#region Using Statements using System; using ANX.Framework.Graphics; using ANX.Framework.NonXNA; using SharpDX.Direct3D10; #endregion // Using Statements #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.DX10 { public class SamplerState_DX10 : INativeSamplerState { #region Private Members private SamplerStateDescription description; private SharpDX.Direct3D10.SamplerState nativeSamplerState; private bool nativeSamplerStateDirty; private bool bound; #endregion // Private Members public SamplerState_DX10() { this.description = new SamplerStateDescription(); this.nativeSamplerStateDirty = true; } public void Apply(GraphicsDevice graphicsDevice, int index) { GraphicsDeviceWindowsDX10 gdx10 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10; Device device = gdx10.NativeDevice; UpdateNativeSamplerState(device); this.bound = true; device.PixelShader.SetSampler(index, this.nativeSamplerState); } public void Release() { this.bound = false; } public bool IsBound { get { return this.bound; } } public ANX.Framework.Graphics.TextureAddressMode AddressU { set { SharpDX.Direct3D10.TextureAddressMode mode = FormatConverter.Translate(value); if (description.AddressU != mode) { description.AddressU = mode; nativeSamplerStateDirty = true; } } } public ANX.Framework.Graphics.TextureAddressMode AddressV { set { SharpDX.Direct3D10.TextureAddressMode mode = FormatConverter.Translate(value); if (description.AddressV != mode) { description.AddressV = mode; nativeSamplerStateDirty = true; } } } public ANX.Framework.Graphics.TextureAddressMode AddressW { set { SharpDX.Direct3D10.TextureAddressMode mode = FormatConverter.Translate(value); if (description.AddressW != mode) { description.AddressW = mode; nativeSamplerStateDirty = true; } } } public TextureFilter Filter { set { SharpDX.Direct3D10.Filter filter = FormatConverter.Translate(value); if (description.Filter != filter) { description.Filter = filter; nativeSamplerStateDirty = true; } } } public int MaxAnisotropy { set { if (description.MaximumAnisotropy != value) { description.MaximumAnisotropy = value; nativeSamplerStateDirty = true; } } } public int MaxMipLevel { set { if (description.MaximumLod != value) { description.MaximumLod = value; nativeSamplerStateDirty = true; } } } public float MipMapLevelOfDetailBias { set { if (description.MipLodBias != value) { description.MipLodBias = value; nativeSamplerStateDirty = true; } } } public void Dispose() { if (this.nativeSamplerState != null) { this.nativeSamplerState.Dispose(); this.nativeSamplerState = null; } } private void UpdateNativeSamplerState(Device device) { if (this.nativeSamplerStateDirty == true || this.nativeSamplerState == null) { if (this.nativeSamplerState != null) { this.nativeSamplerState.Dispose(); this.nativeSamplerState = null; } this.nativeSamplerState = new SharpDX.Direct3D10.SamplerState(device, ref this.description); this.nativeSamplerStateDirty = false; } } } }