderResourceView.Resource); } } nativeDevice.OutputMerger.SetRenderTargets(renderTargetCount, renderTargetView, this.depthStencilView); nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderTargetView); //if (renderTargets.Length == 1) //{ // RenderTarget2D renderTarget = renderTargets[0].RenderTarget as RenderTarget2D; // RenderTarget2D_DX10 nativeRenderTarget = renderTarget.NativeRenderTarget as RenderTarget2D_DX10; // if (renderTarget != null) // { // if (renderTargetView != null) // { // renderTargetView.Dispose(); // renderTargetView = null; // } // this.renderTargetView = new RenderTargetView(device, ((Texture2D_DX10)nativeRenderTarget).NativeShaderResourceView.Resource); // DepthStencilView depthStencilView = null; // device.OutputMerger.SetRenderTargets(1, new RenderTargetView[] { this.renderTargetView }, depthStencilView); // } //} //else //{ // throw new NotImplementedException("handling of multiple RenderTargets are not yet implemented"); //} } } #endregion #region DisposeRenderView protected override void DisposeRenderView() { renderView.Dispose(); renderView = null; backBuffer.Dispose(); backBuffer = null; } #endregion #region Dispose public void Dispose() { for (int i = 0; i < renderTargetView.Length; i++) { if (renderTargetView[i] != null) { renderTargetView[i].Dispose(); renderTargetView[i] = null; } } if (swapChain != null) { DisposeRenderView(); swapChain.Dispose(); swapChain = null; } if (this.depthStencilView != null) { this.depthStencilBuffer.Dispose(); this.depthStencilBuffer = null; this.depthStencilView.Dispose(); this.depthStencilView = null; } //TODO: dispose everything else } #endregion } }