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

140 lines
4.0 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.IO;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.RenderSystem.Windows.DX10;
#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 Dx10 = SharpDX.Direct3D10;
namespace ANX.RenderSystem.Windows.DX10
{
public partial class EffectDX : INativeEffect
{
#region Private
private Dx10.VertexShader vertexShader;
private Dx10.PixelShader pixelShader;
#endregion
#region Public
internal Dx10.Effect NativeEffect { get; private set; }
public IEnumerable<EffectTechnique> Techniques
{
get;
private set;
}
public IEnumerable<EffectParameter> Parameters
{
get;
private set;
}
#endregion
#region Constructor
public EffectDX(GraphicsDevice graphicsDevice, Effect managedEffect, Stream vertexShaderStream, Stream pixelShaderStream)
: this(managedEffect)
{
var device = ((GraphicsDeviceDX)graphicsDevice.NativeDevice).NativeDevice;
vertexShader = new Dx10.VertexShader(device, GetByteCode(vertexShaderStream));
pixelShader = new Dx10.PixelShader(device, GetByteCode(pixelShaderStream));
this.BufferNativeData();
}
public EffectDX(GraphicsDevice graphicsDevice, Effect managedEffect, Stream effectStream)
: this(managedEffect)
{
var device = ((GraphicsDeviceDX)graphicsDevice.NativeDevice).NativeDevice;
try
{
NativeEffect = new Dx10.Effect(device, GetByteCode(effectStream));
}
catch (SharpDX.SharpDXException ex)
{
System.Diagnostics.Debugger.Break();
}
this.BufferNativeData();
}
#endregion
private void BufferNativeData()
{
var description = NativeEffect.Description;
var techniques = new EffectTechnique[description.TechniqueCount];
for (int i = 0; i < techniques.Length; i++)
{
techniques[i] = new EffectTechnique(this.managedEffect, new EffectTechnique_DX10(managedEffect, NativeEffect.GetTechniqueByIndex(i)));
}
this.Techniques = techniques;
var parameters = new EffectParameter[description.GlobalVariableCount];
for (int i = 0; i < parameters.Length; i++)
{
parameters[i] = new EffectParameter(new EffectParameter_DX10(NativeEffect.GetVariableByIndex(i)));
}
this.Parameters = parameters;
}
#region GetCurrentTechnique
public EffectTechnique_DX10 GetCurrentTechnique()
{
return managedEffect.CurrentTechnique.NativeTechnique as EffectTechnique_DX10;
}
#endregion
#region CompileFXShader
public static byte[] CompileFXShader(string effectCode, string directory = "")
{
return CompileShader("fx_4_0", effectCode, directory);
}
#endregion
#region Dispose
public void Dispose()
{
this.Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposeManaged)
{
if (disposeManaged)
{
SafeDispose(pixelShader);
pixelShader = null;
SafeDispose(vertexShader);
vertexShader = null;
SafeDispose(NativeEffect);
NativeEffect = null;
foreach (var technique in this.Techniques)
technique.NativeTechnique.Dispose();
foreach (var parameter in this.Parameters)
parameter.NativeParameter.Dispose();
}
}
private void SafeDispose(IDisposable disposable)
{
if (disposable != null)
disposable.Dispose();
}
#endregion
}
}