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

99 lines
2.8 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
#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 class EffectTechnique_DX10 : INativeEffectTechnique
{
private readonly Effect parentEffect;
private readonly EffectPass[] effectPasses;
public EffectTechnique_DX10(Effect parentEffect, Dx10.EffectTechnique nativeTechnique)
{
if (parentEffect == null)
{
throw new ArgumentNullException("parentEffect");
}
this.parentEffect = parentEffect;
NativeTechnique = nativeTechnique;
var description = NativeTechnique.Description;
this.Name = description.Name;
var passCounts = description.PassCount;
this.effectPasses = new EffectPass[passCounts];
for (int i = 0; i < passCounts; i++)
{
this.effectPasses[i] = new EffectPass(new EffectPass_DX10(this.parentEffect, NativeTechnique.GetPassByIndex(i)));
}
var annotationCount = description.AnnotationCount;
var annotations = new EffectAnnotation[annotationCount];
for (int i = 0; i < annotationCount; i++)
annotations[i] = new EffectAnnotation(new DxEffectAnnotation(nativeTechnique.GetAnnotationByIndex(i)));
this.Annotations = new EffectAnnotationCollection(annotations);
}
public Dx10.EffectTechnique NativeTechnique { get; private set; }
public string Name
{
get;
private set;
}
public IEnumerable<EffectPass> Passes
{
get
{
return this.effectPasses;
}
}
public EffectAnnotationCollection Annotations
{
get;
private set;
}
public void Dispose()
{
this.Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposeManaged)
{
if (disposeManaged)
{
if (NativeTechnique != null)
{
NativeTechnique.Dispose();
NativeTechnique = null;
}
foreach (var pass in this.effectPasses)
pass.NativeEffectPass.Dispose();
foreach (var annotation in this.Annotations)
annotation.NativeAnnotation.Dispose();
}
}
}
}