some work on Kinect InputSystem (Dispose, fetching of RGB image) changed handling of native textures (providing data for Texture2D at the moment) implemented SetData methods for Texture2D basic Dispose handling of Texture and Texture2D implemented RenderSystemDX10: moved FormatSize method to FormatConverter to avoid duplicated code RenderSystemGL3 is BROKEN in this version. New texture handling needs to be adapted.
314 lines
14 KiB
C#
314 lines
14 KiB
C#
#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using ANX.Framework.Graphics;
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using System.IO;
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using ANX.Framework.NonXNA;
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using System.Runtime.InteropServices;
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using SharpDX.DXGI;
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using ANX.Framework.NonXNA.RenderSystem;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.Windows.DX10
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{
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public class Creator : IRenderSystemCreator
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{
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public string Name
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{
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get { return "DirectX10"; }
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}
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public GameHost CreateGameHost(Game game)
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{
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return new WindowsGameHost(game);
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}
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public INativeGraphicsDevice CreateGraphicsDevice(PresentationParameters presentationParameters)
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{
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return new GraphicsDeviceWindowsDX10(presentationParameters);
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}
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public INativeBuffer CreateIndexBuffer(GraphicsDevice graphics, IndexElementSize size, int indexCount, BufferUsage usage)
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{
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return new IndexBuffer_DX10(graphics, size, indexCount, usage);
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}
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public INativeBuffer CreateVertexBuffer(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
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{
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return new VertexBuffer_DX10(graphics, vertexDeclaration, vertexCount, usage);
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}
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public INativeEffect CreateEffect(GraphicsDevice graphics, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
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{
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Effect_DX10 effect = new Effect_DX10(graphics, vertexShaderByteCode, pixelShaderByteCode);
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return effect;
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}
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public INativeEffect CreateEffect(GraphicsDevice graphics, System.IO.Stream byteCode)
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{
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Effect_DX10 effect = new Effect_DX10(graphics, byteCode);
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return effect;
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}
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public Texture2D CreateTexture(GraphicsDevice graphics, string fileName)
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{
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//TODO: implement
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throw new NotImplementedException();
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//GraphicsDeviceWindowsDX10 graphicsDX10 = graphics.NativeDevice as GraphicsDeviceWindowsDX10;
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//SharpDX.Direct3D10.Texture2D nativeTexture = SharpDX.Direct3D10.Texture2D.FromFile<SharpDX.Direct3D10.Texture2D>(graphicsDX10.NativeDevice, fileName);
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//Texture2D_DX10 texture = new Texture2D_DX10(graphics, nativeTexture.Description.Width, nativeTexture.Description.Height);
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//texture.NativeTexture = nativeTexture;
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//return texture;
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}
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/*
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public Texture2D CreateTexture(GraphicsDevice graphics, SurfaceFormat surfaceFormat, int width, int height, int mipCount, byte[] colorData)
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{
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if (mipCount > 1)
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{
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throw new Exception("creating textures with mip map not yet implemented");
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}
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GraphicsDeviceWindowsDX10 graphicsDX10 = graphics.NativeDevice as GraphicsDeviceWindowsDX10;
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SharpDX.Direct3D10.Device device = graphicsDX10.NativeDevice;
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Texture2D_DX10 texture = new Texture2D_DX10(graphics, width, height);
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SharpDX.Direct3D10.Texture2DDescription description = new SharpDX.Direct3D10.Texture2DDescription()
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{
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Width = width,
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Height = height,
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MipLevels = mipCount,
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ArraySize = mipCount,
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Format = FormatConverter.Translate(surfaceFormat),
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SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
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Usage = SharpDX.Direct3D10.ResourceUsage.Dynamic,
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BindFlags = SharpDX.Direct3D10.BindFlags.ShaderResource,
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CpuAccessFlags = SharpDX.Direct3D10.CpuAccessFlags.Write,
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OptionFlags = SharpDX.Direct3D10.ResourceOptionFlags.None,
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};
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texture.NativeTexture = new SharpDX.Direct3D10.Texture2D(graphicsDX10.NativeDevice, description);
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texture.NativeShaderResourceView = new SharpDX.Direct3D10.ShaderResourceView(graphicsDX10.NativeDevice, texture.NativeTexture);
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// description of texture formats of DX10: http://msdn.microsoft.com/en-us/library/bb694531(v=VS.85).aspx
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// more helpfull information on DX10 textures: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205131(v=vs.85).aspx
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int formatSize = FormatConverter.FormatSize(surfaceFormat);
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if (surfaceFormat == SurfaceFormat.Color)
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{
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int subresource = SharpDX.Direct3D10.Texture2D.CalculateSubresourceIndex(0, 0, 1);
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SharpDX.DataRectangle rectangle = texture.NativeTexture.Map(subresource, SharpDX.Direct3D10.MapMode.WriteDiscard, SharpDX.Direct3D10.MapFlags.None);
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int rowPitch = rectangle.Pitch;
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unsafe
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{
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byte* pTexels = (byte*)rectangle.DataPointer;
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int srcIndex = 0;
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for (int row = 0; row < height; row++)
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{
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int rowStart = row * rowPitch;
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for (int col = 0; col < width; col++)
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{
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int colStart = col * formatSize;
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pTexels[rowStart + colStart + 0] = colorData[srcIndex++];
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pTexels[rowStart + colStart + 1] = colorData[srcIndex++];
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pTexels[rowStart + colStart + 2] = colorData[srcIndex++];
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pTexels[rowStart + colStart + 3] = colorData[srcIndex++];
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}
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}
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}
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texture.NativeTexture.Unmap(subresource);
