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.
312 lines
13 KiB
C#
312 lines
13 KiB
C#
#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using ANX.Framework.Graphics;
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using SharpDX.Direct3D10;
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using ANX.Framework.NonXNA.RenderSystem;
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using System.IO;
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using System.Runtime.InteropServices;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.Windows.DX10
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{
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public class Texture2D_DX10 : INativeTexture2D
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{
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#region Private Members
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private SharpDX.Direct3D10.Texture2D nativeTexture;
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private SharpDX.Direct3D10.ShaderResourceView nativeShaderResourceView;
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private int formatSize;
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private SurfaceFormat surfaceFormat;
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private GraphicsDevice graphicsDevice;
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#endregion // Private Members
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public Texture2D_DX10(GraphicsDevice graphicsDevice, int width, int height, SurfaceFormat surfaceFormat, int mipCount)
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{
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if (mipCount > 1)
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{
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throw new Exception("creating textures with mip map not yet implemented");
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}
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this.graphicsDevice = graphicsDevice;
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this.surfaceFormat = surfaceFormat;
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GraphicsDeviceWindowsDX10 graphicsDX10 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10;
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SharpDX.Direct3D10.Device device = graphicsDX10.NativeDevice;
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SharpDX.Direct3D10.Texture2DDescription description = new SharpDX.Direct3D10.Texture2DDescription()
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{
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Width = width,
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Height = height,
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MipLevels = mipCount,
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ArraySize = mipCount,
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Format = FormatConverter.Translate(surfaceFormat),
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SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
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Usage = SharpDX.Direct3D10.ResourceUsage.Dynamic,
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BindFlags = SharpDX.Direct3D10.BindFlags.ShaderResource,
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CpuAccessFlags = SharpDX.Direct3D10.CpuAccessFlags.Write,
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OptionFlags = SharpDX.Direct3D10.ResourceOptionFlags.None,
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};
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this.nativeTexture = new SharpDX.Direct3D10.Texture2D(graphicsDX10.NativeDevice, description);
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this.nativeShaderResourceView = new SharpDX.Direct3D10.ShaderResourceView(graphicsDX10.NativeDevice, this.nativeTexture);
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// description of texture formats of DX10: http://msdn.microsoft.com/en-us/library/bb694531(v=VS.85).aspx
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// more helpfull information on DX10 textures: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205131(v=vs.85).aspx
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this.formatSize = FormatConverter.FormatSize(surfaceFormat);
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}
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public override int GetHashCode()
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{
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return NativeTexture.NativePointer.ToInt32();
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}
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internal SharpDX.Direct3D10.Texture2D NativeTexture
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{
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get
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{
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return this.nativeTexture;
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}
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set
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{
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if (this.nativeTexture != value)
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{
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if (this.nativeTexture != null)
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{
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this.nativeTexture.Dispose();
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}
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this.nativeTexture = value;
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}
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}
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}
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internal SharpDX.Direct3D10.ShaderResourceView NativeShaderResourceView
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{
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get
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{
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return this.nativeShaderResourceView;
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}
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set
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{
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if (this.nativeShaderResourceView != value)
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{
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if (this.nativeShaderResourceView != null)
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{
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this.nativeShaderResourceView.Dispose();
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}
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this.nativeShaderResourceView = value;
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}
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}
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, T[] data) where T : struct
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{
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SetData<T>(graphicsDevice, 0, data, 0, data.Length);
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, T[] data, int startIndex, int elementCount) where T : struct
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{
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SetData<T>(graphicsDevice, 0, data, startIndex, elementCount);
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, int offsetInBytes, T[] data, int startIndex, int elementCount) where T : struct
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{
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//TODO: handle offsetInBytes parameter
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//TODO: handle startIndex parameter
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//TODO: handle elementCount parameter
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if (this.surfaceFormat == SurfaceFormat.Color)
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{
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int subresource = SharpDX.Direct3D10.Texture2D.CalculateSubresourceIndex(0, 0, 1);
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SharpDX.DataRectangle rectangle = this.nativeTexture.Map(subresource, SharpDX.Direct3D10.MapMode.WriteDiscard, SharpDX.Direct3D10.MapFlags.None);
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int rowPitch = rectangle.Pitch;
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unsafe
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{
