#region Using Statements using System; using System.Collections.Generic; using ANX.Framework; using ANX.Framework.Graphics; using ANX.Framework.NonXNA; using SharpDX.D3DCompiler; using SharpDX.Direct3D; using SharpDX.Direct3D11; using SharpDX.DXGI; #endregion // 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 using Device = SharpDX.Direct3D11.Device; namespace ANX.RenderSystem.Windows.DX11 { public partial class GraphicsDeviceDX : INativeGraphicsDevice { #region Private private DeviceContext nativeDevice; private RenderTargetView renderView; private RenderTargetView[] renderTargetView = new RenderTargetView[1]; private DepthStencilView depthStencilView; private SharpDX.Direct3D11.Texture2D depthStencilBuffer; private SharpDX.Direct3D11.Texture2D backBuffer; internal EffectDX currentEffect; private SharpDX.Direct3D11.Viewport currentViewport; #endregion #region CreateDevice protected void CreateDevice(PresentationParameters presentationParameters) { var desc = new SwapChainDescription() { BufferCount = 1, ModeDescription = new ModeDescription(presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight, new Rational(60, 1), DxFormatConverter.Translate(presentationParameters.BackBufferFormat)), IsWindowed = true, OutputHandle = presentationParameters.DeviceWindowHandle, SampleDescription = new SampleDescription(1, 0), SwapEffect = SwapEffect.Discard, Usage = Usage.RenderTargetOutput }; // Create Device and SwapChain Device dxDevice; // http://msdn.microsoft.com/en-us/library/windows/desktop/bb205068(v=vs.85).aspx var flags = IsDebugMode ? DeviceCreationFlags.Debug : DeviceCreationFlags.None; Device.CreateWithSwapChain(DriverType.Hardware, flags, desc, out dxDevice, out swapChain); nativeDevice = dxDevice.ImmediateContext; } #endregion #region CreateRenderView protected void CreateRenderView() { backBuffer = SharpDX.Direct3D11.Texture2D.FromSwapChain(swapChain, 0); renderView = new RenderTargetView(nativeDevice.Device, backBuffer); nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderView); } #endregion #region CreateDepthStencilBuffer protected 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; } DepthStencilViewDescription depthStencilViewDesc = new DepthStencilViewDescription() { Format = depthFormat, }; Texture2DDescription depthStencilTextureDesc = new Texture2DDescription() { Width = this.backBuffer.Description.Width, Height = this.backBuffer.Description.Height, MipLevels = 1, ArraySize = 1, Format = depthFormat, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.DepthStencil, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }; this.depthStencilBuffer = new SharpDX.Direct3D11.Texture2D(nativeDevice.Device, depthStencilTextureDesc); this.depthStencilView = new DepthStencilView(nativeDevice.Device, this.depthStencilBuffer); nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderView); Clear(ClearOptions.DepthBuffer | ClearOptions.Stencil, ANX.Framework.Vector4.Zero, 1.0f, 0); //TODO: this workaround is working but maybe not the best solution to issue #472 } #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, ANX.Framework.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, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, depth, (byte)stencil); } else if ((options | ClearOptions.Stencil) == options) { nativeDevice.ClearDepthStencilView(this.depthStencilView, DepthStencilClearFlags.Stencil, depth, (byte)stencil); } else { nativeDevice.ClearDepthStencilView(this.depthStencilView, 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, IndexBuffer indexBuffer) { if (primitiveCount <= 0) throw new ArgumentOutOfRangeException("primitiveCount is less than or equal to zero. When drawing, at least one primitive must be drawn."); if (this.currentVertexBuffer == null || this.currentVertexBufferCount <= 0) throw new InvalidOperationException("you have to set a valid vertex buffer before drawing."); SharpDX.Direct3D11.EffectTechnique technique = SetupEffectForDraw(); int vertexCount = DxFormatConverter.CalculateVertexCount(primitiveType, primitiveCount); nativeDevice.InputAssembler.PrimitiveTopology = DxFormatConverter.Translate(primitiveType); nativeDevice.Rasterizer.SetViewports(currentViewport); //nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderView); if (indexBuffer != null) { SetIndexBuffer(indexBuffer); } for (int i = 0; i < technique.Description.PassCount; ++i) { technique.GetPassByIndex(i).Apply(nativeDevice); 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) { SharpDX.Direct3D11.EffectPass pass; SharpDX.Direct3D11.EffectTechnique technique; ShaderBytecode passSignature; SetupEffectForDraw(out pass, out technique, out passSignature); var layout = SetupInputLayout(passSignature); // Prepare All the stages nativeDevice.InputAssembler.PrimitiveTopology = DxFormatConverter.Translate(primitiveType); nativeDevice.Rasterizer.SetViewports(currentViewport); //nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderView); for (int i = 0; i < technique.Description.PassCount; ++i) { pass.Apply(nativeDevice); nativeDevice.Draw(primitiveCount, vertexOffset); } layout.Dispose(); layout = null; } #endregion #region DrawInstancedPrimitives public void DrawInstancedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount, int instanceCount, IndexBuffer indexBuffer) { SharpDX.Direct3D11.EffectTechnique technique = SetupEffectForDraw(); int vertexCount = DxFormatConverter.CalculateVertexCount(primitiveType, primitiveCount); nativeDevice.InputAssembler.PrimitiveTopology = DxFormatConverter.Translate(primitiveType); nativeDevice.Rasterizer.SetViewports(currentViewport); //nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderView); if (indexBuffer != null) { SetIndexBuffer(indexBuffer); } for (int i = 0; i < technique.Description.PassCount; ++i) { technique.GetPassByIndex(i).Apply(nativeDevice); nativeDevice.DrawIndexedInstanced(vertexCount, instanceCount, startIndex, baseVertex, 0); } nativeDevice.InputAssembler.InputLayout.Dispose(); nativeDevice.InputAssembler.InputLayout = null; } #endregion // DrawInstancedPrimitives #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 vertexBuffer = new VertexBuffer(vertexDeclaration.GraphicsDevice, vertexDeclaration, vertexCount, BufferUsage.WriteOnly); vertexBuffer.SetData(vertexData); this.SetVertexBuffers(new[] { new Framework.Graphics.VertexBufferBinding(vertexBuffer, vertexOffset) }); IndexBuffer indexBuffer = new IndexBuffer(vertexDeclaration.GraphicsDevice, indexFormat, indexCount, BufferUsage.WriteOnly); if (indexData.GetType() == typeof(Int16[])) { indexBuffer.SetData((short[])indexData); } else { indexBuffer.SetData((int[])indexData); } DrawIndexedPrimitives(primitiveType, 0, vertexOffset, numVertices, indexOffset, primitiveCount, indexBuffer); } #endregion // DrawUserIndexedPrimitives #region DrawUserPrimitives public void DrawUserPrimitives(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType { int vertexCount = vertexData.Length; DxVertexBuffer vb11 = new DxVertexBuffer(nativeDevice.Device, vertexDeclaration, vertexCount, BufferUsage.None); vb11.SetData(null, vertexData); SharpDX.Direct3D11.VertexBufferBinding nativeVertexBufferBindings = new SharpDX.Direct3D11.VertexBufferBinding(vb11.NativeBuffer, vertexDeclaration.VertexStride, 0); nativeDevice.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings); SharpDX.Direct3D11.EffectPass pass; SharpDX.Direct3D11.EffectTechnique technique; ShaderBytecode passSignature; SetupEffectForDraw(out pass, out technique, out passSignature); var layout = CreateInputLayout(nativeDevice.Device, passSignature, vertexDeclaration); nativeDevice.InputAssembler.InputLayout = layout; // Prepare All the stages nativeDevice.InputAssembler.PrimitiveTopology = DxFormatConverter.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); nativeDevice.Draw(primitiveCount, vertexOffset); } layout.Dispose(); layout = null; } #endregion // DrawUserPrimitives #region SetupEffectForDraw private void SetupEffectForDraw(out SharpDX.Direct3D11.EffectPass pass, out SharpDX.Direct3D11.EffectTechnique technique, out ShaderBytecode passSignature) { // get the current effect //TODO: check for null and throw exception EffectDX effect = this.currentEffect; // get the input semantic of the current effect / technique that is used //TODO: check for null's and throw exceptions // TODO: get the correct pass index! technique = effect.GetCurrentTechnique().NativeTechnique; pass = technique.GetPassByIndex(0); passSignature = pass.Description.Signature; } private SharpDX.Direct3D11.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 InputLayout SetupInputLayout(ShaderBytecode passSignature) { // get the VertexDeclaration from current VertexBuffer to create input layout for the input assembler var layout = CreateInputLayout(nativeDevice.Device, passSignature, currentVertexBuffer); nativeDevice.InputAssembler.InputLayout = layout; return layout; } #endregion #region SetIndexBuffer public void SetIndexBuffer(IndexBuffer indexBuffer) { if (indexBuffer == null) throw new ArgumentNullException("indexBuffer"); this.currentIndexBuffer = indexBuffer; DxIndexBuffer nativeIndexBuffer = indexBuffer.NativeIndexBuffer as DxIndexBuffer; if (nativeIndexBuffer != null) { nativeDevice.InputAssembler.SetIndexBuffer(nativeIndexBuffer.NativeBuffer, DxFormatConverter.Translate(indexBuffer.IndexElementSize), 0); } else throw new Exception("couldn't fetch native DirectX10 IndexBuffer"); } #endregion #region SetVertexBuffers public void SetVertexBuffers(ANX.Framework.Graphics.VertexBufferBinding[] vertexBuffers) { if (vertexBuffers == null) throw new