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}
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else if (surfaceFormat == SurfaceFormat.Dxt5 || surfaceFormat == SurfaceFormat.Dxt3 || surfaceFormat == SurfaceFormat.Dxt1)
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{
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int w = (width + 3) >> 2;
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int h = (height + 3) >> 2;
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formatSize = (surfaceFormat == SurfaceFormat.Dxt1) ? 8 : 16;
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int subresource = SharpDX.Direct3D10.Texture2D.CalculateSubresourceIndex(0, 0, 1);
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SharpDX.DataRectangle rectangle = texture.NativeTexture.Map(subresource, SharpDX.Direct3D10.MapMode.WriteDiscard, SharpDX.Direct3D10.MapFlags.None);
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SharpDX.DataStream ds = new SharpDX.DataStream(rectangle.DataPointer, width * height * 4 * 2, true, true);
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int pitch = rectangle.Pitch;
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int col = 0;
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int index = 0; // startIndex
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int count = colorData.Length; // elementCount
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int actWidth = w * formatSize;
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for (int i = 0; i < h; i++)
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{
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ds.Position = (i * pitch) + (col * formatSize);
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if (count <= 0)
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{
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break;
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}
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else if (count < actWidth)
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{
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ds.WriteRange<byte>(colorData, index, count);
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break;
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}
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ds.WriteRange<byte>(colorData, index, actWidth);
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index += actWidth;
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count -= actWidth;
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}
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texture.NativeTexture.Unmap(subresource);
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}
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else
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{
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throw new Exception(string.Format("creating textures of format {0} not yet implemented...", surfaceFormat.ToString()));
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}
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return texture;
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}
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*/
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public INativeBlendState CreateBlendState()
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{
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return new BlendState_DX10();
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}
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public INativeRasterizerState CreateRasterizerState()
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{
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return new RasterizerState_DX10();
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}
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public INativeDepthStencilState CreateDepthStencilState()
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{
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return new DepthStencilState_DX10();
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}
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public INativeSamplerState CreateSamplerState()
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{
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return new SamplerState_DX10();
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}
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public byte[] GetShaderByteCode(PreDefinedShader type)
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{
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if (type == PreDefinedShader.SpriteBatch)
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{
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return ShaderByteCode.SpriteBatchByteCode;
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}
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throw new NotImplementedException("ByteCode for '" + type.ToString() + "' is not yet available");
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}
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public void RegisterCreator(AddInSystemFactory factory)
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{
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factory.AddCreator(this);
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}
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public System.Collections.ObjectModel.ReadOnlyCollection<GraphicsAdapter> GetAdapterList()
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{
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SharpDX.DXGI.Factory factory = new Factory();
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List<GraphicsAdapter> adapterList = new List<GraphicsAdapter>();
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DisplayModeCollection displayModeCollection = new DisplayModeCollection();
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for (int i = 0; i < factory.GetAdapterCount(); i++)
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{
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using (Adapter adapter = factory.GetAdapter(i))
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{
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GraphicsAdapter ga = new GraphicsAdapter();
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//ga.CurrentDisplayMode = ;
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//ga.Description = ;
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ga.DeviceId = adapter.Description.DeviceId;
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ga.DeviceName = adapter.Description.Description;
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ga.IsDefaultAdapter = i == 0; //TODO: how to set default adapter?
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//ga.IsWideScreen = ;
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//ga.MonitorHandle = ;
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ga.Revision = adapter.Description.Revision;
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ga.SubSystemId = adapter.Description.SubsystemId;
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//ga.SupportedDisplayModes = ;
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ga.VendorId = adapter.Description.VendorId;
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using (Output adapterOutput = adapter.GetOutput(0))
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{
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foreach (ModeDescription modeDescription in adapterOutput.GetDisplayModeList(Format.R8G8B8A8_UNorm, DisplayModeEnumerationFlags.Interlaced))
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{
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DisplayMode displayMode = new DisplayMode()
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{
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Format = FormatConverter.Translate(modeDescription.Format),
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Width = modeDescription.Width,
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Height = modeDescription.Height,
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AspectRatio = (float)modeDescription.Width / (float)modeDescription.Height,
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TitleSafeArea = new Rectangle(0, 0, modeDescription.Width, modeDescription.Height), //TODO: calculate this for real
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};
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displayModeCollection[displayMode.Format] = new DisplayMode[] { displayMode };
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}
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}
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ga.SupportedDisplayModes = displayModeCollection;
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adapterList.Add(ga);
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}
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}
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factory.Dispose();
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return new System.Collections.ObjectModel.ReadOnlyCollection<GraphicsAdapter>(adapterList);
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}
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public INativeTexture2D CreateTexture(GraphicsDevice graphics, SurfaceFormat surfaceFormat, int width, int height, int mipCount)
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{
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return new Texture2D_DX10(graphics, width, height, surfaceFormat, mipCount);
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}
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}
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}
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