Glatzemann f06890de59 reading used GraphicsProfile out of game assembly
some work on Kinect InputSystem (Dispose, fetching of RGB image)
changed handling of native textures (providing data for Texture2D at the moment)
implemented SetData methods for Texture2D
basic Dispose handling of Texture and Texture2D implemented
RenderSystemDX10: moved FormatSize method to FormatConverter to avoid duplicated code
RenderSystemGL3 is BROKEN in this version. New texture handling needs to be adapted.
2011-11-11 07:29:49 +00:00

654 lines
28 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using SharpDX;
using SharpDX.DXGI;
using SharpDX.Direct3D;
using ANX.Framework.NonXNA;
using ANX.Framework.Graphics;
using SharpDX.Direct3D11;
using ANX.Framework;
using ANX.Framework.Graphics;
using SharpDX.D3DCompiler;
#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
using Device = SharpDX.Direct3D11.Device;
using Buffer = SharpDX.Direct3D11.Buffer;
namespace ANX.RenderSystem.Windows.DX11_1
{
public class GraphicsDeviceWindowsDX11_1 : INativeGraphicsDevice
{
private Device device;
private SwapChain swapChain;
private RenderTargetView renderView;
private SharpDX.Direct3D11.Texture2D backBuffer;
internal Effect_DX11_1 currentEffect;
private VertexBuffer currentVertexBuffer;
private IndexBuffer currentIndexBuffer;
private SharpDX.Direct3D11.Viewport currentViewport;
public GraphicsDeviceWindowsDX11_1(PresentationParameters presentationParameters)
{
// SwapChain description
var desc = new SwapChainDescription()
{
BufferCount = 1,
ModeDescription = new ModeDescription(presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight, new Rational(60, 1), Format.R8G8B8A8_UNorm),
IsWindowed = true,
OutputHandle = presentationParameters.DeviceWindowHandle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput
};
// Create Device and SwapChain
#if DIRECTX_DEBUG_LAYER
// http://msdn.microsoft.com/en-us/library/windows/desktop/bb205068(v=vs.85).aspx
Device.CreateWithSwapChain(SharpDX.Direct3D10.DriverType.Hardware, DeviceCreationFlags.Debug, desc, out device, out swapChain);
#else
Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swapChain);
#endif
// Ignore all windows events
Factory factory = swapChain.GetParent<Factory>();
factory.MakeWindowAssociation(presentationParameters.DeviceWindowHandle, WindowAssociationFlags.IgnoreAll);
// New RenderTargetView from the backbuffer
backBuffer = SharpDX.Direct3D11.Texture2D.FromSwapChain<SharpDX.Direct3D11.Texture2D>(swapChain, 0);
renderView = new RenderTargetView(device, backBuffer);
currentViewport = new SharpDX.Direct3D11.Viewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight);
}
public void Clear(ref Color color)
{
throw new NotImplementedException();
//device.ClearRenderTargetView(renderView, new SharpDX.Color4(color.A / 255f, color.R / 255f, color.G / 255f, color.B / 255f));
}
public void Present()
{
swapChain.Present(0, PresentFlags.None);
}
internal Device NativeDevice
{
get
{
return this.device;
}
}
private void SetupEffectForDraw(out SharpDX.Direct3D11.EffectPass pass, out SharpDX.Direct3D11.EffectTechnique technique, out ShaderBytecode passSignature)
{
// get the current effect
//TODO: check for null and throw exception
Effect_DX11_1 effect = this.currentEffect;
// get the input semantic of the current effect / technique that is used
//TODO: check for null's and throw exceptions
technique = effect.NativeEffect.GetTechniqueByIndex(0);
pass = technique.GetPassByIndex(0);
passSignature = pass.Description.Signature;
}
private void SetupInputLayout(ShaderBytecode passSignature)
{
// get the VertexDeclaration from current VertexBuffer to create input layout for the input assembler
//TODO: check for null and throw exception
VertexDeclaration vertexDeclaration = currentVertexBuffer.VertexDeclaration;
var layout = CreateInputLayout(device, passSignature, vertexDeclaration);
throw new NotImplementedException();
//device.InputAssembler.InputLayout = layout;
}
private int CalculateVertexCount(PrimitiveType type, int primitiveCount)
{
if (type == PrimitiveType.TriangleList)
{
return primitiveCount * 3;
}
else if (type == PrimitiveType.LineList)
{
return primitiveCount * 2;
}
else if (type == PrimitiveType.LineStrip)
{
