SND\AstrorEnales_cp 30499fac83 - Added the parent Vertex and IndexBuffer to the Native implementation Create methods.
- OpenGL Vertex and IndexBuffer now decide whether it's a dynamic or a static buffer.
2012-02-19 10:32:17 +00:00

279 lines
12 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;
using ANX.Framework;
#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.RenderSystem.Windows.DX11
{
public class Creator : IRenderSystemCreator
{
public string Name
{
get { return "DirectX11"; }
}
public int Priority
{
get { return 15; }
}
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)
{
AddInSystemFactory.Instance.PreventSystemChange(
AddInType.RenderSystem);
return new WindowsGameHost(game);
}
public INativeGraphicsDevice CreateGraphicsDevice(PresentationParameters presentationParameters)
{
AddInSystemFactory.Instance.PreventSystemChange(
AddInType.RenderSystem);
return new GraphicsDeviceWindowsDX11(presentationParameters);
}
public INativeBuffer CreateIndexBuffer(GraphicsDevice graphics,
IndexBuffer managedBuffer, IndexElementSize size, int indexCount, BufferUsage usage)
{
AddInSystemFactory.Instance.PreventSystemChange(
AddInType.RenderSystem);
return new IndexBuffer_DX11(graphics, size, indexCount, usage);
}
public INativeBuffer CreateVertexBuffer(GraphicsDevice graphics,
VertexBuffer managedBuffer, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
return new VertexBuffer_DX11(graphics, vertexDeclaration, vertexCount, usage);
}
public INativeEffect CreateEffect(GraphicsDevice graphics, ANX.Framework.Graphics.Effect managedEffect, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
{
AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
Effect_DX11 effect = new Effect_DX11(graphics, managedEffect, vertexShaderByteCode, pixelShaderByteCode);
return effect;
}
public INativeEffect CreateEffect(GraphicsDevice graphics, ANX.Framework.Graphics.Effect managedEffect, System.IO.Stream byteCode)
{
AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
Effect_DX11 effect = new Effect_DX11(graphics, managedEffect, byteCode);
return effect;
}
public Texture2D CreateTexture(GraphicsDevice graphics, string fileName)
{
AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
//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()
{
AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
return new BlendState_DX11();
}
public INativeRasterizerState CreateRasterizerState()
{
AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
return new RasterizerState_DX11();
}
public INativeDepthStencilState CreateDepthStencilState()
{
AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
return new DepthStencilState_DX11();
}
public INativeSamplerState CreateSamplerState()
{
AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
return new SamplerState_DX11();
}
public byte[] GetShaderByteCode(PreDefinedShader type)
{
AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
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()
{
AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
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)
{
AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
return new Texture2D_DX11(graphics, width, height, surfaceFormat, mipCount);
}
public INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
{
AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
return new RenderTarget2D_DX11(graphics, width, height, mipMap, preferredFormat, preferredDepthFormat, preferredMultiSampleCount, usage);
}
}
}