#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; using Dx11 = SharpDX.Direct3D11; namespace ANX.RenderSystem.Windows.DX11 { public partial class GraphicsDeviceDX : INativeGraphicsDevice { #region Private #if DEBUG static int graphicsDeviceCount = 0; static int swapChainCount = 0; #endif private Dx11.DeviceContext nativeDevice; private Dx11.RenderTargetView[] renderTargetView = new RenderTargetView[1]; private Dx11.DepthStencilView[] depthStencilView = new DepthStencilView[1]; private RenderTarget2D_DX11 backBuffer; internal EffectPass_DX11 currentPass; #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 }; // Create Device and SwapChain Device dxDevice; #if DEBUG var flags = DeviceCreationFlags.Debug; #else var flags = DeviceCreationFlags.None; #endif var driverType = DriverType.Hardware; if (GraphicsAdapter.UseReferenceDevice) driverType = DriverType.Reference; else if (GraphicsAdapter.UseNullDevice) driverType = DriverType.Null; // http://msdn.microsoft.com/en-us/library/windows/desktop/bb205068(v=vs.85).aspx Device.CreateWithSwapChain(driverType, flags, desc, out dxDevice, out swapChain); nativeDevice = dxDevice.ImmediateContext; #if DEBUG nativeDevice.DebugName = "GraphicsDevice_" + graphicsDeviceCount++; swapChain.DebugName = "SwapChain_" + swapChainCount++; #endif } #endregion #region CreateRenderView protected void CreateRenderView(PresentationParameters presentationParameters) { backBuffer = new RenderTarget2D_DX11(this, Dx11.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); foreach (var renderTargetView in this.renderTargetView) { nativeDevice.ClearRenderTargetView(renderTargetView, clearColor); } } Dx11.DepthStencilClearFlags clearFlags; if ((options | ClearOptions.Stencil | ClearOptions.DepthBuffer) == options) { clearFlags = Dx11.DepthStencilClearFlags.Depth | Dx11.DepthStencilClearFlags.Stencil; } else if ((options | ClearOptions.Stencil) == options) { clearFlags = Dx11.DepthStencilClearFlags.Stencil; } else { clearFlags = Dx11.DepthStencilClearFlags.Depth; } foreach (var depthStencilView in this.depthStencilView) { nativeDevice.ClearDepthStencilView(depthStencilView, clearFlags, depth, (byte)stencil); } } #endregion #region Present public void Present() { swapChain.Present(VSync ? 1 : 0, PresentFlags.None); } public void Present(Rectangle? sourceRectangle, Rectangle? destinationRectangle, WindowHandle overrideWindowHandle) { throw new NotImplementedException(); } #endregion private void SetupDraw(PrimitiveType primitiveType) { var inputLayout = this.inputLayoutManager.GetInputLayout(NativeDevice.Device, currentPass.Signature, this.currentVertexBuffer); nativeDevice.InputAssembler.PrimitiveTopology = DxFormatConverter.Translate(primitiveType); if (currentInputLayout != inputLayout) { nativeDevice.InputAssembler.InputLayout = inputLayout; currentInputLayout = inputLayout; } } #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 Dx11.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 Dx11.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.SetViewport(new SharpDX.Viewport(x, y, width, height, minDepth, maxDepth)); } protected void SetViewport(params SharpDX.ViewportF[] viewports) { nativeDevice.Rasterizer.SetViewports(viewports); } #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 = new RenderTargetView[] { this.backBuffer.RenderTargetView }; this.depthStencilView = new DepthStencilView[] { this.backBuffer.DepthStencilView }; nativeDevice.OutputMerger.ResetTargets(); //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(this.backBuffer.DepthStencilView, this.backBuffer.RenderTargetView); nativeDevice.Rasterizer.SetViewport(new SharpDX.ViewportF(0, 0, this.backBuffer.Width, this.backBuffer.Height)); } else { int renderTargetCount = renderTargets.Length; var rtViewports = new SharpDX.ViewportF[renderTargetCount]; this.renderTargetView = new RenderTargetView[renderTargetCount]; this.depthStencilView = new DepthStencilView[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; var nativeRenderTarget = renderTarget.NativeRenderTarget as RenderTarget2D_DX11; this.renderTargetView[i] = nativeRenderTarget.RenderTargetView; this.depthStencilView[i] = nativeRenderTarget.DepthStencilView; rtViewports[i] = new SharpDX.ViewportF(0, 0, renderTarget.Width, renderTarget.Height); } nativeDevice.OutputMerger.ResetTargets(); nativeDevice.OutputMerger.SetRenderTargets(this.depthStencilView[0], renderTargetView); nativeDevice.Rasterizer.SetViewports(rtViewports); } } #endregion protected void DisposeBackBuffer() { if (backBuffer != null) { nativeDevice.OutputMerger.ResetTargets(); backBuffer.Dispose(); backBuffer = null; } } internal DeviceContext NativeDevice { get { return this.nativeDevice; } } public Rectangle ScissorRectangle { get { throw new NotImplementedException(); } set { throw new NotImplementedException(); } } } }