return primitiveCount + 1;
}
else if (type == PrimitiveType.TriangleStrip)
{
return primitiveCount + 2;
}
else
{
throw new NotImplementedException("couldn't calculate vertex count for PrimitiveType '" + type.ToString() + "'");
}
}
public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount)
{
SharpDX.Direct3D11.EffectPass pass; SharpDX.Direct3D11.EffectTechnique technique; ShaderBytecode passSignature;
SetupEffectForDraw(out pass, out technique, out passSignature);
SetupInputLayout(passSignature);
throw new NotImplementedException();
// Prepare All the stages
//device.InputAssembler.PrimitiveTopology = Translate(primitiveType);
//device.Rasterizer.SetViewports(currentViewport);
//device.OutputMerger.SetTargets(this.renderView);
//for (int i = 0; i < technique.Description.PassCount; ++i)
//{
// pass.Apply();
// device.DrawIndexed(CalculateVertexCount(primitiveType, primitiveCount), startIndex, baseVertex);
//}
}
public void DrawPrimitives(PrimitiveType primitiveType, int vertexOffset, int primitiveCount)
{
SharpDX.Direct3D11.EffectPass pass; SharpDX.Direct3D11.EffectTechnique technique; ShaderBytecode passSignature;
SetupEffectForDraw(out pass, out technique, out passSignature);
SetupInputLayout(passSignature);
throw new NotImplementedException();
// Prepare All the stages
//device.InputAssembler.PrimitiveTopology = Translate(primitiveType);
//device.Rasterizer.SetViewports(currentViewport);
//device.OutputMerger.SetTargets(this.renderView);
//for (int i = 0; i < technique.Description.PassCount; ++i)
//{
// pass.Apply();
// device.Draw(primitiveCount, vertexOffset);
//}
}
public void SetIndexBuffer(IndexBuffer indexBuffer)
{
if (indexBuffer == null)
{
throw new ArgumentNullException("indexBuffer");
}
this.currentIndexBuffer = indexBuffer;
throw new NotImplementedException();
//IndexBuffer_DX11 nativeIndexBuffer = indexBuffer.NativeIndexBuffer as IndexBuffer_DX11;
//if (nativeIndexBuffer != null)
//{
// device.InputAssembler.SetIndexBuffer(nativeIndexBuffer.NativeBuffer, Translate(indexBuffer.IndexElementSize), 0);
//}
//else
//{
// throw new Exception("couldn't fetch native DirectX11.1 IndexBuffer");
//}
}
public void SetVertexBuffers(ANX.Framework.Graphics.VertexBufferBinding[] vertexBuffers)
{
throw new NotImplementedException();
}
public void SetViewport(ANX.Framework.Graphics.Viewport viewport)
{
this.currentViewport = new SharpDX.Direct3D11.Viewport(viewport.X, viewport.Y, viewport.Width, viewport.Height, viewport.MinDepth, viewport.MaxDepth);
}
public void ApplyStateObject(ANX.Framework.Graphics.BlendState blendState)
{
throw new NotImplementedException();
//BlendStateDescription description = new BlendStateDescription();
//description.AlphaBlendOperation = Translate(blendState.AlphaBlendFunction);
//description.BlendOperation = Translate(blendState.ColorBlendFunction);
//description.DestinationAlphaBlend = Translate(blendState.AlphaDestinationBlend);
//description.DestinationBlend = Translate(blendState.ColorDestinationBlend);
//for (int i = 0; i < 4; i++)
//{
// description.IsBlendEnabled[i] = true;
//}
//description.RenderTargetWriteMask[0] = Translate(blendState.ColorWriteChannels);
//description.RenderTargetWriteMask[1] = Translate(blendState.ColorWriteChannels1);
//description.RenderTargetWriteMask[2] = Translate(blendState.ColorWriteChannels2);
//description.RenderTargetWriteMask[3] = Translate(blendState.ColorWriteChannels3);
//description.SourceAlphaBlend = Translate(blendState.AlphaSourceBlend);
//description.SourceBlend = Translate(blendState.ColorSourceBlend);
//SharpDX.Direct3D11.BlendState nativeBlendState = new SharpDX.Direct3D11.BlendState(device, description);
//Vector4 tempVector = blendState.BlendFactor.ToVector4();
//SharpDX.Color4 blendFactor = new Color4(tempVector.X, tempVector.Y, tempVector.Z, tempVector.W);
//device.OutputMerger.SetBlendState(nativeBlendState, blendFactor, blendState.MultiSampleMask);
}
public void ApplyStateObject(ANX.Framework.Graphics.RasterizerState rasterizerState)
{
RasterizerStateDescription description = new RasterizerStateDescription();
description.CullMode = Translate(rasterizerState.CullMode);
description.DepthBias = (int)rasterizerState.DepthBias; //TODO: this looks wrong!!!
