- Added developer, PercentageComplete and TestState attributes - Added Event to the FrameworkDispatcher which will be used by the components that need it (audio etc.) - Some more refactorings, regions, etc.
178 lines
4.4 KiB
C#
178 lines
4.4 KiB
C#
using System;
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using System.Collections.ObjectModel;
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using System.IO;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using ANX.Framework.NonXNA.RenderSystem;
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.RenderSystem.PsVita
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{
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public class Creator : IRenderSystemCreator
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{
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#region Public
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public string Name
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{
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get
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{
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return "RenderSystem.PsVita";
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}
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}
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public int Priority
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{
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get
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{
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return 10;
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}
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}
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public bool IsSupported
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{
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get
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{
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return OSInformation.GetName() == PlatformName.PSVita;
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}
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}
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#endregion
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#region CreateGraphicsDevice
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public INativeGraphicsDevice CreateGraphicsDevice(
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PresentationParameters presentationParameters)
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{
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return new PsVitaGraphicsDevice(presentationParameters);
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}
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#endregion
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#region CreateIndexBuffer
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public INativeIndexBuffer CreateIndexBuffer(GraphicsDevice graphics,
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IndexBuffer managedBuffer, IndexElementSize size, int indexCount,
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BufferUsage usage)
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{
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return new PsVitaIndexBuffer(managedBuffer, size, indexCount, usage);
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}
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#endregion
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#region CreateVertexBuffer
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public INativeVertexBuffer CreateVertexBuffer(GraphicsDevice graphics,
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VertexBuffer managedBuffer, VertexDeclaration vertexDeclaration,
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int vertexCount, BufferUsage usage)
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{
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return new PsVitaVertexBuffer(managedBuffer, vertexDeclaration,
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vertexCount, usage);
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}
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#endregion
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#if XNAEXT
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#region CreateConstantBuffer
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public INativeConstantBuffer CreateConstantBuffer(GraphicsDevice graphics, ConstantBuffer managedBuffer, BufferUsage usage)
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{
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throw new NotImplementedException();
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}
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#endregion
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#endif
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#region CreateTexture
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public INativeTexture2D CreateTexture(GraphicsDevice graphics,
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SurfaceFormat surfaceFormat, int width, int height, int mipCount)
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{
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return new PsVitaTexture2D(surfaceFormat, width, height, mipCount);
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}
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#endregion
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#region CreateRenderTarget
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public INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics,
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int width, int height, bool mipMap, SurfaceFormat preferredFormat,
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DepthFormat preferredDepthFormat, int preferredMultiSampleCount,
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RenderTargetUsage usage)
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{
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return new PsVitaRenderTarget2D();
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}
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#endregion
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#region CreateEffect
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public INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect,
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Stream byteCode)
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{
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return new PsVitaEffect(managedEffect, byteCode);
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}
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public INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect,
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Stream vertexShaderByteCode, Stream pixelShaderByteCode)
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{
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return new PsVitaEffect(managedEffect, vertexShaderByteCode,
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pixelShaderByteCode);
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}
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#endregion
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#region CreateBlendState
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public INativeBlendState CreateBlendState()
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{
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return new PsVitaBlendState();
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}
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#endregion
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#region CreateRasterizerState
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public INativeRasterizerState CreateRasterizerState()
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{
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return new PsVitaRasterizerState();
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}
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#endregion
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#region CreateDepthStencilState
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public INativeDepthStencilState CreateDepthStencilState()
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{
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return new PsVitaDepthStencilState();
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}
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#endregion
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#region CreateSamplerState
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public INativeSamplerState CreateSamplerState()
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{
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return new PsVitaSamplerState();
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}
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#endregion
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public byte[] GetShaderByteCode(PreDefinedShader type)
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{
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throw new NotImplementedException();
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}
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public EffectSourceLanguage GetStockShaderSourceLanguage
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{
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get
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{
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throw new NotImplementedException();
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}
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}
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public ReadOnlyCollection<GraphicsAdapter> GetAdapterList()
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{
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throw new NotImplementedException();
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}
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public bool IsLanguageSupported(EffectSourceLanguage sourceLanguage)
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{
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//TODO: implement supported sourceLanguages
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return false;
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}
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#region CreateOcclusionQuery (TODO)
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public IOcclusionQuery CreateOcclusionQuery()
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{
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throw new NotImplementedException();
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}
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#endregion
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#region SetTextureSampler (TODO)
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public void SetTextureSampler(int index, Texture value)
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{
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throw new NotImplementedException();
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}
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#endregion
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}
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}
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