Konstantin Koch 3cd7efbba4 Migrated StencilBuffer example and removed memory leaks for DX10 and DX11
Remove build message saying that a content file is still valid and will
be skipped.
Use OnApply for Effects, instead of an internal PreBindSetParameters.
Removed unnecessary dependencies from EffectParameterCollection and
EffectTechniqueCollection.
Moved Apply from INativeEffect to INativeEffectPass as Apply can only be
called on an EffectPass.
Added IDisposable to many Native object interfaces.
Added an InputLayoutManager so the InputLayouts don't get created on
every call.
Increased the amount of shared code for the GraphicsDevice between DX10
and DX11.
Simplified the amount of stuff the Draw calls do.
It's possible to use specific renderPasses when drawing and the drawing
methods of the GraphicsDevice don't draw all effectPasses of an effec
anymore.
Fixed the bug that a DynamicVertexBuffer created a staging buffer when
setting Elements for DX10 and DX11, which was unnecessary. Also it
didn't create a staging before for normal VertexBuffers which made it
not possible to set data there.
Implement EffectAnnotations for DX10.
Fixed SetRenderTargets for DX11.
2015-10-14 23:59:27 +02:00

251 lines
8.9 KiB
C#

//#define DIRECTX_DEBUG_LAYER
#region Using Statements
using System;
using ANX.Framework;
using ANX.Framework.Graphics;
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
#if DX10
using SharpDX.Direct3D10;
namespace ANX.RenderSystem.Windows.DX10
#endif
#if DX11
using SharpDX.Direct3D11;
namespace ANX.RenderSystem.Windows.DX11
#endif
{
public partial class GraphicsDeviceDX
{
#region Private
protected SharpDX.DXGI.SwapChain swapChain;
protected Framework.Graphics.VertexBufferBinding[] currentVertexBuffer = new Framework.Graphics.VertexBufferBinding[0];
protected int currentVertexBufferCount;
protected IndexBuffer currentIndexBuffer;
private InputLayoutManager inputLayoutManager = new InputLayoutManager();
private InputLayout currentInputLayout = null;
#endregion
#region Public
public bool VSync { get; set; }
#endregion
#region Constructor
public GraphicsDeviceDX(PresentationParameters presentationParameters)
{
VSync = true;
CreateDevice(presentationParameters);
MakeWindowAssociationAndResize(presentationParameters);
CreateRenderView(presentationParameters);
}
#endregion
#region MakeWindowAssociationAndResize
protected void MakeWindowAssociationAndResize(PresentationParameters presentationParameters)
{
// Ignore all windows events
var factory = swapChain.GetParent<SharpDX.DXGI.Factory>();
factory.MakeWindowAssociation(presentationParameters.DeviceWindowHandle,
SharpDX.DXGI.WindowAssociationFlags.IgnoreAll);
WindowHelper.ResizeRenderWindow(presentationParameters);
SetViewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight, 0f, 1f);
}
#endregion
#region SetViewport
public void SetViewport(Viewport viewport)
{
SetViewport(viewport.X, viewport.Y, viewport.Width, viewport.Height, viewport.MinDepth, viewport.MaxDepth);
}
#endregion
#region ResizeBuffers
public void ResizeBuffers(PresentationParameters presentationParameters)
{
if (swapChain != null)
{
DisposeBackBuffer();
Format colorFormat = DxFormatConverter.Translate(presentationParameters.BackBufferFormat);
swapChain.ResizeBuffers(swapChain.Description.BufferCount, presentationParameters.BackBufferWidth,
presentationParameters.BackBufferHeight, colorFormat, swapChain.Description.Flags);
CreateRenderView(presentationParameters);
SetViewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight, 0f, 1f);
}
WindowHelper.ResizeRenderWindow(presentationParameters);
}
#endregion
public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount)
{
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.currentVertexBufferCount == 0) throw new InvalidOperationException("you have to set a valid vertex buffer before drawing.");
