The WpfEditor doesn't create a new device anymore every time it receives focus. StateObjects get recreated if the used device changes and they get disposed if the parent GraphicsDevice gets disposed.
129 lines
2.9 KiB
C#
129 lines
2.9 KiB
C#
#region Using Statements
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using System;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using ANX.RenderSystem.Windows.DX10.Helpers;
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#endregion
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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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using Dx10 = SharpDX.Direct3D10;
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namespace ANX.RenderSystem.Windows.DX10
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{
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public class SamplerState_DX10 : BaseStateObject<Dx10.SamplerState>, INativeSamplerState
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{
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#region Private
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private Dx10.SamplerStateDescription description;
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#if DEBUG
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private static int samplerStateCount = 0;
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#endif
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#endregion
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#region Public
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public TextureAddressMode AddressU
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{
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set
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{
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Dx10.TextureAddressMode mode = FormatConverter.Translate(value);
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SetValueIfDifferentAndMarkDirty(ref description.AddressU, ref mode);
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}
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}
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public TextureAddressMode AddressV
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{
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set
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{
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Dx10.TextureAddressMode mode = FormatConverter.Translate(value);
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SetValueIfDifferentAndMarkDirty(ref description.AddressV, ref mode);
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}
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}
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public TextureAddressMode AddressW
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{
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set
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{
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Dx10.TextureAddressMode mode = FormatConverter.Translate(value);
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SetValueIfDifferentAndMarkDirty(ref description.AddressW, ref mode);
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}
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}
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public TextureFilter Filter
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{
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set
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{
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Dx10.Filter filter = FormatConverter.Translate(value);
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SetValueIfDifferentAndMarkDirty(ref description.Filter, ref filter);
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}
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}
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public int MaxAnisotropy
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{
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set
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{
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SetValueIfDifferentAndMarkDirty(ref description.MaximumAnisotropy, ref value);
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}
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}
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public int MaxMipLevel
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{
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set
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{
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if (description.MaximumLod != value)
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{
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description.MaximumLod = value;
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isDirty = true;
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}
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}
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}
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public float MipMapLevelOfDetailBias
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{
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set
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{
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SetValueIfDifferentAndMarkDirty(ref description.MipLodBias, ref value);
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}
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}
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#endregion
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#region Apply
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public void Apply(GraphicsDevice graphicsDevice, int index)
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{
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Dx10.Device device = (graphicsDevice.NativeDevice as GraphicsDeviceDX).NativeDevice;
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UpdateNativeSamplerState(device);
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IsBound = true;
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device.PixelShader.SetSampler(index, nativeState);
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}
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#endregion
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#region UpdateNativeSamplerState
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private void UpdateNativeSamplerState(Dx10.Device device)
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{
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if (isDirty || nativeState == null)
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{
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Dispose();
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nativeState = new Dx10.SamplerState(device, ref description);
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isDirty = false;
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#if DEBUG
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nativeState.DebugName = "SamplerState_" + samplerStateCount++;
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#endif
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}
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}
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#endregion
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protected override Dx10.SamplerState CreateNativeState(GraphicsDevice graphics)
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{
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return null;
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}
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protected override void ApplyNativeState(GraphicsDevice graphics)
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{
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}
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}
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}
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