ArgumentNullException("vertexBuffers"); this.currentVertexBufferCount = vertexBuffers.Length; if (this.currentVertexBuffer == null || this.currentVertexBuffer.Length < currentVertexBufferCount) { this.currentVertexBuffer = new ANX.Framework.Graphics.VertexBufferBinding[currentVertexBufferCount]; } for (int i = 0; i < this.currentVertexBufferCount; i++) { this.currentVertexBuffer[i] = vertexBuffers[i].VertexBuffer; } var nativeVertexBufferBindings = new SharpDX.Direct3D11.VertexBufferBinding[vertexBuffers.Length]; for (int i = 0; i < vertexBuffers.Length; i++) { ANX.Framework.Graphics.VertexBufferBinding anxVertexBufferBinding = vertexBuffers[i]; var nativeVertexBuffer = anxVertexBufferBinding.VertexBuffer.NativeVertexBuffer as DxVertexBuffer; if (nativeVertexBuffer != null) { int vertexStride = anxVertexBufferBinding.VertexBuffer.VertexDeclaration.VertexStride; nativeVertexBufferBindings[i] = new SharpDX.Direct3D11.VertexBufferBinding(nativeVertexBuffer.NativeBuffer, vertexStride, anxVertexBufferBinding.VertexOffset * vertexStride); } else { throw new Exception("couldn't fetch native DirectX10 VertexBuffer"); } } nativeDevice.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings); } #endregion #region SetViewport protected void SetViewport(int x, int y, int width, int height, float minDepth, float maxDepth) { currentViewport = new SharpDX.Direct3D11.Viewport(x, y, width, height, minDepth, maxDepth); } #endregion #region CreateInputLayout private InputLayout CreateInputLayout(Device device, ShaderBytecode passSignature, params VertexDeclaration[] vertexDeclaration) { if (device == null) throw new ArgumentNullException("device"); if (passSignature == null) throw new ArgumentNullException("passSignature"); if (vertexDeclaration == null) throw new ArgumentNullException("vertexDeclaration"); //TODO: try to get rid of the list List inputElements = new List(); foreach (VertexDeclaration decl in vertexDeclaration) { foreach (VertexElement vertexElement in decl.GetVertexElements()) { inputElements.Add(CreateInputElementFromVertexElement(vertexElement, 0)); } } return new InputLayout(device, passSignature, inputElements.ToArray()); } private InputLayout CreateInputLayout(Device device, ShaderBytecode passSignature, params ANX.Framework.Graphics.VertexBufferBinding[] vertexBufferBindings) { if (device == null) throw new ArgumentNullException("device"); if (passSignature == null) throw new ArgumentNullException("passSignature"); if (vertexBufferBindings == null) throw new ArgumentNullException("vertexBufferBindings"); //TODO: try to get rid of the list List inputElements = new List(); int slot = 0; foreach (ANX.Framework.Graphics.VertexBufferBinding binding in vertexBufferBindings) { foreach (VertexElement vertexElement in binding.VertexBuffer.VertexDeclaration.GetVertexElements()) { inputElements.Add(CreateInputElementFromVertexElement(vertexElement, binding.InstanceFrequency, slot)); } slot++; } // Layout from VertexShader input signature return new InputLayout(device, passSignature, inputElements.ToArray()); } #endregion #region CreateInputElementFromVertexElement private InputElement CreateInputElementFromVertexElement(VertexElement vertexElement, int slot) { return CreateInputElementFromVertexElement(vertexElement, 0, slot); } private InputElement CreateInputElementFromVertexElement(VertexElement vertexElement, int instanceFrequency, int slot) { string elementName = DxFormatConverter.Translate(ref vertexElement); Format elementFormat = DxFormatConverter.ConvertVertexElementFormat(vertexElement.VertexElementFormat); return new InputElement(elementName, vertexElement.UsageIndex, elementFormat, vertexElement.Offset, slot, instanceFrequency == 0 ? InputClassification.PerVertexData : InputClassification.PerInstanceData, instanceFrequency); } #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; } } //deviceContext.OutputMerger.SetRenderTargets(1, new 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 RenderTargetView[renderTargetCount]; } for (int i = 0; i < renderTargetCount; i++) { RenderTarget2D renderTarget = renderTargets[i].RenderTarget as RenderTarget2D; if (renderTarget != null) { RenderTarget2D_DX11 nativeRenderTarget = renderTarget.NativeRenderTarget as RenderTarget2D_DX11; if (renderTargetView[i] != null) { renderTargetView[i].Dispose(); } renderTargetView[i] = new RenderTargetView(nativeDevice.Device, ((DxTexture2D)nativeRenderTarget).NativeShaderResourceView.Resource); } } //deviceContext.OutputMerger.SetRenderTargets(renderTargetCount, renderTargetView, this.depthStencilView); nativeDevice.OutputMerger.SetTargets(this.depthStencilView, this.renderTargetView); } } #endregion #region DisposeRenderView protected 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 internal DeviceContext NativeDevice { get { return this.nativeDevice; } } } }