159 lines
4.8 KiB
C#
159 lines
4.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using ANX.RenderSystem.Windows.DX11.Helpers;
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using SharpDX.D3DCompiler;
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using Dx11 = SharpDX.Direct3D11;
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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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namespace ANX.RenderSystem.Windows.DX11
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{
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public class Effect_DX11 : INativeEffect
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{
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#region Private
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private Dx11.VertexShader vertexShader;
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private Dx11.PixelShader pixelShader;
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private Effect managedEffect;
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#endregion
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#region Public
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internal Dx11.Effect NativeEffect
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{
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get;
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private set;
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}
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public IEnumerable<EffectTechnique> Techniques
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{
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get
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{
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for (int i = 0; i < NativeEffect.Description.TechniqueCount; i++)
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{
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var teqDx11 = new EffectTechnique_DX11(managedEffect, NativeEffect.GetTechniqueByIndex(i));
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yield return new EffectTechnique(this.managedEffect, teqDx11);
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}
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}
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}
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public IEnumerable<EffectParameter> Parameters
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{
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get
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{
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for (int i = 0; i < NativeEffect.Description.GlobalVariableCount; i++)
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{
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EffectParameter_DX11 parDx11 = new EffectParameter_DX11();
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parDx11.NativeParameter = NativeEffect.GetVariableByIndex(i);
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EffectParameter par = new EffectParameter();
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par.NativeParameter = parDx11;
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yield return par;
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}
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}
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}
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#endregion
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#region Constructor
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public Effect_DX11(GraphicsDevice device, Effect setManagedEffect, Stream vertexShaderStream, Stream pixelShaderStream)
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{
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if (setManagedEffect == null)
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throw new ArgumentNullException("managedEffect");
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managedEffect = setManagedEffect;
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if (vertexShaderStream.CanSeek)
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vertexShaderStream.Seek(0, SeekOrigin.Begin);
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var vertexShaderByteCode = ShaderBytecode.FromStream(vertexShaderStream);
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vertexShader = new Dx11.VertexShader((Dx11.Device)device.NativeDevice, vertexShaderByteCode);
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if (pixelShaderStream.CanSeek)
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pixelShaderStream.Seek(0, SeekOrigin.Begin);
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var pixelShaderByteCode = ShaderBytecode.FromStream(pixelShaderStream);
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pixelShader = new Dx11.PixelShader((Dx11.Device)device.NativeDevice, pixelShaderByteCode);
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}
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public Effect_DX11(GraphicsDevice device, Effect setManagedEffect, Stream effectStream)
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{
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if (setManagedEffect == null)
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throw new ArgumentNullException("managedEffect");
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managedEffect = setManagedEffect;
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if (effectStream.CanSeek)
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effectStream.Seek(0, SeekOrigin.Begin);
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var effectByteCode = ShaderBytecode.FromStream(effectStream);
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NativeEffect = new Dx11.Effect(((GraphicsDeviceWindowsDX11)device.NativeDevice).NativeDevice.Device, effectByteCode);
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}
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#endregion
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#region Apply
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public void Apply(GraphicsDevice graphicsDevice)
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{
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((GraphicsDeviceWindowsDX11)graphicsDevice.NativeDevice).currentEffect = this;
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}
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#endregion
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#region GetCurrentTechnique
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public EffectTechnique_DX11 GetCurrentTechnique()
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{
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return managedEffect.CurrentTechnique.NativeTechnique as EffectTechnique_DX11;
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}
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#endregion
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public static byte[] CompileVertexShader(string effectCode, string directory = "")
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{
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ShaderBytecode vertexShaderByteCode = ShaderBytecode.Compile(effectCode, "VS", "vs_4_0", ShaderFlags.None,
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EffectFlags.None, null, new IncludeHandler(directory), "unknown");
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byte[] bytecode = new byte[vertexShaderByteCode.BufferSize];
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vertexShaderByteCode.Data.Read(bytecode, 0, bytecode.Length);
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return bytecode;
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}
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public static byte[] CompilePixelShader(string effectCode, string directory = "")
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{
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ShaderBytecode pixelShaderByteCode = ShaderBytecode.Compile(effectCode, "PS", "ps_4_0", ShaderFlags.None,
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EffectFlags.None, null, new IncludeHandler(directory), "unknown");
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byte[] bytecode = new byte[pixelShaderByteCode.BufferSize];
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pixelShaderByteCode.Data.Read(bytecode, 0, bytecode.Length);
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return bytecode;
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}
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public static byte[] CompileFXShader(string effectCode, string directory = "")
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{
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ShaderBytecode effectByteCode = ShaderBytecode.Compile(effectCode, "fx_5_0", ShaderFlags.None, EffectFlags.None,
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null, new IncludeHandler(directory), "unknown");
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byte[] bytecode = new byte[effectByteCode.BufferSize];
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effectByteCode.Data.Read(bytecode, 0, bytecode.Length);
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return bytecode;
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}
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#region Dispose
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public void Dispose()
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{
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if (pixelShader != null)
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{
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pixelShader.Dispose();
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pixelShader = null;
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}
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if (vertexShader != null)
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{
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vertexShader.Dispose();
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vertexShader = null;
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}
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if (NativeEffect != null)
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{
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NativeEffect.Dispose();
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NativeEffect = null;
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}
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}
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#endregion
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}
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}
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