description.IsScissorEnabled = rasterizerState.ScissorTestEnable;
description.SlopeScaledDepthBias = rasterizerState.SlopeScaleDepthBias;
description.IsMultisampleEnabled = rasterizerState.MultiSampleAntiAlias;
description.FillMode = Translate(rasterizerState.FillMode);
description.IsAntialiasedLineEnabled = false; //TODO: this should be ok
SharpDX.Direct3D11.RasterizerState nativeRasterizerState = new SharpDX.Direct3D11.RasterizerState(device, description);
//device.Rasterizer.State = nativeRasterizerState;
throw new NotImplementedException();
}
public void ApplyStateObject(ANX.Framework.Graphics.DepthStencilState depthStencilState)
{
DepthStencilStateDescription description = new DepthStencilStateDescription();
description.IsStencilEnabled = depthStencilState.StencilEnable;
description.IsDepthEnabled = depthStencilState.DepthBufferEnable;
description.DepthComparison = Translate(depthStencilState.DepthBufferFunction);
//TODO: more to implement
SharpDX.Direct3D11.DepthStencilState nativeDepthStencilState = new SharpDX.Direct3D11.DepthStencilState(device, description);
//device.OutputMerger.SetDepthStencilState(nativeDepthStencilState, depthStencilState.ReferenceStencil);
throw new NotImplementedException();
}
public void ApplyStateObject(int slot, ANX.Framework.Graphics.SamplerState samplerState)
{
SamplerStateDescription description = new SamplerStateDescription();
description.AddressU = Translate(samplerState.AddressU);
description.AddressV = Translate(samplerState.AddressV);
description.AddressW = Translate(samplerState.AddressW);
description.Filter = Translate(samplerState.Filter);
description.MaximumAnisotropy = samplerState.MaxAnisotropy;
description.MaximumLod = samplerState.MaxMipLevel; //TODO: is this correct?
description.MipLodBias = samplerState.MipMapLevelOfDetailBias;
SharpDX.Direct3D11.SamplerState nativeSamplerState = new SharpDX.Direct3D11.SamplerState(device, description);
//device.PixelShader.SetSampler(slot, nativeSamplerState);
throw new NotImplementedException();
}
private Filter Translate(TextureFilter filter)
{
switch (filter)
{
case TextureFilter.Anisotropic:
return Filter.Anisotropic;
case TextureFilter.Linear:
return Filter.MinMagMipLinear;
case TextureFilter.LinearMipPoint:
return Filter.MinMagMipPoint;
case TextureFilter.MinLinearMagPointMipLinear:
return Filter.MinLinearMagPointMipLinear;
case TextureFilter.MinLinearMagPointMipPoint:
return Filter.MinLinearMagMipPoint;
case TextureFilter.MinPointMagLinearMipLinear:
return Filter.MinPointMagMipLinear;
case TextureFilter.MinPointMagLinearMipPoint:
return Filter.MinPointMagLinearMipPoint;
case TextureFilter.Point:
return Filter.MinMagMipPoint;
case TextureFilter.PointMipLinear:
return Filter.MinMagPointMipLinear;
}
throw new NotImplementedException();
}
private SharpDX.Direct3D11.TextureAddressMode Translate(ANX.Framework.Graphics.TextureAddressMode addressMode)
{
switch (addressMode)
{
case ANX.Framework.Graphics.TextureAddressMode.Clamp:
return SharpDX.Direct3D11.TextureAddressMode.Clamp;
case ANX.Framework.Graphics.TextureAddressMode.Mirror:
return SharpDX.Direct3D11.TextureAddressMode.Mirror;
case ANX.Framework.Graphics.TextureAddressMode.Wrap:
return SharpDX.Direct3D11.TextureAddressMode.Wrap;
}
return SharpDX.Direct3D11.TextureAddressMode.Clamp;
}
/// <summary>
/// This method creates a InputLayout which is needed by DirectX 10 for rendering primitives. The VertexDeclaration of ANX/XNA needs to be mapped
/// to the DirectX 10 types. This is what this method is for.