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GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned);
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byte* colorData = (byte*)handle.AddrOfPinnedObject();
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byte* pTexels = (byte*)rectangle.DataPointer;
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int srcIndex = 0;
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for (int row = 0; row < Height; row++)
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{
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int rowStart = row * rowPitch;
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for (int col = 0; col < Width; col++)
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{
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int colStart = col * formatSize;
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pTexels[rowStart + colStart + 0] = colorData[srcIndex++];
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pTexels[rowStart + colStart + 1] = colorData[srcIndex++];
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pTexels[rowStart + colStart + 2] = colorData[srcIndex++];
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pTexels[rowStart + colStart + 3] = colorData[srcIndex++];
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}
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}
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handle.Free();
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}
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this.nativeTexture.Unmap(subresource);
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}
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else if (surfaceFormat == SurfaceFormat.Dxt5 || surfaceFormat == SurfaceFormat.Dxt3 || surfaceFormat == SurfaceFormat.Dxt1)
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{
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unsafe
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{
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GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned);
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byte* colorData = (byte*)handle.AddrOfPinnedObject();
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int w = (Width + 3) >> 2;
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int h = (Height + 3) >> 2;
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formatSize = (surfaceFormat == SurfaceFormat.Dxt1) ? 8 : 16;
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int subresource = SharpDX.Direct3D10.Texture2D.CalculateSubresourceIndex(0, 0, 1);
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SharpDX.DataRectangle rectangle = this.nativeTexture.Map(subresource, SharpDX.Direct3D10.MapMode.WriteDiscard, SharpDX.Direct3D10.MapFlags.None);
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SharpDX.DataStream ds = new SharpDX.DataStream(rectangle.DataPointer, Width * Height * 4 * 2, true, true);
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int pitch = rectangle.Pitch;
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int col = 0;
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int index = 0; // startIndex
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int count = data.Length; // elementCount
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int actWidth = w * formatSize;
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for (int i = 0; i < h; i++)
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{
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ds.Position = (i * pitch) + (col * formatSize);
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if (count <= 0)
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{
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break;
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}
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else if (count < actWidth)
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{
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for (int idx = index; idx < index + count; idx++)
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{
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ds.WriteByte(colorData[idx]);
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}
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//ds.WriteRange<byte>(colorDataArray, index, count);
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break;
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}
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for (int idx = index; idx < index + actWidth; idx++)
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{
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ds.WriteByte(colorData[idx]);
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}
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//ds.WriteRange<byte>(colorDataArray, index, actWidth);
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index += actWidth;
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count -= actWidth;
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}
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handle.Free();
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this.nativeTexture.Unmap(subresource);
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}
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}
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else
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{
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throw new Exception(string.Format("creating textures of format {0} not yet implemented...", surfaceFormat.ToString()));
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}
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}
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public int Width
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{
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get
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{
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if (this.nativeTexture != null)
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{
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return this.nativeTexture.Description.Width;
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}
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return 0;
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}
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}
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public int Height
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{
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get
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{
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if (this.nativeTexture != null)
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{
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return this.nativeTexture.Description.Height;
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}
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return 0;
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}
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}
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public GraphicsDevice GraphicsDevice
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{
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get
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{
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return this.graphicsDevice;
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}
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}
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public void Dispose()
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{
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if (this.nativeShaderResourceView != null)
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{
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this.nativeShaderResourceView.Dispose();
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this.nativeShaderResourceView = null;
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}
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if (this.nativeTexture != null)
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{
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this.nativeTexture.Dispose();
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this.nativeTexture = null;
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}
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}
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}
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}
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