#region Using Statements using System; using System.Collections.Generic; using System.Linq; using System.Text; using ANX.Framework.Graphics; using SharpDX.Direct3D10; using ANX.Framework.NonXNA.RenderSystem; using System.IO; using System.Runtime.InteropServices; #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 Texture2D_DX10 : INativeTexture2D { #region Private Members private SharpDX.Direct3D10.Texture2D nativeTexture; private SharpDX.Direct3D10.ShaderResourceView nativeShaderResourceView; private int formatSize; private SurfaceFormat surfaceFormat; private GraphicsDevice graphicsDevice; #endregion // Private Members public Texture2D_DX10(GraphicsDevice graphicsDevice, int width, int height, SurfaceFormat surfaceFormat, int mipCount) { if (mipCount > 1) { throw new Exception("creating textures with mip map not yet implemented"); } this.graphicsDevice = graphicsDevice; this.surfaceFormat = surfaceFormat; GraphicsDeviceWindowsDX10 graphicsDX10 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10; SharpDX.Direct3D10.Device device = graphicsDX10.NativeDevice; SharpDX.Direct3D10.Texture2DDescription description = new SharpDX.Direct3D10.Texture2DDescription() { Width = width, Height = height, MipLevels = mipCount, ArraySize = mipCount, Format = FormatConverter.Translate(surfaceFormat), SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), Usage = SharpDX.Direct3D10.ResourceUsage.Dynamic, BindFlags = SharpDX.Direct3D10.BindFlags.ShaderResource, CpuAccessFlags = SharpDX.Direct3D10.CpuAccessFlags.Write, OptionFlags = SharpDX.Direct3D10.ResourceOptionFlags.None, }; this.nativeTexture = new SharpDX.Direct3D10.Texture2D(graphicsDX10.NativeDevice, description); this.nativeShaderResourceView = new SharpDX.Direct3D10.ShaderResourceView(graphicsDX10.NativeDevice, this.nativeTexture); // description of texture formats of DX10: http://msdn.microsoft.com/en-us/library/bb694531(v=VS.85).aspx // more helpfull information on DX10 textures: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205131(v=vs.85).aspx this.formatSize = FormatConverter.FormatSize(surfaceFormat); } public override int GetHashCode() { return NativeTexture.NativePointer.ToInt32(); } internal SharpDX.Direct3D10.Texture2D NativeTexture { get { return this.nativeTexture; } set { if (this.nativeTexture != value) { if (this.nativeTexture != null) { this.nativeTexture.Dispose(); } this.nativeTexture = value; } } } internal SharpDX.Direct3D10.ShaderResourceView NativeShaderResourceView { get { return this.nativeShaderResourceView; } set { if (this.nativeShaderResourceView != value) { if (this.nativeShaderResourceView != null) { this.nativeShaderResourceView.Dispose(); } this.nativeShaderResourceView = value; } } } public void SetData(GraphicsDevice graphicsDevice, T[] data) where T : struct { SetData(graphicsDevice, 0, data, 0, data.Length); } public void SetData(GraphicsDevice graphicsDevice, T[] data, int startIndex, int elementCount) where T : struct { SetData(graphicsDevice, 0, data, startIndex, elementCount); } public void SetData(GraphicsDevice graphicsDevice, int offsetInBytes, T[] data, int startIndex, int elementCount) where T : struct { //TODO: handle offsetInBytes parameter //TODO: handle startIndex parameter //TODO: handle elementCount parameter if (this.surfaceFormat == SurfaceFormat.Color) { int subresource = SharpDX.Direct3D10.Texture2D.CalculateSubresourceIndex(0, 0, 1); SharpDX.DataRectangle rectangle = this.nativeTexture.Map(subresource, SharpDX.Direct3D10.MapMode.WriteDiscard, SharpDX.Direct3D10.MapFlags.None); int rowPitch = rectangle.Pitch; unsafe { GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned); byte* colorData = (byte*)handle.AddrOfPinnedObject(); byte* pTexels = (byte*)rectangle.DataPointer; int srcIndex = 0; for (int row = 0; row < Height; row++) { int rowStart = row * rowPitch; for (int col = 0; col < Width; col++) { int colStart = col * formatSize; pTexels[rowStart + colStart + 0] = colorData[srcIndex++]; pTexels[rowStart + colStart + 1] = colorData[srcIndex++]; pTexels[rowStart + colStart + 2] = colorData[srcIndex++]; pTexels[rowStart + colStart + 3] = colorData[srcIndex++]; } } handle.Free(); } this.nativeTexture.Unmap(subresource); } else if (surfaceFormat == SurfaceFormat.Dxt5 || surfaceFormat == SurfaceFormat.Dxt3 || surfaceFormat == SurfaceFormat.Dxt1) { unsafe { GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned); byte* colorData = (byte*)handle.AddrOfPinnedObject(); int w = (Width + 3) >> 2; int h = (Height + 3) >> 2; formatSize = (surfaceFormat == SurfaceFormat.Dxt1) ? 8 : 16; int subresource = SharpDX.Direct3D10.Texture2D.CalculateSubresourceIndex(0, 0, 1); SharpDX.DataRectangle rectangle = this.nativeTexture.Map(subresource, SharpDX.Direct3D10.MapMode.WriteDiscard, SharpDX.Direct3D10.MapFlags.None); SharpDX.DataStream ds = new SharpDX.DataStream(rectangle.DataPointer, Width * Height * 4 * 2, true, true); int pitch = rectangle.Pitch; int col = 0; int index = 0; // startIndex int count = data.Length; // elementCount int actWidth = w * formatSize; for (int i = 0; i < h; i++) { ds.Position = (i * pitch) + (col * formatSize); if (count <= 0) { break; } else if (count < actWidth) { for (int idx = index; idx < index + count; idx++) { ds.WriteByte(colorData[idx]); } //ds.WriteRange(colorDataArray, index, count); break; } for (int idx = index; idx < index + actWidth; idx++) { ds.WriteByte(colorData[idx]); } //ds.WriteRange(colorDataArray, index, actWidth); index += actWidth; count -= actWidth; } handle.Free(); this.nativeTexture.Unmap(subresource); } } else { throw new Exception(string.Format("creating textures of format {0} not yet implemented...", surfaceFormat.ToString())); } } public int Width { get { if (this.nativeTexture != null) { return this.nativeTexture.Description.Width; } return 0; } } public int Height { get { if (this.nativeTexture != null) { return this.nativeTexture.Description.Height; } return 0; } } public GraphicsDevice GraphicsDevice { get { return this.graphicsDevice; } } public void Dispose() { if (this.nativeShaderResourceView != null) { this.nativeShaderResourceView.Dispose(); this.nativeShaderResourceView = null; } if (this.nativeTexture != null) { this.nativeTexture.Dispose(); this.nativeTexture = null; } } } }