Konstantin Koch 55ab328f79 Updated BasicEffectSample, DualTextureSample, KeyboardSample and MultiRenderTarget. Also reduced the memory usage for multiple rendertargets
Also did some Refactoring for Classes that implement and use
INativeBuffer.
The memory usage reduction for rendertargets resulted in some
refactoring of the directx texture classes.
Also added DebugNames for some DirectX resources in case of a debug
build.
2015-09-30 21:31:15 +02:00

120 lines
4.4 KiB
C#

#region Using Statements
using System;
using System.Runtime.InteropServices;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.RenderSystem;
using ANX.Framework.NonXNA.Development;
#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
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[Developer("Glatzemann")]
[TestState(TestStateAttribute.TestState.Untested)]
public class RenderTarget2D : Texture2D, IDynamicGraphicsResource
{
public event EventHandler<EventArgs> ContentLost;
internal INativeRenderTarget2D NativeRenderTarget { get; private set; }
public DepthFormat DepthStencilFormat { get; private set; }
public bool IsContentLost { get; private set; }
public int MultiSampleCount { get; private set; }
public RenderTargetUsage RenderTargetUsage { get; private set; }
#region Constructor
public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height)
: base(graphicsDevice)
{
this.Width = width;
this.Height = height;
OneOverWidth = 1f / width;
OneOverHeight = 1f / height;
base.LevelCount = 1;
base.Format = SurfaceFormat.Color;
this.DepthStencilFormat = DepthFormat.None;
this.MultiSampleCount = 0;
this.RenderTargetUsage = RenderTargetUsage.DiscardContents;
var creator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
this.NativeRenderTarget = creator.CreateRenderTarget(graphicsDevice, width, height, false, SurfaceFormat.Color,
this.DepthStencilFormat, this.MultiSampleCount, this.RenderTargetUsage);
base.nativeTexture = this.NativeRenderTarget as INativeTexture2D;
}
public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height,
[MarshalAsAttribute(UnmanagedType.U1)] bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat)
: base(graphicsDevice)
{
this.Width = width;
this.Height = height;
OneOverWidth = 1f / width;
OneOverHeight = 1f / height;
base.LevelCount = 1;
base.Format = preferredFormat;
this.DepthStencilFormat = preferredDepthFormat;
this.MultiSampleCount = 0;
this.RenderTargetUsage = RenderTargetUsage.DiscardContents;
var creator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
this.NativeRenderTarget = creator.CreateRenderTarget(graphicsDevice, width, height, false, SurfaceFormat.Color,
this.DepthStencilFormat, this.MultiSampleCount, this.RenderTargetUsage);
base.nativeTexture = this.NativeRenderTarget as INativeTexture2D;
}
public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height,
[MarshalAsAttribute(UnmanagedType.U1)] bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat,
int preferredMultiSampleCount, RenderTargetUsage usage)
: base(graphicsDevice)
{
this.Width = width;
this.Height = height;
OneOverWidth = 1f / width;
OneOverHeight = 1f / height;
base.LevelCount = 1;
base.Format = preferredFormat;
this.DepthStencilFormat = preferredDepthFormat;
this.MultiSampleCount = preferredMultiSampleCount;
this.RenderTargetUsage = usage;
var creator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
this.NativeRenderTarget = creator.CreateRenderTarget(graphicsDevice, width, height, false, SurfaceFormat.Color,
this.DepthStencilFormat, this.MultiSampleCount, this.RenderTargetUsage);
base.nativeTexture = this.NativeRenderTarget as INativeTexture2D;
}
#endregion
protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
{
base.Dispose(false);
}
void IDynamicGraphicsResource.SetContentLost(bool isContentLost)
{
this.IsContentLost = isContentLost;
if (isContentLost)
{
raise_ContentLost(this, EventArgs.Empty);
}
}
protected void raise_ContentLost(object sender, EventArgs args)
{
if (ContentLost != null)
{
ContentLost(sender, args);
}
}
}
}