Glatzemann e1076f8984 added DX11 stock shaders to build system
updated StockShaderCodeGenerator (sscg) to support DX11 shaders
updated the DX11 RenderSystem to be on par with the DX10 RenderSystem (it is currently not working completly because of some issues with shaders)
2011-12-14 11:49:04 +00:00

343 lines
12 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using SharpDX.Direct3D10;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.Framework;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.Framework.Windows.DX10
{
public class DepthStencilState_DX10 : INativeDepthStencilState
{
#region Private Members
private DepthStencilStateDescription description;
private SharpDX.Direct3D10.DepthStencilState nativeDepthStencilState;
private bool nativeDepthStencilStateDirty;
private bool bound;
private int referenceStencil;
#endregion // Private Members
public DepthStencilState_DX10()
{
this.description = new DepthStencilStateDescription();
this.nativeDepthStencilStateDirty = true;
}
public void Apply(Graphics.GraphicsDevice graphicsDevice)
{
GraphicsDeviceWindowsDX10 gdx10 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10;
Device device = gdx10.NativeDevice;
UpdateNativeDepthStencilState(device);
this.bound = true;
device.OutputMerger.SetDepthStencilState(nativeDepthStencilState, this.referenceStencil);
}
public void Release()
{
this.bound = false;
}
public void Dispose()
{
if (this.nativeDepthStencilState != null)
{
this.nativeDepthStencilState.Dispose();
this.nativeDepthStencilState = null;
}
}
public bool IsBound
{
get
{
return this.bound;
}
}
public Graphics.StencilOperation CounterClockwiseStencilDepthBufferFail
{
set
{
SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value);
if (description.BackFace.DepthFailOperation != operation)
{
description.BackFace.DepthFailOperation = operation;
nativeDepthStencilStateDirty = true;
}
}
}
public Graphics.StencilOperation CounterClockwiseStencilFail
{
set
{
SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value);
if (description.BackFace.FailOperation != operation)
{
description.BackFace.FailOperation = operation;
nativeDepthStencilStateDirty = true;
}
}
}
public Graphics.CompareFunction CounterClockwiseStencilFunction
{
set
{
SharpDX.Direct3D10.Comparison comparison = FormatConverter.Translate(value);
if (description.BackFace.Comparison != comparison)
{
description.BackFace.Comparison = comparison;
nativeDepthStencilStateDirty = true;
}
}
}
public Graphics.StencilOperation CounterClockwiseStencilPass
{
set
{
SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value);
if (description.BackFace.PassOperation != operation)
{
description.BackFace.PassOperation = operation;
nativeDepthStencilStateDirty = true;
}
}
}
public bool DepthBufferEnable
{
set
{
if (description.IsDepthEnabled != value)
{
description.IsDepthEnabled = value;
nativeDepthStencilStateDirty = true;
}
}
}
public Graphics.CompareFunction DepthBufferFunction
{
set
{
SharpDX.Direct3D10.Comparison comparison = FormatConverter.Translate(value);
if (description.DepthComparison != comparison)
{
description.DepthComparison = comparison;
nativeDepthStencilStateDirty = true;
}
}
}
public bool DepthBufferWriteEnable
{
set
{
DepthWriteMask writeMask = value ? DepthWriteMask.All : DepthWriteMask.Zero;
if (description.DepthWriteMask != writeMask)
{
description.DepthWriteMask = writeMask;
nativeDepthStencilStateDirty = true;
}
}
}
public int ReferenceStencil
{
set
{
if (this.referenceStencil != value)
{
this.referenceStencil = value;
this.nativeDepthStencilStateDirty = true;
}
}
}
public Graphics.StencilOperation StencilDepthBufferFail
{
set
{
SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value);
if (description.FrontFace.DepthFailOperation != operation)
{
description.FrontFace.DepthFailOperation = operation;
nativeDepthStencilStateDirty = true;
}
}
}
public bool StencilEnable
{
set
{
if (description.IsStencilEnabled != value)
{
description.IsStencilEnabled = value;
nativeDepthStencilStateDirty = true;
}
}
}
public Graphics.StencilOperation StencilFail
{
set
{
SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value);
if (description.FrontFace.FailOperation != operation)
{
description.FrontFace.FailOperation = operation;
nativeDepthStencilStateDirty = true;
}
}
}
public Graphics.CompareFunction StencilFunction
{
set
{
SharpDX.Direct3D10.Comparison comparison = FormatConverter.Translate(value);
if (description.FrontFace.Comparison != comparison)
{
description.FrontFace.Comparison = comparison;
nativeDepthStencilStateDirty = true;
}
}
}
public int StencilMask
{
set
{
byte stencilMask = (byte)value; //TODO: check range
if (description.StencilReadMask != stencilMask)
{
description.StencilReadMask = stencilMask;
nativeDepthStencilStateDirty = true;
}
}
}
public Graphics.StencilOperation StencilPass
{
set
{
SharpDX.Direct3D10.StencilOperation operation = FormatConverter.Translate(value);
if (description.FrontFace.PassOperation != operation)
{
description.FrontFace.PassOperation = operation;
nativeDepthStencilStateDirty = true;
}
}
}
public int StencilWriteMask
{
set
{
byte stencilWriteMask = (byte)value; //TODO: check range
if (description.StencilWriteMask != stencilWriteMask)
{
description.StencilWriteMask = stencilWriteMask;
nativeDepthStencilStateDirty = true;
}
}
}
public bool TwoSidedStencilMode
{
set
{
//TODO: check if we really need this. in xna this enables only counter clockwise stencil operations
}
}
private void UpdateNativeDepthStencilState(Device device)
{
if (this.nativeDepthStencilStateDirty == true || this.nativeDepthStencilState == null)
{
if (this.nativeDepthStencilState != null)
{
this.nativeDepthStencilState.Dispose();
this.nativeDepthStencilState = null;
}
this.nativeDepthStencilState = new SharpDX.Direct3D10.DepthStencilState(device, ref this.description);
this.nativeDepthStencilStateDirty = false;
}
}
}
}