/// </summary>
private InputLayout CreateInputLayout(Device device, ShaderBytecode passSignature, VertexDeclaration vertexDeclaration)
{
VertexElement[] vertexElements = vertexDeclaration.GetVertexElements();
int elementCount = vertexElements.Length;
InputElement[] inputElements = new InputElement[elementCount];
for (int i = 0; i < elementCount; i++)
{
inputElements[i] = CreateInputElementFromVertexElement(vertexElements[i]);
}
// Layout from VertexShader input signature
return new InputLayout(device, passSignature, inputElements);
}
private InputElement CreateInputElementFromVertexElement(VertexElement vertexElement)
{
string elementName = Translate(vertexElement.VertexElementUsage);
Format elementFormat;
switch (vertexElement.VertexElementFormat)
{
case VertexElementFormat.Vector2:
elementFormat = Format.R32G32_Float;
break;
case VertexElementFormat.Vector3:
elementFormat = Format.R32G32B32_Float;
break;
case VertexElementFormat.Vector4:
elementFormat = Format.R32G32B32A32_Float;
break;
case VertexElementFormat.Color:
elementFormat = Format.R8G8B8A8_UNorm;
break;
default:
throw new Exception("can't map '" + vertexElement.VertexElementFormat.ToString() + "' to DXGI.Format in DirectX10 RenderSystem CreateInputElementFromVertexElement");
}
return new InputElement(elementName, vertexElement.UsageIndex, elementFormat, vertexElement.Offset, 0);
}
private PrimitiveTopology Translate(PrimitiveType primitiveType)
{
switch (primitiveType)
{
case PrimitiveType.LineList:
return PrimitiveTopology.LineList;
case PrimitiveType.LineStrip:
return PrimitiveTopology.LineStrip;
case PrimitiveType.TriangleList:
return PrimitiveTopology.TriangleList;
case PrimitiveType.TriangleStrip:
return PrimitiveTopology.TriangleStrip;
default:
throw new InvalidOperationException("unknown PrimitiveType: " + primitiveType.ToString());
}
}
private SharpDX.DXGI.Format Translate(IndexElementSize indexElementSize)
{
switch (indexElementSize)
{
case IndexElementSize.SixteenBits:
return Format.R16_UInt;
case IndexElementSize.ThirtyTwoBits:
return Format.R32_UInt;
default:
throw new InvalidOperationException("unknown IndexElementSize: " + indexElementSize.ToString());
}
}
private string Translate(VertexElementUsage usage)
{
//TODO: map the other Usages
if (usage == VertexElementUsage.TextureCoordinate)
{
return "TEXCOORD";
}
else
{
return usage.ToString().ToUpperInvariant();
}
}
private ColorWriteMaskFlags Translate(ColorWriteChannels colorWriteChannels)
{
switch (colorWriteChannels)
{
case ColorWriteChannels.All:
return ColorWriteMaskFlags.All;
case ColorWriteChannels.Alpha:
return ColorWriteMaskFlags.Alpha;
case ColorWriteChannels.Blue:
return ColorWriteMaskFlags.Blue;
case ColorWriteChannels.Green:
return ColorWriteMaskFlags.Green;
case ColorWriteChannels.Red:
return ColorWriteMaskFlags.Red;
}
return 0;
}
private BlendOption Translate(Blend blend)
{
switch (blend)
{
case Blend.BlendFactor:
return BlendOption.BlendFactor;
case Blend.DestinationAlpha:
return BlendOption.DestinationAlpha;
case Blend.DestinationColor:
return BlendOption.DestinationColor;
case Blend.InverseBlendFactor:
return BlendOption.InverseBlendFactor;
case Blend.InverseDestinationAlpha:
return BlendOption.InverseDestinationAlpha;
case Blend.InverseDestinationColor:
return BlendOption.InverseDestinationColor;
case Blend.InverseSourceAlpha:
return BlendOption.InverseSourceAlpha;
case Blend.InverseSourceColor:
return BlendOption.InverseSourceColor;
case Blend.One:
