#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.DXGI; using SharpDX.Direct3D10; #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 Dx10 = SharpDX.Direct3D10; namespace ANX.RenderSystem.Windows.DX10 { public partial class GraphicsDeviceDX : INativeGraphicsDevice { #if DEBUG static int graphicsDeviceCount = 0; static int swapChainCount = 0; #endif //Restricted to 8 from DirectX side. const int MAX_RENDER_TARGETS = 8; #region Private private Dx10.Device nativeDevice; private Dx10.RenderTargetView[] renderTargetView = new RenderTargetView[MAX_RENDER_TARGETS]; private Dx10.DepthStencilView[] depthStencilView = new DepthStencilView[MAX_RENDER_TARGETS]; private RenderTarget2D_DX10 backBuffer; internal EffectDX currentEffect; #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 | Usage.ShaderInput, }; // http://msdn.microsoft.com/en-us/library/windows/desktop/bb205068(v=vs.85).aspx #if DEBUG var flags = Dx10.DeviceCreationFlags.Debug; #else var flags = Dx10.DeviceCreationFlags.None; #endif Dx10.Device.CreateWithSwapChain(Dx10.DriverType.Hardware, flags, desc, out nativeDevice, out swapChain); #if DEBUG nativeDevice.DebugName = "GraphicsDevice_" + graphicsDeviceCount++; swapChain.DebugName = "SwapChain_" + swapChainCount++; #endif } #endregion #region CreateRenderView protected void CreateRenderView(PresentationParameters presentationParameters) { backBuffer = new RenderTarget2D_DX10(this, Dx10.Texture2D.FromSwapChain(swapChain, 0), presentationParameters.DepthStencilFormat); this.SetRenderTargets(); } #endregion #region Clear public void Clear(ClearOptions options, Vector4 color, float depth, int stencil) { if ((options & ClearOptions.Target) == ClearOptions.Target) { // Clear a RenderTarget (or BackBuffer) var clearColor = new SharpDX.Color4(color.X, color.Y, color.Z, color.W); for (int i = 0; i < MAX_RENDER_TARGETS; i++) { if (this.renderTargetView[i] == null) break; nativeDevice.ClearRenderTargetView(this.renderTargetView[i], clearColor); } } Dx10.DepthStencilClearFlags clearFlags; if ((options | ClearOptions.Stencil | ClearOptions.DepthBuffer) == options) { clearFlags = Dx10.DepthStencilClearFlags.Depth | Dx10.DepthStencilClearFlags.Stencil; } else if ((options | ClearOptions.Stencil) == options) { clearFlags = Dx10.DepthStencilClearFlags.Stencil; } else { clearFlags = Dx10.DepthStencilClearFlags.Depth; } for (int i = 0; i < MAX_RENDER_TARGETS; i++) { if (this.depthStencilView[i] == null) break; nativeDevice.ClearDepthStencilView(this.depthStencilView[i], clearFlags, 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."); Dx10.EffectTechnique technique = SetupEffectForDraw(); int vertexCount = DxFormatConverter.CalculateVertexCount(primitiveType, primitiveCount); nativeDevice.InputAssembler.PrimitiveTopology = DxFormatConverter.Translate(primitiveType); if (indexBuffer != null) { SetIndexBuffer(indexBuffer); } 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(); int vertexCount = DxFormatConverter.CalculateVertexCount(primitiveType, primitiveCount); nativeDevice.InputAssembler.PrimitiveTopology = DxFormatConverter.Translate(primitiveType); for (int i = 0; i < technique.Description.PassCount; ++i) { technique.GetPassByIndex(i).Apply(); nativeDevice.Draw(vertexCount, vertexOffset); } nativeDevice.InputAssembler.InputLayout.Dispose(); nativeDevice.InputAssembler.InputLayout = null; } #endregion public void DrawInstancedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount, int instanceCount, IndexBuffer indexBuffer) { Dx10.EffectTechnique technique = SetupEffectForDraw(); int vertexCount = DxFormatConverter.CalculateVertexCount(primitiveType, primitiveCount); nativeDevice.InputAssembler.PrimitiveTopology = DxFormatConverter.Translate(primitiveType); if (indexBuffer != null) { SetIndexBuffer(indexBuffer); } for (int i = 0; i < technique.Description.PassCount; ++i) { technique.GetPassByIndex(i).Apply(); nativeDevice.DrawIndexedInstanced(vertexCount, instanceCount, startIndex, baseVertex, 0); } nativeDevice.InputAssembler.InputLayout.Dispose(); nativeDevice.InputAssembler.InputLayout = null; } 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); } public void DrawUserPrimitives(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType { int vertexCount = vertexData.Length; DxVertexBuffer vb10 = new DxVertexBuffer(nativeDevice, vertexDeclaration, vertexCount, BufferUsage.None); vb10.SetData(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 = DxFormatConverter.Translate(primitiveType); for (int i = 0; i < technique.Description.PassCount; ++i) { technique.GetPassByIndex(i).Apply(); nativeDevice.Draw(vertexCount, vertexOffset); } nativeDevice.InputAssembler.InputLayout.Dispose(); nativeDevice.InputAssembler.InputLayout = null; } 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; } #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, 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]; } 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 DxVertexBuffer; if (nativeVertexBuffer != null) { int vertexStride = anxVertexBufferBinding.VertexBuffer.VertexDeclaration.VertexStride; nativeVertexBufferBindings[i] = new Dx10.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) { nativeDevice.Rasterizer.SetViewports(new SharpDX.Viewport(x, y, width, height, minDepth, maxDepth)); } protected void SetViewport(params SharpDX.Viewport[] viewports) { nativeDevice.Rasterizer.SetViewports(viewports); } #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, 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 Dx10.InputLayout(device, passSignature, inputElements.ToArray()); } private Dx10.InputLayout CreateInputLayout(Dx10.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 || renderTargets.Length == 0) { this.renderTargetView[0] = this.backBuffer.RenderTargetView; this.depthStencilView[0] = this.backBuffer.DepthStencilView; for (int i = 1; i < MAX_RENDER_TARGETS; i++) { this.renderTargetView[i] = null; this.depthStencilView[i] = null; } //To correctly unset renderTargets, the amount of given rendertargetViews must be max(#previousRenderTargets, #newRenderTargets), //otherwise the old ones at the slots stay bound. For us it means, we try to unbind every possible previous slot. nativeDevice.OutputMerger.SetRenderTargets(MAX_RENDER_TARGETS, this.renderTargetView, this.backBuffer.DepthStencilView); nativeDevice.Rasterizer.SetViewports(new SharpDX.Viewport(0, 0, this.backBuffer.Width, this.backBuffer.Height)); } else { int renderTargetCount = renderTargets.Length; if (renderTargetCount > MAX_RENDER_TARGETS) throw new NotSupportedException(string.Format("{0} render targets are not supported. The maximum is {1}.", renderTargetCount, MAX_RENDER_TARGETS)); SharpDX.Viewport[] rtViewports = new SharpDX.Viewport[renderTargetCount]; var firstRenderTarget = renderTargets[0].RenderTarget as RenderTarget2D; for (int i = 1; i < renderTargetCount; i++) { var renderTarget = renderTargets[i].RenderTarget as RenderTarget2D; if (renderTarget.Width != firstRenderTarget.Width || renderTarget.Height != firstRenderTarget.Height || renderTarget.MultiSampleCount != firstRenderTarget.MultiSampleCount) throw new ArgumentException("The render targets don't match"); } for (int i = 0; i < renderTargetCount; i++) { RenderTarget2D renderTarget = renderTargets[i].RenderTarget as RenderTarget2D; RenderTarget2D_DX10 nativeRenderTarget = renderTarget.NativeRenderTarget as RenderTarget2D_DX10; renderTargetView[i] = nativeRenderTarget.RenderTargetView; depthStencilView[i] = nativeRenderTarget.DepthStencilView; rtViewports[i] = new SharpDX.Viewport(0, 0, renderTarget.Width, renderTarget.Height); } for (int i = renderTargetCount; i < MAX_RENDER_TARGETS; i++) { this.renderTargetView[i] = null; this.depthStencilView[i] = null; } nativeDevice.OutputMerger.SetRenderTargets(MAX_RENDER_TARGETS, renderTargetView, this.depthStencilView[0]); nativeDevice.Rasterizer.SetViewports(rtViewports); } } #endregion protected void DisposeBackBuffer() { if (backBuffer != null) { backBuffer.Dispose(); backBuffer = null; } } #region Dispose public void Dispose() { if (swapChain != null) { DisposeBackBuffer(); swapChain.Dispose(); swapChain = null; } //TODO: dispose everything else } #endregion internal Dx10.Device NativeDevice { get { return this.nativeDevice; } } public Rectangle ScissorRectangle { get { throw new NotImplementedException(); } set { throw new NotImplementedException(); } } } }