Konstantin Koch 85322e2363 Migrated Primitives, RecordingSample, RenderTarget and SimpleSprite. Also implemented DynamicBuffers and fixed many Dispose functions
increased the amount of shared code between vertex and index buffers
fixed GraphicsDevice.Reset() which didn't save the provided presentation
parameters and the backbuffer was still bound after the recent changes
about the rendertargets
Vertex and IndexBuffers that get dynamically generated for the UserDraw
methods dispose the buffers now
Added DebugNames to Index and VertexBuffers and their Dynamic version.
2015-10-04 21:30:00 +02:00

152 lines
4.1 KiB
C#

using System;
using System.IO;
using System.Runtime.InteropServices;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.Development;
// 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 Effect : GraphicsResource, IGraphicsResource
{
#region Private
private INativeEffect nativeEffect;
private readonly byte[] byteCode;
private EffectSourceLanguage sourceLanguage;
#endregion
#region Public
internal INativeEffect NativeEffect
{
get
{
if (nativeEffect == null)
{
CreateNativeEffect(this.sourceLanguage);
}
return this.nativeEffect;
}
}
public EffectTechnique CurrentTechnique { get; set; }
public EffectParameterCollection Parameters { get; private set; }
public EffectTechniqueCollection Techniques { get; private set; }
#endregion
#region Constructor
protected Effect(Effect cloneSource)
: this(cloneSource.GraphicsDevice, cloneSource.byteCode)
{
}
public Effect(GraphicsDevice graphicsDevice, byte[] byteCode)
: this(graphicsDevice, byteCode, EffectSourceLanguage.HLSL_FX)
{
}
public Effect(GraphicsDevice graphicsDevice, byte[] byteCode, EffectSourceLanguage sourceLanguage)
: base(graphicsDevice)
{
this.byteCode = new byte[byteCode.Length];
Array.Copy(byteCode, this.byteCode, byteCode.Length);
base.GraphicsDevice.ResourceCreated += GraphicsDevice_ResourceCreated;
base.GraphicsDevice.ResourceDestroyed += GraphicsDevice_ResourceDestroyed;
CreateNativeEffect(sourceLanguage);
this.CurrentTechnique = this.Techniques[0];
this.sourceLanguage = sourceLanguage;
}
~Effect()
{
Dispose();
base.GraphicsDevice.ResourceCreated -= GraphicsDevice_ResourceCreated;
base.GraphicsDevice.ResourceDestroyed -= GraphicsDevice_ResourceDestroyed;
}
#endregion
#region GraphicsDevice_ResourceCreated
private void GraphicsDevice_ResourceCreated(object sender, ResourceCreatedEventArgs e)
{
if (nativeEffect != null)
{
nativeEffect.Dispose();
nativeEffect = null;
}
CreateNativeEffect(this.sourceLanguage);
}
#endregion
#region GraphicsDevice_ResourceDestroyed
private void GraphicsDevice_ResourceDestroyed(object sender, ResourceDestroyedEventArgs e)
{
if (nativeEffect != null)
{
nativeEffect.Dispose();
nativeEffect = null;
}
}
#endregion
#region Clone
public virtual Effect Clone()
{
return new Effect(this);
}
#endregion
#region PreBindSetParameters
/// <summary>
/// This is used by the built in effects to set all their parameters only once and not everytime the properties change.
/// </summary>
internal virtual void PreBindSetParameters()
{
}
#endregion
#region Dispose
protected override void Dispose(bool disposeManaged)
{
if (disposeManaged)
{
if (nativeEffect != null)
{
nativeEffect.Dispose();
nativeEffect = null;
}
}
base.Dispose(disposeManaged);
}
#endregion
#region CreateNativeEffect
private void CreateNativeEffect(EffectSourceLanguage sourceLanguage)
{
var creator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
if (creator.IsLanguageSupported(sourceLanguage))
{
this.nativeEffect = creator.CreateEffect(GraphicsDevice, this, new MemoryStream(this.byteCode, false));
this.Techniques = new EffectTechniqueCollection(this, this.nativeEffect);
this.Parameters = new EffectParameterCollection(this, this.nativeEffect);
}
else
throw new InvalidOperationException("couldn't create " + sourceLanguage + " native effect using RenderSystem " +
creator.Name);
}
#endregion
}
}