int vertexCount = DxFormatConverter.CalculateVertexCount(primitiveType, primitiveCount);
SetupDraw(primitiveType);
nativeDevice.DrawIndexed(vertexCount, startIndex, baseVertex);
}
public void DrawPrimitives(PrimitiveType primitiveType, int vertexOffset, int primitiveCount)
{
int vertexCount = DxFormatConverter.CalculateVertexCount(primitiveType, primitiveCount);
SetupDraw(primitiveType);
nativeDevice.Draw(vertexCount, vertexOffset);
}
public void DrawInstancedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices,
int startIndex, int primitiveCount, int instanceCount)
{
int vertexCount = DxFormatConverter.CalculateVertexCount(primitiveType, primitiveCount);
SetupDraw(primitiveType);
nativeDevice.DrawIndexedInstanced(vertexCount, instanceCount, startIndex, baseVertex, 0);
}
public void DrawUserIndexedPrimitives<T>(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;
using (var vertexBuffer = new DynamicVertexBuffer(vertexDeclaration.GraphicsDevice, vertexDeclaration, vertexCount, BufferUsage.WriteOnly))
using (var indexBuffer = new DynamicIndexBuffer(vertexDeclaration.GraphicsDevice, indexFormat, indexCount, BufferUsage.WriteOnly))
{
vertexBuffer.SetData(vertexData);
this.SetVertexBuffers(new[] { new Framework.Graphics.VertexBufferBinding(vertexBuffer, vertexOffset) });
if (indexData.GetType() == typeof(Int16[]))
{
indexBuffer.SetData<short>((short[])indexData);
}
else
{
indexBuffer.SetData<int>((int[])indexData);
}
this.IndexBuffer = indexBuffer;
DrawIndexedPrimitives(primitiveType, 0, vertexOffset, numVertices, indexOffset, primitiveCount);
}
}
public void DrawUserPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
{
int vertexCount = vertexData.Length;
//TODO: use a shared vertexBuffer, instead of creating one on every call.
using (var vertexBuffer = new DynamicVertexBuffer(vertexDeclaration.GraphicsDevice, vertexDeclaration, vertexCount, BufferUsage.WriteOnly))
{
vertexBuffer.SetData(vertexData);
this.SetVertexBuffers(new[] { new Framework.Graphics.VertexBufferBinding(vertexBuffer, vertexOffset) });
SetupDraw(primitiveType);
nativeDevice.Draw(vertexCount, vertexOffset);
}
}
#region GetBackBufferData
public void GetBackBufferData<T>(Rectangle? rect, T[] data, int startIndex, int elementCount) where T : struct
{
this.backBuffer.GetData(0, rect, data, startIndex, elementCount);
}
public void GetBackBufferData<T>(T[] data) where T : struct
{
this.backBuffer.GetData(data);
}
public void GetBackBufferData<T>(T[] data, int startIndex, int elementCount) where T : struct
{
this.backBuffer.GetData(data, startIndex, elementCount);
}
#endregion
public IndexBuffer IndexBuffer
{
get
{
return this.currentIndexBuffer;
}
set
{
if (value == null)
throw new ArgumentNullException("indexBuffer");
if (this.currentIndexBuffer != value)
{
this.currentIndexBuffer = value;
DxIndexBuffer nativeIndexBuffer = value.NativeIndexBuffer as DxIndexBuffer;
if (nativeIndexBuffer != null)
{
nativeDevice.InputAssembler.SetIndexBuffer(nativeIndexBuffer.NativeBuffer, DxFormatConverter.Translate(value.IndexElementSize), 0);
}
else
{
throw new Exception("couldn't fetch native DirectX10 IndexBuffer");
}
}
}
}
#if XNAEXT
#region SetConstantBuffer (TODO)
public void SetConstantBuffer(int slot, ConstantBuffer constantBuffer)
{
if (constantBuffer == null)
throw new ArgumentNullException("constantBuffer");
throw new NotImplementedException();
}
#endregion
#endif
public void Dispose()
{
this.Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool diposeManaged)
{
if (swapChain != null)
{
DisposeBackBuffer();
swapChain.Dispose();
swapChain = null;
}
if (inputLayoutManager != null)
{
inputLayoutManager.Dispose();
inputLayoutManager = null;
}
//TODO: dispose everything else
}
}
}