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

71 lines
1.9 KiB
C#

using ANX.Framework.NonXNA;
using SharpDX.Direct3D11;
using System;
// 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
namespace ANX.RenderSystem.Windows.DX11
{
public class EffectPass_DX11 : INativeEffectPass
{
private EffectPass nativePass;
private Framework.Graphics.Effect parentEffect;
public string Name
{
get
{
return nativePass.Description.Name;
}
}
public SharpDX.D3DCompiler.ShaderBytecode Signature
{
get;
private set;
}
internal EffectPass_DX11(Framework.Graphics.Effect parentEffect, EffectPass setNativePass)
{
nativePass = setNativePass;
this.parentEffect = parentEffect;
this.Signature = nativePass.Description.Signature;
}
public Framework.Graphics.EffectAnnotationCollection Annotations
{
get { throw new System.NotImplementedException(); }
}
public void Apply()
{
var deviceContext = ((GraphicsDeviceDX)parentEffect.GraphicsDevice.NativeDevice).NativeDevice;
nativePass.Apply(deviceContext);
((GraphicsDeviceDX)this.parentEffect.GraphicsDevice.NativeDevice).currentPass = this;
parentEffect.OnApply();
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposeManaged)
{
if (disposeManaged)
{
if (nativePass != null)
{
nativePass.Dispose();
nativePass = null;
}
}
}
}
}