Glatzemann 3879d450b4 added SharpDX.Diagnostics to AddIns using SharpDX for explicit error messages
added information about OperatingSystem and Version to AddInSystemFactory
added IsSupported field to AddIn Creators
AddInSystemFactory now only loads supported AddIns
added Metadata resource files to all AddIns containing information about supported platforms.
2011-12-01 06:28:41 +00:00

251 lines
11 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.Graphics;
using System.IO;
using ANX.Framework.NonXNA;
using System.Runtime.InteropServices;
using SharpDX.DXGI;
using ANX.Framework.NonXNA.RenderSystem;
#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 Creator : IRenderSystemCreator
{
public string Name
{
get { return "DirectX10"; }
}
public int Priority
{
get { return 10; }
}
public bool IsSupported
{
get
{
//TODO: this is just a very basic version of test for support
return AddInSystemFactory.Instance.OperatingSystem.Platform == PlatformID.Win32NT;
}
}
public GameHost CreateGameHost(Game game)
{
return new WindowsGameHost(game);
}
public INativeGraphicsDevice CreateGraphicsDevice(PresentationParameters presentationParameters)
{
return new GraphicsDeviceWindowsDX10(presentationParameters);
}
public INativeBuffer CreateIndexBuffer(GraphicsDevice graphics, IndexElementSize size, int indexCount, BufferUsage usage)
{
return new IndexBuffer_DX10(graphics, size, indexCount, usage);
}
public INativeBuffer CreateVertexBuffer(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
return new VertexBuffer_DX10(graphics, vertexDeclaration, vertexCount, usage);
}
public INativeEffect CreateEffect(GraphicsDevice graphics, ANX.Framework.Graphics.Effect managedEffect, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
{
Effect_DX10 effect = new Effect_DX10(graphics, managedEffect, vertexShaderByteCode, pixelShaderByteCode);
return effect;
}
public INativeEffect CreateEffect(GraphicsDevice graphics, ANX.Framework.Graphics.Effect managedEffect, System.IO.Stream byteCode)
{
Effect_DX10 effect = new Effect_DX10(graphics, managedEffect, byteCode);
return effect;
}
public Texture2D CreateTexture(GraphicsDevice graphics, string fileName)
{
//TODO: implement
throw new NotImplementedException();
//GraphicsDeviceWindowsDX10 graphicsDX10 = graphics.NativeDevice as GraphicsDeviceWindowsDX10;
//SharpDX.Direct3D10.Texture2D nativeTexture = SharpDX.Direct3D10.Texture2D.FromFile<SharpDX.Direct3D10.Texture2D>(graphicsDX10.NativeDevice, fileName);
//Texture2D_DX10 texture = new Texture2D_DX10(graphics, nativeTexture.Description.Width, nativeTexture.Description.Height, FormatConverter.Translate(nativeTexture.Description.Format), nativeTexture.Description.MipLevels);
//texture.NativeTexture = nativeTexture;
//return texture;
}
public INativeBlendState CreateBlendState()
{
return new BlendState_DX10();
}
public INativeRasterizerState CreateRasterizerState()
{
return new RasterizerState_DX10();
}
public INativeDepthStencilState CreateDepthStencilState()
{
return new DepthStencilState_DX10();
}
public INativeSamplerState CreateSamplerState()
{
return new SamplerState_DX10();
}
public byte[] GetShaderByteCode(PreDefinedShader type)
{
if (type == PreDefinedShader.SpriteBatch)
{
return ShaderByteCode.SpriteBatchByteCode;
}
else if (type == PreDefinedShader.AlphaTestEffect)
{
return ShaderByteCode.AlphaTestEffectByteCode;
}
else if (type == PreDefinedShader.BasicEffect)
{
return ShaderByteCode.BasicEffectByteCode;
}
else if (type == PreDefinedShader.DualTextureEffect)
{
return ShaderByteCode.DualTextureEffectByteCode;
}
else if (type == PreDefinedShader.EnvironmentMapEffect)
{
return ShaderByteCode.EnvironmentMapEffectByteCode;
}
else if (type == PreDefinedShader.SkinnedEffect)
{
return ShaderByteCode.SkinnedEffectByteCode;
}
throw new NotImplementedException("ByteCode for '" + type.ToString() + "' is not yet available");
}
public void RegisterCreator(AddInSystemFactory factory)
{
factory.AddCreator(this);
}
public System.Collections.ObjectModel.ReadOnlyCollection<GraphicsAdapter> GetAdapterList()
{
SharpDX.DXGI.Factory factory = new Factory();
List<GraphicsAdapter> adapterList = new List<GraphicsAdapter>();
DisplayModeCollection displayModeCollection = new DisplayModeCollection();
for (int i = 0; i < factory.GetAdapterCount(); i++)
{
using (Adapter adapter = factory.GetAdapter(i))
{
GraphicsAdapter ga = new GraphicsAdapter();
//ga.CurrentDisplayMode = ;
//ga.Description = ;
ga.DeviceId = adapter.Description.DeviceId;
ga.DeviceName = adapter.Description.Description;
ga.IsDefaultAdapter = i == 0; //TODO: how to set default adapter?
//ga.IsWideScreen = ;
//ga.MonitorHandle = ;
ga.Revision = adapter.Description.Revision;
ga.SubSystemId = adapter.Description.SubsystemId;
//ga.SupportedDisplayModes = ;
ga.VendorId = adapter.Description.VendorId;
using (Output adapterOutput = adapter.GetOutput(0))
{
foreach (ModeDescription modeDescription in adapterOutput.GetDisplayModeList(Format.R8G8B8A8_UNorm, DisplayModeEnumerationFlags.Interlaced))
{
DisplayMode displayMode = new DisplayMode()
{
Format = FormatConverter.Translate(modeDescription.Format),
Width = modeDescription.Width,
Height = modeDescription.Height,
AspectRatio = (float)modeDescription.Width / (float)modeDescription.Height,
TitleSafeArea = new Rectangle(0, 0, modeDescription.Width, modeDescription.Height), //TODO: calculate this for real
};
displayModeCollection[displayMode.Format] = new DisplayMode[] { displayMode };
}
}
ga.SupportedDisplayModes = displayModeCollection;
adapterList.Add(ga);
}
}
factory.Dispose();
return new System.Collections.ObjectModel.ReadOnlyCollection<GraphicsAdapter>(adapterList);
}
public INativeTexture2D CreateTexture(GraphicsDevice graphics, SurfaceFormat surfaceFormat, int width, int height, int mipCount)
{
return new Texture2D_DX10(graphics, width, height, surfaceFormat, mipCount);
}
public INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
{
return new RenderTarget2D_DX10(graphics, width, height, mipMap, preferredFormat, preferredDepthFormat, preferredMultiSampleCount, usage);
}
}
}