return BlendOption.One;
case Blend.SourceAlpha:
return BlendOption.SourceAlpha;
case Blend.SourceAlphaSaturation:
return BlendOption.SourceAlphaSaturate;
case Blend.SourceColor:
return BlendOption.SourceColor;
case Blend.Zero:
return BlendOption.Zero;
}
return BlendOption.One;
}
private BlendOperation Translate(BlendFunction blendFunction)
{
switch (blendFunction)
{
case BlendFunction.Add:
return BlendOperation.Add;
case BlendFunction.Max:
return BlendOperation.Maximum;
case BlendFunction.Min:
return BlendOperation.Minimum;
case BlendFunction.ReverseSubtract:
return BlendOperation.ReverseSubtract;
case BlendFunction.Subtract:
return BlendOperation.Subtract;
}
return BlendOperation.Add;
}
private SharpDX.Direct3D11.FillMode Translate(ANX.Framework.Graphics.FillMode fillMode)
{
if (fillMode == ANX.Framework.Graphics.FillMode.WireFrame)
{
return SharpDX.Direct3D11.FillMode.Wireframe;
}
else
{
return SharpDX.Direct3D11.FillMode.Solid;
}
}
private SharpDX.Direct3D11.CullMode Translate(ANX.Framework.Graphics.CullMode cullMode)
{
if (cullMode == ANX.Framework.Graphics.CullMode.CullClockwiseFace)
{
return SharpDX.Direct3D11.CullMode.Front;
}
else if (cullMode == ANX.Framework.Graphics.CullMode.CullCounterClockwiseFace)
{
return SharpDX.Direct3D11.CullMode.Back;
}
else
{
return SharpDX.Direct3D11.CullMode.None;
}
}
private Comparison Translate(CompareFunction compareFunction)
{
switch (compareFunction)
{
case CompareFunction.Always:
return Comparison.Always;
case CompareFunction.Equal:
return Comparison.Equal;
case CompareFunction.Greater:
return Comparison.Greater;
case CompareFunction.GreaterEqual:
return Comparison.GreaterEqual;
case CompareFunction.Less:
return Comparison.Less;
case CompareFunction.LessEqual:
return Comparison.LessEqual;
case CompareFunction.Never:
return Comparison.Never;
case CompareFunction.NotEqual:
return Comparison.NotEqual;
}
return Comparison.Always;
}
public void SetRenderTargets(params Framework.Graphics.RenderTargetBinding[] renderTargets)
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(Framework.Rectangle? rect, T[] data, int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(T[] data) where T : struct
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(T[] data, int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
public void Clear(Framework.Graphics.ClearOptions options, Framework.Vector4 color, float depth, int stencil)
{
throw new NotImplementedException();
}
public void DrawInstancedPrimitives(Framework.Graphics.PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount, int instanceCount)
{
throw new NotImplementedException();
}
public void DrawUserIndexedPrimitives<T>(Framework.Graphics.PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int numVertices, Array indexData, int indexOffset, int primitiveCount, Framework.Graphics.VertexDeclaration vertexDeclaration, Framework.Graphics.IndexElementSize indexFormat) where T : struct, Framework.Graphics.IVertexType
{
throw new NotImplementedException();
}
public void DrawUserPrimitives<T>(Framework.Graphics.PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, Framework.Graphics.VertexDeclaration vertexDeclaration) where T : struct, Framework.Graphics.IVertexType
{
throw new NotImplementedException();
}
public void ResizeBuffers(Framework.Graphics.PresentationParameters presentationParameters)
{
throw new NotImplementedException();
}
public bool VSync
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
}
}