SND\AstrorEnales_cp 772d4be8d3 - OpenGL render system now keeps track of all it's resources and Disposes and Recreates them if needed
- OpenGL Device is now Reset correctly when for example the window size changes (Recreating all resources)
- OpenGL render system doesn't crash anymore when closing the application
- Introduced TestStateAttribute for development to mark a file as tested/untested
2012-02-18 22:43:08 +00:00

239 lines
6.6 KiB
C#

using System;
using System.Collections.Generic;
#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.GL3.Helpers
{
internal static class GraphicsResourceManager
{
#region Private
private static List<Texture2DGL3> allTextures;
private static List<EffectGL3> allEffects;
private static List<VertexBufferGL3> allVertexBuffers;
private static List<IndexBufferGL3> allIndexBuffers;
#endregion
#region Constructor
static GraphicsResourceManager()
{
allTextures = new List<Texture2DGL3>();
allEffects = new List<EffectGL3>();
allVertexBuffers = new List<VertexBufferGL3>();
allIndexBuffers = new List<IndexBufferGL3>();
}
#endregion
#region UpdateResource
public static void UpdateResource<T>(T resource, bool register)
{
IList<T> list = null;
if (typeof(T) == typeof(Texture2DGL3))
{
list = (IList<T>)allTextures;
}
else if (typeof(T) == typeof(EffectGL3))
{
list = (IList<T>)allEffects;
}
else if (typeof(T) == typeof(VertexBufferGL3))
{
list = (IList<T>)allVertexBuffers;
}
else if (typeof(T) == typeof(IndexBufferGL3))
{
list = (IList<T>)allIndexBuffers;
}
lock (list)
{
if (register)
{
list.Add(resource);
}
else
{
list.Remove(resource);
}
}
}
#endregion
#region DisposeAllResources
public static void DisposeAllResources()
{
#region Textures
lock (allTextures)
{
foreach (Texture2DGL3 texture in allTextures)
{
if (texture.IsDisposed == false)
{
texture.DisposeResource();
}
}
}
#endregion
#region Effects
lock (allEffects)
{
foreach (EffectGL3 effect in allEffects)
{
if (effect.IsDisposed == false)
{
effect.DisposeResource();
}
}
}
#endregion
#region VertexBuffers
lock (allVertexBuffers)
{
foreach (VertexBufferGL3 buffer in allVertexBuffers)
{
if (buffer.IsDisposed == false)
{
buffer.DisposeResource();
}
}
}
#endregion
#region IndexBuffers
lock (allIndexBuffers)
{
foreach (IndexBufferGL3 buffer in allIndexBuffers)
{
if (buffer.IsDisposed == false)
{
buffer.DisposeResource();
}
}
}
#endregion
}
#endregion
#region RecreateAllResources
public static void RecreateAllResources()
{
#region Textures
lock (allTextures)
{
foreach (Texture2DGL3 texture in allTextures)
{
if (texture.IsDisposed == false)
{
texture.RecreateData();
}
}
}
#endregion
#region Effects
lock (allEffects)
{
foreach (EffectGL3 effect in allEffects)
{
if (effect.IsDisposed == false)
{
effect.RecreateData();
}
}
}
#endregion
#region VertexBuffers
lock (allVertexBuffers)
{
foreach (VertexBufferGL3 buffer in allVertexBuffers)
{
if (buffer.IsDisposed == false)
{
buffer.RecreateData();
}
}
}
#endregion
#region IndexBuffers
lock (allIndexBuffers)
{
foreach (IndexBufferGL3 buffer in allIndexBuffers)
{
if (buffer.IsDisposed == false)
{
buffer.RecreateData();
}
}
}
#endregion
if (BlendStateGL3.Current != null)
{
BlendStateGL3.Current.Apply(null);
}
if (RasterizerStateGL3.Current != null)
{
RasterizerStateGL3.Current.Apply(null);
}
if (DepthStencilStateGL3.Current != null)
{
DepthStencilStateGL3.Current.Apply(null);
}
}
#endregion
}
}